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Wickedcauldron

Wicked Cauldron is a self-contained adventure designed for 3-5 characters of levels 3 to 4, set in the dangerous Barren Wood where adventurers confront the Witch Queen in her ziggurat. The adventure emphasizes stealth and strategy, allowing for treasure while managing encounters with minimal foes. It connects to previous adventures and offers various hooks for involving players, with detailed descriptions of the setting and challenges they will face.

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Nate Hamilton
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0% found this document useful (0 votes)
74 views43 pages

Wickedcauldron

Wicked Cauldron is a self-contained adventure designed for 3-5 characters of levels 3 to 4, set in the dangerous Barren Wood where adventurers confront the Witch Queen in her ziggurat. The adventure emphasizes stealth and strategy, allowing for treasure while managing encounters with minimal foes. It connects to previous adventures and offers various hooks for involving players, with detailed descriptions of the setting and challenges they will face.

Uploaded by

Nate Hamilton
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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WICKED CAULDRON

By Davis Chenault
Conversion: JASON VEY
Editor: CHRISTINA STILES
Front Cover: PETER BRADLEY Interior Art: PETER BRADLEY
Art Direction/ Cartography: PETER BRADLEY

1818 North Taylor, #143, Little Rock, AR, 72207


email: troll@trolllord.com
website: www.trolllord.com or
www.castlesandcrusades.com

©2016 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2016.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2016 or Troll Lord Games. All Rights Reserved. All content
copyright 2016 Troll Lord Games. All Rights Reserved.

Printed in the United States of America


PREFACE
The adventure presented here is only for the brave of heart and
those willing to chance death in the name of good. Many chal-
lenges await those adventurers willing to travel into the deeps
of the Barren Wood to the Gnarls. Here, the ancients built a zig-
gurat within which dwells the Witch Queen, a foul beast of Auf-
strag. From within this black place, the Witch Queen concocts
her machinations and controls minions whose only purpose is to
spread dread and destruction. But beware, for confronting the
Witch Queen in her abominable hole may lead to wreck and
ruin, for within those twisted corridors are beasts of evil intent
and maleficent desire. But glory and wealth and likely a few
battle scars are to be had for the brave, the bold, and the lucky.
This self–contained adventure takes place in a single locale.
Though this adventure can be played separately, the characters
and plot are part of a greater story that began in Assault on
Blacktooth Ridge and continued in Slag Heap. The storylines
for continuing the adventure are well described throughout this
module and should be abandoned or used at the Castle Keeper’s
discretion. Otherwise, the vast majority of the adventure will
occur within the ziggurat and perhaps the small town outside it.

The Wicked Cauldron was designed as a single walk–through


adventure (with several nights of play). To manage this though, the
players must be stealthy and smart, trying not to alarm the entirety were presented in the original modules. Where differences
of the ziggurat’s inhabitants of their presence. The Castle Keeper appear, the versions presented here should supersede those that
should do everything possible to impart the need for stealth and previously appeared.
smarts to the players prior to and throughout play. It should be
There’s also a great deal of potential for treasure in this module.
noted that the ziggurat appears to be lacking in foes and creatures
CKs should feel free, in their 5th edition games, to severely limit
with which to give battle to the adventurers. This was done so as
this if they want to keep their adventurers working harder. Cut
to allow for a single walk–through. Add more if necessary by simply
the awards in half, or even change gold pieces to copper pieces
increasing the numbers of the creatures already present.
- it’s up to you!
rd th
The adventure is designed for 3-5 characters of 3 to 4 level.
Should a larger party of adventurers be involved, increase the INTRODUCTION
number of creatures encountered as well as their armor class
and perhaps give them better weapons to adequately challenge In times past, a vast shadow hung over the world. It was as
the party. For the major non–player characters or monsters, if the sun was blotted out and creatures stirred, fearful and
increasing hit points as well as levels might be necessary. This restive beneath gloomy clouds. The Horned One ruled, and the
should suffice to maintain a challenge for the characters. shadow Aufstrag hung over all. These were not good times.
Further, DCs for all checks should range between 10 and 15.
The Horned One extended and maintained his control over
Those of special note are described in the module.
the world through a vast array of imperial minions, troops, and
priests. To this end, an order of grotesqueries, the Witch Queens,
FIFTH EDITION NOTES was established to watch over the minions who watched over the
lands of man or dwarf. In the opening centuries of the Horned
This adventure includes several new monsters in the Appendix,
One’s wars, great ziggurats were built to house the Witch
which can be used to enhance any 5th edition game, but are
Queens and their cohorts. To them was given the task of sowing
specifically designed for Troll Lord Games’ Aihrde Campaign
discord and dissension amongst the enemies of the Horned One
Setting, which is available for purchase and is completely
and espying the activities of those under his service.
system-free! As always, you’ll note that we continue to use
terms like Castle Keeper and CK for the person running the Loklu–Mal was but one of the many ziggurats constructed during
game; this is to maintain the flavour of the C&C game and to the Winter Dark. Hidden in the Barren Wood, there was much
keep a sense of familiarity to our players. secrecy surrounding its construction, for many dangerous fey
inhabited those lands. So well hidden was Loklu–Mal that few
The Ungern have already appeared in adventure A2. This
knew of its existence and fewer still of its location. A powerful
particular module gives them a more detailed treatment and
but lesser acolyte to the Witch Queens was placed there, and
astute CKs and players will notice that some things about their
she ruled there for many years. So began the descent of the
statistics have changed. That’s in keeping with the way they

2 5TH EDITION ADVENTURE


region into chaos and war-even before the arrival of the Horned and the Witch Queen connive together and against one another
One’s armies. For her minions paved the way for the coming of for power and control over the realms along the Hruesen River.
the Witch Queen through a brutal bush war with the fey of the The Witch Queen, if allowed and in need, will escape through
Barren Wood, many of whom ended their lives in the deeps of the her magic mirror to Festung Akt and seek this powerful lord’s
Loklu–Mal, what they called the Wicked Cauldron. Loklu–Mal protection.
has been ruled since its creation, by a series of lesser acolytes to
the Witch Queen. One resides there to this day; Neb–Eprethat The Witch Queen has many agents across the land. Some are
is her name, and she continues with a duty and mission long lost described in Slag Heap. Other agents and activities are left up
of its significance, but one inherent to her being. to the Castle Keeper to create. In all considerations though, the
Castle Keeper should bear in mind the Witch Queen is simply
Neb–Eprethat is old and has served the Paths of Umbra for many sowing discord in the region. She does not have the wherewithal
years. A minor creature in a great play, she was given the watch or instincts for managing large forces and gaining control of a
over the Barren Wood and the southern fences of Aufstrag. region. The latter is the perview of the lord in Festung Akt and
During the long Winter Dark Wars, she watched as men and his master the Undying Lord of Aufstrag.
elves returned to the Wood. But ever fearful of the wrath of the
Undying Lord, she plots to keep them in disarray and at war INVOLVING THE PLAYER CHARACTERS
with each other. She lamented the demise of Aufstrag, and has
The players will most likely come to know of the Witch Queen
aligned herself with the remnants of his folk that dwell to the
and the ziggurat by adventures in Slag Heap. Information on
north in the Tower of the Tree.
the location of the ziggurat can be gleaned from several parties
Neb–Eprethat is a lesser acolyte of the Witch Queens, though in that adventure as described below. Otherwise, the characters
well on the road toward transforming into a greater Witch may come to know of the Witch Queen through encounters
Queen. Though distressed, Neb–Eprethat has not abandoned unrelated to a previous adventure. As always, only the most
her mission and uses what powers she has to cause troubles general of reasons can be supplied, as each campaign is slightly
for the region. In so doing, she has aligned herself with other different, and the Castle Keeper must add details and context
minions of the Horned One who survived his downfall, with as needed.
whom she plots and schemes as best she can, hoping for the
Hook 1. The magic mirror located in Slag Heap (Seroneous’
return of the Horned One.
Lair, Room 7) can be used as a scrying device to locate
the ziggurat. Staring into it and activating it reveals the
FOR THE CASTLE KEEPER location of the person to which Seroneous last spoke. This
What brings our erstwhile adventurers to such a dread place? is done as if viewing a movie in which one travels from
Nothing less than an unraveling of the machinations of the the room in which the mirror is located to the ziggurat.
Witch Queen’s various minions. Primarily, the characters will What is revealed is a trip through the Barren Wood and
have learned of the Witch Queen from adventures in Slag then to the Gnarls along Track #1 (described below) to the
Heap. They should also have learned the location of the Slag Cauldron. A trail can be seen leading west from the Slag
from those adventures as well. This is discussed in the following Heap through the forest and to the ziggurat.
section, “Involving the Players Characters.” The Witch Queen Hook 2. Froithmot and his ungern and orc troops in Slag
is involved in other plots and schemes, the most pertinent of Heap know the location of the ziggurat, though they will
which are described below. not part with the information willingly; a certain amount of
Not the least of Neb–Eprethat’s co–conspirators is a cabal of pressure applied to the lower ranking individuals, however,
priests in Ludensheim. These priests have ensorcelled the Mayor will encourage them to do so-or at least point out the trail
of Ludensheim, Dietbold Heimer, and turned him into their leading to it.
lackey. In order to increase the Baron’s strength and hold over Hook 3. After the characters finish their adventures in Slag
Ludensheim, silk produced at the ziggurat is given to a guild of Heap, they should come upon a small map with the location
merchants under his control. As this costs the Baron nothing of the ziggurat placed upon it. This could be located in any
(except his soul), he is garnering a rather hefty profit with which of the various treasures gained therein. If that adventure
to hire and supply mercenaries and others to do his bidding. has been completed, the map could be uncovered later in a
Several agents of the Baron are located in the ziggurat as well sack or pocket heretofore not looted.
as in the town outside it. Many are under minor ensorcellments Hook 4. Some bandits or orcs on the Southway or the
themselves, but others willingly partake in the spoils derived Hruesen River Road waylay the characters, and one of
from the machinations of the priests. Neb–Eprethat is wary them knows the location of the ziggurat.
of these people and fears they may divulge the location of the
ziggurat to those who would seek to destroy it. She keeps them Hook 5. The characters locate a runaway slave from the
under tight guard and spies upon them constantly, both here Spiders’ Lair (see below). The slave is seeking to make it
and in Ludensheim. to Ludensheim or some other location of safety. He knows
the location of the ziggurat in a general way. He would not
Neb–Eprethat is beholden to a lesser lord of Unklar located in know the location of the tracks leading to it (see below).
the husk of an ancient fortress named Festung Akt. This lord

WICKED CAULDRON 3
THE GNARLS THE SPIDERS' LAIR
However the characters come to know of the Witch Queen and The Spiders’ Lair is nothing more than a dozen squat, stone
the ziggurat’s location, they must travel through a section of the buildings located in front of the ziggurat. These house servants
Barren Wood known as the Gnarls. The characters are likely of the Witch Queen and many of her slaves who tend to the
to begin their journey from a town nearby and make their way spiders’ nests and who harvest their silk.
through miles of the Barren Wood before reaching the Gnarls
and thence to the ziggurat. There are two unnamed tracks that Amongst the gnarled wood and detritus of this ancient
can be used. Both are fairly difficult to follow. and gloomy forest is a massive ziggurat which looms
ominously above a dozen multi–level squat, stone
TRACK #1: This track leads from the Slag Heap to the ziggurat. buildings covered in ivy and lichen. These houses are
Several days travel are necessary before reaching the Gnarls, placed to either side of a dirt track leading straight to
and from there it goes on to the ziggurat. This trail resembles a the foot of the ziggurat and disappearing into the forest
faded deer track in size and nature, which makes it difficult for to the south. They are obviously occupied as the sounds
any but smart trackers to find. Every day on the trail, a tracking and smell of habitation are everywhere . . . a thin strand
check (Survival DC 13) must be made to stay on it. Once lost, a of smoke rising from cooking fires, the stench of a nearby
successful tracking check must be made to locate it again. One latrine, and debris lying about in the brush.
check is made each day.
There are six buildings on the east side of the road and six on
TRACK #2: This track leads west from the ziggurat to the the west. They are two stories high, with the upper floor being
Southway, the road leading south from Ludensheim to lands slightly larger than the lower floor. All the building interiors are
further south. This track is slightly easier to follow being only a identical. The lower floor is 30x30 feet and the upper floor is
DC 11. In other respects, it is similar to Track #1. 40x40 feet. There are no internal partitions, and the upper floor
is attained by a staircase located in the center of the room. The
THE BARREN WOOD: This is an ancient oak and birch forest roof is likewise attained by a staircase in the center of the room.
stretching from the Blacktooth Ridge in the east to the Ingold The roof is flat with a small stone banister.
Lake in the west. Within the Barren Wood are the Gnarls-a
region of twisted, stunted trees, thick bramble, briars, and the Those buildings on the west side of the street house the servants
like. The forest here is rotting. The trees are scabrous and dying. and slaves. They reside on the upper floor, while the lower floor
Many are leafless, and the ground is covered in the detritus and is used to process silk. Cooking and other activities take place
deadfall of many trees, making travel difficult at best. It is an on the ceiling. Each building contains 15 or so people-male and
area seldom traveled to, for it is fraught with danger. After two female, old and young. There is little of value in any of these
days of travel from Slag Heap on the Southway, one enters the buildings.
Gnarls. This region of the forest stretches for 50 or so miles in
every direction from the Cauldron or ziggurat. Those buildings on the east side of the road house guards and
weavers. The weaving takes place on the lower floor, while the
Travel through this area is at one-half the normal rate. It is upper floor is where the guards, and weavers reside. There are
also a dangerous area, as many evil creatures have come here 2–6 weavers (female orcs), three orc guards and one ungern sub–
to escape the huntsmen and adventurers who are clearing the chief in each. Other than what is carried upon the inhabitants,
Southway and other portions of the Barren Wood. Use the the only thing of value in these buildings is bundles of silk. At
following random encounter check while traveling in the Gnarls any time, the whole community has between 4–16 bundles,
(even for that section in the Barren Wood proper). each worth 100–400gp.

SLAVES (These neutral creatures’ vital stats are HD 1d4, AC


TABLE 1 GNARLS ENCOUNTERS
10, 2 HP each. They carry nothing and at best attack with
D20 Encounter improvised weapons.)
1–4 Bandits (2–12) ambush, after a raid, encamped WEAVERS (These chaotic evil creatures’ vital stats are HD
5–6 Goblins (3–18) and sub–chief Red Caps traveling to raid 1d6, AC 10, 2 HP each. They carry nothing and at best attack
7 Owlbear hunting with improvised weapons.)
8 Satyr (1–3) seeking ancient magic circle ORCS X3 (CE Medium Humanoid) HP 15 (HD 2d8+6), AC
13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10. Per-
9–11 Orcs (2–16) with sub–chief ambush, raid, encamped
ception 10. Intimidation +2. Scimitar +5 (1d8+2) or Heavy
12–14 Giant constrictor snake crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft; Dou-
15–16 Ungern (2–4) traveling to ziggurat ble move. They carry 1–6gp in jewelry.)
17 Brown bear UNGERN SUB-CHIEF (LE Medium humanoid) HP 43 (HD
18 Ogres (1–3) raiding party 5d8+15), AC 15, Spd 30ft. Str 18 Dex 12 Con 16 Int 10
Wis 14 Cha 9. Perception 12 (+2). Stealth +8, Claws +6
19–20 Giant Spiders (2–8) nesting area, hunting
(1d4+4), Gore +6 (1d8+4), morningstar +6 (1d6+4),
longbow +3 (1d8+4, 150/400). SA Able Tactician (advan-

4 5TH EDITION ADVENTURE


tage on attack rolls if 5’ from ally), Multiattack (claws, sword, GIANT SPIDERS (unaligned L beasts): HP 26 (HD 4d10+4),
gore); darkvision 60ft, Spell resistance, camouflage (Advantage AC 14, Spd 30ft/30ft (climb). Str 14 Dex 16 Con 12 Int 2 Wis
on Stealth), master archer (advantage on ranged attacks, add 11 Cha 4. Perception 10. Stealth +7. Bite +5 (1d8+3 plus
str bonus to damage) Immune to cold. Challenge 3 (700 XP). 2d8 poison plus poisoned, paralyzed /1 hr (Con DC 11 half);
He carries a chain coat, morningstar, dagger, and 2–20gp worth Web +5 (5/6, 30ft, hp 5, AC 10. Target restrained. DC 12 Str
of jewelry and coin.) neg.). SA blindsight 10ft., darkvision 60ft., spider climb, tremor
Ungern are the spawn of the Horned God and as such, they sense on web, immune to webs, poison, bludgeon and psychic
resemble their sire. They have dark brown to red skin, and are damage, fire vulnerable.
bestial humanoids, hairless but for a mane that runs down their
back, with tri-jointed legs, cloven hooves, clawed hands and a THE CAULDRON
lupine head with large, curved horns. The top of a great ziggurat looms above the forest’s
canopy like a beryl moon gleaming silently in the night.
The “village” produces a fine grade of silk and high-quality It is a bulky and imposing edifice, a great blocky weight
clothing. They harvest spider webs from a spider lair in the holding the forest in place. Bright blue tipped flames
forest. The villagers try to trap any interlopers to be used as food leap up from the ziggurat’s peak and down the ziggurat’s
for the spiders. Anyone entering the village wearing the proper steep, ochre staircase as if a river of blue flames pours
ceremonial robes can move about unmolested. The robes are down from its top.
made of silk produced here. Several might have been found in
the Slag Heap. The robes are purple silk with the color on the As one begins to approach the ziggurat, its seven tiers, each
trim designating the rank of the individual. All the robes are resting ponderously upon the other, slowly consume the horizon,
purple with red, white, or black trim. White is the highest rank, so massive is this structure. Its sheer faces are all plastered with
red secondary, and black is the lowest rank. All others will be reliefs of garish faces and figures while its edges and corners
attacked and taken prisoner if possible. have many a gargoyle and chimera peering down. At the very
peak of the ziggurat is a great bestial relief of the Horned One,
SPIDERS NESTS that dreaded and demonic creature who once ruled the world.
In the forest surrounding the ziggurat and village are large This ziggurat, the Cauldron, is the abode of the Witch Queen.
nesting areas for the spiders. The spiders’ whose silk is refined Here reside remnants of the Horned One’s armies and priests.
are small normal-sized non-poisonous spiders. There are literally Few in number, they are huddled together for safety, practicing
tens of thousands of them located in the woods about. The trees their dark witcheries and dread rituals in an effort to bring the
are covered in cocoons and strands of silk. Horned One back to this world. The Cauldron has remained
Amidst all these spider nests, though, are large guardian spiders. untouched through the ages, but has fallen into disrepair since
The spiders nest amongst the small ones but do not bother the fall of the Horned One. Yet, despite this, through the
them. They do, however, attack any who enter into the nesting machinations of the Witch Queen, her superiors and servants
areas other than the slaves, weavers, and orcs. For every 10 continue unabated, if somewhat less effective.
minutes spent in the nesting area, there is a 1 in 4 chance of There are five methods of entering the ziggurat. The most
encountering 2–6 guardian spiders who attack mercilessly. obvious is from the front, up the face of the ziggurat. There
is also an entry at the ziggurat’s back, but only servants of the
lowest type, such as goblins, use
that entrance. Two entries are
located on Level Six, Area 55
on the front of that tier. The
final is in a secret room accessed
only through the Witch Queen’s
personal chamber.

