PS DC NOS 01 Glitchzerai
PS DC NOS 01 Glitchzerai
Githzerai Glitch
(aka: Glitch-zerai, if you are so inclined)
At the behest of a hidden benefactor, heroes have been summoned to Sigil, to investigate the
machinations of the cult of the Broken God.
CONTENT WARNINGS: Execution, disrespect of the dead, toxic biomes, vorpal weapons
1
CREDITS
Project Leads: Chris Lindsay, Chris Tulach, Claire Hoffman, Greg
Marks
Writer: Lex Winter
Editor/Sensitivity Lead: Katriel Paige
Cover Artwork: Kate Lacambra (The Bird’s Nest Productions)
Interior Illustrator: Kate Lacambra (The Bird’s Nest Productions)
ORGANIZED PLAY
D&D Adventurers League Administrators: Ma’at Crook, Claire
Hoffman, Greg Marks, Toni Winslow-Brill
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ADVENTURE PRIMER
Then it won't be long till we both reach ground zero, OVERVIEW
So here we go again.
And I know you didn't get your way, The adventure’s story is spread over 3 parts including the
Now I guess you want to fight all day. Call to Action and takes approximately 2 hours to play.
Better watch out what I say, The adventure begins with a Call to Action scene.
Don't look now, 'cause here we go again.
—Riddlin’ Kids, “Here We Go Again” Call to Action: Pub Crawling: The characters find
themselves summoned to meet a benefactor at the Old City
Bar in Sigil. Then things get real.
This adventure is designed for three to seven 17 to 20th-
level characters and is optimized for five characters with Part 1: As Above, So Below: The characters make it to the
an average party level (APL) of 18. Characters outside sealed library, only to find a complex trap guarding the
this level range cannot participate in this adventure. entrance. Do they attempt to pick the lock, or find
This adventure takes place in Sigil, the City of Doors. another way in?
This adventure contains the following content warnings: Part 2: Amateur Librarians: The characters search the
Execution (of the questgiver), toxic biomes, disrespect of library for the Forbidden Knowledge the cult seeks.
the dead, and vorpal weapons. Refer to Appendix 01: Instead, they find a trap.
Safety and Resources for more information on safety tools
and other recommendations.
ADVENTURE HOOKS
BACKGROUND
Every adventure needs some way for player characters to
NOSTIA, a wildspace system officially classified as UX-182, become involved. Consider these if the players do not have
was often forgotten or dismissed and is even a place their own.
wherein pirates see no need to go. After the discovery of a
lost spelljammer, a plot was uncovered to drain the star and Cosmic Crossroads. Characters who have played a prior
its avatar of radiant life force. Adventurers traveled to the Nostian Spelljammer adventure have a connection to the
past and dealt with the corruption at the source, but the cult planet, and to Janus’ family. He would seek them out as
behind the draining of the star still appears to be active in he knows they are trustworthy.
other parts of the multiverse. Refer to Appendix 3 for a It’s In The Stars? Paladins, clerics, or characters with
summary of the prior Nostia adventures. backgrounds like acolyte, hermit, or sage may be
contacted by their orders, or by portents in the Weave
JANUS STONEHEART, githzerai cleric of Mystra, has been that a greater threat is close to emerging. It would lead
looking into these further instances of cult activity, and has them to Janus and Sigil at the end of their road.
traced them to Sigil. Now he summons heroes to deal with Fame and Fortune. Because the greatest motivator for
the cult before they can steal lost knowledge to further their adventure is the tales we tell, and the loot we acquire.
deeds. Janus claims to be the son of adventurer NPCs crucial Capable heroes are always welcome, even when the
to the prior Nostia adventures, however this is only half mission isn’t saving the world.
true. He IS Janus Stoneheart, just not the Janus Stoneheart
native to this timeline. This will be further explored in
another Dungeoncraft adventure.
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 3
CALL TO ACTION: PUB CRAWLING
Estimated Duration: 15 minutes
The characters arrive on Sigil in search of their contact at An hour goes by with no sign of your contact. The patrons are
the bar. Little do they know their contact is also being beginning to stare. The air is starting to smell sour and stale.
sought out by elements related to the Cult of the Broken And your nerves are making a noise only you can hear. Maybe
God. it’s time to leave.
SETTING: OLD CITY BAR Five minutes past the hour, the door opens and a githzerai
wearing the Holy Symbol of Mystra enters. He walks straight
Lighting. The Old City Bar is dimly lit, but in the same sense to your back table without so much as a glance at anyone else.
that any pub might be- to sling more drinks and keep
people inside as long as possible. Small lamps lit with “Heroes. I am glad you took my message seriously. You are not
Continual Flame spells are evenly spaced on the walls, and the first band I contacted, but hopefully will be the last. My
there is a roaring fire in the hearth. name is Janus Stoneheart, devotee of Mystra. I have been
following the cult of the Broken God for the past year, and am
Sights and Sounds. The clink of drinking mugs and the convinced they are planning to scale up their operation in a
chatter of patrons is ever-present, though not distracting in way that threatens the very fabric of the multiverse. Are you
the slightest. The bar projects a ‘cleaned-up’ façade, though willing to risk your life to take on this cult?”
any astute character can discover this is a dressed-up dive
bar. A half dozen patrons have taken their own spaces, and
the barkeep minds his own business. Unlike the bustle and JANUS STONEHEART
energy of the city outside its doors, the bar is quiet. Male githzerai, cleric of Mystra (he/him)
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 4
he thinks they are using positions of power to divert The Marut’s eye turns blood red as it lands on Janus, and the
resources and information to their ultimate goal, which gith immediately moves into action.
lies elsewhere beyond the city’s borders.
