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The Evil of Castle Cardinal

The King’s Forest. Ever since the end of the Goblin War the place

has been host to countless orcs, disrupting the flow of trade

between Suzail and Arabel. That changed when adventurers claimed an

abandoned keep within the forest and ensured safe passage for

travelers skirting the woods. When rumors that the keep stands

abandoned once more, a call for adventurers was sent, and you

answered...

A 4-hour adventure for 4th-5th level characters

By Simon Goudreault

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Hellish incursions

Beware the calm, it hides bad news.

—Willem Stormwaters

Adventure Outline

The Evil of Castle Cardinal is a short

adventure for 4 to 6 4th level characters. It

take place in a castle that was protected by

adventurers much like the characters and has

mysteriously been abandoned in the recent

past. A warlock has taken up residence inside

the castle and has been dabbling in dangerous

magic in the castle dungeons. His experiments

have mutated the land and the creatures

around.

Background

The adventure takes place in a region of Cormyr called the King’s Forest, between the cities of Suzail and Arabel after the Goblin War. Coleus, the eponymous evil from the adventure’s title, is a warlock of no small power who, guided by his mysterious patron, has come to Castle Cardinal to enact a ritual in the keep’s dungeons. His ritual has many effects on the surrounding region, the effects are kept vague so as to more easily integrate the adventure into an ongoing campaign, but they are threefold. First, plant life all around the woods has begun taking a life of its own in the form of Blights that are attacking anything that approaches the forest, except inside the courtyard. Second, travelers on the road to Suzail have begun inexplicably detouring towards the keep, even though most are not aware of its existence. The last effect of the ritual can be seen in his room under the keep.

Adventure Introduction

The characters have received a missive from one Willem Stormwaters, a retired adventurer, who went into mercenary work, to retrieve a previous team of agents sent to investigate the castle and rid the place of its evil influence. Once the characters enter his office in Suzail, read or paraphrase the following:

The door opens to a cramped office sparsely decorated, in the center of which is a massive oak desk upon which rests mounds of scrolls and various papers. The man behind the desk looks up as you enter and enthusiastically shake your hands.

“Gods am I glad you’ve come! Words of your deeds have reached me many times these past tendays, and I could certainly use your talents. You might be aware that the King’s Forest has been overrun by Orcs, but what most don’t know is that there is a bastion of just folks fighting day and night to rid the woods of this scourge. It just so happens that my company was tasked with manning the keep there. They would contact me every tenday to report, yet they have been quiet for almost a month now.”

He pauses and reaches for something in his drawer. Pulling out a single brass coin, he holds it up before you. “Each member of my company has such a coin bearing my coat of arms on their person. If something happened to them, if they’re dead, I want you to bring me back their token. It will suffice. You will be rewarded, of course, both for finding out what happened to my team, and helping them out, if need be.”

The brass tokens are faintly magical, enough to be detected by a Detect Magic spell, but not enough to confer any benefits.

Willem will pay the characters 50gp each per agent found, and 100gp for solving the problems at the castle. With a successful DC 15 Charisma

(Persuasion) check, the characters can receive up to 50gp in advance. The members of Stormwaters

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. Vauchères (Human Bard), Jani Thorngage (Gnome

Wizard), Aedfhandor and Narwain Trueflight (Elf Scout and Mage), Jarfon of Arabel (Human Veteran), Lady Elsimer (Half-elf Priest) and her

acolyte Bree (Human Acolyte).

Willem provides the characters with a coach, to make the journey quicker. The coach is driven by Barrender Rumnaheim (Male Dwarf Guard).

Where are the maps?

The Evil of Castle Cardinal does not use maps to represent the locales the characters are likely to visit. That way, DMs running the adventure are at full liberty to arrange the keep courtyard, the chapel, and the dungeons below, as they see fit.