The exterior of the Cauldron


consists of seven tiers, each
20 feet in height. Each is also
smaller than the other such that
the uppermost tier is but 70 feet
across. On top of it all is a 40-foot-
tall square altar with two gigantic
braziers on it, with bright blue
flames in the braziers licking up
toward the sky. On each level of
the ziggurat, on each corner, there
are braziers that burn with blue

WICKED CAULDRON 5
flames. Likewise, every 10 feet on the steps are small platforms WANDERING MONSTERS
upon which large brass bowls rest, each alight with flame. The
The temple is a thriving and active community, and as such, it
vast majority of the ziggurat is plastered over in a light bluish
has a constant flood of creatures coming and going. Encounters
plaster. Upon this are etched, drawn, and occasionally in bas
are high, though not always deadly, as any characters wearing
relief many pictographs of ancient and forbidding deities. The
the appropriate robes can pass as visitors. The Castle Keeper
place is altogether evil, and only the most naive of individuals
should use discretion with each encounter. Encounters are
will not notice it as such.
checked every 4 hours. On a roll of 1 in 8, an encounter occurs.
All the braziers on the ziggurat are tended to by the goblitts, who Castle Keepers should feel free to change that to 1 in 10, or even
act as the Witch Queen’s servants. There are vast stores of oil 1 in 12, depending upon how many encounters they need or
stored in the lower levels of the ziggurat that are used for this desire. Roll d20 in table below for type of encounter.
purpose. Goblitts are generally swarming all over the place, fixing
things and bringing food, tools, drink, and others items around TABLE 2: WANDERING MONSTERS
the edifice. They do not give heed to anyone who approaches D20 Encounter
them other than their taskmasters. They only attack if attacked 1–4 Goblits
and cornered; otherwise they try to run away if threatened.
5 Goblin warrior/messenger
The interior of the ziggurat is, for the most part, plastered over 6–7 Ungern guard (1–4)
and painted with many murals depicting battles, inaugurations, 8 Priest (1–3, of 2nd or 3rd level)
and important religious events. Each tier has a different theme
9 Dog (1–2)
to it that is described at the beginning of that tier’s description.
10 Troll
Those portions of the temple that do not have plaster over 11–12 Orcs (1–6)
the walls are in the goblin quarters and their domains within
13 Darkmantle*
the complex, as well as the ungern barracks and their domains
within the temple. The different types of walls and other features 14 Imp**
are described below. 15–16 Giant Rats (2–20)
17 Farkin, Escaped Slave
STONE WALLS: Most of the interior walls in the ziggurat are five
feet thick. All the blocks are granite and so tightly placed that 18 Emissary of Aufstrag†
no mortar holds them together (so tight that not even a piece of 19 Spy from Ludensheim††
paper will slip between them). 20 A Grig†††

PLASTER AND STONE WALLS: These walls are covered * Only 1 Darkmantle can be encountered. The creature wandered in
with a plaster. They are old, cracked, chipped, and broken in here some months ago and has sustained itself by devouring goblitts.
many places. Murals adorn the plaster walls as detailed in the
appropriate sections. They are easy to break though, requiring a ** Several of these haunt the temple complex. They are not servants
strength check at DC 10. of the Witch Queen, rather they have lived here from many centuries
and keep themselves hidden. The characters may illicit their interest.
TAPESTRIES: These ancient and thick tapestries cover only a
few walls and spaces in the lower portion of the ziggurat. These ***Farkin is quite mad. He has spent the past year in the pits of
are rotting and very dingy, but have held up remarkably well for Festung Akt, the subject of horrible tortures by the lords of that fell
being several hundred years old. place. He remembers little but his name, that he comes from the south,
and where Festung Akt is. He will attach himself to the party if they
METAL GRATES: Most of these grates are rusted and easily are kind to him and will guide them to Festung Akt if they ask (see A5
broken. A successful strength check is required to break the The Shattered Horn)
hinges. Ripping the studs from the wall requires a strength
check with a DC 15. † A 3rd level knight from Aufstrag coming to investigate or discuss
matters with the Witch Queen. This encounter should happen only
CONCEALED AND SECRET DOORS: There are many concealed once.
and secret doors located throughout the complex. Their
difficulty classes for locating are described with rooms or †† Spy from Ludensheim hired by one of the guilds (Castle Keeper’s
corridors into which they open. choice) to spy on the Witch Queen. He will not reveal anything to the
party about where he comes from, though he will help them if needed.
COMBAT CONSIDERATIONS: Many areas of the complex are He reports back to his masters when he can make his escape. He has
small and cramped. Any corridor is five feet or less in width, priestly robes.
and the spiral staircases are so small as to impose a –2 on to hit
rolls with weapons over three feet in length. ††† This grig was captured by one of the ungern, and it has recently
escaped. It can’t find its way out of the temple.

6 5TH EDITION ADVENTURE


LEVEL 1 THE PINNACLE Those wearing robes with white trim should enter the center
portal and descend the center shaft. This is the noble and guest
AREA 1: ZIGGURAT SUMMIT entry. Those wearing black robes with red trim should enter
the portal to the right. This is the entry for members of the
A dizzyingly narrow set of thick, steep, granite steps,
priesthood. Those wearing robes with black trim should enter
painted ochre, lead up to the ziggurat’s pinnacle. For
the portal to the left. This portal is usually for servants. Ungern
each dozen steps, there is a small landing on which
are allowed through any portal and anywhere in the ziggurat.
sits a large brazier filled with dancing blue flames. The
steps are etched with thousands of hideously shaped As those in robes approach, the ungern step aside in a particular
pictographs and iconographs painted in faded but garish manner, depending on the type of robe worn. If everyone is
colors. Black lichen and green mosses cling to most every wearing a robe with a white collar, the ungern split and stand
surface, giving on the whole a sense of preternatural to either side of the center entry, weapons held low. If there is
decay lingering over the edifice. a mixture and one has a white collar, they also stand to either
side. If all have black trim, they move to the east portal; and
As the pinnacle is
if all have red trim, they move to the west portal. If there is a
attained, four muscular,
mixture of black and red, two go to the left portal and two to
hairy, brutish-looking
the right portal.
humanoids position
themselves on the If the characters act suspiciously, the ungern watch them closely
topmost steps. They but do not act unless anyone enters a portal he should not. If
wear coats of chain anyone enters a portal that is forbidden to him, the ungern
that shimmer blue, move to intercede. If the characters offer any resistance, the
highlighting their ungern attack them. Initially, this is with the intent of subduing
protruding jaws, large the characters, but if significant resistance is offered, the ungern
tusks, and curved horns try to kill them.
that dangle with silver
and gold loops and UNGERN X 4 (LE Medium humanoids) HP 16 (HD 2d8+6),
beads. Each carries AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
menacingly gleaming 9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore
bardiches. Behind them +6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4,
is the uppermost tier 150/400). SA Able Tactician (advantage on attack rolls if 5’
of the ziggurat. Large, from ally), Multiattack (claws, sword, gore); darkvision 60ft,
vivid frescoes of demonic Spell resistance, camouflage (Advantage on Stealth), master
faces cover the panels of the sanctuary highlighted by red light archer (advantage on ranged attacks, add str bonus to damage)
spilling out of three portals along its front. Immune to cold. They each carry a +1 chain coat, scimitar,
dagger, and 4–40gp worth of jewelry and coin.)
Atop the sanctuary is a horrid statue of the Horned One’s
ghastly head, with his horns twirling wide and coming together
AREA 2: SANCTUARY
in a platform on top of it all. Up the maw is a nearly vertical set
of steps ascending to the terrace, ending at an alabaster dais at Beyond the portals are three narrow apertures with steps
the side of which are two massive braziers burbling with blue leading down. The central staircase is flanked by two
flames. large brass braziers with red flames leaping out, coating
the room in a flickering ochre light. At the far ends of
Four ungern sub–chiefs are guarding the entry to the sanctuary. the room are two smaller alcoves, each with two ungern
There are three portals through which one can enter the guards sitting in them, their mail glowing blue and their
ziggurat. Any and all coming up these steps should be wearing eyes gleaming malevolently.
the purple vestments or robes denoting membership in the
Witch Queen’s retinue. If anyone ascends the stairs that is not The chamber atop the ziggurat is rectangular with a flat roof
wearing the robes, the ungern attack. There are four more constructed completely of stone; three portals face the steps.
ungern armed with longbows just inside the sanctuary that aid Inside the chamber are two alcoves with two ungern guards in
those outside. each. They are armed with bows and are here to help those in
Area 1 above. Two large braziers are placed to either side of the
If the guards are approached by those who are in robes, they central staircase. They are lit.
step aside and allow entry into the sanctuary, but only if they
enter the correct portal, as each is dedicated to a particular Each portal has a staircase. There is a large, faded, colored face
rank. The color on the trim of the robes designates the rank of carved into the stone above each portal. Each is colored in a
the individual. All the robes are purple with red, white, or black specific manner with white, red, and black. These correspond to
trim. White is the highest rank, red secondary, and black is the the staircases one should descend depending on the color of the
lowest rank. trim on the robe. Should someone enter the wrong staircase,
the guards confront him or her.

WICKED CAULDRON 7
UNGERN X 4 (LE Medium humanoids) HP 17 (HD 2d8+6), the shelf. There are two portals leading out of the room. In the
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha center of the room is a crockery basin upon a short wooden
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore pedestal. A table is placed against a wall with 10 wooden mugs
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, on it. Pegs line the northern wall, and several cloaks with black
150/400). SA Able Tactician (advantage on attack rolls if 5’ trim are hung there.
from ally), Multiattack (claws, sword, gore); darkvision 60ft,
Spell resistance, camouflage (Advantage on Stealth), master The goblins are the Witch Queen’s thralls and do nothing
archer (advantage on ranged attacks, add str bonus to damage) but what she bids. In this case, they are simply here to serve
Immune to cold. They each carry a +1 chain coat, scimitar, other servants. The goblins will fill the mugs with water, take
dagger, and 4–40gp worth of jewelry and coin.) cloaks and robes and hang them up, and help anyone undress
should they need it. However, they only do these things if asked,
AREA 3: SACRIFICIAL ALTAR and unless someone speaks the Dark Tongue, they cannot be
communicated with.
Nearly vertical, narrow steps ascend to the ziggurat’s
peak in the middle of a terrifying visage of the Horned They do not attack anyone nor will they scamper off to tell
One. Atop is a large black stone slab resting on a pedestal anyone that someone is in here. The only exception is if the
and two massive copper braziers blazing with blue flame. goblins are attacked. In this case, they run to Area 5 and escape
down to the lower parts of the ziggurat and closer to their abodes
This is a sacrificial altar made of basalt. The walls around the on Levels 6 and 7. Still, since they are used to being beaten and
steps are carved with many pictographs of the Horned One in treated poorly, they will tell no one of the characters other than
varying states of “soul consumption.” Characters moving up other goblins.
these steps are stricken by the images and may be unable to
ascend of their own free will. Characters must make a charisma GOBLITTS X12 (These chaotic evil creatures’ vital stats are HD
check when moving up these steps. Should they fail, they 1d4, AC 10, and HP 2 each. If pressed to attack, they can do
cannot continue moving up the steps of their own free will. so with a single claw for 1–2 damage, +2 to hit. They carry
Further, should the Castle Keeper care, if the charisma check is nothing.)
failed by 10 or more, the character becomes so fearful, he leaves
the ziggurat and is not able to return for 24 hours. AREA 5: GOBLIN DESCENT
There is a groove running down the center of the slab of stone This cramped room reeks of rotting foodstuffs. In the
and into the floor beneath it. It leads to a point at the top of the center of the room there is a large silver bowl sitting
stairs where a large bowl has been carved into the rock of the upon a pedestal. It is filled with fresh and not-so-fresh
temple. These grooves are for blood that pools in the bowl. foodstuffs. Several pegs, both high and low, are located
on the walls. Many cloaks are hanging from them.
LEVEL 2 THE TEMPLE FOYER Murals of elves fleeing from hordes of goblins adorn the
plastered walls.
AREA 4: GOBLIN ROOM
This room is used for donations of foodstuffs to feed the crawler
Steep, greasy, narrow steps covered in mold and grime in the pit located on Level 7. The goblitts collect the food once
descend down into the ziggurat’s bowels. Sputtering a week or so to bring down there. This is a ceremonial act only,
torches light the way, revealing timeworn pictographs as the food from here is only a small morsel for the monster
adorning the walls and even the ceiling. Depicted are below. The bowl is worth 150gp.
many a battle and the gory rituals of sacrifice that befell
those who succumbed to the Horned One’s armies. There are 12 servants’ cloaks in the room hanging from pegs.
In one of the cloaks is a flute left here by accident. The flute, if
The steps end in a small room played correctly, can be used to charm 1–12 goblitts into doing
with a low roof and a stone something they would otherwise not do. However, they will not
shelf running along the entire attack anyone but merely disobey rules they should be following
wall. Dozens of small, toothy or do something they would otherwise not do. There is a music
goblins their putrid green skin sheet in one of the priest’s quarters located on Level 6 in Area
pockmarked with boils and 53G. Without this music sheet, the flute plays as any other.
festering wounds, wearing
nothing but sackcloth girdles GOBLITTS X 1-12 (These chaotic evil creatures’ vital stats are
sit around while chattering HD 1d4, AC 10, and HP 2 each. If pressed to attack, they can
to one another in their do so with a single claw for 1–2 damage, +2 to hit. They carry
reprehensible tongue. nothing.)

The goblins are sitting on a


stone shelf about five feet
off the floor. Several small
wooden ladders lead up to

8 5TH EDITION ADVENTURE


AREA 6: SERVANTS' DESCENT This room is nothing more than a waiting area for those who
Before you is a small angular room with several stone have business below. As the ziggurat receives few visitors these
bench seats along the walls and a large stone pedestal in days, the room is rarely used and most of the seats are covered
the center of the room. On top of the pedestal is a wide in dust. The iconography on the back of the seats each
and shallow silver basin. The murals along the walls represents one of the 12 servants of Unklar. When anyone sits
depict the coming of winter in a desolate and barren in a seat and intones the name that the iconograph represents
landscape. The winter is being ushered in by a dragon 12 times, they receive a blessing of sorts. Any task performed
breathing snow and ice. at the behest of another is done so much better than it would
otherwise be performed. The character must be obeying
This room is for servants to wait in before descending to the an order or command and they should receive a +3 to any
lower levels. The basin has water in it that is chilly to the check or die roll associated with that task. This includes all
touch. Any water withdrawn from the bowl freezes within attribute checks, to-hit rolls, damage, saving throws, etc. The
5–10 seconds. It then proceeds to melt normally. The bowl is effect lasts 12 hours. A peculiar side effect to this condition
worth 5,400gp to a collector, but it may be difficult to sell, as is an increase in any damage a character receives. When
it contains inscriptions upon its bottom that are odes to the struck, excessive bleeding occurs and the character will lose
Horned One. The bowl holds 10 gallons of water. The water 1 hit point per round thereafter until the wound is healed by
must sit in the bowl for one hour before it acquires the ability to magical means or bandaged. Bandaging only slows the blood
freeze. It is three feet wide and one foot deep. loss and the character loses 1 hit point per turn. Hit point loss
only occurs while under the effects of the dweomer.
AREA 7: ENTRY ROOM
The silver bowl on the pedestal contains wine. The bowl itself
The stairs end in a long room with several chairs and lit is magical and produces wine constantly such that the bowl is
braziers in it. Two emaciated, unctuous humanoids with always full. The wine is a deep dark burgundy color with an
greasy green skin, broad fleshy noses, and wide mouths acrid smell to it. It tastes poor but has high alcohol content.
full of tooth and fang stand by the door. They are dressed The wine also has the ability to heal 1–4 hit points of damage
in white cloaks and stand with their eyes cast downward. to anyone or thing of lawful or evil alignment who drinks of it.
On the far wall are pegs with cloaks hanging upon them. For those with chaotic or good alignments, they suffer 1–4 hit
Murals of a host of dragons descending from some black points of damage. The wine does not affect neutral characters.
fortress adorn the walls. The bowl is worth 4000gp. It holds 10 gallons of wine and refills
to the brim once it is drawn from. The bowl will only do this
This room has two orc servants in it at all times. These are while on a pedestal that has been dedicated to the god of wine
usually female orc servants who do whatever is requested of as this pedestal has been. Further, if removed from the pedestal
them. If food or even water is requested, one orc will shuffle off it is currently on, it will only produce a good wine but with none
to retrieve some. They will enter Area 9 through the western of the healing or damaging capacities described previously. The
secret door and get water or food there. If there is not enough latter are special incantations placed upon the bowl ages ago. It
water or food available, the servants must descend two levels to is three feet wide and one foot deep.
retrieve more, so it could take a while to do so. The cloaks on
the wall are clean, and the characters can change out if they
AREA 9: SPY CHAMBER
so choose. The secret door in the wall cannot be opened from
this side and is virtually undetectable. Searching checks are Sitting at a table in the center of the room are four,
made at a DC 20. Should anything unusual happen in here, the large hairy brutes sheathed in shimmering blue mail and
five ungern guards in Area 9 will come out and challenge the bristling with arms. These beasts are ready for battle.
characters. Their tusks are adorned with metal tips and their hairy
manes bristle with the anticipation of battle.
ORC, FEMALE X2 (These lawful evil creatures’ vital stats are
HD 2d8 (10 hp), AC 12, mv 30’. They attack with improvised This Spartan room reveals the cold gray stone of the temple’s
weapons or knives +2 (1d4). SA Darkvision 60ft. They carry construction, as there are no murals covering the walls. A long
nothing.) narrow table with high backed chairs around it fills the central
portion of the room. It is heaped high with foodstuffs, tankards,
AREA 8: DESCENT CHAMBER and several small barrels. A brazier casts a red flame over much
of the room. A rack of weapons leans against the far wall, and
This is a small room lit by several lanterns. At the far several crates full of arrows sit on one side of it, while shields are
end is a staircase leading down. There are 12 individual piled on the floor in front of it.
stone seats protruding from the walls with iconography
of various malevolent deities engraved upon them. This room is used by the ungern guards for rest while on duty
Beside each there is a peg in the wall. In the center above and keeping a watch on those who enter and leave the
of the room there is a large pedestal in the shape of a complex through this area. There is a door on the west side
grapevine, upon which rests a broad silver bowl. of the room with a peephole in it. It looks into Area 7. Those
on the other side of the door do not know the door is there
of course, but from in here it is easily seen. A small metal

WICKED CAULDRON 9
plate covers the peephole. One peers out through the eye of
a dragon on the other side. The door cannot be opened from
the other side.

The table is piled with foodstuffs, mostly meats and not well
cooked at all. There are also several small barrels of beer, some
crockery and a deck of crudely made cards. The weapon rack
has six spears, five long swords, six maces, three long bows, and
two large ranseurs on it. There are 500 arrows in the crates.
There is also a small wooden board painted with multicolored
hexagonal spaces and upon which are placed 12 pieces of wood
in the shape of various beasts. This is a game the ungern play to
keep themselves occupied. If sold to a reputable dealer of rare
items, this game may be worth 700–1200gp.

UNGERN SUB-CHIEF (LE Medium humanoid) HP 43 (HD


5d8+15), AC 16, Spd 30ft. Str 18 Dex 12 Con 16 Int 10
Wis 14 Cha 9. Perception 12 (+2). Stealth +8, Claws +6
(1d4+4), Gore +6 (1d8+4), bardiche +6 (1d8+4), long-
bow +3 (1d8+4, 150/400). SA Able Tactician (advantage on
attack rolls if 5’ from ally), Multiattack (claws, sword, gore);
darkvision 60ft, Spell resistance, camouflage (Advantage on
Stealth), master archer (advantage on ranged attacks, add str
bonus to damage) Immune to cold. He carries a +1 chain coat,
bardiche, dagger, and 200gp worth of jewelry and coin.) This is simply a continuation of the nobles’ descent.

UNGERN X 4 (LE Medium humanoids) HP 16 (HD 2d8+6), AREA 11A: STATUE


AC 16, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
Two sets of steps, facing each other, lead down to a
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore
landing below. Overhanging this landing is a massive
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4,
statue of a double–sided head looking down upon those
150/400). SA Able Tactician (advantage on attack rolls if 5’
on the steps. It hangs like a chandelier above those who
from ally), Multiattack (claws, sword, gore); darkvision 60ft,
descend, foreboding doom to any who pass beneath it.
Spell resistance, camouflage (Advantage on Stealth), master
The head is strange in that there is a single eye and
archer (advantage on ranged attacks, add str bonus to damage)
nostril but it has many mouths. A dozen horns stretch
Immune to cold. They each carry a +1 chain coat, morningstar,
up to the ceiling acting as anchors holding the bust in
longbow, dagger, and 4–40gp worth of jewelry and coin.)
place. As one descends the steps, the great eye moves,
peering over you, the nostril flares a bit, and the mouths
AREA 10: ENTRY FOR NOBLES begin to open and close, smacking stone lips.
The stairs descend onto a broad landing with more stairs
leading down to both the right and left. The wall to the This is a large two–sided bust of the Horned One. It is also a
north is seated with a fresco of a grinning demon upon guardian that is alive and recognizes those who do not worship
a throne surrounded by many hundreds of small worm– the Horned One who attempt to pass through here. There are
like creatures. manners in which to disguise this fact: the robes, doing the
correct blessing, etc. If any good-aligned character or those who
This is the entry foyer for nobles. There is a large statue against do not attempt to disguise themselves walk down these steps,
the north wall. It has a magic mouth in it that intones a challenge however, the mouths begin asking questions such as “Who are
and welcome to all newcomers. A large gold candelabrum hangs you?” and “What do you here?” and then saying loudly “Go
from the ceiling with candles wafting a relaxing incense. no further!” and finally “Enjoy the pain below!” and then as
they step on the landing below a mouth underneath the statue
LEVEL 3 SERVICE LEVEL booms in a violent and deep voice that resonates far and wide,
“Your sacrifice will grow the blood Pools of Unklar!” This latter
AREA 11: FOYER instance attracts 2–4 orc guards from Area 18 and 1–4 orcs
The stairs continue down. They are well made and from Level 4, Room 23. The latter ascend the steps, while the
covered, from one end to the next, with icons and glyphs others approach the interlopers directly.
of ancient make. There are murals on the wall depicting
a great storm of snow and ice coming from the sky and AREA 11B" SECRET DOOR
with it a great host of blue clad warriors marching to There is a mural here of a knight with a blank face holding
war. a massive shield with the symbol of Unklar upon it.