• One of their prior attempts to drain a star happened in The intent here is for the characters to use Janus’
the wildspace system of UX-182, known as Nostia. The distraction (which can be via anything the DM finds fitting,
cult was stopped there by adventurers who used the cinematic, or “cool”) to escape. The barkeep is happy to
same temporal machine to travel back in time and defeat nudge them towards the kitchen door, or they can run to
the cult before they could complete their work. the second level and go out a window. Janus can also
• The same band of heroes also liberated his adoptive psionically tell the party that fighting Mercykillers could
mother from her past trauma and indirectly led to his lead to undue attention from the Dabus that patrol the city
own adoption, and ultimately the moment they all find on the behalf of the Lady of Pain. Combat must be avoided
themselves in. This is also why he has a particularly on their part. He also hands each character a Clockwork
strong stake in the task at hand- he views it as his Amulet before leaping into action.
family’s mission to confront and defeat the broken god.
Once the characters have made their way outside, they are
He does not know why the cult was siphoning energy off no longer of interest to the Mercykillers. That said, calling
the stars, but believes it would not be for any noble reasons. for Dexterity (Stealth) or Wisdom (Survival) checks can
He tracked the cult to Sigil, where he learned through heighten the mood- while the guild is not actively searching
various channels with the guilds that they had been scoping for the characters, they don’t know that. Especially when
out the old Library near the Hall of Records. A library that more Meryckillers are standing outside the front door to
contains information about not only the multiverse, but the bar.
certain things that ‘others’ thought best kept removed from
the planes at large. Knowledge not even Candlekeep nor the After several moments, the initial patrol emerges from the
libraries of Thay have among their collected works. bar, holding a beaten Janus in between them. A Mercykiller
Whatever they want from that library, it is definitely in mage’s robes tries to intimidate the githzerai, but he
something the rest of the planes would benefit from them seems unfazed and defiant. The mage, quickly losing
not knowing. patience, moves to execute the cleric. Janus is aware of the
character’s presence and will send one final message to any
The library is currently privately owned and sealed off from of them psionically: “Library, two hours.”
everyone and everywhere. The door is guarded by a
complex locking mechanism, the security system is fine In a flash of green light, Janus’s body disintegrates, leaving
tuned to a pin’s head, and there is no way to teleport, behind nothing of use. The remaining Mercykillers forcibly
Dimension Door, Gate, Plane Shift, Passwall, Antimagic Field, scatter the ashes and leave the scene.
or otherwise get past the walls and inside. It’s a fortress, the
safest place anywhere in the Multiverse, and one that he
WHAT IF THE PARTY WANTS TO FIGHT?
knows the cult has been trying to break into.
If the characters are more invested in combat, or wish to actively
What he needs the characters to do then, is help him break
fight the Mercykiller patrol, have them roll into Initiative
into the library. immediately. Janus does not wish to involve them in combat but
won’t stop them either. The patrol fights until dead, at which
Janus cannot divulge any other information until he knows point Janus leads the characters out the kitchen exit.
the characters are on board with his plan. Once they all
agree, but before he can reveal anything else, the doors to Once in the Alley, he tells them if they get separated, to meet in
the bar open and a cadre of enforcers walk in, made up of front of the library in two hours. Mercykillers are methodical and
four Gladiators and a Marut. These belong to the relentless, and just because they defeated one patrol doesn’t
Mercykillers, a faction that prioritizes justice above all else. mean others will back off. He will reiterate that he is also positive
that these patrols have been infiltrated by the Cult.
The Marut’s central eye glows as it sweeps over the room,
scanning everything and everyone. Janus curses under his Once Janus finishes his explanation, a wayward bolt of green light
breath. will fall from the rooftops, catching and disintegrating the
“Time to go. Head out the back. I’ll stay behind and provide a githzerai where he stands. An echo of ‘library, two hours’ will be
distraction. Meet me at the library in two hours. And under no the only thing left of him at that moment.
circumstances engage with anyone. We don’t need the city’s
Of course, if the party really does not want Janus dead, that is also
prying eyes on us any more than they are.”
fine, though then they miss out on discovering his unique quirk as
a glitch. But it is by no means necessary for him to die here
outside of cinematic effect.
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 5
PART 1. AS ABOVE, SO BELOW
Estimated Duration: 45 minutes
Banishment spells do work within Sigil, however anything Janus explains the cult has been keeping tabs on the library,
banished treats Sigil as its home plane. Extradimensional spaces, trying to find a way past the security system. While the
like demiplanes, pocket dimensions, bags of holding, etc. also building was once part of the Halls of Records, ages ago it
work within Sigil, but must conform to the above conditions. (The was shuttered and sold off to the highest bidder, who kept
book trap used within part 2 is one of these- and also why the the entire collection intact in the library and forbade
fiends do not fade once defeated.) anyone from accessing it, regardless of status, occupation,
noble connections, or money. Since then, it’s become the
Characters who are unaware of this can recall this information via source of rumors and speculation about the owners and
a DC15 Intelligence (History) or (Arcana) check. why they are so heavily restricting what amounts to the
greatest collection of information in the multiverse. That’s
RECONNECTED likely what drew the cult’s attention, and why they’ve been
attempting to break in.