Approaching the castle

Castle Cardinal stands in the King’s Forest, in a clearing about 200 feet in radius around the keep itself. Of clear elven construction, it used to have 4 main towers, and 4 secondary towers, but most have crumbled and lie in ruin. Only the main keep, the chapel, and the western tower remain standing. As the characters approach the clearing, their coach gets stuck in creeping vines that have mysteriously covered the road. A few rounds after the incident, the vines re-form into their proper shape, a horde of Blights and attack the characters. There are four

Vine Blights and four Needle Blights attacking the

coach. It is possible to notice the creeping vines beforehand if a character sitting next to the driver succeeds on a DC 15 Wisdom (Perception) check, potentially negating the Blights’ surprise.

The Castle Courtyard

The entrance to the courtyard has been blocked off by wagons and carts, upturned, or on their sides. Before the barricade lie a mound of dry wood and the body of a few travelers and many orcs under it. Smoke rises up from the courtyard, and the PC’s can hear voices coming from behind the barricade.

Survivors

Gustav Hendelhoff. A trader from Marsember. He

was the first victim to the forest’s ambushes against travelers. He and his team (three Commoners) were the first to hole up in the keep’s chapel. They tried to explore the keep, but after two of his men died, they decided to stay in the chapel. Tall, mustachioed, optimistic.

Master Ozrick and Methelda. A master alchemist

on his way to Suzail and his apprentice. Arrived a few days after Gustav. He is lanky, cunning, and angry at being stuck here. She is a bit shy, cares for her employer, realistic.

Old Lady Firehair. A woman in her sixties, and

retired entertainer. She was traveling along with her grandson to Suzail to visit family but was forced to hide in the ruins of Castle Cardinal when the forest attacked. Her grandson, Luke, disappeared one night and hasn’t come back since.

The NPC’s present can share what they know, which amount to little. Master Ozrick can sell some alchemical items, though his stock is limited. Gustav still has a few items lying around in case the characters are in need of equipment.

The Survivors’ story

Much like the characters, the survivors in the courtyard have come under attack by tree-like creatures when approaching the forest, which, despite the presence of Orcs, has never been a problem for travelers on the road to Suzail. Gustav found it abandoned. The door to the keep is locked, the chapel is empty (and its backdoor is locked as well), and the sight tower makes him shiver. As if the forest itself wasn’t enough, they can sometime hear echoes in the night, unholy cries coming from the keep. Furthermore, a few hours after someone dies, be it human or orc, they always get back up and attack the living. Gustav used to have 12 workers, now 9 of them are zombies who roam the area around the keep at night. As if this wasn’t enough, travelers all over the region seem to congregate towards the keep, and the blights prevent anybody from leaving.

Master Ozrick’s Emporium

Ozrick has the following items for sale: Three Alchemist Fires

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Potion of Healing Healer’s kit

He can also be persuaded to part with his Potion of Hill Giant strength with a successful DC 20 Charisma check.

Gustav’s Inventory

Of all the items Gustav has in his inventory, few could be of use to the characters. They are: Hunting Trap

Crowbar

Lantern with enough oil for 2 hours Shortsword

Two Handaxes Shield

Exploring Castle Cardinal

This next section of the adventure can be played in any order. The chapel provides a safe resting place (the blights will not try to open any doors at night, but still need to be removed during the day if they come in the courtyard), while the tower does shed a bit of light on the background of this adventure. The keep is where most of the action is.

The Chapel

The chapel consists of a main praying area with a heavy wooden door leading to the courtyard. It also has a private chamber in back of the main room. The chamber’s door is locked, but can be picked with a successful DC 20 Dexterity check with Thieves’ Tools. Inside are three barrels filled with ale, and one with pickled herring. There is also a bed, at the foot of which lies a small chest containing a silver holy symbol of Helm, as well as a spare cleric’s vestment and a healing potion. The praying area itself is empty, many if its pews have been removed by the survivors to barricade the entrance to the courtyard.