10 5TH EDITION ADVENTURE


This secret door is covered by the shield on the mural and is This secret door is visible in here and opened by pulling a handle
opened by simply pushing the symbol on the center of the shield. on the right side. There is also a peephole that looks out in the
corridor.
AREA 11C: SECRET DOOR
The mural here is of a castle wall with a banner hanging AREA 14: EXIT
upon it while an army lays siege to it. This hallway is littered with the detritus of hundreds of
goblitts tramping back and forth. A door lies at one end
Pressing on the banner causes the door to open. The entire of the room and stairs lead up.
castle wall is the secret door and it swings inward.
There is a secret service door here set into the wall.
AREA 11D: SECRET DOOR
There is a mural of a demonic creature opening a gate to AREA 15: EXIT
the pits of Aufstrag here. Two large swaggering unctuous creatures stand
here with their arms akimbo and their bulbous eyes
This door is opened by pressing on the orb of fire that is the gate glaring menacingly. Their elongated muscles and bony
to the pits. It swings inward. protuberances set oddly against their massive fleshy
heads and fang infested mouths.
AREA 12: CORRIDOR
This room is narrow, with murals of giants attacking an army of
Beyond is a cramped corridor with a very low ceiling
elves covering the facing wall. The walls here are plastered and
barely reaching the height of a small dwarf. It is
covered in murals. The center wall (dividing rooms 15 and 16)
completely unadorned and empty.
is made of wood and plastered over. All listen checks through
This hall was once used for servants to move quietly back and this wall are at +10. The two creatures are trolls.
forth. Almost everyone in the complex has forgotten about
TROLL X2 (CE Large Giant) HP 84 (HD 8d10+40), AC 15,
this corridor. The floor in here is dusty and has no tracks. The
Spd 30ft. Str 18 Dex 13 Con 20 Int 7 Wis 9 Cha 7. Perception
corridor is unlit and littered with old decayed torches. There
11(+1). Battle axe +7 (3d8+4), claws +7 (2d6+4),bite +7
are also some old gold platters, rotted cloaks, and several small
(1d6+4). SA darkvision 60ft, enhanced smell (advantage on
lamps on a shelf. There are oil casks here, but they are empty.
smell-based checks), regenerate (10/rnd; acid attacks neg.))
There are eight gold platters that are worth 10gp each.
AREA 16: EXIT
AREA 13: STORAGE CHAMBER
This room is identical to 15.
This chamber is crawling with small, green, naked
goblinoids heaving loads and moving equipment to
and fro. This long narrow room is bathed in the bluish AREA 17: GUARD ROOM
light of many lamps placed in nooks along the walls and There are several large racked beds and a table in here.
dangling metal chandeliers. Piles and racks of lanterns, At the table, one compact, hairy brute with a potbelly
braziers, lamps, torches and candles are spread out along stands, cleaver in hand, slicing huge slabs of meat.
the walls. In a far corner are a dozen wooden casks, Behind it, a fire burns in a wide metal stove, and dangling
stacked neatly together. from hooks along the ceiling are slabs and chunks of
bony meat.
This room is for storage of lighting material and other related
sundries. There are several large drums of the oil used The walls to this room are stone. This room contains several
throughout the complex. The oil in these casks produces the beds and some arms, a table, and some meat hanging on hooks-
bluish flame found in many areas of the complex. There are uncooked meat. This is where the guards stay on this level.
some food scraps, broken plates, and utensils scattered on the There is usually an ungern captain of the guard in here. The
floor. There is a rack with many torches on it, a table with secret door is for access to the entry chambers. It has a peephole.
several tinderboxes and matches, and a stack of ladders of all
shapes and sizes. A set of steps at the end of the room spirals UNGERN CHIEF (LE Medium Humanoid) HP 51 (HD
down into darkness below. 6d8+18), AC 15, Spd 30ft. Str 18 Dex 14 Con 16 Int 10
Wis 14 Cha 9. Perception 12 (+2). Stealth +8, Claws +6
GOBLITT X 20 (These chaotic evil creatures’ vital stats are (1d4+4), Gore +6 (1d8+4), scimitar +6 (1d6+4), long-
HD 1d4, AC 10, and HP 2 each. If pressed to attack they can bow +4 (1d8+4, 150/400). SA Able Tactician (advantage on
do so with a single claw for 1–2 damage; +2 to hit. They carry attack rolls if 5’ from ally), Multiattack (claws, sword, gore);
nothing.) darkvision 60ft, Spell resistance, camouflage (Advantage on
Stealth), command (grant bonus action for attack to other un-
AREA 13A: gern who strike foes), master archer (advantage on ranged at-
tacks, add str bonus to damage) Immune to cold. Challenge 4
This is a door with a small peephole in it.
(700 XP)

WICKED CAULDRON 11
AREA 18: ARMORY can fetch 1,000–6,000gp each. Selling them may also attract
This long, bare room contains a series of weapons racks unwanted attention, especially if sold in the nearby city of
against the west wall. There is one rack for pole arms, Ludensheim.
another for maces, another for swords, and another for There are 10 crates in the room. All but one contains more brass
long bows. Three tubs of arrows sit next to the bow rack. or tin ceremonial goods packed in hay and cloth. One crate
At the north end of the room, there is a small table with contains gold ceremonial goods. There are six candleholders
several torches sitting on it. worth 50gp each, a candelabra worth 150gp, an incense ball
This is one of the weapon rooms for the ungern and orcs. The worth 500gp, and a wickedly curved golden blade. The blade
spiral staircase is made of stone and extends to the depths of the is a ceremonial one and was once used for sacrifices atop the
ziggurat with an exit on each floor. The secret door shown in the ziggurat. It is called a heart finder.
map is secret only from the other side. It is clearly visible here. HEART FINDER: These blades were created long ago for use
There is also a working peephole in the door. in sacrifices and were designed and enchanted to make those
sacrifices go much more efficiently. They come in many shapes
LEVEL 4 THE CHANCEL and sizes but each has an inscription that says, “Seek the Heart”
in the Dark Tongue. The blade is only useful against prone
AREA 19: VESTMENT STORAGE
and defenseless opponents (asleep, knocked out, completely
This room has many shelves and boxes piled in it. unaware, tied down, etc). One holds the blade above such an
One wall is entirely devoted to racks of vestments and opponent, intones the words “Seek the Heart” and the blade
ceremonial robes. The shelves are stacked high with will go for the heart as soon as the character swings. (The heart
brass candleholders, candelabra, candlesnuffers and finder receives advantage on attack rolls and scores a critical hit
other items of similar ceremonial nature. against all prone and defenseless opponents. The blade causes
1d6+10 points of damage a round until pulled out. Pulling it
out causes an additional 1d6+10 points of damage. The blade is
thoroughly evil and if a good-aligned character touches it, they
suffer 1d6 points of damage each round, and cannot put it down
unless they succeed at a DC 15 Wisdom save. In the hands of a
neutral character, this blade simply will not function at all, save
as a normal sword.)

An enraged imp lives in the back of this room. It was once the
familiar of a priestess. That priestess has long since died, but
the imp remained loyal to her and now resides near the only
remaining earthly presence of the priestess, a white robe. It does
not attack or in any way molest the party unless the robe the
priestess once wore is handled. The imp uses all of its abilities
to dissuade anyone from doing anything with her cloak, short of
directly fighting them. If the robe is removed from where it is,
the imp follows and molests the party from a distance, awaiting
a moment to reveal the party to guards or other servants of the
Witch Queen. This latter should be done at a very inopportune
moment for the party or the particular character that has the
robe.

IMP (LE Tiny Fiend) HP 10 (HD 3d4+3), AC 13, Spd 20ft,


40ft (fly). Str 6 Dex 17 Con 13 Int 11 Wis 12 Cha 14. Per-
ception 11 (0), darkvision 120’. Deception +4, Insight +3,
Persuasion +4, Stealth +5. Sting +5 (1d4+3, plus 3d6 poison
(Con DC 11 1/2). SA Devil’s Sight (see through magical dark-
The vestments and robes are for servants. Those towards ness), Shape shift (action; Rat, Raven, Spider), Turn Invisible
the rear of the closet are very dusty. There are several stark (action), Magic Resistance, Damage resistance to Cold, Bludg-
white silk robes at the very rear of the closet, and unless the eoning, Piercing, Slashing from non-magic, non-silver weapons
closet is searched, will not be found. These robes were used resistance. Fire and poison immunity.
for ceremonial purposes by the high priestesses of the past and
placed here, quite accidentally, by the goblitt servants. If the
AREA 20: COMMUNAL CHAMBER
robes are worn, the characters will be given away immediately,
as everyone at the ziggurat knows full well that only the high Beyond the doorway lies a wide and long room with
priestess can wear all white, and she only does so on holy days. lavender walls covered in a half-a-dozen small tapestries.
There are six of these robes, and if sold to the correct dealer, Resting in the center of the room is a long oaken table

12 5TH EDITION ADVENTURE


surrounded by two-dozen dark oak chairs. Upon the explains his room. Garrulus has accumulated a great many
table are heaps of freshly cooked foods and not-so-fresh items, both mundane and extraordinary, to jog his memory
half eaten foods. Many goblitts are scampering around regarding certain events or to recall important dates. It is an
the table, picking up and cleaning up. A large, man- oddity for sure. He cannot remember a date without the object,
sized gold statue of the Horned One sits at the end of but can remember where the object is that will allow him to
the room. remember the date. This can be a problem.

This dining area is solely for the use of priests and the record The room is littered with junk. Every open space is literally
keepers. The food is constantly being changed, with rotten and covered in bric–a–brac. Most of the items are mundane, if not
half-eaten material being taken away at a fairly consistent pace downright common, such as a unique spoon with a letter on it,
and being replaced by fresher foods. The goblitts do all of this some small statuette; a chunk of crystal, a ball of cloth, a saucer,
and are moving in and out of the room most of the time. The a cutting from a rose bush, a small wood box, some candles,
only time this room does not have food in it is late at night to and other similar items. There are some interesting items, but
early morning. There are several large barrels of beer in here as of no particular value as well. These include an old miner’s
well. The food is fairly good as it is made for humans. The gold lamp, a small rent helm with a nose–guard, an ornately carved
statue of Unklar is not entirely gold. It is gold plated soapstone. wood candleholder shaped like a dragon, a large multi-colored
A close inspection will reveal chips and gouges in many places candle, and an extremely large pinecone. These items should
that reveal a soapstone interior. suffice to keep curious characters interested and busy for some
time. There are some real treasures in here, but they will take
There is a chance some priests or scribes will be encountered some searching to locate.
in here. A one on a d10 indicates the presence of 1–4 priests
or scribes. Also, for every 10 minutes the party is in here, roll a There are hundreds of pieces of paper with writings and
d10, a one indicating the arrival of 1–2 priests. All the priests scribbling on them and dozens upon dozens of scrolls. Most of
will recognize the party as interlopers if they are not dressed the paperwork in here references rituals and how they should be
appropriately. Even so, after a few questions as to their purpose performed. Many are wrong or dated incorrectly, all the correct
they will be revealed as interlopers. In some cases, the priests ones being located in the vaults below. The others are records
try to act normally and warn otheres of the characters’ presence of visitors, contracts, lists of soldiery, weaponry, etc. All of this is
after they are out of harm’s way. Other priests may not be so very mundane. There are however, three pieces of vellum on the
careful and call for help immediately. desk underneath a pile of papers. The writings upon them appear
to be mundane. This is but an illusion, for the vellum pages are
ACOLYTE PRIESTS (LE human clerics) HP 9 (HD 2d8), AC actually magical scrolls. The illusory writing can be dispelled by
10, Spd 30ft. Str 10 Dex 10 Con 10 Int 12 Wis 14 Cha 12. pouring cold water over the vellum or casting a dispel magic upon
Perception 12 (+2). Medicine +4, religion +2. Sv: Wisdom it. The spells are invisibility, enhance attribute, sphere, and scrying.
+4. Staff (1d10). SA Spells: (Save DC 12, Spell attack +4;
Cantrips: light, sacred flame, thaumaturgy; 1-level (3 slots): There is a birdcage hanging from the ceiling. Be sure to point
bane, cause wounds, sanctuary). They carry leather armor, this out as nonchalantly as possible to the players. Close
staves, and 2d6gp worth of jewelry and coin.) inspection reveals that there are many small, hollow glass tubes
with holes in them crisscrossing the interior of the birdcage.
SCRIBES (LE human commoners) HP 4 (HD 1d8), AC 10, Attached to the outside of the birdcage are two silver rods,
Spd 30ft. Str 10 Dex 10 Con 10 Int 14 Wis 12 Cha 10. Per- one slim and one thick. Each is five inches long. If the cage
ception 13 (+1). Arcana +4, medicine +3, religion +3. Sv: is closed and the metal rods struck against one another, a tiny
Intelligence +4. They carry nothing of value.) air elemental is summoned in the cage. It cannot leave the
cage unless the door is opened. Striking the two rods together
AREA 21: CHAMBERLAIN'S RESIDENCE does not produce a sound audible to anyone except elves. The
The door opens onto a dingy room cluttered with junk, creature weaves in and out of the glass tubes, making an odd
do–dads and bric–a–brac. Beneath all this clutter are and eerie music. If the metal rods are struck twice, a small air
a large desk and chair, a sumptuous though dusty and elemental arrives; thrice brings a medium elemental, and four
unmade bed, and a night stand cluttered with books, times brings a large elemental. All are locked in the cage, and
papers, quills, and other odds and ends; and there each makes music particular to their size. One must be within
is a bureau in here as well. The walls are covered in 10 feet of the object for it to work. Only one elemental can be
tapestries. in the cage at a time. One can let the elemental out. If this is
done, it attacks the nearest sentient being. If the door is open,
This is the room of the head record keeper and chamberlain, innumerable elementals can be summoned, but only once every
Garrulus Sump. The Castle Keeper should decide where he is 10 minutes. The item is priceless. It is also large, being perhaps
when or if the characters discover this room. He keeps track of two feet high and one foot in diameter. It is easily broken, and
all the comings and goings at the complex, ritual processions, once even a single glass tube is cracked, it will no longer work.
trade goods, important dates, and things of this nature. He can
recall a great many facts about the temple due to a prodigious The bureau is ornate and has several dozen cloaks, pants, shirts
memory and knack for object – fact association. This partly and socks in it. Much of the clothing is piled on the floor. It is

WICKED CAULDRON 13
all dark in color. At the bottom of the bureau, beneath some The bowl on top of the pedestal appears unremarkable and
socks and other dirty clothing is a cloak that appears rather is filled with water. However, if the basin is removed, a small
plain compared to the rest. Upon opening it up, a shimmering button is noted on top of the pedestal. Pressing the button
red silken lining is noted. This is a cloak of etherealness. causes the north panel of the pedestal to open. Within are two
potions of healing. If the button is pressed again while the door
Underneath the bed are many items one might expect to find to the north panel is open, the south panel opens. Within are
such as clothing, a book or two, some dust, bits of food, a shoe, two potions of etherealness. To open the east panel, the north
some coins, and other bric–a–brac. There is also a special panel must be closed while the south panel is left open; then
marble beneath this bed. It is called a Troll’s Eye. The eye of the button in the bowl pressed. Inside the east panel are three
a troll was placed inside a glass ball. It could not regenerate, potions of gaseous form. There is no west panel to open. However,
as the body has nowhere to grow to, but the eye still looks out. should the south panel be closed and the east panel left open
There are only two ways to break the glass marble. The first is then the button pressed, a trap is set off. Four portculli drop
to cast dispel magic upon it and then strike it with a hammer from the ceiling around the pedestal, locking everyone in the
whose head is made of glass. The other manner is with a tuning center room. Detecting this trap is a DC 13.
fork. Should a tuning fork ever be used within 30 feet of the
marble, it has a 20% chance of breaking. If the marble shatters, If priests are found in the room, there is an equal chance for
the troll’s eye rolls out and begins to regenerate. Otherwise the each being either a Priest of the First Order or the Second Order.
marble allows the handler to use it to hit any other item made
of glass within 50 feet. All the wielder must do is decide what it ACOLYTE PRIESTS (LE human clerics) HP 9 (HD 2d8), AC
will hit and it will. 10, Spd 30ft. Str 10 Dex 10 Con 10 Int 12 Wis 14 Cha 12.
Perception 12 (+2). Medicine +4, religion +2. Sv: Wisdom
One of the drawers in the desk has a secret compartment at the +4. Staff (1d10). SA Spells: (Save DC 12, Spell attack +4;
end of it which contains 150pp. Cantrips: light, sacred flame, thaumaturgy; 1-level (3 slots):
bane, cause wounds, sanctuary). Spells may vary by priest. They
The chamberlain, Garrulus Sump, is a tall, thin man with beady carry leather armor, staves, and 2d6gp worth of jewelry and coin.)
eyes, a greasy beard, stringy hair, sunken chest, and flaring nostrils.
His breath is wretched, and he knows it. He gets a perverse SCRIBES (LE human commoners) HP 4 (HD 1d8), AC 10,
pleasure out of getting real close to someone’s face while talking Spd 30ft. Str 10 Dex 10 Con 10 Int 14 Wis 12 Cha 10. Per-
to him and using his long bony fingers to poke and prod those he ception 13 (+1). Arcana +4, medicine +3, religion +3. Sv:
does not like or intends to belittle. He is absolutely loyal to the Intelligence +4. They carry nothing of value.)
Witch Queen, as she supplies him with potions that extend his
life span. He is also a thoroughly despicable human being. AREA 23 GUARD CHAMBER
GARRULUS SUMP (LE human cleric 5) HP 27 (HD 5d8+5), This stark chamber has a large wooden table in it
AC 13, Spd 30ft. Str 10 Dex 10 Con 12 Int 13 Wis 16 Cha with several vicious ungern standing up hefting blades
13. Perception 13 (+3). Medicine +7, persuasion +3, religion notched from many battles. At the far end of the room,
+4. Sv: Wis +5. Staff +4 (1d10+2). SA Channel Divinity the steps spiral down.
(bonus action, spell slot to deal +3d6 staff damage). Spellcast-
This is a guard chamber. There are always six guards in here
ing (Save DC 13, +5 attacks): Cantrips – light, sacred flame,
keeping a watch on those on this level and to help in Area 24.
thaumaturgy; 1-level (4 slots) – cause wounds, guiding bolt,
There are some meats and tankards of ale on the table. The
sancturary; 2-level (3 slots) – hold person, spiritual weapon;
concealed door is visible from within here, but is behind a
3-level (2 slots) – dispel magic, animate dead). Challenge 2
curtain on the hallway side.
(450 XP). He carries leather armor, a +2 staff, and 500gp
worth of jewelry.) UNGERN X6 (LE Medium humanoids) HP 16 (HD 2d8+6),
AC 16, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
AREA 22: SLEEPING CHAMBER 9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore
This is a cross-shaped room. There are alcoves on the +6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4,
north, south, east, and west walls. In the middle of the 150/400). SA Able Tactician (advantage on attack rolls if 5’
room is a large stone pedestal with a bowl on it. Inside from ally), Multiattack (claws, sword, gore); darkvision 60ft,
all the alcoves save the north one are two sets of wooden Spell resistance, camouflage (Advantage on Stealth), master
bunk beds and four chests. The beds have straw mattresses archer (advantage on ranged attacks, add str bonus to damage)
and woolen blankets. Curtains separate the alcoves. Immune to cold. They each carry a +1 chain coat, scimitar,
longbow, dagger, and 4–40gp worth of jewelry and coin.)
This room is for several sub-priests and record keepers. Priests
who are resting often occupy it. There is a 65% chance that AREA 24: SECRET EXIT
there are 1–4 priests in here and a 70% chance for 1–2 scribes.
Sitting in this small alcove upon a gnarly wooden chair
There is little of value in the room, as these lower priests are not
is a massive hairy beast with jagged yellow tusks and a
supposed to own personal items. Most do not, and those that do
wickedly curved blade. Behind it is a large wooden door
keep those items on their person.
interlocked with various metal bars.

14 5TH EDITION ADVENTURE


This exit is visible from the interior of the ziggurat, but not the AREA 25: GOBLITT PREPARATION AREA
exterior. It is used by the goblitts to go out onto the patios in This narrow, angular room smells like rotting food mixed
order to light the braziers outside the temple. The guard will kill with freshly cooked meats and vegetables. The floor is
anyone but goblitts and ungern who enter or try to leave this littered with old crumbs, bones, chunks of meat, dried
door. Otherwise, he will completely ignore any who pass him by. bread all covered in mold, slime, roaches, and beetles.
The door no longer closes properly so is left a little ajar at all There are also piles of jars, buckets of brushes, sacks,
times. At night, if the rear of the ziggurat is observed closely, and barrels filled and overflowing with various materials.
the outline of the door can be noted, as a small amount of light The northeast area of the room is lined with low wooden
spills out from around the cracks. Opening it is easy. Though tables heaped with platters of freshly cooked foods and
once locked with a series of strong bars, they are now broken half-empty plates. A half-dozen goblitts move to and
and merely pressing on the wall causes the door to open. fro within the room carrying plates and platters while
singing songs and whistling tunes.
HAIRY TROLL GUARD (CE Large Giant) HP 84 (HD
8d10+40), AC 15, Spd 30ft. Str 18 Dex 13 Con 20 Int 7 Wis Goblitts use this room to prepare lots of things for maintenance
9 Cha 7. Perception 11(+1). Scimitar +7 (1d10+4), claws around the ziggurat. There are cans of paint and dye, mixtures of
+7 (2d6+4), +7 (1d6+4). SA darkvision 60ft, enhanced plaster, heaps of lye and other material needed for the creation
smell (advantage on smell-based checks), regenerate (10/rnd; of the plaster used around the place. There are also foodstuffs
acid attacks neg.). This troll carries a short, thick bladed scimi- in the northeast area of the room. The goblitts do not cook in
tar that causes 1–10 points of damage.) here but stop over and collect freshly cooked foodstuffs in here
before carrying them on to the food’s various destinations. They
do dump the leftovers from meals in here.