The Hall of Records is one of the largest structures in all of It’s also why Janus is so keen to break in himself- the cult
Sigil. Even without Janus there to guide you, the party is able will eventually succeed, and he wants to make sure that
to find it with little trouble. Throngs of people pass each other whatever they’re looking for is not there when they do.
by as citizens and workers enter and exit the massive
structure. The Headquarters of the Fated is truly a sight to Janus knows there are two ways into the library. One is
behold especially its seven towers reaching into the sky. through the front, which is warded and stuck behind the
most complicated lock he has ever seen. And the other is
“I’ve seen it a hundred times, and it never gets old.” through the sewers, which is both longer, and its own can of
trouble. The characters need to choose which route they are
As you turn around at the sudden voice, you see Janus taking before they can proceed.
standing there, fully alive and certainly not a pile of ash. He
smiles sheepishly and shrugs.
THE DOOR
“I can explain, but first we need to get to the library. Those Should the characters choose to go in the “front”, Janus
Mercykillers confirm what I feared- the Cult has infiltrated the leads them away from the crowds around the main
Guilds and already has enough influence to turn them against entrance to the Hall of Records, and towards the library
me. We have no time to waste.” tower. There is no front door to speak of, and the windows
shimmer with magical wards keeping them locked. Janus
keeps moving past the obvious front entrance, to a blank
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 6
patch of wall. When he taps the stone three times, then The
Door appears. Initiative: The Door acts on Initiative Counts 20, 10, and 0,
discounting ties.
The Door consists of arcane ward, brimming with
abjuration, evocation, and necromantic magic, and covered Active Elements: The trap emits pulses that damage and
in nonsense runes. Whoever sealed this door made it look further hinder the characters in range. These elements are
as intimidating as possible. There is a single concave suppressed one at a time as the locks are picked and reset if
depression in the middle of the door that has no lock, but is the door trap itself is reset.
clearly meant to function as a keyhole. Part of this is for
show, but the rest is a cleverly concealed complex trap that Dynamic Elements: On initiative Count 20, the trap emits a
makes opening the door a pain to all but the most powerful blast of lightning at all creatures within 45 ft. of it.
of fellows. Creatures affected must succeed on a DC23 Dexterity
Saving Throw or suffer 10d8 lightning damage, taking half
The runes themselves are not in any language, but any damage on a success.
character capable of understanding all written languages
(Comprehend Languages, Eyes of the Rune Keeper, et al. On Initiative Count 10, the trap emits a cloud of necrotic
But NOT Tongue of Sun and Moon- sorry monks, this is miasma, affecting all creatures within 45 ft. of it. Creatures
written, not spoken) discovers they say “Don’t Stand in the must succeed on a DC23 Constitution Saving Throw or
Fire” repeatedly. suffer 8d8 necrotic damage and gain a level of exhaustion.
Character who succeed on the saving throw take half
Characters proficient in Arcana can discern that The Door is damage and suffer no exhaustion.
a trap of some sort, and with a successful DC20 Intelligence
(Arcana) check are able to tell that it is protected behind an On Initiative Count 0, the trap emits a confounding pulse.
Arcane Lock spell, must be manipulated mentally, and will All creatures within 45 ft. of the door must make a DC23
begin reacting to any external forces once it is interacted Wisdom Saving Throw. Creatures who fail discover they
with. A DC25 check also reveals that the lock is nearly have lost attunement to one of their magic items, chosen at
impossible to pick without incredible skill, luck, or magical random.
potential (DC30, raised to a 40 via the Arcane Lock spell). A
successful DC30 check finally reveals that there is more Countermeasures: The locks can be picked via a DC30
than one stage to this lock as well, and that the various Thieves’ Tools check, raised to a DC40 due to the presence
elements of the trap pertain to the number of locks that of an Arcane Lock spell. This check is made using
remain functional. INTELLIGENCE on account of the arcane nature of the lock-
it has no actual keyhole and needs quick thinking rather
Recall here the earlier information that Passwall is not a than manual dexterity to mitigate.
valid way to bypass this lock. The spell will fail. Similarly,
using a Knock spell WILL suppress the Arcane Lock spell for If the party lacks a character with proficiency in Thieves
one trap lock at a time, but will also make a LOT of noise. Tools, or for more contributions to dealing with the lock,
Characters who suggest Divine Intervention will be characters proficient in the Arcana skill may also attempt to
immediately warned by Janus that the Lady if Pain has use that to unlock the door. The DC for the lock remains the
made such acts verboten, and using it will not only fail, but same regardless of which methos is used to deal with the
draw more attention to them. lock.
THE DOOR Once the first lock is picked, the Arcane Lock resets, and
one of the trap elements (chosen either at random or by the
Complex Trap, (levels 17-20, deadly threat) DM) is suppressed until the lock resets. Once all three locks
have been picked, The Door opens.
The Door is designed to shock, awe, and repulse intrusion.
It contains three elements that can do damage, inflict Note: If the characters possess a Mystery Key, they may
exhaustion, and temporarily remove access to character attempt to use that to unlock the door. There is still a 5%
resources via magic items. If the characters move at least 45 chance of success that it will pick the lock, and the designer
ft. away from The Door after activation for two rounds, the fully approves of this method- reward quirky items
trap returns to its prior, inactive state. accordingly.
Activation: The Door is a complex trap that activates upon Proceed to Part 2
someone either interacting with the lock or casting a spell
like Dispel Magic or Knock on The Door to suppress the
Arcane Lock. All characters within 45 ft of the lock must SEWERS OF SIGIL
make a DC23 Constitution Saving Throw or suffer 10d10
Force Damage and be knocked back 10 ft. Characters who Should the characters have trouble dealing with The Door,
succeed on this saving throw suffer half damage and are not Janus suggests they head for the sewers instead. While it’s a
knocked prone. less direct route, there is a way into the library from there,
though it requires a bit more time and will force the
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 7
characters to pass through what is effectively a toxic dump it be influenced by Artificer’s Flash of Genius or any other
for an extended period of time. But if it is the only way to benefit made by another character. On a failure, the
proceed, he does remind the characters that they can buy character emerges to discover they have lost attunement to
any goods they might need while in Sigil, and is willing to one of their magic items, chosen at random.
give them the time to go shopping.
Beyond the barrier, the miasma of the sewers abates and
Once the characters have purchased their supplies, Janus restorative magic can be used to remove any exhaustion
leads them to another blank wall, which he insists is one of present. It takes a further twenty minutes of walking before
the entry points he knows of into the sewer system. It’s far the characters arrive at what Janus identifies as the
removed from the Clerk’s Ward, however, and doubling underground entrance to the library- a domed chamber
back will take at least an hour of trudging through some of some forty feet across with a literal hole in the ceiling fifty
the worst terrain in the entire city. feet up, blocked by an adamantine plate.
Navigating the sewers requires a series of three DC22 Before the characters can attempt to open the gate, a pile of
Wisdom (Survival) checks. These checks are made as a refuse nearby animates into a Marut, which immediately
group. Failing a check causes the characters to lose their moves to engage. Owing to the nature of Sigil itself, the
way and need to backtrack, imposing a level of exhaustion Marut cannot use its Plane Shift action, and will fight until
per failed check. These levels of exhaustion can only be defeated.
removed upon leaving the sewers- the air is thick with all
kinds of particles, and the ambient miasma causes exposed Once the Marut is dealt with, the characters may retrieve
skin to burn slightly. Any attempts to remove exhaustion the construct’s core and use it to access the library via the
via Greater Restoration or other forms of magic will fail Adamantine Plate. Also, consider offering a Short Rest here
while still in that ‘biome.’ to the characters, as they have not only deserved it, but
once inside the library such an action would be largely
AMELIORATING THE MIASMA impossible.
While the Miasma is clinging and extremely dangerous to spend Proceed to Part 2
any time in, there are a few ways to limit the worst of the effects.
Any character who wears a Fish Suit or equivalent is fully immune
to the effects of the miasma (they will not gain levels of
exhaustion, but still need to make the proper checks to advance).
Characters who have a Necklace of Adaptation, or under the
effects of a Breathing Bubble, may make any Survival checks here
at Advantage. Use of a Warding Wind spell also provides this
benefit to any character within the spell’s radius.
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 8
but characters may also try Religion (since a cult seeks the
PART 2. AMATEUR text), Nature (since it deals with the weave and the planes),
Athletics (gathering as many books as possible and
The characters are now allowed maneuver about the library It takes a combined ten successes to locate the correct text
freely. If asked how Janus acquired the tile to disarm the Janus was referencing. The character who makes the final
skill check might discover their hand drawn to a specific
security system, he will answer only that “many hobgoblins
book on the shelf. Or their eyes fall on something that
died to get him that tech.” However, he warns that the tile is
seems to glow when they stare at it. Perhaps a whisper
single-use only. They have an hour to track down whatever
pulls their attention to that exact tome. Or they receive a
book the cult has been looking for. Janus does not know the
shock while running their fingers over the spine. Something
title, only that it involves planar physics and bypassing
aspects of the Weave. Considering the size and scope of the has drawn them to that book.
library, tracking it down might be a daunting task.
The text, which is bound in leather so old that the cover is
Additionally, Janus warns that the tile only allows for faded blank, is also sealed with a useless lock. If none of the
movement and the gathering of books. If anyone accidents characters wish to open the book, Janus will offer. Inside
sets something on fire, or unleashes magic that does actual are blank pages, which look far newer than the cover
damage to the materials in the library, the security system appears to be. In the center of the book sits a single feather.
might turn right back on. So careful, precise actions are the
best bet for proceeding forward. Once Janus touches the feather, there is a moment of
recognition in his eyes, followed by his body going rigid as a
latent curse takes hold, paralyzing him. A booming voice as
Finding the Book
if amplified by a Magic Mouth spell echoes in the room.
Locating the book requires a series of skill checks made by
“You have been a thorn in our side long enough, gith. Reap
the characters. Each check is DC25, and can be made using
any skill the characters might find relevant- Arcana, History, what you have sown.”
Perception, and Investigation are the most commonplace,
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 9
From within the book, a demiplane ruptures and disgorges Cult, a raven-winged Aasimar that he once knew in life as a
two Kelubar Demodands, a Shator Demodand, and a cleric of the Raven Queen. Neither is good news to him,
Molydeus. The fiends immediately attack the characters, though, as it means that the cult must have made a base in
and fight until dead. Carceri. Given that they also serve an imprisoned patron,
this could mean a number of things, and none of them
The Kelubar Demodand take every chance they can to use positive.
their Acid Spit on as many targets as possible. The Shator
Demodand will do the same at first, though be aware that Janus knows where to go next to follow the cult- Curst, the
the rider on their acid spit could potentially remove a Gate Town in the Outlands that borders Carceri. However, it
character from the battle if there is no way to mitigate the also means that the cult has allies among the jailer
paralysis effect. The Molydeus will engage directly and use Demodands, and those fiends rule both Carceri and Curst
every chance it has to swing its Demonic Weapon. like tyrants. The party will need a bit of luck if they plan to
infiltrate Curst and find out more information.
Either at the beginning of the second round of combat (or if
one of the characters uses an area of effect spell like Fireball, Fortunately, Janus can assist there too. Performing a
Cone of Cold, Lightning Bolt, Vitriolic Sphere, or anything benediction over the party, he bestows upon them a Boon
that could damage the books themselves) the security of Luck, which could mean the difference between success
system will engage in response to the Demodand’s acidic and failure. He also offers the characters 50,000 gold as
spit being splashed upon the books. Two Book Golems thanks for their assistance.