WICKED CAULDRON 15
GOBLITTS X6 (These chaotic evil creatures’ vital stats are HD grotesque stylized relief of the head of a demon or some
1d4, AC 10 and HP 2 each. If pressed to attack they can do so such creature from the abyss. Its head stretches from
with a single claw for 1–2 points of damage; +2 to hit.) one of the walls to the other and from floor to ceiling.
Its great maw easily covers half the wall and is open
AREA: 26 WAITING ROOM wide, its tongue licking out over many jagged teeth.
Painted in a chaotic mixture of greens, reds, blacks,
The portal opens onto a wide well lit room with a portal
blues and yellows, the relief causes a momentary sense
on the far end. The walls are plastered and covered in
of discomfort to all who see it.
frescoes of many eyed beasts in an icy plain. About the
room are half a dozen high backed wooden chairs, a The back of the statue’s mouth hides a secret panel that opens
large oaken table, and a wooden pedestal with a large up onto a staircase that descends to the areas below. Finding
brass bowl on it. There is a rack with several cloaks on the secret door is very difficult, as it is magically concealed with
it in the corner. In one of the chairs sits a tall, thin, a permanent illusion. So, not only will the illusion have to be
pale, emaciated man, nearly naked. He stares blankly bypassed, then the door and its lever must be discovered. This is
forward. He stands as you enter.
This is the waiting room for servants. They often sit here
awaiting instructions from their masters, who are often gathered
in Area 27. Sometimes they sit here a long time. Goblitts will
come and serve anyone in here who is in robes.

This room has one servant in it. He is a servant to a visitor


who is downstairs with the Witch Queen. He is a human from
Ludensheim, under a permanent charm type spell. Should the
characters seek to communicate with him, he can offer little
information other than who he is, his master’s name, and
where he is from. He has been here for two days and is sleeping
on the chairs. His name is Ferris Lukler. Breaking the charm
spell is impossible without killing his current master, Ardus
Karlenkeller, who is in Ludensheim.

FERRIS LUKLER (He is a neutral, human, commoner whose


vital stats are HD 1d8, AC 10, HP 4. His abilities are all 10,
proficiency bonus +2 and he carries nothing of value. If pressed
he attacks with improvised weapons.)

AREA 27 ENTRY FOYER


Leaving the staircase brings one into a lavish foyer with
a multicolored tile floor covered in alternating white and
blue tiles. The ceiling is slightly domed and edged by
eight columns carved in the shape of nine great demons where the Witch Queen ascends when she wants to meet guests
holding the arches aloft. At the northern end of the in the hallway beyond. If there are guests in here, she simply
room, broad double stairs lead down into darkness. has the goblitts create smoke in the room below, which trails up
through holes in the teeth of this relief and fills the room. She
The demons presented on the columns are mogrl. Each statue then steps through the illusory door in inky smoke and darkness.
is unique in its details as these represent real mogrl. Passing
through the columns into the area where the steps leading The back of the relief’s tongue is an illusion (CL4). Behind it is
down triggers a wisdom saving throw against fear (DC 13) as a wall that is a secret door. The wall has five jewels set into it.
the statues radiate terror. Only the true servants of Unklar are These can be pried out of the wall fairly easily and are worth 5gp
exempted from this check. each and were placed here as a simple ruse to convince those
who saw through the illusion that the gems were what is being
This is the foyer for the visitors awaiting permission from an hidden. The actual secret door is difficult to detect so well was
emissary of the Witch Queen to proceed further. This room is it made. Search checks are done at a DC 18. If detected, it is
spacious, well lit, with plastered walls in fair condition. by a small seam along the edges of the door. Finding the latch
is also difficult. It is located behind one of the teeth and simply
LEVEL 5 RECORD HALLS requires that a handle on the tooth be pulled to allow the door
to be opened. The door can then be pushed inward but swivels
AREA 28: STATUE AND ENTRY both ways, so can be pushed out from the other side. The door
The flagstone steps give way to a brightly lit landing is easily seen from the other side and can be opened by merely
whose far wall is utterly consumed by a garish and lifting the handle.

16 5TH EDITION ADVENTURE


AREA 29: FEASTING CHAMBER TABLE 3: POISON
This is a broad and deep room with large, red, velvet D10 Poison’s Effect
tapestries with intricate geometric patterns covering
1–4 No effect
every wall. The north end of the room is dominated by
four columns in the shape of elves trapped in a stone jar 5–7 1d4+1 damage, DC 12 save for half damage
and writhing in agony. The southern portion of the room 8–9 2d4 damage and poisoned for 1d4 hours; DC 12 save
has one long table in it with brass braziers alight with for half damage and negates poisoned condition
licking red flames at either end. The table is carved of 10 4d4 damage and poisoned for 1d4 days; DC 13 save
some stone that emanates an ever so slight bluish light. for half damage. Save each day to end effects.
This is a feasting chamber and official gathering hall for guests ROOM 32: STOREROOM
and the Witch Queen. It is rarely used, though meticulously
cleaned by the goblitts. Usually, singers intone odes from behind The door opens into a narrow and long room with many
the curtain, but there is nothing back there at the moment. shelves stacked to the ceiling with cloth, towels, robes,
sheeting, blankets and other wares of such nature.
The columns are actually elves that were changed into stone
columns by the Horned One. Nothing known to neither man This room contains towels, cloaks, sheets, pillowcases, pillows,
nor beast can be done to change this. Should the characters blankets, and other sundries of this nature. The finer materials
examine the statues closely, they might notice a slight twitching are located on the east side of the room, while the plainer ones
of a hand, eyes changing positions, and other things of this are located on the west side.
nature. This should be played up as a trick of the eye.
ROOM 33: STOREROOM
AREA 30: CORRIDOR The door opens into a small room with shelves crammed
This poorly lit, but spacious corridor is flagstone with with plates, saucers, cups, mugs, bowls, basins, pots,
blue and white tiles and the walls are covered with pans, and other objects of this nature. There are several
murals of armies of the Horned One attacking foes, unopened crates on the floor as well.
both great and small. A staircase in the southern portion This room contains pots and pans as well as those items
leads down further into the depths of the ziggurat. mentioned above. Although seemingly mundane, several of the
The stairs lead down to the royal apartments below. There are items in here are a very ancient lineage and an antiquarian may
several secret doors in this corridor. None are visible from this be willing to pay a great deal for them. For characters with such
side and each is very well hidden with checks for searching and knowledge, and on a successful intelligence or wisdom check
locating them occurring at a DC 18. (DC 12), they find 10–60 pieces of flatware worth 10–60gp
each. However, the character may be lucky and get something
ROOM 31: STOREROOM even more valuable. While examining the pieces, the character
makes a wisdom check at a DC 15 and if their intuition was
This door opens into a small room lined with many right about the age of the item, they have located a piece worth
rickety wooden shelves stacked awkwardly with bottles, a lot and can get 1–4 pieces worth 100–400gp each.
decanters, vials and ceramic vases of all sizes, shapes,
and colors. Many shards of glass litter the floor and the The crates contain items of a similar nature though much more
aroma of alcohol lingers thickly in the air. recent in make. None have been opened. If they are opened, it
will be noted that these crates contain new flatware with the
This room contains hundreds of small decanters of beers, wines maker’s marks on the bottom. These indicate the flatware was
and spirits. These are used by those going down to their own rooms made in Ludensheim. There is only one person in Ludensheim
and the servants are supposed to hand them out to whomever asks. who makes flatware of this fine a quality: Edmut Khan.
As well as the wine and spirits, there are several poisons and other
odd concoctions, that are kept here and used to kill or bewilder AREA 34: STORE ROOM
those the Witch Queen does not like. The latter are not marked
in an obvious manner and are labeled wines or beers. However, Beyond is a cramped room stacked high with dusty
each bottle of poison is unique in shape. All the poisons are in chairs, desks, nightstands, bedposts, picture frames,
glass decanters with long chutes and corked with wood. Only the chests, and trunks.
servants and makers of the poisons know what is in them. This room contains furnishings. Some of it is very old and worth
quite a sum to collectors. A piece can be valued between 10gp
The types of poison vary, as the maker is not terribly exacting and 1,000gp. Carrying these items will be difficult, and as such,
in the concoction process, and some have degraded over will likely never occur.
time, and the effects of others have been completely negated.
There is a 10% chance that a decanter with poison in it will be
ROOM 35: RECORDS HALL
chosen should the characters choose to pick up anything on the
shelves. Afterwards, the player needs to roll a d10 to determine This is a long, narrow room cluttered with desks piled
the effects of the poison. high with papers and ink pots, several rows of bookcases

WICKED CAULDRON 17
jammed and stacked with dusty volumes and tightly out leaps an oily skinned, small, muscular beast with six
bound scrolls, and several tables heaped with plates, arms, tiny tattered bat wings, and a glaring, fanged face.
tankards, glasses, books, and other detritus of those It leaps up into the air.
who have spent too much time in here. A thick layer of
white dust covers much of the room as if it were snow The demon gets out of the body in one round. During that
on a mountaintop. There are trails in the dust and debris round, the one in which he is emerging, he is vulnerable, and
indicating where some few people walk through here any swings at him are done so at a +5 bonus and cause double
and even, apparently, work. . . . . damage. Any round thereafter, any damage the demon receives,
the scrivener receives one half that amount of damage. The
If the characters have managed to get this far without raising demon will attack until it receives one-half its hit points in
an alarm, the scrivener will be in here working at his desk. damage; then it tries to escape and hide. It then attempts to
Otherwise, he has taken his valuables and gone down to his follow the scrivener around and reenter his body, no matter how
chamber on Level 7. If the scrivener is in here, read the following far from this place Daderus travels. He will constantly harry him
in addition to the above. and the party if he is with them, until dealt with.
. . .as does one now. Sitting in a tall chair, behind a plain Should the demon get out alive, he takes all the evil and hate out
though cluttered desk, sits an old man with long wispy of the scrivener’s body, so much so that the scrivener becomes
white hair. His face is wrinkled like a waterlogged prune chaotic good in alignment. The scrivener slowly becomes aware
and he has one eye, which is covered in a hexagonal of his past misdeeds and seeks repentance and egress from this
spectacle. He is scribbling upon a piece of parchment at place. Should the characters manage to save the scrivener and
the moment. A single candle illuminates his work area. return him to a place where he can live in peace or live a life
of repentance, they should receive a hefty experience point
The one thing that kept Unklar’s Empire together was the story award. This should be in the range of 500xp for each
record keeping and being able to move supplies, money, and individual involved and 1000xp for those persons instrumental
material to whichever place needed it in a quick and orderly
in his rescue (those who choose to wait until the demon is out
fashion. The practice of record keeping has remained with
to attack it, who plan for the possibility, etc). The Castle Keeper
many of the Horned One’s servants who survived the fall as a
is, of course, the final arbiter in this.
continuation of habits formed long ago, even though there is
little to be gained by it in these days. DADARUS SKEVINBELD (N Medium Human): HD1d8 (HP
4), AC 10, Mv 30ft. Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha
This is the records hall. Here, scriveners keep ledgers and lists
10. Perception 10 . Knife +2 (1d4). SA None. He is carrying
and notes of all things that happen in and around the ziggurat.
three large gold coins of imperial make worth 15 gp total.)
The head record keeper, the scrivener (once known as Dadarus
Skevinbeld to his mother and father), does the vast majority RAGE DEMON (CE Small Fiend) HP 22 (HD 5d6+5), AC
of the work in here and has filled several volumes himself with 18, Spd 20ft, fly 40ft. Str 10 Dex 18 Con 12 Int 11 Wis 14
information so mundane as to bore even the most fastidious and Cha 8. Perception 12(+2), darkvision 120ft. Bite +2(2d4),
punctilious of individuals. To help him with this task he has, claws +2 (1d6), tail barb +4 (1d4+2 plus 1d6 acid). SA
in the past few years, engaged a few others to help him, as he Multiattack (bite, claw and tail), demon’s sight (see through
senses his death lingering on the horizon. nonmagical darkness), flyby (no opportunity attacks), posses-
sion (Latches onto victim that it damages with all three at-
The scrivener may appear a harmless old man and he even, most
tacks, who becomes CE and fuelled by rage and hate, esp.
of the time, believes himself to be incapable and incompetent.
towards former companions; DC 15 Wis neg), Magic resist-
However, this is not the case. When pressed and his ever so
ance, damage resistance cold, bludgeoning, piercing, slashing
valuable books, ledgers, and other material become threatened
from nonmagic, non-silver weapons, immune to fire, poison.
and he is incapable of flight, his inner demon comes out, quite
Challenge 2 (450 XP)).
literally. The anger, pain, regrets, jealously, and a host of other
emotions have been bottling up inside Dadarus since youth. In The secret door located at the south end of the room is part of
this foul place, those pent up emotions have found a home and the bookcase. Behind the books on the bottom shelf is a large
nourishment. A demon has come to roost in the scrivener’s metal lever, which if pulled, causes the door to open.
chest that feeds on his anger. When the scrivener is pressed, his
books or ledgers destroyed or messed with, or he is interrogated, The vast majority of the books and scrolls in this room are of
the demon will come out to attack anyone nearby. little value though perhaps of great interest. They chronicle
almost everything that has happened here for ages and ages.
If so, read the following: There are accounting records, trade good ledgers, troop
The scrivener’s frail body goes limp, his skin begins to movement ledgers, contracts, letters, notes and other types of
crinkle before you and his eyes roll back in his head. He correspondence. Much of this is written in the ancient tongue
begins to gurgle and dark purplish blood drips from his and is unreadable without the correct knowledge of that
mouth. Suddenly, his mouth opens wide and two small language or some type of decipher script spell. There are a few
clawed hands reach out, stretching the mouth wide and interesting items, though. Each is described below.

18 5TH EDITION ADVENTURE


EVER-BURNING CANDLE: This candle is located on the desk DIAMOND LEDGER: The diamond ledger is much like the silk
where the scrivener works. This is literally an ever–burning ledger and located on the scrivener’s desk. However, it is
candle. The flame cannot be put out by anything other than a essentially empty with a missive located in the last entry: “the
dispel magic. Even in this case it has a DC 25. It burns underwater queen expects more soon.”
and even in the Void.
INKPOT WITH GOLDEN INK: This little pot of ink is located on
CORRESPONDENCE FROM ADOLF NEIMER: There is a leather a shelf full of other inkbottles. It is not labeled uniquely in any
sheath filled with letters located on the floor by the scrivener’s way so can only be spotted as unusual if the lid is opened. Inside
desk. It is in a pile of other leather cases, so should take 2–6 is ink with liquid gold in it. The recipe for this type of ink is
minutes to locate and only if the characters are examining the long lost and this happens to be the last of its kind inside the
writings. These letters are in the local language, so should jump ziggurat. It is only used when the Witch Queen signs her name.
out at anyone examining them. It can fetch up to 1000gp if sold to a discerning collector or
wealthy individual.
The letters are from a person named Adolf Neimer in
Ludensheim. They are mundane affairs simply listing the QUILL OF THOUGHT: This quill is located in a box full of
number of bolts of silk Neimer has received and of what type. used and discarded quills. It is notable since it is made from a
Of note, at the end of each list is the comment, “no payment.” peacock. It was placed here by a goblitt long ago and forgotten.
Neimer has received several hundred bolts of silk of varying The quill gives the person using it advantage on all intelligence
colors over two years. Should the characters examine checks for an action being taken that involves use of the pen to
the correspondence closely, they will figure out something like an equation, a translation, a
discover that Neimer also received spell recipe, a forgery, etc.
three robes. For more information on
Neimer, the silk, and the robes, see the BOOK OF INCANTATIONS: This book is
next module in the series, Usurpers of the exceedingly difficult to find and should take a few
Fell Axe. Alternately, the Castle Keeper could use this as the hours to locate it, depending on the character’s
starting point for another adventure. actions (minimum DC 20 to find it in a search).
It is on a shelf against the far wall. Many of the
CORRESPONDENCE FROM FELTHIN WRUNG: books in the section have been destroyed by water
This series of letters is in an innocuous damage and are even covered with a coating of lime in
leather folio located on a bookshelf behind some places. Where the lime is thick (about 3”), a pile of
the desk upon which the scrivener works. It books simply looks like a cave wall with a few titles
should take some time to locate if anyone peering through the sheen. Breaking
is looking, perhaps 10–60 minutes. The the lime casing results in the destruction
correspondence is written in the Dark of all the books except this one, which
Tongue, so is illegible to any except those who remains pristine. The book is thin, with but
speak and read it. The correspondence is easily four–dozen vellum pages bound within it. It
recognized as recent since the paper is fresh. has a dark leather cover embossed with a
silver “O” on the center of the front cover.
The letters are from a Felthin Wrung, from It also has a thin silver bookmark made of silk
a place called Festung Akt. For the most that serves as both bookmark and a tie to keep
part, they concern tribute amounts that the book tightly closed.
should be sent to Festung Akt in gold, gems,
and silk. There are also missives concerning The book is magically sealed and nearly impossible to
the progress of plans in Ludensheim, open without the proper command word being spoken. To
though no reference to what those plans may open it one must simply tap inside the “O” and say “open” in
be. Vague references to “our lords in Ludensheim” the Vulgate or Common tongue. Otherwise, some magic is
and “the Minster of Akt” are prominent. Comments required. Dispel magic, knock or similar spells will work, but the
such as “our desires are being met,” “we have attained the desired book has spell resistance and saves at +5. Otherwise, the book
result with our lord in Ludensheim” and ‘meetings are planned remains resolutely shut. Inside are writ seven wizard spells and
as to be expected’ reference the progress of the plans. For more four illusionist spells. There are a total of three 1st level, three
information on the plans and actors in the events unfolding in 2nd level, and one 3rd level wizard spells divided between the
Ludensheim, please reference to Usurpers of the Fell Axe or divination and enchantment schools. There is also one 1st level,
simply expand upon them as desired. one 2nd level, and two 3rd level spells of the illusionist school.
The choice of spells is left up to the Castle Keeper.
SILK LEDGER: This ledger is on the scrivener’s desk and is easy
to find. Although it is written in the Dark Tongue, it should be AREA 36: SECRET ROOMS
easy to translate the basic idea since it simply records the same
item over and over again. It records bolts of silk being traded. In this narrow, short hallway, five doors are arrayed
The difficulty in translation is discovering to whom the silk is against the southern wall. A metal rod in the wall holds
delivered, the amount and the price. an unlit lantern.