(Kolyarut) will emerge from hidden doors in the floor, and
a pair of Arcane Cannons will hum to life in the ceiling. The adventure continues in PS-DC-NOS-02
These cannons, and the golems, will target everything in the
room indiscriminately- they see fiend and character as
threats to the library, and will respond in turn. TACTICAL ADVICE
Every round on Initiative Count 20 (discarding ties), one set The Shator Demodand and the Kolyarut both contain abilities that
of cannons will unleash a “microwave blast” that catches have the potential to derail or sideline encounters through the use
every creature in a 10 ft radius sphere. Characters caught in of punishing abilities. In the case of the Shator, it can paralyze
the microwave must roll a DC22 Constitution Saving Throw with its acid, a repeated save that cannot be succeeded on if a
or suffer 6d10 Radiant damage and take a level of character fails their initial saving throw (Dexterity and Paralysis do
exhaustion. Characters who succeed take half damage and not mix). Use of that ability should be sparing, and only for shock
gain no exhaustion. value vs deliberate tactics.
Every round on Initiative Count 10, the second set of Likewise, the Kolyarut can incapacitate parties with relative ease,
cannons will target a single hostile creature (not a Book leading to a lockout should the dice allow its Edict of Blades to go
Golem) in the room with a thin beam of disintegrating off frequently. For the purposes of this combat, the Edict should
energy. The target must succeed on a DC22 Dexterity Saving be limited to once use during combat, owing to the disuse of the
Throw or suffer 10d8 Force Damage. Any creature reduced security system and the abandonment of the library- the machines
to 0 hit points by this bean is disintegrated into a pile of ash. are old and in need of a tune up. The goal of this fight is to be
Additionally, this beam can target and destroy barrier of challenging, not cheap nor hopeless.
Force (like a Force Cage or Wall of Force) as per the
Disintegrate spell, and will be used by the security system For Very Weak/Weak parties, consider removing the Kelubar
to remove any such barriers places around or between the Demodand, removing a single Kolyarut, or lowering the DC of the
Book Golems during the course of combat. They will not, cannons by 2.
however, destroy such barriers used to restrain fiends.
For Strong Parties: Add a second Kelubar Demodand, and
Once the fiends and the Book Golems have been dispatched, maximize the hit points of the Molydeus.
the characters can discover a sleek looking rod, not unlike a
billy club, tucked into the belt of the Molydeus. Use of For Very Strong Parties: Same as Strong Parties, plus add a second
Identify can reveal that it is a Rod of Hellish Flames, one cannon shot on both Initiative counts 20 and 10 (for four in total)
that has been keyed to work alongside the Demodands
specifically.
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 10
REWARDS
At the end of the session, the characters receive rewards
based upon their accomplishments.
GOLD
If found during the adventure the following items are
converted to gold and added to any coins found during the
adventure. The gold is split among the party members. If
someone wants to keep an item in particular that character
can either take it as part of their share, or pay for it with
their own gold. Mundane items are not duplicated nor
included in this.
EQUIPMENT
The following mundane adventuring gear was found during
the course of the adventure. Items are not duplicated. The
party determines who receives an item unless an NPC or
event during the adventure gave the item to a specific
character.
MAGIC ITEM(S)
If found during the adventure, the characters can keep the
following magic items; these items are described in
Appendix 02:
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 11
CREATURE STATISTICS
on a point within 120 feet of itself. The cloud remains for 1
minute or until the kelubar uses this bonus action again. The
cloud is heavily obscured and difficult terrain. Any creature that
The following creatures appear in this adventure. starts its turn in the cloud or enters the cloud for the first time
on a turn must succeed on a DC 17 Constitution saving throw or
KELUBAR DEMODAND have the poisoned condition until the end of its next turn.
Medium Fiend, Typically Neutral Evil
KOLYARUT
Armor Class 18 (natural armor) Medium Construct (Inevitable), Typically Lawful Neutral
Hit Points 187 (22d8 + 88)
Speed 30 ft., fly 60 ft. Armor Class 18 (natural armor)
Hit Points 297 (35d8 + 140)
STR DEX CON INT WIS CHA Speed 50 ft., fly 35 ft. (hover)
22 (+6) 13 (+1) 18 (+4) 14 (+2) 15 (+2) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws DEX +6, WIS +7 25 (+7) 12 (+1) 19 (+4) 25 (+7) 22 (+6) 18 (+4)
Skills Insight +7
Damage Resistances Cold, Fire Saving Throws INT +13, WIS +12, CHA +10
Damage Immunities Acid, Poison Skills History +13, Insight +12, Perception +12
Condition Immunities Paralyzed, Poisoned, Restrained Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing
Senses Darkvision 120 ft., passive Perception 12 from Nonmagical Attacks
Languages Abyssal, Demodand, Telepathy 120 ft. Damage Immunities Poison
Challenge 13 (10,000 XP) Proficiency Bonus +5 Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Poisoned, Unconscious
Senses Darkvision 60 ft., passive Perception 22
Acidic Secretions. A creature that touches the kelubar or hits it
Languages All
with a melee attack while within 5 feet of it takes 5 (2d4) acid
Challenge 20 (25,000 XP) Proficiency Bonus +6
damage.
Magic Resistance. The ulitharid has advantage on saving throws
against spells and other magical effects. Immutable Form. The koyarut is immune to any spell or effect
Boundless Movement. The kelubar ignores difficult terrain, and that would alter its form.
magical effects can’t reduce its speed. It can spend 5 feet of Legendary Resistance (4/day). If the kolyarut would fail a saving
movement to automatically remove the grappled condition throw, it can choose to succeed instead.
from itself. Magic Resistance. The kolyarut has advantage on saving throws
against spells and other magical effects.
ACTIONS
Multiattack. The kelubar makes two Bite attacks.
ACTIONS
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: Multiattack. The kolyarut makes four Unerring Blade attacks.
11 (1d10+6) piercing damage plus 18 (4d8) acid damage.
Spellcasting. The kelubar casts one of the following spells, Unerring Blade. Melee Weapon Attack: automatic hit, reach 5 ft.,
requiring no material components and using Charisma as the one target. Hit: 24 force damage plus one of the following
spellcasting ability (spell save DC17): effects (choose one or roll a d6)
1-2 Disarm. The target drops one item it is holding of the
• At will: invisibility kolyarut’s choice
• 1/day: dispel magic, scrying 3-4 Imbalance. The target can’t take reactions until the start of
Spit Acid. The kelubar spits acid in a line 60 feet long and 5 feet the kolyarut’s next turn.
wide. Each creature in that area must make a DC 17 Dexterity 5-6 Push. If the target is Large or smaller, the target is pushed up
saving throw, taking 27 (6d8) acid damage on a failed save, or to 15 ft. away from the kolyarut
half as much damage on a successful one. Edict of Blades (Recharge 5-6). The kolyarut moves up to its speed
Summon Demodand (1/day). The kelubar has a 40 percent chance without provoking opportunity attacks and can make one
of summoning its choice of 1d2 farastu demodand or 1 kelubar Unerring Blade attack against each creature it moves past.
demodand. A summoned demodand appears in an unoccupied Whenever it hits a creature with an Unerring Blade attack
space within 60 feet of the kelubar, acts as an ally of the during this movement, each spell of 5th level or lower on the
kelubar, and can’t summon other demodands. It remains for 1 creature ends, and the creature has the incapacitated condition
minute, until it or the kelubar dies, or until the kelubar until the end of the kolyarut’s next turn.
dismisses it as an action.
BONUS ACTIONS
Nauseating Fog (Recharge 6). The kelubar magically creates a
cloud of greenish fog that fills a 20-foot-radius sphere centered
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 12
Plane Shift (3/day). The kolyarut casts plane shift, requiring no Plane Shift (3/day). The marut casts plane shift, requiring no
material components and using Intelligence as the spellcasting material components and using Intelligence as the spellcasting
ability. The kolyarut can cast the spell normally, or it can cast ability. The marut can cast the spell normally, or it can cast the
the spell on an unwilling creature it can see within 60 feet of spell on an unwilling creature it can see within 60 feet of it. If it
itself. If it uses the latter option, the targeted creature must uses the latter option, the targeted creature must succeed on a
succeed on a DC 18 Charisma saving throw or be sent to a DC 20 Charisma saving throw or be banished to a teleportation
teleportation circle in the Hall of Concordance in Sigil. circle in the Hall of Concordance in Sigil.
REACTIONS
Parry. The kolyarut adds 6 to its AC against one attack roll that would
hit it. To do so, the kolyarut must see the attacker and be wielding a
MOLYDEUS
Huge Fiend, Typically Chaotic Evil
melee weapon
.
Armor Class 19 (natural armor)
MARUT Hit Points 216 (16d12 + 112)
Speed 40 ft.
Large construct (inevitable), lawful neutral
STR DEX CON INT WIS CHA
Armor Class 22 (natural armor) 28 (+9) 22 (+6) 25 (+7) 21 (+5) 24 (+7) 24 (+7)
Hit Points 432 (32d10 + 256)
Speed 40 ft., fly 30 ft. Saving Throws STR+16, CON +14, WIS +14, CHA +14
Skills Perception +21
STR DEX CON INT WIS CHA Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing,
28 (+9) 12 (+1) 26 (+8) 19 (+4) 15 (+2) 18 (+4) and Slashing from Nonmagical Attacks
Damage Immunities Poison
Saving Throws INT +12, WIS +10, CHA +12 Condition Immunities Blinded, Charmed, Deafened, Frightened,
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing Poisoned, Stunned
from Nonmagical Attacks Senses Darkvision 120 ft., passive Perception 31
Damage Immunities Poison Languages Abyssal, Telepathy 120 ft.
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Challenge 21 (33,000 XP) Proficiency Bonus +7
Unconscious
Senses Darkvision 60 ft.
Languages all but rarely speaks Legendary Resistance (3/day). The molydeus fails a saving throw,
Challenge 25 (75,000 XP) Proficiency Bonus +8 it can choose to succeed instead..
Magic Resistance. The colossus has advantage on saving throws
against spells and other magical effects.
Immutable Form. The marut is immune to any spell or effect that
would alter its form.
ACTIONS
Legendary Resistance (3/day). If the marut fails a saving throw, it
Multiattack. The molydeus makes one Demonic Weapon attack,
can choose to succeed instead.
one Snakebite attack, and one Wolf Bite attack.
Magic Resistance. The neothelid has advantage on saving throws
Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 ft.,
against spells and other magical effects.
one target. Hit: 35 (4d12 + 9) force damage. If the target has at
Unusual Nature. The marut doesn’t require air, food, drink, or least one head and the molydeus rolled a 20 on the attack roll,
sleep. the target is decapitated and dies if it can’t survive without that
head. A target is immune to this effect if it takes none of the
ACTIONS damage, has legendary actions, or is Huge or larger. Such a
creature takes an extra 27 (6d8) force damage from the hit.