WICKED CAULDRON 19
Taking the lantern off of the rod sets off a trap. The characters of paper attached to them while those on the right are more
will have time to react as the trap is old and has not been well loosely bundled and have no tags. Those towards the rear of the
maintained. The rod is connected to a chain and pulley system room are covered in dust, while those toward the front are not.
attached to a large chunk of stone in the hallway ceiling and the
secret door. This drops after a few seconds, and a grinding gear This is the storage room for special outgoing silks. Some silks
sound reverberates throughout the hallway. The secret door is have been here for a very long time and will never leave. The
locked shut and blocks of stone drop from the ceiling where ones bundled up on the left have specific designations while
each “X” and “x” are. The “X” indicates the stone has fallen all those on the right do not, having been used as bribes or gifts.
the way to the floor and causes 1d8 damage to whoever is under They are worth 300–900gp per bolt. There are 123 bolts in the
it, while the “x” indicates the stone has only fallen part way to room, each weighing 40 lbs and being about five yards wide and
the floor and causes 1d4 damage. Save halves damage in both 30 yards long, overall having a 6 encumbrance value. Looking
cases. All the stones are attached to chains so can be hauled at the addresses on the labels, the destinations of some of the
back up into the ceiling. The mechanism for this is located on silks become clear. There are many individuals whose names
Level 6, Area 53. are unrecognizable, but a few are. One Garten Onestdell, a silk
merchant in Ludensheim, is named on several bolts of silk. Ten
36A: RECORDS bolts are going to a Varreus Treffle in Festung Akt. Two bolts are
going to one Johan Essenstern. These people are detailed in the
This wooden door is closed with a seemingly seamless fit Usurpers of the Fell Axe and The Shattered Horn.
into the doorframe. In the center of the door is a single
round hole, about an inch in diameter and framed by a 36C: MILITARY RECORDS
gold band. There are no other markings on the wood
and no hinges to be seen. This large oaken door is slightly open. Beyond is a stark
room with a series of shelves along one wall. The shelves
This door is sealed by a simple mechanism. One simply rolls a are full of books, scrolls and piles of paper. In the center
gold standard coin of imperial make into the slot and it rolls of the room is a thick desk behind which sits a very old
down a chute, releasing the mechanisms along the way. A few and gray ungern. In his clawed and desiccated hand is a
clicks later and the door shifts a little and can thence be pushed quill with no feathers on it. A small lamp burns with a blue
open. There are not many coins of imperial make remaining flame beside him, casting the entire room in bluish light.
anymore. Characters could have picked them up from previous This room was once used for military record keeping, but no
modules or gathered them from this adventure. If the wrong longer. All the records here are 100 years old or more. The
coin is placed within, it just consumes it. There is a box of 32 old ungern sitting behind the desk is long dead and has mummified
imperial standard gold coins to the side of the door (each worth in here. He is actually dusted and cleaned every once in a while
5gp in weight and about 100gp each to a collector). by the goblitts. He has mummified in place.
This room contains vast stores of very old records on transactions When this venerable ungern war leader died, the previous
that have occurred here since the founding of the edifice as well Witch Queen had him cursed-for some slight infraction (like
as supplies for the scrivener. The room is jammed top to bottom dying at an inopportune moment)-and his spirit now guards
with scrolls, piles of parchment, old and new boxes of ink, quills, these halls. When this room is entered, the ungern’s spirit
and other items. Mostly however, it is just records, and there awakens and appears at the west end of the hallway outside the
are thousands upon thousands of sheets of paper in here-some door (described below). Should the characters search the body,
used, some not, some valuable, but mostly not. they will find that the only thing of value is a polished, black,
oval stone hanging on a silver necklace around the neck of the
AREA 36B: SILK STORAGE ungern. Breaking this stone releases the curse and frees the
This wooden door is locked with three massive padlocks ungern’s soul. It breaks as easily as glass and as soon as it does,
and a regular lock. The wooden door is carved with the apparition described below dissolves.
strange glyphs and icons, and in the center is a small
handle in the shape of a wolf. A low moaning and groaning as if from a boar being stuck
emits from the west end of the hallway. A blue glow fills
The locks are difficult to open. In order from top to bottom, that space and coalesces to a vaguely humanoid shape,
they each have a DC15. The center lock is DC20. If an attempt then to that of a brutal beast with two large, curving
to pick any of the locks fails, the handle’s head comes to life and horns and massive a snout. Festooned with ethereal
whips around, growling. It is but a small head no bigger than the jewelry and pulsing tattoos, the beast leaps forward,
palm of a hand, but its growl is mighty and can be heard for 100 baring a large broad-bladed spear.
feet in every direction. It likely brings guards.
UNGERN GHOST (CE Medium Undead) HP 45 (HD 10d8),
Within the room are piles and piles and heaps of rolls and AC 11, Spd 40ft fly. Str 7 Dex 13 Con 10 Int 10 Wis 12 Cha
bundles of silk. Some are tied together and others are loose. 17. Perception 11 (+1), darkvision 60ft. Withering Touch +5
After a moment’s observation, one notes two distinct divisions (4d6+3 Necrotic), Horrifying Visage (all who see frightened
of the silk. Those on the left are bundled and have small pieces (DC 13 Wis neg.) Failing save by 10 also ages 1d4x10 years),
Possession (Recharge 6; Ghost possesses target (DC 13 Cha

20 5TH EDITION ADVENTURE


neg.). SA Etherialness (action), Ethereal sight (60 ft), Incor- The fire pit is situated against the east wall and the table against
poreal movement, Damage Resistance to acid, fire, lightning, the west wall by the steps, so that the ungern cook’s head is
thunder and bludgeoning, piercing and slashing from nonmagi- turned away from anyone coming up the steps. The rack of pots
cal weapons, Damage immunity to cold, necrotic, poison, Im- and pans is in front of the secret door to the south, and it must
mune to charmed, exhausted, frightened, grappled, paralyzed, be moved before the door becomes apparent. It is easily visible
petrified, poisoned, prone, restrained. once the rack is moved. Should the ungern ever use this door,
they will make a lot of noise coming through as they throw the
The only other things of value are some maps on the scrolls. pans to the side. The concealed door to the west is easily visible
These are old maps with several showing the location of Festung and has a handle. It also has a peephole in it, though it has not
Akt as well as a fortress where Ludensheim is now located. been used in ages and is rusted shut. The door opens easily and
Other information should be made available to the characters at swings inward. The buckets and tubs contain watered-down
the Castle Keeper’s discretion. The maps are excellent devices beer as well as water. The surface meat on the boar is ready to
to spur on further adventures and give the location of other eat, but the interior is very rare. A bucket of boar innards sits
dungeons, temples, or fortresses. at the back of the fire and is slowly boiling for a stew. Piles of
potatoes and other tubers are heaped up under the table.
36D: VISITOR LOGS
The cook will not immediately attack anyone, even if they appear
This is a wide oaken door securely locked with a dusty
strange or out of place. He is simply too busy cooking. However,
padlock. Within is a small room crammed with ledgers
should the characters pester, bother, or make threatening moves
on shelf after shelf after shelf. The floor is strewn with
towards him, he does attack and with a vengeance. He is not
ledgers and many piles and stacks have been knocked
opposed to slinging innards, boiling water, or whatever might
over. A cursory glance reveals they are all blank.
be handy to the interlopers. Eventually, he will opt for a large
These ledgers list visitors and their purposes-all in invisible ink. cleaver with which to attack.
To make the ink visible, a citrus juice needs to be applied to the
UNGERN COOK (LE Medium humanoid) HP 10 (HD 2d8),
papers. Almost all of the ledgers are written in the Dark Tongue.
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
A few are in other languages. There are thousands of people
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4), Gore
listed on the ledgers stretching back 300 years or more.
+6 (1d8+4), club +6 (1d6+4), Kitchen knives +6 or +3
(thrown) (1d4+4; 10ft/30ft). SA Multiattack (claws, club or
36E PRISONER AND EXECUTION ROLLS knife, gore); darkvision 60ft, Spell resistance, camouflage (+8
A metal bound door hangs loosely on a hinge. A key Stealth), Immune to cold.
dangles from the lock. The door creaks open to a small
room with several tall bookcases filled with scrolls. AREA 38: SERVANTS' ENTRY
This chamber is bare, excepting a large brass brazier
These scrolls list prisoners and those being executed. located in the center of the room. A bright blue flame
Examination reveals minute details about the crimes committed leaps up from it, warming the entire room and casting
by those executed and sentenced to prison. Usually, this has to an eerie blue glow across murals of sacrificial rites
do with treason and blasphemy. In the rear of the room, in a performed, apparently, atop this very ziggurat.
pile of scrolls are six that were placed here accidentally. These
are scrolls of cure wounds scribed using a 3rd level spell slot, not This chamber is an entry chamber for servants and a reminder of
easily noted, for they appear no different than the others to all the fate awaiting those who disobey the high priests of this place.
except those of good alignment. A DC 15 check while searching
will root them out. The seals on these scrolls are that of the AREA 39: SERVANTS' FOYER
deity of health and recovery.
This room is plastered with murals of servants perfomring
duties for priests dressed in white robes. There is a large
AREA 37: GUARD EATERY
table in the center of the room with two large benches
This stone–walled room smells of meat and spices. running down either side of it. Food and the detritus
Specifically, a large boar has been skinned and is of many meals are piled high on the table. There is a
roasting over a raised pit with bright flames licking it pile of crusty bread sitting beside a bowl of steaming
sides. Tending it is a gargantuan and exceptionally hairy broth at the west end of the table. Two large open–faced
ungern sharpening its tusks with a metal file while bureaus are against the west wall with plates, dishes,
poking the boar with a metal prod. Behind him is a large lamps, lanterns, several flasks and other sundry items in
oaken table with several cleavers and knives stuck in it it. Several washbasins are placed on a narrow table along
as well as bits and pieces of meat and bone. Scattered the south wall.
about the floor are more pieces of bone and entrails and
other mess from butchering. A rack of pots and pans There is a 50% chance that someone will be in here eating
and utensils of all sorts is located in an alcove against from the bowl of soup at the end of the table. If so, there are
the wall to the south as well as some buckets and tubs 1–2 servants in here. There is a 60% they are orcs and a 40%
stacked by the steps. chance they are humans. They will be here to serve some visitor

WICKED CAULDRON 21
or actually work here and live in the town outside. It is unlikely Eight goblins live in this room. There is 1–4 here. One of the
they will attack; although if not killed, they do warn others goblitts is a head shrinker. He shrinks the heads in a room on
of any interloper’s presence. Other than this, there is little of Level 7, Area 70. The cages are all open and each contain
interest in here except the four oil containers in the bureau. several rotten, torn, and flea-infested blankets and scraps of
clothing. Dung is heaped upon the floor as well. The head
AREA 40: SERVANT'S QUARTERS shrinker is downstairs.
This dingy, crowded room has eight sets of bunk beds
in it, each with a pile of blankets and pillows on a straw LEVEL SIX THE DONJON
mattress. A person is curled up asleep in one bed. AREA 43: STORE ROOM
The servants use this room. The one sleeping in here now is This room is filled with boxes, crates, barrels, and slabs
an orc. He is drunk and will have to be roused roughly to get of meat hanging from hooks in the ceiling. Light spills
him up. Two other beds are obviously being used as the beds out of the chamber to the north, as does the singing and
are mussed up. The orc wears a silver medallion indicating his laughing of high-pitched, annoying voices.
master, one Gordru Nuk. The medallion is worth 10gp.
The goblitts use this chamber to store food in. It is crowded and
ORC (CE Medium Humanoid) HP 15 (HD 2d8+6), AC 13, stacked end to end with foodstuffs. Several ladders can be found
Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10. Perception about the room that, affording the goblitts access to those items
10. Intimidation +2. Scimitar +5 (1d8+2). SA Darkvision at the tops of the stacks.
60ft; Double move.
AREA 44: KITCHEN
AREA 41: STAIRS DOWN This sweltering, smoke-filled room is cluttered with a
These narrow steps lead down. The lintel over the dozen goblitts cooking all manner of foods. A large oven
doorway is of a series of people in robes carrying large and two long stoves cover two of the walls in here. Two
packs. tables, one used for food preparation and another for
food collections, are overflowing with foodstuffs.
These stairs lead down to the floor below to Level 5, Area 19.
This is the lesser kitchen used to prepare foods for guests and
AREA 42: GOBLIN HANGOUT others in the upper levels of the ziggurat. As with most goblitt
activities and areas, it appears chaotic but is not actually the
You enter dirty area with many small alcoves. The place
case. Any excitement here attracts the ogres in Area 45. There
looks like the sewer system of some great city. The floor
are 11 goblitts in here.
is awash in putrid water; it smells like dung, and piles of
garbage are everywhere and small metal cages hang on GOBLITTS X 11 (These chaotic evil creatures’ vital stats are
the walls on every conceivable open spot. Goblitts of all HD 1d4, AC 10 and HP 2 each. If pressed to attack they can
shapes and sizes are running to and fro, chanting, eating, do so with a single claw for 1–2 damage; +2 to hit. They carry
and going about the business goblins should. nothing.)
The most notable aspect of this area-other than the dozens of
goblitts-is the overwhelming stench of urine and feces. The AREA 45: GUARDS
goblins are supposed to dump it outside, but often collect it here In this aperture are three massive, thickly muscled
before doing so. There is little of value here, and the goblitts will human–like men with gnarled faces and giant fangs in
not bother anyone moving through the area, though they will wide mouths. Each carries a spiked club and a sheet
watch with curiosity as it is a very rare occasion that they are of metal strapped to his chest. They rise from a table
visited. They will get out of the way of anyone moving through heaped with steaming food, while several goblitts scurry
here and not contest anyone’s actions. away.

GOBLITTS X22 (These chaotic evil creatures’ vital stats are These three ogres guard the rear entry to the ziggurat. They
HD 1d4, AC 10 and HP 2 each. If pressed to attack they can attack any who seem out of place.
do so with a single claw for 1–2 damage; +2 to hit. They carry
nothing.) OGRES X 4 (CE Large Giant) HP 59 (HD 7d10+21), AC
15, Spd 40. Str 19 Dex 8 Con 16 Int 5 Wis 7 Cha 7. Perception
AREA 42A: CAGE ROOM 8 (-2). Spiked great club +6 (2d8+4). SA darkvision 60ft.
They carry scale armor and spiked clubs.
There are eight small metal cages hanging from the bare,
cold stonewalls in here. A large wooden curio at the AREA 45A: RAMP AND ENTRY
west end of the room has several dozen small grotesque
shrunken heads in it. This corridor opens up to the north and a wide portal
leads to the outside. Two large metal doors, partially
open, are the only things blocking the way out.

22 5TH EDITION ADVENTURE


The metal doors are guardian doors. Each has many identical commotion in Area 45 if the din from that area is great indeed,
murals and iconographs upon them, but both have unique so immersed are they in their game.
graven faces in their center. When anyone passes these faces
from the outside who has no business here, he will be questioned. The alcove to the north contains weaponry: longbows, arrows,
The faces automatically suspect any other than goblitts, ogres, maces, ranseurs, broad swords, and battle–axes.
ungern, and those in the special robes. If the faces’ questions are
UNGERN X 4 ((LE Medium humanoids) HP 16 (HD 2d8+6),
not answered correctly and promptly, the faces sound an alarm,
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
attracting the ogres in Area 45.
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4,
AREA 46: GUARDS' CHAMBER 150/400). SA Able Tactician (advantage on attack rolls if 5’
A metal portculus blocks this room. Beyond are several from ally), Multiattack (claws, sword, gore); darkvision 60ft,
chairs around a table with a small cask upon it, some Spell resistance, camouflage (Advantage on Stealth), master
foodstuffs, and four hefty, well-armed humanoids archer (advantage on ranged attacks, add str bonus to damage)
playing a game with tiny stones. They are yelling at one Immune to cold. They each carry a +1 chain coat, scimitar, long-
another and deeply immersed in their game. bow, dagger and 4–40gp worth of jewelry and coin.

This is the guards’ chamber. The ungern gather here before AREA 47: SMITHY
moving to their posts or just come here to play games, eat, or do
any other activity they may find amusing. The ungern in here Behind the grate in front of this chamber is a large
now are about to go to the top of the ziggurat and replace the furnace and sundries associated with a smithy, including
guards in Area 1. Before leaving, though, they intend to finish hammers, an anvil, workbench, several crates, and piles
their game of Dwarf Crusher. These guards only respond to a of wood.

WICKED CAULDRON 23
The smithy is a fairly important place in the ziggurat, even dominates the south side of the room. This grinning
though it is rarely used. The ungern smith is a master of his craft beast sits upon a throne holding a sceptre in each hand.
and creates armor of extraordinary strength and blades that are A red glow from the torchlight masks the whole in an
wickedly sharp and light. In addition to all the material used eerie, scabrous orange sheen.
in a typical smithy, there are five crates of metal ingots from
Aufstrag. These are very valuable, as this metal can be used by This area has steps leading down from the secret chamber above
a master smith to make armor and weaponry that confers a +1 (near Level 7, Area 59 and Area 56, see map Level 7). There
armor class to armor made of it or +1 to damage for weapons is also a statue of the Horned One on the wall to the south. It
made from it. These ingots also have a bluish lustre to them, is a secret door that leads to a narrow set of steps going down.
which can be enhanced by smelting techniques. There are no Opening the door is managed by pulling the sceptre in the left
finished pieces in the smithy at present, and beyond the ingots, hand of the statue downward. This opens a narrow panel in the
little else of value. throne portion of the statue. This secret door leads to a tunnel
only three feet wide.
AREA 48: GUARDS, CHAMBER
AREA 51: SERVANTS' ROOM
Metal grates surround this chamber with large open
doors leading in and out of the room. The entire room This spartan room has bare walls. Inside is a single table
is bathed in an eerie blue light. Within are racks of with five chairs around it and several against the wall.
weaponry: bardiches, longswords, bows, as well as The table has the remains of a meal on it. One large
shields, helmets, and arm and leg greaves. metal lamp hangs from the wall, illuminating the entire
room. Two thin, ragged orcs sit in here talking to a rather
This area is for weapon storage and serves as a gathering point fat, ugly human.
for the guards in time of conflict. No one is here at the moment.
A blue light emanates from the bardiches, all of which are made This room is used by the servants of the priests for eating and
from the ore that glows blue. They each confer a +1 damage lounging. Currently the orcs and human are arguing over a bet.
in combat. The orcs have only daggers and serve the priests who stay in
Areas 53A–G. They will not fight unless provoked, and then
UNGERN X 4 (LE Medium humanoids) HP 16 (HD 2d8+6), try to run away and warn their masters. The human, Gideous
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha Filch, serves the priests likewise and is hoping to become a priest
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore one day. He has some abilities. Gideous will not fight unless
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, cornered. He carries no weapon though. He attempts to explain
150/400). SA Able Tactician (advantage on attack rolls if 5’ away his presence here and even offers to convert if his life is
from ally), Multiattack (claws, sword, gore); darkvision 60ft, threatened. If he can escape, he warns others in the complex of
Spell resistance, camouflage (Advantage on Stealth), master the characters’ arrival.
archer (advantage on ranged attacks, add str bonus to damage)
Immune to cold. They each carry a +1 chain coat, scimitar, ORCS X 2 (CE Medium Humanoid) HP 15 (HD 2d8+6),
longbow, dagger and 4–40gp worth of jewelry and coin. AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
AREA 49: WOODWORKING ROOM Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
Double move. They carry daggers and 2–20gp in various coins.
The area behind the bars has a large workbench covered
in tools. There are piles of wood on the floor and leaning GIDEOUS FILCH (LE Medium Human): HD1d8 (HP 4), AC
against the wall, tools piled on shelves, and planks of 10, Mv 30ft. Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10.
wood in the process of being hewn into smaller pieces. Perception 10. Cudgel +2 (1d6). SA Cantrips: Guidance,
Thaumaturgy. Treasure: 1d6cp.
This is the woodworking room. Primarily bows and arrows are
made here, though occasionally other objects of use to the AREA 52: SERVANTS' CHAMBER
ungern are made as well. Often any tables, chairs, or beds are
made in the town outside and brought here. There are dozens of This room contains five wooden beds and a large
types of tools here: hammers, files, planes, saws, nails, and other cabinet. There is a sconce on the wall. It is fairly dirty
items that the characters may find of use. The woodworker is and unkempt with a wide, full bedpan near the door.
not presently in the facility. He does have a stash of finely made
Servants use this room. All the beds have been used and are
arrow shafts in a special box underneath the worktable. There
in disarray. Some dishes are piled beneath an unused bed. The
are two-dozen arrow shafts made for short bows, and when fixed
bureau contains three cloaks for servants, several pairs of shoes,
to arrow tips, they confer an extra 50 feet to the arrow’s range.
some hats and two packs. The packs belong to the orcs from
Area 51. They contain traveling equipment: a tinderbox, two
AREA 50: FOYER pans, dried food goods, a small knife, 20 feet of cord, a hatchet,
This is a preternaturally dark room. Flames flicker in and two empty water flasks.
sconces but cast little light upon the floor and walls.
A broad statue of the Horned One, painted all in blue,

24 5TH EDITION ADVENTURE


AREA 53: FOYER AND PRIESTS' QUARTERS bearskin rug humming. A candle and a bowl rest on the
The stairs descend into a narrow chamber with several floor to his right.
hallways leading off from it. Two burly ungern warriors This priest is communing with the vestiges of Unklar’s spirit and
are in here sitting at a table. They stand and reach for has been for some time. Goblitts bring him enough food and
their swords. The walls are plastered and painted in water to stay alive. The priest does not initially recognize any
a blue–green shade, with images of priests marching intruders as hostile since he is busy. However, should anyone
towards a great fortress of spiralling towers. disturb him, like entering the room and doing anything other
The two ungern guards will raise an alarm and attack any but than grabbing the bowl, he angrily comes out of his trance and
priests who enter this area. The guards from Area 48 will come attacks whomever disturbed him.
to investigate. Should anyone dressed in priestly garments enter, The horn above the door is not actually gold embossed. It is,
they will be ignored, as will those moving with him. If the trap rather, gold-painted embossing and is used to denote a priest is
has been setoff in Area 36, these guards will have gone up to busy. There is nothing else of interest in the room.
investigate. The lever for the trap mechanism in Area 36 is
located here. A metal rod is placed above the table. Pulling it POSTULANT (LE Human Monk) HP 45 (HD 6d8+12), AC,
down resets the trap in Area 36. Spd. Str 12 Dex 15 Con 14 Int 10 Wis 14 Cha 13. Percep-
tion 15(+5). Acrobatics +5, Arcana +3, Insight +5, Reli-
AREA 53A-G: GUEST ROOMS gion +5, Stealth +5. Sv: Str, Dex. Unarmed Strike x3 +5
Each of these rooms is reserved for priests or special guests. Each (1d6+3). SA Ki (6 points; 1 point grants any of the following:
room is panelled in a dark pine and, unless otherwise noted, has Flurry of blows-2 bonus attacks plus enemies knocked prone
two bunk beds, a table, two chairs, and a washbasin within it. (Dex DC 14 neg.) or enemy can’t take reactions till monk’s next
The rooms also contain the personal items of those who are turn ends; patient defense-dodge as bonus; step of the wind-
staying there. disengage or dash as bonus), Deflect Missiles, Slow Fall, Ex-
tra Attack, Ki-empowered strike (unarmed attacks=magical),
Stunning Strike, Wholeness of Body (action; heal 18 hp; one use
AREA 53A: EMPTY ROOM
then must long rest).
This room is unlocked and empty other than the furniture
mentioned above. AREA 53E: PRIEST ROOM
The door to this room is slightly ajar, and firelight spills
AREA 53B: EMPTY ROOM
out from around the frame. Within, several guttural
The door to this room is locked. The current occupant is on voices can be heard talking.
Level 7, Area 63A being tortured.
Two orc priests are putting on robes for a meeting with the
The door opens into a rank room. A small pool of Witch Queen. These orc priests are from Festung Akt and
blood is on the floor. One of the beds is unmade and have travelled here to consult with the Witch Queen about
the table is overturned. A trunk, opened and obviously the movement of troops from there to here. They leave the
ransacked, has been thrown against a wall. Clothes and room only if there is a fight in the hallway or in one of the
small personal items are scatted about the room. other nearby chambers. Otherwise, they are unconcerned
One of the merchants who delivers silk to Ludensheim, with the arrival and movement of anyone in the ziggurat.
Martin Hunderd, was invited to stay here. Little did he know However, if any large combat occurs, they will aid the Witch
the Witch Queen believes that he was giving out information Queen’s forces.
about the ziggurat, so she has him brought here to be tortured
They each carry robes with red lapels. Each also has a trunk
and executed. He is currently on Level 7. Going through the
with personal items within. The first trunk has robes, clothing,
personal items, the characters’ recover a comb, some make-up
and other items of that nature; the second trunk contains 200
sticks, a large skeleton key with the Number 18 engraved upon
imperial gold coins, a small silver chalice worth 100gp, several
it, and a writ with an order for 20 bolts of silk. The key is to
sheaves of paper describing the troops to be sent here from
Martin Hunderd’s house in Ludensheim.
Festung Akt, a ceremonial wand with two horns at one end,
incense sticks, and a black glass orb in a velvet bag. Other than
AREA 53C: ROOM the orb, everything in here is meant for the Witch Queen. There
The door to this room is unlocked and is empty other than is a map amongst the sheaves of paper, showing the location of
furniture. Festung Akt and the route of travel for troops.