Multiattack. The marut makes two Unerring Slam attacks.
Snakebite. Melee Weapon Attack. +16 to hit, reach 15 ft., one
Unerring Slam. Melee weapon attack: automatic hit, reach 5 ft.,
creature. Hit: 16 (2d6+9) poison damage. The target must
one target. Hit: 60 force damage, and the target is pushed up to
succeed on a DC 22 Constitution saving throw, or its hit point
5 feet away from the marut if it is Huge or smaller.
maximum is reduced by an amount equal to the damage taken.
Blazing Edict (Recharge 5–6). Arcane energy emanates from the This reduction lasts until the target finishes a long rest. The
marut’s chest in a 60-foot cube. Every creature in that area target transforms into a manes (see the Monster Manual) if this
takes 45 radiant damage. Each creature that takes any of this reduces its hit point maximum to 0. This transformation can be
damage must succeed on a DC 20 Wisdom saving throw or ended only by a wish spell
be stunned until the end of the marut’s next turn.
Wolf Bite. Melee Weapon Attack. +16 to hit, reach 10 ft., one
target. Hit: 25 (3d10+9) necrotic damage.
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 13
Spellcasting. The molydeus casts one of the following spells, Magic Resistance. The shator has advantage on saving throws
requiring no material components and using Charisma as the against spells and other magical effects.
spellcasting ability (spell save DC 22):
Numbing Secretions. A creature that touches the shator or hits it
• At will: dispel magic, polymorph, telekinesis, teleport with a melee attack while within 5 feet of it must succeed on a
• 3/day: lightning bolt DC 17 Dexterity saving throw or have disadvantage on attack
rolls and its speed halved until the end of its next turn.
LEGENDARY ACTIONS
ACTIONS
The molydeus can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a Multiattack. The shator makes one Bite attack and two Enervating
time and only at the end of another creature’s turn. The molydeus Trident attacks.
regains spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Attack. The molydeus makes one Demonic Weapon or Snakebite 17 (3d7 + 7) piercing damage plus 26 (4d12) acid damage. If the
attack. target is a creature, it must succeed on a DC 16 Constitution
saving throw or have the paralyzed condition until the start of
Move. The molydeus moves without provoking opportunity the shator’s next turn.
attacks. Enervating Triden. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Cast a Spell (Costs 2 Actions). The molydeus uses Spellcasting. one target. Hit: 18 (2d10+7) necrotic damage.
Inhibitor Spray (Recharge 5-6). The shator exhales a spray of slime
in a line 100 feet long and 5 feet wide. Each creature in that
area must make a DC 16 Dexterity saving throw. On a failed
SHATOR DEMODAND save, a creature takes 40 (9d8) acid damage and has
the paralyzed condition for 1 minute. The creature repeats the
Large Fiend, Typically Neutral Evil
saving throw at the end of each of its turns, ending the effect
Armor Class 19 (natural armor) on itself on a success. On a successful save, a creature takes
Hit Points 195 (23d10 + 69) half as much damage only.
Speed 30 ft., fly 60 ft.
Spellcasting. The shator casts one of the following spells, requiring
STR DEX CON INT WIS CHA no material components and using Intelligence as the
24 (+7) 15 (+2) 17 (+3) 21 (+5) 16 (+3) 20 (+5) spellcasting ability (spell save DC 18, +10 to hit with spell
attacks):
Saving Throws DEX +7, WIS +8
Skills Perception +13, Stealth +7 • At will: invisibility (self only), suggestion
Damage Resistances Cold, Fire • 1/day: dispel magic, plane shift (to Carceri only), scrying (as an
Damage Immunities Acid, Poison action)
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned,
Restrained Summon Demodand: The shator has a 50 percent chance of
Senses Truesight 120 ft., passive Perception 23 summoning its choice of 1d4 farastu demodands, 1d2 kkelubar
Languages Abyssal, Common, Demodand, Infernal, Telepathy 120 demodands, or 1 shator demodand. A summoned demodand
ft. appears in an unoccupied space within 60 feet of the shator,
Challenge 16 (15,000 XP) Proficiency Bonus +5 acts as an ally of the shator, and can’t summon other
demodands. It remains for 1 minute, until it or the shator dies,
or until the shator dismisses it as an action.
Boundless Movement. The shator ignores difficult terrain, and
magical effects can’t reduce its speed. It can spend 5 feet of
movement to automatically remove the grappled condition from
itself.
Jailer (1/day). The shator can cast the imprisonment spell,
requiring no material components and using Intelligence as the
spellcasting ability (chaining effect only; spell save DC 18).
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 14
APPENDIX 01: SAFETY & RESOURCES
SAFETY TOOL RECOMMENDATIONS
The use of safety and negotiation tools such as Lines and Veils, the X-Card, etc are recommended in any game, but as this game
references violence and trauma as well as ritual sacrifice, here are some resources. Remember to check in with your party and
that the descriptions in this adventure can be toned down as needed or “veiled”. For example: while a DM should convey that Mog
Stoneheart is in mortal danger in the final combat of this adventure, they do not have to draw out and elaborate on the
descriptions.
RESOURCES
This adventure also mentions trauma, grief, and more. Here are some resources if you need to reach out, or if you know someone
who might be able to use these resources.