AREA 53D: ROOM


The orb is a magical item. When removed from the bag, a silvery
symbol makes itself apparent within. It is the symbol for the god
This door is closed, and from beyond, a muffled of healing. Lifting the orb up and intoning the name of the god
humming can be heard. A large gold embossed horn of healing causes all within 25 feet of the orb to heal 2–16 hit
hangs above the doorframe. The room beyond is bare, points-friend and foe alike. It can be used twice a day.
except for a single male in a loincloth sitting on a black

WICKED CAULDRON 25
ORC PRIESTS X 2 (LE Medium Humanoid) HP 15 (HD that they do not belong here. The mimic is cursed and is usually
2d8+6), AC 13, Spd 30. Str 11 Dex 12 Con 16 Int 7 Wis 15 tasked with killing the room’s occupant. However, it is of no
Cha 10. Perception 10. Intimidation +2. Staff +3 (1d8+1). particular bent to do so with the characters. The mimic wants
SA Darkvision 60ft; Double move; Spellcasting (Save DC 14): to leave. It will make its wishes known.
Cantrips – Guidance, Sacred Flame, Thaumaturgy, 1-level (2
slots) – Bane, Inflict Wounds. The mimic has little to bargain with, as it has been in here a long
time and cannot even remember what the rest of the ziggurat
AREA 53F: EMPTY ROOM looks like. It does know there is a secret door on the far wall and
how to open it. It also knows that the Witch Queen’s lieutenant
This room is unlocked and empty other than furniture. carries a rod that, if broken, will release it from its curse. Should
the characters undertake to please the mimic and break the rod,
AREA 53G: PRIEST ROOM it will also reveal a secret panel in the floor underneath the
The door to this room is locked. A groaning sound bureau. In a small compartment is a necklace worn by a near
comes from within. permanent occupant many years ago. It is an amulet of protection
against poison allowing a +3 to all saving throws versus poison.
This room contains a lone priest. He sits upon one of the beds
groaning, as he has lost his flute (see Level 2, Area 5). This If pressed, of course, the mimic will defend itself.
priest is difficult to arouse, so distraught is he at having lost his
MIMIC (N Medium Monstrosity) HP 58 (HD 9d8+18), AC
flute; he has come here to be alone. Several sheaves of sheet
12, Spd 15ft. Str 17 Dex 12 Con 15 Int 5 Wis 13 Cha 8. Per-
music are on the floor (reference Level 2 Area 5).
ception 11 (+1), darkvision 60ft. Stealth +5. Pseudopod +5
PRIEST (LE Human Clr 2) HP 9 (HD 2d8), AC 12, Spd (1d8+3 and target stuck/grappled (Escape DC 13), Bite +5
30ft. Str 10 Dex 10 Con 10 Int 10 Wis 14 Cha 11. Perception (1d8+3 plus 1d8 acid). SA Shapechanger, adhesive, false ap-
14(+4). Medicine +4, Religion +4. Sv: Wis, Cha. Staff +2 pearance, grappler (advantage on any creature grappled by it).
(1d8). SA Spellcasting (DC 12; +4 spell attack): Cantrips –
light, sacred flame, thaumaturgy; 1-level (3 slots) – bless, inflict AREA 54C: CLEANING ROOM
wounds, sanctuary. He has leather armor, a staff, and 18gp A large oaken door rests securely in place here. This
worth of jewelry and coin. Challenge 1/2 (100 XP) room is cluttered with junk. There is a four–poster bed
piled high with towels, blankets and clothing. A desk
AREA 54: FOYER AND GUESTS’ QUARTERS is pushed up against a wall and cluttered with serving
This corridor is paneled in dark wood. There are seven dishes, plates, flatware, and scraps of food. A pedestal
doors in the corridor. Draped between each is a small has been knocked over, and a cracked washbasin lies
tapestry, each sewn in a checkerboard pattern of blue nearby. A bureau with open doors is piled high with
and red squares. clothing. Tapestries line every wall except the north,
where that tapestry lies in a heap on the floor.
The tapestry at the end of the hallway covering the concealed
door is magical. The Witch Queen can peer through it from The goblitts use this room to pile cleaning material, plates and
another tapestry in her room (Level 7, Area 75). She can junk from other guest rooms. This room is dusty and messy. The
also send small items or creatures through it. Whenever the secret door on the far wall is easy to note since the goblitts have
characters are in this corridor, there is a 1 in 20 chance the not taken care of it (DC 10).
Witch Queen is looking through it. If she sees the characters,
she raises the alarm and sends something through the tapestry AREA 54D: EMPTY ROOM
to molest the party. Refer to Area 75 for the available pets she This room is empty except for furniture.
can send through.
AREA 54E: CANDLE ROOM
AREA 54A: EMPTY ROOM
Many candles, smoldering and smoking with sputtering
Other than furnishings, this room is empty. green flames, adorn the floor and furniture in this room.
A bed, bureau, chest, several stools, a chair, and a table
AREA 54B: CLOAK ROOM all have candles perched on them casting a greenish
There is a large oaken door here. This room is well tint to the entire room. Above, smoke has gathered in a
furnished. There is a four–poster bed, a desk with one thick black blanket, collecting faster than the flues can
drawer, a pedestal with a washbasin on it, a bureau, and carry it away.
a large plush chair. The paneled walls are draped in
An emissary from Festung Akt, the priestess Kasanadra stays
tapestries and a large rug is on the floor.
here but is not here at the moment. This priestess has brought
No one occupies this room at the moment. Several cloaks are a message from her lord of Festung Akt. The Witch Queen is to
in the bureau. The pedestal is an intelligent mimic. It will note, submit to him and follow his will, or else he shall open the holes
after some time and especially if the characters converse a lot, of the spider eaters and send them her way.

26 5TH EDITION ADVENTURE


Kasanadra has stored several valuable items in this room Once Gah’dru’nuk realizes that the characters are not his
while she is speaking with the Witch Queen. There is a small assassins . . . well, they may very well be his killers, but never-
wooden trunk under the bed. It is only 12 inches high and the-less . . . he senses an opportunity. He does not attack nor
16 inches long. A series of five small locks run down its front challenge the characters and will even go so far as to supplicate
and back, although there is no telling which side is the front himself to stop from being killed. He tells the characters he is
and which is the rear. Each conceals a hinge, and when all the to be killed by the Witch Queen and would rather see her dead
locks have been successfully picked, the trunk’s lid snaps open and will help the characters in their quest to kill her if they
in the middle of the top. Each lock is a DC 15. The interior promise to spare him. He tells the characters much about the
of the lid is lined with fairly thick glass tubes containing acid. ziggurat and agrees to show them around and get them past
If the chest is hurled or broken open, the tubes will break and guards if possible.
destroy everything in the trunk as well as a good portion of
the trunk itself. Gah’dru’nuk is actually using this as an opportunity to get
back in the Witch Queen’s favor. He seeks to lead the party
The trunk is designed so that it takes time to open. And time into a trap. Ideally, he will lead them into the conference hall
is deadly in this room. The thick black cloud above is really a below (Level 7, Area 66), but at least to the guard rooms where
living entity that can sense those in the room. It is attuned to the Witch Queen’s cohorts may be (Area 59). Once in either
the trunk and its one purpose is to guard it. It is not the best locale, Gah’dru’nuk proceeds to attack the party, screaming and
of guards (being made up of little more than smoke), and it prancing like a maniac all the while.
takes time for it to realize that someone is messing with the
trunk. There is a word that stops it from meddling: Ardanasak This room contains little of value. Gah’dru’nuk has prepared
(Kasanadra reversed). Each time a lock is picked (with the key himself for battle, so carries a mace and wears his chain shirt.
or not), the creature makes an intelligence check. If it succeeds, In his trunk, which he suspects will never leave this place,
it attacks. Each time a lock is picked after the first, it receives a Gah’dru’nuk has left his traveling clothes and gear as well as a
+1 to this check. small silver statue of some demonic creature worth 100gp, a gold
brooch worth 50gp, and a silk cape. He has moved the pedestal
Within the trunk are several letters and scrolls, a ring, three that sat in the middle of the room in front of the secret door.
potions, 25pp, and, of course, the vials of acid. The letters
are to the Witch Queen and outline the demands of the lord GAH'DRU'NUK (LE Medium Humanoid Orc Shaman) HP 23
at Festung Akt. There are three magical scrolls. The first has (HD 3d8+9), AC 15, Spd 30. Str 16 Dex 12 Con 16 Int 10
invisibility, lightning bolt, and freezing rain on it. The second has Wis 14 Cha 12. Perception 12 (+2). Intimidation +2, Religion
acid arrow on it. The third has magic missile, shield, and shrink on +4. Mace +7 (1d8+5). SA Darkvision 60ft; Double move;
it. The ring has a raised portion emblazoned with a small arrow. Spellcasting (Save DC=12; Attack +4) Cantrips – Resist-
This ring can be used to open the postern entry to Festung Akt. ance, Sacred Flame, Thaumaturgy; 1-level (4 slots) – Bane,
The potions are cure serious wounds (4 droughts), restore (1 Guiding Bolt, Inflict Wounds; Shield of Faith; 2-level (2 slots) –
drought) and gaseous form (3 droughts). Blindness/Deafness, Hold Person, Spiritual Weapon. (This law-
ful evil creature’s vital stats are HD 3d8, AC 15, and HP 16.
SMOKE GUARDIAN (NE Large Magical Beast). HP 19 (HD Its primary attributes are mental. He carries a +2 mace, chain
2d10+2) AC 16, Spd 10ft; 30ft (fly). Str 15 Dex 18 Con 13 shirt, and 100gp worth of jewelry.
Int 7 Wis 12 Cha 7. Perception 11(+1). Grapple +6 (2d6+2;
escape DC 12). SA Constrict (automatic damage every round AREA 54G: EMPTY ROOM
until opponent breaks grapple; escape DC increases by 2 every
This room is empty except for furniture covered in sheets and
round). Challenge 1/4 (50 XP). See Appendix A for details.
dust. This room is used as an access by the Witch Queen and
goblitts, so never has any guests in it.
AREA 54F: SHAMAN ROOM
This room smells rank. It contains a large bed piled high AREA 55: GUARD'S ACCESS TO PLATFORM
with sheets and pillows, a broad desk with two drawers,
The cracked masonry of a spiral staircase dominates this
a bureau, a trunk, and a large sofa chair facing the far
small alcove. The stairs and floor are littered with leaves
wall, its back to the door. Beside this is a small table. As
and twigs and other detritus of the forest. The stairs
you watch, you see a clawed, green hand reaching out to
ascend only a small way to a wooden hatchway with two
the table and grab a crystal glass off of it. Then you hear
handles on it above. Midway up the staircase is a metal
the filthy, gravelly voice of a humanoid speak.
lever sticking out of the wall.
Gah’dru’nuk, an orc shaman, is staying here. The Witch Queen
These stairs lead up to the platform on Level 5. One must
intends to kill him and he knows it, so Gah’dru’nuk is waiting
release the lever locking them in place to open them. Pulling
for his assassin in front of the secret door, a door he knows is
on the lever unlocks the mechanism holding the door in place.
there. When he speaks, he uses the Dark Tongue, and unless
Then one just pushes up and the doors swing out, revealing
anyone speaks it, Gah’dru’nuk cannot be understood. He says,
sunlight or moonlight depending on the time of day.
“So little assassin, you have come to face me like a War Chief?”

WICKED CAULDRON 27
LEVEL 7 THE TEMPLE HD, drop items and frightened for 1 minute. Charisma save DC
13 neg. Advantage on initiative, perception, stealth. Multiattack
Deep within the ziggurat lives a foul and ancient beast, what
(2 attacks; claws and bite). Immune to cold, blinded. Challenge
the inhabitants call the Crawler Beneath. The Crawler Beneath
3 (700 XP). For complete details refer to Appendix A.
is actually an Erder Wyrm, a creature from the Klarglich
in Aufstrag, those pits of woe where so many creatures were THE CRAWLER BENEATH: This creature is a slithering beast
fashioned by the Horned God at the height of his power. This that crawls around the bowels of the ziggurat eating whatever
creature may be encountered at any time. It wanders this level it can. It never molests the Witch Queen, the ungern, trolls, or
and eats whatever it finds whenever it is hungry. Because the ogres. It sometimes eats a goblitt and occasionally eats a visiting
goblitts feverishly supply it with heaps of food, it is generally guest-though the Witch Queen attempts to prevent this. The
satisfied. Through many years of experience, it has learned not Witch Queen controls the crawler like a well–trained dog. She
to molest the ungern, ogre priests, and Witch Queen. However, feeds it prisoners or slaves and makes sure it does not cause too
the smell of fresh and new flesh to eat (halfling, elf or dwarf) much trouble, but otherwise allows it to roam. There is a 2 in
may excite it. For every turn spent on this level, a wandering 10 chance during each turn of the first hour the characters are
monster check should be made. Use a d12, and on a roll of 1, down here that thy encounter the crawler. This increases to 4
the Crawler Beneath is encountered. in 10 during the second hour, 6 in 10 the third, etc., until the
crawler is encountered.
THE CRAWLER BENEATH, ERDER WRYM (CE large dragon)
HP 38 (HD 4d10+8), AC 18 (12), Spd 50ft. Str 17 Dex 15 If the creature is embattled and roars, it will only alert the Witch
Con 15 Int 7 Wis 10 Cha 7. Perception 17 (+2), tremorsense, Queen on a 1 in 4, as she often hears the beast as it attacks and
darkvision 120ft. Stealth +4. Claws +5 (1d6+3), Bite +5 eats goblitts and other creatures.
(2d6+3), deafening roar (recharge 6; 120-ft. cone; opponents
deafened 1 minute; less than 4HD flee for 1d6 minutes. 5+

28 5TH EDITION ADVENTURE


AREA 56: ENTRY CORRIDOR TO WITCH QUEEN'S ROOM If the characters do not bother anything in this room, nothing
Upon descending the steps, one is greeted by frosty air. will happen. However, should anything be touched and the
This room is very cold. The walls are plastered with proper prayers not said (something which would be impossible
red outlining the slightly blue–gray icy figures carved in for the characters to know), much ill will befall them. The room
relief onto the many panels of this room. reeks of evil and a paladin will note it without even detecting
evil. The statue in the center of the room is that of Unklar,
This room is very cold, and the longer one stays in here, the while the rest are of those muses of pain and hatred, the Four
colder they become. For each minute, the temperature drops one Vipers.
degree. The current temperature is 35 degrees Fahrenheit. The
characters should be dressed for this weather, or begin to suffer If the golden statue is touched and the proper intonation not
the results: loss of energy, shivering, etc. Once the temperature made, its mouth opens and a fine blue frosty mist comes out.
reaches freezing, the character’s attributes are affected in the It is nothing more than very cold air. It continues to emit this
following manner. These effects last for the equivalent amount cold air until stopped by an incantation. The room is 60 degrees
of time spent in the room, and the attribute scores return at the Fahrenheit when the characters enter. The temperature drops
rate they were lost. The temperature change is for the first round by 10 degrees per round until it reaches –20 degrees. The
only. The rate is halved each round until one degree is reached. characters must escape the room or suffer the below listed
consequences. Removing this statue, as in lifting it off the
pedestal, causes the holder to turn to ice unless a constitution
TABLE 4: TEMPERATURE EFFECTS
save is made at DC 15.
Race Effect
Elf every 20°change, –1 each physical attribute Temporary loss of 1 point of dexterity per round after the fifth
round.
Dwarf every 15° change, –1 each physical attribute and
intelligence Temporary loss of 1 point of constitution per round after the
Human every 5° change, –1 each physical attribute and fifth round.
intelligence
Loss of 1d4 hit points per round after the temperature hits 0
Halfling every 10° change, –1 each physical attribute and
degrees.
wisdom
Gnome every 10°change, –1 each physical attribute and Liquids begin freezing.
wisdom
Metal becomes brittle.
Half–Orc every 10° change, –1 each physical and mental
attributes If any of the statues of the vipers are touched without the proper
Half–Elf every 5° change, –1 each physical attribute. intonations, 1–6 asps form from the images on the walls and
fall to the floor in seek of prey. Should they be removed, 10–60
The icy frescoes are of various beasts and animals, beautifully asps come falling from the walls in search of those who took
rendered and fascinating in their detail. There are unicorns, the statues. They also act as lodestones, attracting snakes of
dragons, gazelle, and others as well. The reliefs are magically all types to the characters for the remainder of their life until a
enchanted and even looking at them momentarily allows this remove curse is cast upon them.
magic to work. The person staring at it must make a charisma
save at DC 13 or be charmed. The charm does nothing more ASPS (Unaligned tiny beast) HP 2 (HD 1d4), AC 13, Spd
than cause the character to remain looking at the carving for 30ft, 30ft (swim). Str 2 Dex 16 Con 11 Int 1 Wis 10 Cha 3.
1–60 minutes. Perception 10, blindsight 10ft. Bite +5 (1 damage +1d4 poison
and victim poisoned for 1d4 days (DC 10 con half damage and
The secret door is located behind the only fresco that does not negates condition.
have the capacity to charm those who look at it.
AREA 58: WITCH QUEEN'S RECEPTION
AREA 57: ANNEX AND TEMPLE This sumptuous room is brightly lit by blue flames leaping
This eerie room has blue and red multicolored tiles out of four large brass braziers located in the corners of
arranged in a spiral pattern. Spirals emanate from each each room. The floor is covered in a thick green rug and
alcove and center on one in the middle of the room mounds of sumptuous pillows lie scattered all about it.
where a pedestal with a small golden statue sits. There Bottles and glasses sit near the largest pillow, and a giant
are six other pedestals besides this one, one in each golden hookah sits in the middle of it all.
cardinal direction away from the central one and in
each alcove. On these four pedestals are ivory figurines This is the Witch Queen’s reception area. She talks to her
of snakes in various poses. The walls have a light blue servants, the ungern guard, and visitors in here. The room is
plaster on them with snake images all over them while a dangerous place to be, as the Witch Queen has made it one
the ceiling is adorned with nothing more than tiny in which her powers are amplified. The green carpet can, upon
limestone stalactites. command of the Witch Queen, entangle any standing on it in