Take This is a mental health nonprofit increasing support for mental health in games. https://www.takethis.org/
Resource list maintained by the American Association for Suicide Prevention: https://afsp.org/suicide-prevention-resources
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 15
APPENDIX 02: CHARACTER
If found during the adventure, the characters can keep the
following magic items (crossing out rewards they didn’t
receive during the session):
REWARDS
ROD OF HELLISH FLAMES
Rod, very rare (requires attunement by a spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this
rod, you gain the following benefits:
BOON OF LUCK
Epic Boon
You can add a d10 roll to any ability check, attack roll, or
saving throw you make. Once you use this boon, you can’t
use it again until you finish a short rest.
CLOCKWORK AMULET
Wondrous item, common
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 16
APPENDIX 03. A BRIEF
long time, and might have something to do with the
corruption slowly spreading across the Nostian star.
OVERVIEW OF NOSTIA This adventure is not connected to NOS-01 in any way aside
from the shared wildspace system. It leads directly into
both NOS-03 and NOS-05.
The Nostia series was never meant to be more than a single
adventure. But over a year later, there are now six pieces to
the story that spans time and space. But, and this is the key NOS-03 “SOL CRASH”
part, these stories are not sequential. In order to make
things easier to run, here is the way the modules relate to Thanks to information provided by the elf arcanist and the
each other. rescued githyanki clone, the giff now have a clearer idea of
what is happening on the Nostian system- a cult has used a
NOS-01 through NOS-05 are Spelljammer T3 adventures. temporal device to harness the power of chronomancy in
PS-DC-NOS-01 is a Planescape adventure. order to corrupt the star in the distant past.
Said spelljammer had accidentally torn rifts into the Far This adventure leads directly into NOS-04, but can also be
Realm, and had passed through the Abyss at one point run after NOS-01 if NOS-02 is being skipped.
while using its experimental engines, and the ship was
overrun. Characters needed to retrieve the spelljamming
helm and return to the giff. NOS-04 “CAVERNS AND CULTISTS”
While this session had no connections to the Nostian Defeating the cult in the past saved the Soul of Nostia, but
metaplot on its own, it introduced the system and brought the Heart of Nostia is still under threat. The characters
it onto the giff’s radar, which would lead to subsequent Journey into the planet itself to find and defeat the last
adventures. Essentially, a lucky coincidence would lead to a remnant of the Nostian cult- its dragon.
greater adventure. It can, however, lead into NOS-03
While originally conceived as an epilogue to the Nostian
series, with NOS-01 being seen as a prelude, NOS-04 is now
NOS-02 “A ROGUE HEART” the conclusion to the cult storyline…that still feels like an
epilogue.
The “official” start to the Nostia series sees adventurers
hired by a githyanki and an elf arcanist for assistance in
tracking down their missing companion, a dwarven grave NOS-05 “THE LICH QUEEN’S
cleric who was last seen in the Nostia system. After
traveling there and finding a hospital ship stranded in orbit,
FORGOTTEN”
it slowly becomes clear that the missing cleric went down The clone of Vlaakith, now named Aneerya, has been
to the surface of one Nostian planetoid, and that the star acclimating to life on Toril away from her past. However,
itself is giving off a miasma that can cloud the mind. when a bit of it resurfaces, she runs off to seek vengeance
for her trauma.
As the adventurers breach the planetoid, they find the
wreck of the cleric’s skiff, and track her to a chamber where This adventure has the characters travel from Toril to the
a portal to the past is being tinkered with. The cleric had Rock of Bral to wildspace in search of the wayward
been abducted by another githyanki, who looked identical githyanki. On the way, they discover her backstory, who she
to their wife. It would be discovered that this second is seeking vengeance upon, and ultimately must make the
githyanki shared an origin with the questgiver as a clone of decision of allowing said vengeance, or showing her the
Vlaakith, and was suffering from clouded judgement thanks value of life.
to the Nostian miasma. She was attempting to activate the
portal to bring back dominion over time to the Lich Queen, NOS-05 is connected to NOS-02 (and NOS-03, if barely), but
and was prepared to sacrifice the cleric to do so. also DDHC-MORD-02 The Lich Queen’s Begotten. It does not
feature the Nostian system at all, and is entirely a side story.
Upon rescuing the cleric and knocking some sense into the
clone, it becomes clearer that the portal has been there for a
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 17
If players or DMs are interested further, Vlaakith’s power is author/designers of it. But without the adventure and
explored in both the video game Baldur’s Gate 3, and in the without Baldur’s Gate 3, the Nostia series of adventures
adventure written by M. T. Black available on the DMs Guild would not be what it is now.
(now available for Adventurers League) “The Lich-Queen’s
Begotten”. The link is provided for your reference, but we
have no other relationship with the adventure or the
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 18
APPENDIX 04: SUPPORT YOUR LOCAL CARTOGRAPHER
We suggest the following maps for this adventure. Remember to support your favorite cartographer!
Library:
https://www.czepeku.com/monster-genealogy-lab/original-day
https://www.czepeku.com/wizard-vault/original-day-locked
https://www.czepeku.com/war-room-interior/original-day
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 19
APPENDIX 05: JANUS IMAGES
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 20
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 21
APPENDIX 06. DUNGEON MASTER TIPS
To DM an adventure, you must have 3 to 7 players—each
with their own character within the adventure’s level range
ADJUSTING THIS ADVENTURE
(see Adventure Primer). Characters playing in a hardcover
To determine whether you should consider adjusting the
adventure may continue to play too, but if they play a
adventure, add up the total levels of all the characters and
different hardcover adventure, they can’t return to the first divide the result by the number of characters (rounding .5
if they level beyond its level range. or greater up; .4 or less down). This is the group’s average
party level (APL). To approximate the party strength for
NEW TO D&D ADVENTURERS LEAGUE? the adventure, consult the table below.
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PS-DC-NOS-01 Githzerai Glitch (Version 1.0) 22