WICKED CAULDRON 29
the same manner as the 5th level druid’s entangle spell. The on it, a large wooden bed covered in old blankets, and
hookah has eight tubes. It can be used as a pipe or the Witch a trunk. The walls are plastered blue and are painted
Queen can use it as a weapon. Upon command, the hookah with murals of the Horned One and many followers
comes to life. The character’s can take and use the rug and performing horrific acts of sacrifice. A small bowl in
hookah, but they must learn the proper command words. The front of the altar contains smoking incense balls.
braziers contain a magical fluid that the Witch Queen can grab
hold of and throw while still afire with the blue flames. These This room houses the priest of the guard, and unless he is alerted
act as tiny fireballs and deliver 1d4 points of damage. to the presence of strangers in the edifice, he will be here when
the characters arrive. Or if battle elsewhere has gone poorly,
AREA 59: GUARD CHAMBER the priest returns here to recoup. This room, as with many in
the complex, is spartan. The altar is a simple stone affair. It is
Two massively muscled creatures sit in here. Their orange carved in the shape of the Horned One with his hands held
skin, covered in a viscous ichor, and fanged mouths in aloft. In his hands is a portion of a horn, one-half a real horn,
a flat face, bemoan death. Each sits on a large wooden to be precise. It emanates a powerful magic, though is useless
stool, and they carry broad-bladed axes. They furrow without its remaining parts (one part of which was located in
their brows as anyone enters and smile menacingly and the Vargolg in Assault on Blacktooth Ridge). One of the bowls
without the comfort of a good conversation. A heap of on the table contains blood, while the other contains water. A
bones and rotted meats are piled along the eastern wall. pile of incense balls lies between the bowls.
Two large trolls are always on guard in here; they protect the The trunk contains the personal belongings of the priest. It is
entry to the Witch Queen’s reception room. magically locked, and unless the command word is spoken
(“close” in the Dark Tongue, while “open” closes the trunk and
TROLL X 2 (CE Large Giant) HP 84 (HD 8d10+40), AC
sets the trap) when one attempts to open it, a curse may befall
15, Spd 30ft. Str 18 Dex 13 Con 20 Int 7 Wis 9 Cha 7. Per-
all within 10 feet of the trunk. A charisma save at DC 12 must
ception 11(+1). 2 claws +7 (2d6+4) and bite +7 (1d6+4).
be made to avoid the effects of the curse. The curse causes the
SA darkvision 60ft, enhanced smell (advantage on smell-based
afflicted to lose any desire for others’ belongings-no matter whose
checks), regenerate (10/rnd; acid attacks neg.).
belongings, be it an orc’s pantaloons or a dragon’s hoard. The
afflicted simply will not take material goods that belong to others.
AREA 59A: GUARD'S QUARTERS The trunk can be removed from the dungeon and kept. It has,
Three plain wooden beds are lined against the west wall. over its centuries of use, turned many a dishonest man honest.
Pegs line the east wall and a weapons rack is located on
the south wall. In addition to clothing and other personal items, the trunk
contains 100pp, a golden goblet worth 500gp, a pearl ring
There are always 1–3 ungern guards located in this cramped worth 100gp, seven scrolls in the Dark Tongue (protection from
space. Ostensibly, they are here to aid the trolls in Area 59, but good, cause fear, darkness, lesser restoration, glyph of warding x2,
in reality, they are here to guard the ungern priest who lives in restoration) and an ivory baton with a gold tip. The latter item
Area 60, and go immediately to the secret door in front of Area is important, as it is a sign and symbol power. Those who carry
60 at the first sign of trouble. The secret doors to this room are it are accorded a great deal of respect by servants of Unklar. If
accessed by pulling down on a bardiche in the weapons rack in the characters continue with this adventure in Usurpers of the
Area 59. The doors then swing open. If there is any commotion Fell Axe, this baton allows the carrier of it unhindered access
in Area 59 or 61, one ungern in here goes to warn the priest, to the Temple in Filf.
while the others investigate or help the trolls.
UNGERN PRIEST (LE Medium humanoids) HP 23 (HD
UNGERN X3 (LE Medium humanoids) HP 16 (HD 2d8+6), 3d8+9), AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha Cha 9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4),
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore Gore +6 (1d8+4), morningstar +6 (1d6+4), longbow +3
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, (1d8+4, 150/400). SA Able Tactician (advantage on attack
150/400). SA Able Tactician (advantage on attack rolls if 5’ rolls if 5’ from ally), Multiattack (claws, sword, gore); darkvi-
from ally), Multiattack (claws, sword, gore); darkvision 60ft, sion 60ft, Spell resistance, camouflage (Advantage on Stealth),
Spell resistance, camouflage (Advantage on Stealth), master master archer (advantage on ranged attacks, add str bonus to
archer (advantage on ranged attacks, add str bonus to damage) damage) Immune to cold, Spellcasting (save DC is 13; +5 spell
Immune to cold. They each carry a +1 chain coat, and 4–40gp attack) Cantrips – light, sacred flame, thaumaturgy; 1-level (3
worth of jewelry and coin. Each of these ungern wears a broach slots) – bane, bless, command, cure wounds, inflict wounds. He
of protection against arcane magic that allows them a +2 saving carries chain coat, a morningstar, and 120gp worth of jewelry
throw versus any arcane spell use. and coin. Challenge 1.25 (XP 225)

AREA 60: QUARTERS AREA 61: RECEPTION HALL


This smoky, cramped room contains a single large Large tapestries, with scenes of huge armies being led by
wooden chair, a stone altar, a table with several bowls a beast of unimaginable terror, cover all the walls in this

30 5TH EDITION ADVENTURE


room. A massive, octagonal, oaken table dominates its This is a prison. Martin Hunderd is the only person in here at
center. Four bright braziers are located in each corner. the moment, but this is the perfect place for the Castle Keeper to
The floor is covered in several carpets. There are no have a few prisoners chained up to replace those party members
chairs and the table is clear. who may have been killed.

This room is empty and has nothing of interest in it other than Martin Hunderd is a merchant from Ludensheim who was
a gold coin stuck underneath one of the legs to the table. The beguiled by his superior and once worked for the Witch Queen.
coin is ancient and has been used to prop up the leg to even out He is no longer beguiled and sits here bloodied and bruised on
the table’s wobble. It is worth 20gp in weight but 1000gp as a the verge of death. If he is revived, he will help the party as
collector’s item. best he can and beg to be returned to Ludensheim. He retains
little memory of the events that have occurred during his
AREA 62: GUARDS' QUARTERS ensorcelment, but can impart some information, such as his
superior’s name, etc. He has no memory of how he got here or
Thick metal bars with doors built into them enclose the
what happened from the moment he was ensorcelled.
entries to this room. Within are a half-a-dozen wooden
bunk beds with blankets and other odds and ends piled MARTIN HUNDERD (This neutral good human commoner’s vi-
on them. A weapons rack, bristling with axes, bardiches, tal stats are HD 1d8, AC 10, HP 4, Perception 10, Attack
swords, and bows sits in the center of the room. The floor +2.)
is covered in filth that reeks like a cesspit. Smoldering
sconces light the room in a dark orange. AREA 64: SCRIVENER'S ROOM
This is the guards’ room. There may or may not be any guards This is a dark-paneled, though flimsy looking door. This
here depending on the characters’ actions and whether or not is a large wood-paneled chamber, somewhat messy with
they have gone on to other parts of the complex. If none have a wide bed in it, three desks, a bureau, two trunks, a
been called to duty, there are 3–6 ungern guards in here. There thick rug in its center, and several lamps burning brightly
is a 25% chance that any will not be wearing any armor but hanging from the walls. The desks are heaped with papers,
weapons will be close by. There is no treasure to speak of in this quills, inkpots, and models of various contraptions as well
room excepting the armor and weapons and the items carried as miniature temples, towers, and forts.
with the ungern.
The scrivener will be in here if he escaped from upstairs or was not
UNGERN X 3-6 (LE Medium humanoids) HP 16 (HD 2d8+6), in the library (Area 35). This room is fairly messy and unkempt.
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha The desks are essentially full of personal papers, diaries, and
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore missives, though mostly drawings and designs for temples, forts,
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, siege machinery, and the like. The drawings will fetch quite a
150/400). SA Able Tactician (advantage on attack rolls if 5’ sum to those who value such things. From 100–1000gp will be
from ally), Multiattack (claws, sword, gore); darkvision 60ft, offered for eight of the drawings. These show how to increase
Spell resistance, camouflage (Advantage on Stealth), master the range of a ballista, the accuracy of a trebuchet, the strength
archer (advantage on ranged attacks, add str bonus to damage) of a castle wall, and increase the pounds of force delivered by a
Immune to cold. battering ram and similar things. The models are useful, though
not necessary for the correct making of these implements. They
AREA 63: HALL will add 10% on to the offer mentioned previously. Otherwise,
the desks simply have quills and inks on them.
This ominous room has several exits that are covered
in bars with thick metal padlocks on them. The floor One of the trunks has clothing within. The other trunk is locked
is greasy with filth of some nature mixed with water and contains various objects valuable to the scrivener. Everything
dripping from the ceiling. A table sits in the alcove. It is is neatly and fastidiously arranged in this trunk. A small model of
piled with chains, locks, manacles, ropes and a variety a trebuchet and parchment is in here. Following the instructions
of padlocks and a box of keys. The wall to the east has a on the plan will produce a trebuchet with 15% more power, range
large mural of prisoners being brought before a tribunal. and accuracy than normal. The plans are worth up to 3000gp.
There is a stack of letters containing innocuous meanderings and
The ungern use this room to prep prisoners and keep an eye on
observations about the environment around the ziggurat. There
them-they are usually in 63A. The concealed door in the alcove
is a small wooden box with 12 rubies in it worth 10–100gp each.
is not concealed from this side. It is plain to see once one looks
There is a lock of silken white hair about one foot long. This was
in the alcove.
taken from a unicorn’s mane many years ago and is very, very
valuable. The rarity of unicorns is known to all, and the fact that
63A: PRISON many died in the cooking of Unklar’s kitchens in Aufstrag, makes
This nasty room is covered in filth. The bare walls are this lock of hair even more rare. The hair is worth about 500gp.
scorched and have chains and manacles hanging from It can also be woven together to make a bowstring. The string is
them. One bruised and scarred person, covered in filth unbreakable and imparts a magical quality to the bow, giving it a
and blood, is chained against the far wall. +1 to hit. In a small bag there are 22 platinum imperial crowns

WICKED CAULDRON 31
in here also, each worth 20gp. A monocle with a gold rim lies is set into the south wall with an ivory statuette in it. On
on top of the wooden box. This monocle is magical and allows the floor in front of this is a bowl with smoldering incense
the person who places it in their eye to translate anything into a balls in it. A lantern hangs from a metal rod in the wall.
language intelligible to the reader. The table has a candlestick and an opened scroll. The
priest who resides in this room, Nadlus Ded, is very a
The remainder of the stuff in the room is rather mundane other severe person, hence the Spartan nature of the room.
than the two lamps. The lamps are essentially ever burning,
as they contain tiny fire elementals. Close examination of the The bureau contains clothing and vestments for a high priest.
lamps reveals that they are covered in magical scrawls and They are well kept and clean. There is an upper shelf in the
pentagrams. Opening the lamps releases angry fire elementals bureau upon which is a mace, large belt, chain shirt, iron metal
that will attack whomever is near. wrist bands, and two vials. The mace is ornate and the metal
flange glows blue. It delivers an extra two points of damage
FIRE ELEMENTALS X2 (N Medium Elemental) HP 13 (HD when it hits. The vials contain potions that heal 1d8 points of
2d8), AC 15, Spd 30ft (fly). Str 15 Dex 14 Con 13 Int 8 Wis damage when consumed. There is one drink in each. The iron
12 Cha 7. Perception 11(+1). Slam +5 (1d6, plus 1d6 fire). wristbands, when worn, create a shimmering sheen of ice over
Burn (any combustible materials set ablaze on a successful hit; the wearer. This ice shield can absorb 20 hit points of damage
Dex DC 13 neg.) Immune to fire, vulnerable to cold. Challenge before breaking in 4 hit point increments (it can absorb a
1/2 (100 XP). maximum of 4 hit points per round). It takes 24 hours for the iron
bands to regain this power once all 20 hit points are absorbed.
AREA 65: HALL Nadlus will be wearing these items if he has forewarning of the
This long, narrow hallway is lined with many doors on characters’ presence and expects battle.
its south side. The walls are bare, and each footstep
The scroll on the desk is a series of prayers Nadlus is memorizing.
echoes ominously.
They are to the Horned One, Unklar.
Often there are several goblitts sleeping in this hallway, ready
NADLUS DED (CE human cleric 5) HP 29 (HD 5d8+6),
to run errands for any who come by. There is a 75% chance for
AC 16, Spd 30ft. Str 11 Dex 14 Con 12 Int 16 Wis 14 Cha
3–12 goblitts in here.
18. Perception 12(+2). Deception +6, Persuasion +6, Reli-
GOBLITTS (These chaotic evil creatures’ vital stats are HD gion +5. Sv: Int, Cha, Wis. Dagger +4 (1d4+2; 10ft/30ft).
1d4, AC 10, HP 2 each. Their primary attributes are none. Multiattack (2 dagger attacks); Spellcasting (Save DC 12; +4
If pressed to attack, they can do so with a single claw for 1–2 attack) Cantrips – guidance, resistance, sacred flame, thauma-
damage. They carry nothing.) turgy; 1-level (4 slots) – command, inflict wounds, shield of
faith; 2-level (3 slots) – hold person, spiritual weapon; 3-level (2
AREA 66: HALL slots) – animate dead, bestow curse; Channel divinity (1; com-
mand undead, smite good (+1d6 necrotic damage); Destroy
Three giant wolves range the center of this broad undead (CR 1/2). He carries nothing at the moment, but in
chamber. They glare menacingly and begin to growl. case of battle, will dress and carry the items mentioned above.)
The hallway is otherwise plastered and painted a
brilliant blue and red. On the south wall is a mural of AREA 68: PRIEST'S CHAMBER
13 females dressed in black robes ascending an edifice
much like the ziggurat at the top of which sits a horned No one lives in this room at the moment, and it is completely
beast-Unklar. empty.
The wolves are actually worg guards. They can sniff out those of
AREA 69: TELEPORTATION ROOM
good alignment, and unless the characters are wearing robes of
some sort or are attended by a resident of some rank, the worgs The secret door to this room is exceedingly difficult to locate.
attack. If they attack, the noise likely awakens the rest of the All searches are conducted at DC 20.
area (especially those nearby) of intruders.
The door opens onto a long, narrow room. Blue and
WORGS X 5 (NE large monstrosity) HP 26 (HD 4d10+4), white ceramic tiles, dusty and worn with age, adorn the
AC 13, Spd 50ft. Str 16 Dex 13 Con 13 Int 7 Wis 11 Cha 8. floor. The walls are plastered and painted a dark orange
Perception 19(+4/adv.), darkvision 60ft. Bite +5 (2d6+3). with a zigzagging blue pattern across them. At the far
Keen senses (Advantage on Perception), trip (on successful bite, end of the room is a plush white carpet upon which sits
victim knocked prone; Str DC 13 neg.). a small golden bowl as well as a massive mirror encased
in a silver frame.
AREA 67: PRIEST'S CHAMBER
This room contains the mirror through which the Witch Queen
Here is a large oaken door strapped with iron plates with contacts several of her cohorts in Ludensheim, the Slag Heap,
a large keyhole. The room beyond is smoky and Spartan and Festung Akt. The room itself is a danger to enter. The pattern
with but a cot, small table, bearskin rug, mirror, chair, of zigzagging blue lines on the wall casts a confusion spell on any
and a bureau. The walls are plastered blue. A small niche who enter the room and fail a wisdom saving throw (DC 15).

32 5TH EDITION ADVENTURE


The tiles upon the floor are likewise potentially dangerous. for a few items the goblitt has taken and hidden away over the
Anyone who enters the room without intoning Unklar’s name years. These are buried in his bed in a small sack. It will take
comes under the effects of the tiles. With each step, the character a careful examination of the bed, approximately 10 rounds, to
must roll a d6. A 1–3 indicates a blue tile has been stepped locate the sack.
on, while a 4–6 indicates a white tile has been stepped upon.
Stepping on a blue tile causes the character to slip as if on ice if a It contains a small wooden bottle with a rune of water engraved
successful dexterity saving throw (DC 13) is not made. The white upon it. A silver plate worth 10gp, a spoon, a fork, a knife of
tiles cause a jolt of frost, causing 1d4 points of damage, with a cutting, a gem worth 100gp, and a necklace worth 50gp. The
successful constitution save (DC 13) negating that. wooden bottle is magical, and by simply saying “water” while
holding it up, causes it to fill with one quart of water. This can
Mirror of the Witch Queen The mirror is one of 12 created in only be done once every six hours. The spoon, by all appearances
the pits of Aufstrag by Nulak–kiz–din in ages past. They are a plain wooden item, nevertheless, is magical. The word “soup”
oval shaped, tall, narrow, and framed in ornately carved cherry. is engraved upon it, but this engraving is so covered in grime
and worn that it is barely visible. By saying ‘soup’ while the
Each mirror is a communication device allowing the users to spoon is in a bowl, it creates one quart of a thick, frothy stew.
speak and hear as if in the same room. Powerful creatures can
cast spells through them as well as walk through them. Though GOBLITT CHIEF (This chaotic evil creature’s vital stats are HD
the latter can end in death as often as not. 3d4, AC 12 and HP 10, Perception 12 (+2), darkvision 60ft.
His ability scores are all average. He attacks with a short sword
Fresh blood must be sprinkled on it to activate it. A minimum of for 1–6 damage; +4 to hit. Challenge 1/8; 25 XP.)
5hp of damage must be caused to the person spilling blood on it.
At the same time one is spilling the blood, the incantation writ AREA 72: HALL
upon the frame must be intoned. Once this is done, the mirror
can be peered through to any other mirror. This broad hallway is littered with bones and huge piles
of fecal matter. Unlike much of the rest of the edifice,
Spellcasters of 10th level or higher can cast spells through there are no murals on these bare stone walls but many
them with a successful intelligence check (DC 15). Any 15th scratch marks.
level or higher hit dice creature can move through them with
a successful intelligence check (the Witch Queen can move This is where the Crawler Beneath eats most of its meals. If
through the mirror with a check). Failure means instant death. the Crawler has not been encountered by this point, it will be
encountered in here.
If the Witch Queen has recently passed through the mirror,
she will place a curtain over the receiving mirror so that the AREA 73: STOREROOM
characters see nothing. If she has not and the characters peer
A dark oaken door with a thick padlock confronts you.
though it, they will see a massive bare–stoned walled room with
The door opens into a dark, cramped room filled with
a statue of the Horned One sitting prominently in the middle of
boxes, crates, baskets, and ceramic jugs piled atop one
it. This looks into the mirror room of Festung Akt.
another and on shelves.
AREA 70: HEAD SHRINKING CHAMBER This storeroom contains, for the most part, mundane material
This foul smelling alcove has several tables in it with used for the upkeep of the complex. There are many tools
vials and jars of liquids and a few heads on them. The (chisels, hammers, cut nails, pitons, etc.), building material
walls are adorned with cutting implements, ropes, cords (hinges, sconces, cut nails, etc.) and supplies (jugs, jars, and
and many strange looking metal devices. A large pot sits other containers). Many of the items in here may be of use the
in the middle of the room over a low flame. characters, but little is of any value.
This alcove is where heads are shrunk. Currently, the pot is
AREA 74: STOREROOM
bubbling and holds six heads being boiled down in some nasty
frothy liquid. The door to this room is unlocked and partially open. It
contains many boxes, crates, sacks, piles of food such as
AREA 71: GOBLITT CHIEF'S CHAMBER potatoes and carrots.
A ragged tapestry covers a portal that opens onto a This room has some dried foods in and nothing else.
small chamber. Within is a large bed of hay with many
rotting blankets and pillows thrown upon it. The walls AREA 75: WITCH QUEEN'S CHAMBER
are adorned with many nails and spikes from which
hang a variety of lamps, utensils, tools, cloaks and some Before you is a magnificently adorned octagonal
weaponry. A pile of dirty plates and spoiled food with bedroom. The blue plastered walls and red ceiling
roaches and spiders crawling on it sits in one corner. highlight a raised stone platform in the room’s center.
This is framed on all sides by red diaphanous curtains
The goblitt chief is almost always with or near the Witch Queen and piled high with silken pillows and throws. The floor
and rarely in this room. There is little of value in here except is laid with thick white ox-skin rugs. Some the walls have

WICKED CAULDRON 33
floor-to-ceiling shelves filled with books, papers, small One tapestry covers a concealed door to the hallway. The Witch
chests, jars, vials, personal items, clothing, blankets, and Queen uses this to escape to the mirror room if confronted and
all manner of interesting items; other facets have large she has time to leave.
tapestries hanging from them depicting various animals.
The most interesting of all though are the cages. There The room contains many mundane items of value. The nature
are a dozen or more small cages in the room with exotic of these should be left up to the Castle Keeper but should befit
animals in them-a colorful parrot, a pot-bellied lizard, a vain and self–obsessed person concerned with beauty. There
screeching ferrets, a multi-colored toad, albino rats, and are rare perfumes, silver combs, fine silks, exotic make–up,
a slithering green snake. brooches, jewelry, and other items totaling 3000gp in value.

This is the Witch Queen’s personal chamber. If she is not in Some valuable magic items are also located in the room. There
the great hall, she will most likely be in here. The pets will all is a staff of the python located beside the bed, a ring of animal
start screeching and making noise as soon as anyone enters the friendship in a small chest with about 30 other rings of non-
room. Four are familiars of the Witch Queen (parrot, toad, pot– magical nature, and a potion of longevity is located in a small box
bellied lizard, and one of the albino rats). The one activated as with some perfumes. There are also three scrolls mixed in with
a current familiar will be with the Witch Queen (her favorite for sheaves of paper each containing 1–3 clerical spells of 1st – 3rd
the complex is the toad) and not in the room. level (Castle Keeper’s choice). Finally, the Witch Queen has a
book of magic with 16 arcane spells written in it (again Castle
The tapestries each depict one of the familiars. They are Keeper’s choice). Her ultimate goal is to unlock the secrets of
magically attached to the familiars such that they, the familiars, arcane magic to bolster her already growing power. As such, of
come from the tapestry and not the wild. Also, the tapestry all the items in the room, this is the one she will take if fleeing.
in Area 54 is a complementary tapestry, whereby any familiar
summoned from one of these tapestries can travel through AREA 75A: SECRET CORRIDOR
its originating tapestry into the compliment tapestry. When
This corridor is narrow, only just big enough for a single man to
holding a familiar in front of a complementary tapestry, she can
walk down. Its roof is low and drips cold water. There are many
see through the tapestry in Area 54. These tapestries can be
small limestone stalactites and stalagmites.
taken and familiars summoned out of them.

34 5TH EDITION ADVENTURE


This corridor is known only to the Witch Queen, the goblitt the room, the ogre guards sound the alarm and attack. Within
shaman, the ungern wizard and chief of the guard. It is rarely moments, the goblitts will begin to attack, and guards from all
used. locations in the complex will begin descending upon the room
to protect the Witch Queen. She will cast spells, but will seek
AREA 76: WAITING ROOM to escape the place and find safety in her chambers if the battle
seems to be going badly.
This small aperture contains two plush chairs leaning
against the wall and a brown bearskin rug between them. WITCH QUEEN (CE human cleric 6) HP 33 (HD 6d8+6),
AC 16, Spd 30ft. Str 11 Dex 14 Con 12 Int 16 Wis 14 Cha
This room is a waiting area.
18. Perception 12(+2). Deception +6, Persuasion +6, Reli-
gion +5. Sv Int, Cha, Wis. Dagger +4 (1d4+2; 10ft/30ft).
AREA 77: GREAT HALL Multiattack (2 dagger attacks); Spellcasting (Save DC 12; +4
This massive chamber is dominated by a huge pot in its attack) Cantrips – guidance, resistance, sacred flame, thauma-
center. A fire leaps around the pot and a frothy mess is turgy; 1-level (4 slots) – command, inflict wounds, shield of
bubbling forth from it, while green steam rises to cloud faith; 2-level (3 slots) – hold person, spiritual weapon; 3-level
the ceiling and much of the room. Dozens of goblitts lie (3 slots) – animate dead, bestow curse; Channel divinity (2;
about the room in various states of repose. Some are command undead, smite good (+1d6 necrotic damage); necrot-
singing, some dancing, and some sleeping. Beyond the ic healer (regain 1/2 damage dealt on attacks with ceremonial
pot is a large garish throne flanked by two large burly dagger in hp); Destroy undead (CR 1/2). She carries a wand
creatures about seven feet tall, each carrying a gigantic of frost (same powers as staff of frost), an orb of goblitt control
spiked club. On the throne sits a woman of phenomenal that allows her to control all goblitts within 400 yards of her, +4
beauty, dressed all in black and blue robes and carrying bracers of defence, and 1000gp in jewelry.)
a staff in one hand and an orb in the other. Her raven
black hair drips down her shoulders like the limbs of a OGRES X 2 (CE Large Giant) HP 59 (HD 7d10+21), AC
willow tree, and her gaze turns to those who enter. All 11, Spd 40. Str 19 Dex 8 Con 16 Int 5 Wis 7 Cha 7. Percep-
around the room are signs of feast. There are piles and tion 8 (-2). Great club +6 (2d8+4). SA darkvision 60ft. They
heaps of pillows and rugs, plates, and serving dishes with carry scale armor and spiked clubs.)
discarded food and drinking vessels.
GOBLITTS X 24 (These chaotic evil creatures’ vital stats are
This is the throne room where the Witch Queen entertains HD 1d4, AC 10, HP 2 each. If pressed to attack, they can do
and sometimes kills her guests. When anyone unwanted enters so with a single claw for 1–2 damage; +2 to hit. They carry
nothing.)

WICKED CAULDRON 35
APPENDIX NEW MONSTERS ERDER WYRM (TYPE II)
Large dragon, chaotic evil
ERDER WYRM (TYPE II)
Armor Class 18 (12)
In its mature state, the erder wyrm is a 10-foot-long, slithering Hit Points 38 (HD 4d10+8)
lizard-like beast with 6 thin, double-jointed legs. It has thick, Speed 50 ft.
short claws, and a long crocodilian head with rows of sharp,
jagged teeth. It ranges in color, but is most often a mottled gray, Str Dex Con Int Wis Cha
with a bluish sheen along its flanks. It is well–adapted at hiding 17 (+3) 15 (+2) 15 (+2) 7 (-2) 10 (0) 7 (-2)
in dark, murky environments. The beast has two yellowish eyes
with reptilian pupils. It is able to dislocate its jaws so that it can Damage Resistances None
swallow prey much larger than its maw would indicate. Damage Immunities Cold
Condition Immunities Blinded
Erder wyrms have a thick scaly hide on their back, tail and head.
Their underside is another thing altogether. There the scales are Senses Darkvision 120 ft., Passive Perception 17
thinner and weaker. In general, a mature erder wyrm of this age Skills Perception +2, Stealth +4
will not fight in a manner that exposes its belly. Challenge 3 (700 XP)
Lightning Speed The erder wyrm gains advantage on initiative.
These creatures are perpetually hungry and eat constantly. They
are dimwitted brutes, but have keen eyesight, an extraordinary Keen Senses The erder wyrm gains advantage on all perception
sense of smell and can detect motion through vibrations. They tests due to its keen sight and smell.
often find some hole or crevice to den up in and stalk the area
for prey. They are commonly found in cities, particularly the Stealthy Camouflage The erder wyrm naturally blends into
sewers and any underground cavernous chambers. They prey on shadows and dark, murky environs, and as such gains advantage
almost anything, digesting bone, wood, or metal as easy as meat on stealth checks.
and vegetable matter. Tremorsense The erder wyrm can detect and pinpoint the
Combat: They stalk their prey by finding a good hiding place origin of vibrations within 120 ft, provided that the monster
and launching out at passing creatures. Though squat, the and the source of the vibrations are in contact with the same
creatures are able to move remarkably fast and often rush ground or substance. Tremorsense can’t be used to detect flying
opponents using their deafening roar to knock them senseless. or incorporeal creatures.
Once senseless, they fall upon the hapless victim, using their Unarmored Underbelly By accepting disadvantage on an
jaws and claws to pull them from the area where the creature attack roll, an attacker can target the erder wyrm’s underbelly,
may swallow them in safety. which has only an AC of 12 rather than 18.

Deafening Roar (Recharge 6) The erder wyrm can issue a


deafening roar which affects everyone in a 120-foot cone and
causes bone-chilling panic in the hearts of its foes. All those
hostile to the wyrm who hear the roar are deafened for 1 minute.
In addition, creatures with a 4 or less HD become panicked and
flee, refusing to return to the area for 1d6 minutes. Creatures of 5
or more HD are affected as per the fear spell, dropping all items
held and becoming frightened for 1 minute. The wyrm does not
have to concentrate to maintain this effect. A DC 13 charisma
saving throw negates all effects of the roar.
Actions
Multiattack. The erder wyrm makes two attacks, with its claw
and its bite, each round.

Claws. Melee Weapon Attack. +5 to hit, 5’ range, one target.


Hit: 7 (1d6+3) slashing damage.

Bite. Melee Weapon Attack. +5 to hit, 5’ range, one target. Hit:


10 (2d6+3) piercing damage.

36 5TH EDITION ADVENTURE


SMOKE GUARDIAN UNGERN
These creatures are magical in nature and are born only from The ungern are spawn of a deity known as the Horned God
certain ceremonial candles used by the lords of law and evil. and their form reflects his own. They have dark brown or red
These candles, always green in color, put forth a faded green skin, are largely hairless but for a short mane that stretches
light and smoke incessantly. The smoke gathers above the the length of their spine and shocks of it around their cloven
candles, never moving many feet from them, unless a powerful feet. Their hands are clawed, feet are hooves and their legs
wind is blowing. If left alone for several hours, the smoke takes have triple joints. They have wolf-like heads with long tooth
on a sentience born of the evil imparted into the candles. The filled snouts. They stand about six feet tall, and though they
user of the candles is then able to communicate basic commands are rather thin, they are powerfully built creatures. Their lean
to these creatures, instructing them as guards or assassins. muscles are like corded iron. Their torso and back are shaped
These creatures are rare and almost always used as guardians of like beaten metal. Their necks are thick, with bands of iron
rooms, portals, treasure and the like. Once they attune themselves muscle stretching into their broad shoulders and backs, all
to an area, they remain there until dispelled or destroyed. They this to support their great horned heads. Sprouting from the
are always given a command word that drives them back, as they creatures backside are great horns and these range in shape,
are not always able to discern master from foe. size and form. Some rise directly from the spine and are more
like a ridge from head to tail, others rise from the upper back
Combat The smoke guardian is slow, both mentally and and sprout above the head like a set of antlers and yet still
physically. It always takes it a round or two to realize that others grow up and through the skull and rise­­‑ like their
intruders have entered its protected area. Once noticed, masters - like great horned crowns.
however, the smoky cloud descends upon its victim, attacking
anyone that falls into its grasp. The smoky guardian can attack These horns are the most distinguishing marks the ungern
up to four targets in a 12 foot area simultaneously, trying to carry and generally the greater and more ornate the horns, the
constrict each target separately. It attacks by coiling tendrils of greater the ungern. These horns grow with age and require
thick smoke around the victim, lifting him off the ground a few much trimming and care and they are often decorated with all
feet and squeezing him until he is crushed to death. manner of jewelry, studs and the like. The ungern are fond of
growing their manes to great lengths and braiding them and
SMOKE GUARDIAN decorating them with bits and pieces of jewelry. They often
Large aberration, neutral evil travel without clothing, carrying only their weapons, but they
are wickedly intelligent beasts and don shields and plates of
Armor Class 16
iron for war. Their armor is always ornate with glyphs and runes
Hit Points 19 (2d10 +12) carved throughout. They are able smiths and forge their own
Speed 10 ft./30 ft. (fly) weapons and armor, build their own war machines, or at least
Str Dex Con Int Wis Cha instruct their slaves how to do this.
15 (+2) 18 (+4 13 (+1) 7 (-2) 12 (+1) 7 (-2) The ungern are well groomed and rather social in their own
circles, but when in the company of lesser races, such as
Damage Resistances Acid, cold, fire, lightning, thunder and
orcs, goblins or the like they display a tremendous amount of
bludgeoning, piercing and slashing from nonmagical weapons.
unbridled rage and cruelty. They have no particular hatreds for
Damage Immunities Poisoned
anyone, but complete disdain for all living things that do not
Condition Immunities Exhaustion, Frightened, Poisoned
serve their master. And most of those that do are tolerated only
Senses Darkvision 60ft, Passive Perception 11 for the sake of their service to the Horned God. Only the Mogrl
Languages Understands common and the language of its command respect from the ungern and they serve them loyally
creator; speaks none. and without question. They are highly organized and work
Challenge 1/2 (100 XP) together in all things. They are not migratory, and rarely move
Constriction A successful attack by the smoke guardian once they have taken a castle or refuge as their own. Their
can lead to a constriction attack. In the round following the culture is one of power and violence. Strength and intelligence
successful attack, the victim must make a strength save. If this are prized above all things and the greater ungern usually have
save fails, the victim is constricted by the guardian for 2d6 points both properties in abundance.
of damage per round. A victim can make additional strength
When away from their master’s dens, they live in tight social
saves every round to escape constriction, but escape becomes
groups of several hundred to a thousand. They do not build
more difficult as the creature tightens its grip. The DC to escape
their own homes but rather settle in someone else’s. They do
the grapple, therefore, increases by 2 for each round after the first
not do menial tasks themselves, but utilize slaves, often stolen
that the victim is constricted.
from villages, caravans or bred in their dens. They do not
Actions mate, but rather spawn like reptiles. Females, who are utterly
Grapple. Melee Weapon Attack. +6 to hit, reach 5ft., one target. unrecognizable from males, lay huge clutches of fertilized eggs
Hit: 9 (2d6+2) bludgeoning damage and opponent grappled and in mounds of wet, sodden earth. The young hatch several weeks
constricted (Escape DC 12; +2/rnd). later, crawling from the mounds with tremendous appetites.
They are largely on their own, forced to steal food from the

WICKED CAULDRON 37
other ungern until they are large enough to force their way to In war, ungern travel in organized units ranging from 10-100.
the community board and hunt with the others. The young are For every 10 encountered, there is at least one sub-chief with
fierce and their boldness is rewarded by the adult ungern, who 43 hit points and an AC of 16. If two or more of these captains
largely ignore the small creatures. In this way, they are taught are encountered, there is always a chief with 51 hit points and
that boldness of action is always rewarded. The pups do not an AC of 17. If 100 are encountered, there is an ungern battle
suffer a high mortality rate, only the mewling weak are left to lord with 85 hit points, AC 18 whose weapon does 1d8+4
die, and thus the ungern communities, when left unchecked, points of damage. They fight using tactics and are generally able
grow quickly. tacticians.

The ungern live in any clime, but prefer the colder latitudes to
the warmer ones. They possess a natural affinity to the cold and
UNGERN
do not suffer, as do other races. They prefer to dwell in large Medium humanoid, lawful evil
fortified towns, castles or cities and only when they are on the Armor Class 14
march do they live in tents or yurts. They seek the rule of law, Hit Points 16 (2d8+6 HD)
particularly that of their master. They do not understand chaos Speed 30 ft.
and seek to destroy it in all its guises, good or evil. They take
great pleasure in one on one combats, following a vague code Str Dex Con Int Wis Cha
of ethics and honor in such battles. Though often if an outsider 18 (+4) 11 (0) 16 (+3) 10 (0) 14 (+2) 9 (-1)
defeats an ungern in single combat, that person is killed by the
collective group. Damage Resistances None
Damage Immunities Cold
THE UNGERN IN AIHRDE Condition Immunities None
All fell to the Horned God with an ease that made that Senses Darkvision 60ft, Passive Perception 12
beastly creature forever after hold great disdain for the folk Skills Stealth +8
of the All Father’s fashioning. So immediately he gathered Languages Ungern, Orc
to him the substance of the Void and with the languages of Challenge 1 (200 XP)
his Father, he crafted the ungern, the “black spawn.” Some Able Tactician Any ungern who is within 5’ of an ally gains
say that they were born of a union between the dark fey and advantage on all melee attacks.
wild evil men enslaved in Unklar’s service. But this is not
so; they are of the Val-Austlich, those creatures forged from Camouflage Ungern are able to take advantage of most of
the Language of Creation and the Val-Eahrakun, of which their environments. When in wilderness settings they are able
Unklar was the greatest. The Judgement of Corthain does to conceal themselves. When concealed, they have advantage
not bind them and the ungern move freely about the planes on Stealth checks.
as few other creatures can.
Cold Immunity Ungern suffer half damage from cold-based
In the black days of the Winter Dark when the Horned attacks if they succeed at their saving throw, regardless of the
God, Unklar, ruled the land, the ungern issued forth from source. If they fail their save, they take full damage.
the fortress of Aufstrag. They served Unklar as soldiers and
captains, and spread his evil throughout the lands. They were Master Archer The ungern have advantage on all ranged
the battle lords that destroyed Kayomar, drove the elves of the attacks, and add their strength bonus to attacks with bows and
Shelves of the Mist into ruin and plundered the dwarf halls. thrown weapons (but not crossbows).
Their numbers were great and they led the armies in countless
Multiattack The ungern makes three attacks, with its claws,
battles, ever in the service of their dark master. They filled
a weapon and a horn gore.
the holds of Aufstrag with their evil and their numbers grew
beyond scope. But during the Winter Dark Wars they suffered Spell Resistance The ungern has advantage on all saving
greatly. In a myriad number of battles their numbers were throws against spells.
wasted away. When at last Unklar was driven from the plane,
Actions
they fell into disarray and fled to distant parts.
Claws. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Since those days, they have recovered some. The live now Hit: 6 (1d4+4) slashing damage.
in scattered holds all about the world of Aihrde, but most
frequently in the east near the Grundliche Mountains, Aufstrag Scimitar. Melee Weapon Attack. +6 to hit, 5ft. range, one
and the Grausumlands. In the west they are found in the target. Hit: 8 (1d6+4) slashing damage.
Darkenfold and the wilds north of Kayomar and south of the
Gottland where they contend with the fierce hobgoblins of Gore. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
those lands. Hit: 9 (1d8 +4) piercing damage.

They ever search the dark parts of the heavens, looking for their Composite Longbow. Ranged Weapon Attack. +2 to hit, 150ft.
master to whom they continue to make dark sacrifice. / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.

38 5TH EDITION ADVENTURE


UNGERN SUB-CHIEF UNGERN CHIEF
Medium humanoid, lawful evil Medium humanoid, lawful evil
Armor Class 16 Armor Class 17
Hit Points 43 HP (5d8+15 HD) Hit Points 51 hp (6d8+18 HD)
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 12 (+1) 16 (+3) 10 (0) 14 (+2) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (0) 14 (+2) 9 (-1)

Damage Resistances None Damage Resistances None


Damage Immunities Cold Damage Immunities Cold
Condition Immunities None Condition Immunities None
Senses Darkvision 60ft, Passive Perception 12 Senses Darkvision 60ft, Passive Perception 12
Skills Stealth +8 Skills Intimidation +1, Persuasion +1, Stealth +9
Languages Ungern, Orc Languages Ungern, Orc
Challenge 3 (700 XP) Challenge 4 (700 XP)
Able Tactician Any ungern who is within 5’ of an ally gains Able Tactician Any ungern who is within 5’ of an ally gains
advantage on all melee attacks. advantage on all melee attacks.

Camouflage Ungern are able to take advantage of most of Camouflage Ungern are able to take advantage of most of
their environments. When in wilderness settings they are able their environments. When in wilderness settings they are able
to conceal themselves. When concealed, they have advantage to conceal themselves. When concealed, they have advantage
on Stealth checks. on Stealth checks.

Cold Immunity Ungern suffer half damage from cold-based Cold Immunity Ungern suffer half damage from cold-based
attacks if they succeed at their saving throw, regardless of the attacks if they succeed at their saving throw, regardless of the
source. If they fail their save, they take full damage. source. If they fail their save, they take full damage.

Master Archer The ungern have advantage on all ranged Command When a lessern ungern strikes a foe in battle, the
attacks, and add their strength bonus to attacks with bows and Ungern Chief can use a reaction to give that ungern a single
thrown weapons (but not crossbows). bonus action to make another attack, using any one of its
available attack forms.
Multiattack The ungern makes three attacks, with its claws,
a weapon and a horn gore. Master Archer The ungern have advantage on all ranged
attacks, and add their strength bonus to attacks with bows and
Spell Resistance The ungern has advantage on all saving thrown weapons (but not crossbows).
throws against spells.
Actions Multiattack The ungern makes four attacks 2 with its claws,
one with a weapon and one with a horn gore.
Claws. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Hit 6 (1d4+4) slashing damage. Spell Resistance The ungern has advantage on all saving
throws against spells.
Scimitar. Melee Weapon Attack. +6 to hit, 5ft. range, one
target. Hit 8 (1d6+4) slashing damage. Actions
Claws. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Gore. Melee Weapon Attack. +6 to hit, 5 ft. range, one target. Hit: 6 (1d4+4) slashing damage.
Hit 9 (1d8 +4) piercing damage.
Scimitar. Melee Weapon Attack. +6 to hit, 5ft. range, one
Composite Longbow. Ranged Weapon Attack. +3 to hit, 150ft. target. Hit: 8 (1d6+4) slashing damage.
/ 400 ft. range, one target. Hit 9 (1d8+4) piercing damage.
Gore. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Hit: 9 (1d8 +4) piercing damage.

Composite Longbow. Ranged Weapon Attack. +4 to hit, 150ft.


/ 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.

WICKED CAULDRON 39
UNGERN BATTLE LORD Actions
Medium humanoid, lawful evil Claws. Melee Weapon Attack. +7 to hit, 5 ft. range, one target.
Armor Class 18 Hit: 6 (1d4+4) slashing damage.
Hit Points 85 HP (10d8+30 HD) Scimitar. Melee Weapon Attack. +7 to hit, 5ft. range, one
Speed 30 ft. target. Hit: 8 (1d8+4) slashing damage.
Str Dex Con Int Wis Cha
Gore. Melee Weapon Attack. +7 to hit, 5 ft. range, one target.
18 (+4) 16 (+3) 16 (+3) 10 (0) 14 (+2) 9 (-1) Hit: 9 (1d8 +4) piercing damage.
Damage Resistances None Composite Longbow. Ranged Weapon Attack. +6 to hit, 150ft.
Damage Immunities Cold / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.
Condition Immunities None
Senses Darkvision 60ft, Passive Perception 15
Skills Insight +5, Intimidation +2, Perception +5,
Persuasion +2, Stealth +8
Languages Ungern, Orc
Challenge 5 (1,800 XP)
Able Tactician Any ungern who is within 5’ of an ally gains
advantage on all melee attacks.

Camouflage Ungern are able to take advantage of most of


their environments. When in wilderness settings they are able
to conceal themselves. When concealed, they have advantage
on Stealth checks.
Cold Immunity Ungern suffer half damage from cold-based
attacks if they succeed at their saving throw, regardless of the
source. If they fail their save, they take full damage.
Command When a lesser ungern strikes a foe in battle, the
ungern battle lord can use a reaction to give that ungern a
single bonus action to make another attack, using any one of
its available attack forms.

Inspiring Presence When the ungern battle lord is on the field,


all ungern who can see it gain an additional attack every round,
and advantage on all saving throws. Inspired ungern cannot
use multiattack for this additional attack, which uses any one
of their attack forms, and is in addition to all normal and bonus
actions in the round.

Master Archer The ungern have advantage on all ranged


attacks, and add their strength bonus to attacks with bows and
thrown weapons (but not crossbows).

Multiattack The ungern makes four attacks 2 with its claws,


one with a weapon and one with a horn gore.

Spellcasting. As a chosen of the Horned God, the ungern


battle lord is granted clerical spells by its god. Its save DC is 13;
+5 spell attack. It has the following spells

• Cantrips – light, sacred flame, thaumaturgy;

• 1-level (3 slots) – bane, bless, command, cure wounds,


inflict wounds.

Spell Resistance The ungern has advantage on all saving


throws against spells.

40 5TH EDITION ADVENTURE


OGL
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Wicked Cauldron, Copyright 2016, Troll Lord Games: Author Davis Cenault.

WICKED CAULDRON 41

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