The Tower

Judging by the state of the other towers, it is a miracle this one has weathered the centuries as it did. Signs of repairs are evident as is a thin layer if frost that covers the outer walls. The reinforced wooden door leading to the tower is neither locked not barred.

Ground Level

Despite its rich interior, the tower gives off a vibe of dread and dark foreboding. The walls are cold to the touch, torches inside have long been extinguished and cannot be re-ignited. Food left on the table in its center seems to be well preserved and barely shows any sign of rot or mold. The entry door is stuck, however, and before any character can get inside, a successful DC 16 Athletics (Strength) check is needed to force it open.

An iron ladder on the far wall of the room leads up to the second floor.

Second Floor

As the characters climb, the temperature drops rapidly, the rungs of the ladder are quickly covered in frost, and snow seems to hang in the air. Furniture on the second floor have been tossed around, and a giant suit of armor lies destroyed on the floor. A successful DC 13 Intelligence (Arcana) check is enough to identify the suit as a Shield Guardian. From the ceiling hangs icicles the length of a man’s arm. Similarly to the first floor, on the far wall is another iron ladder leading upwards.

Third Floor

Any character climbing to the third floor must succeed a DC 15 Constitution Saving Throw or take 1d6+4 cold damage each round while they are on the third floor. A creature dropped to 0 hit points is frozen in place by the magic at work here.

On the third floor are the frozen bodies of a handful of pale-skinned orcs. A DC 10 Wisdom (Medicine) check reveals that the cause of death is not the magical frost permeating the place, but wounds suffered most likely in combat. Three humanoids, two elves and a human, are frozen in various poses of combat. One elf is suspended in mid-air, his bow out and an arrow notched. He is looking angrily at whoever comes up the ladder. The other stands on a dais, having knocked a chair aside and is extending an arm out of desperation towards the ladder leading to the fourth floor. The human is beside him, slumped against the wall with an enormous icicle protruding from his stomach. Frozen blood at his feet and around the wound.

The bodies break apart if touched, as does their equipment except for their brass token.

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Fourth Floor

The fourth floor is littered with magical

paraphernalia. Runes are drawn at the foot of the walls, and a lectern holding a crystal-like object covered in silvery dust takes up the center of the floor. Intense cold radiates from this object and picking it up deals 3d6 points of cold damage. If stored safely in a container, while it will still radiate extreme cold (around -40 degrees), it will not deal any more damage. The crystal is what allows the cambion Lazaren to remain safely on the material plane. The crystal has 30 hit points and is immune to cold and fire damage. For more information on the crystal and Lazaren, refer to his stat block in the appendix.

A character searching the fourth floor may find, with a DC 15 Intelligence 9Investigation) check, a spell book containing the following spells: Magic Missile, Protection from Evil, Magic Mouth, Melf’s Acid Arrow, and Fireball.

The Keep

The entrance to the keep has been locked from the inside by Coleus’ lackeys and they have taken upon themselves to loot it as thoroughly as they could. While the ground level and second level have no items of value, tracks and evidence points to extensive looting by humanoid creatures heading towards the dungeon under the keep.

The Dungeon

When Coleus came to Castle Cardinal, he was accompanied by a band of Orcs he seduced to his master’s ways. In contrast to their kin, these orcs have bluish-white skin and yellow eyes. They are perfectly acclimated to cold climate, and are more vicious, if such a thing can exist. They are loyal to a fault, and will only balk at intimidation if their lives are in great danger, and even then. Statistics for these new orcs can be found at the end of this adventure.

Coleus found, in the dungeon, the shrine he had been looking for. To make sure he would not be disturbed, he created a magical ice wall that can only be

dispelled by using a pair of attuned runestones. One, he entrusted to his second-in-command, the

Cambion Lazaren. The other, he hid in the Harvest Chamber after finding the riddle to get past the illusory garden quite amusing.

Navigating the dungeon

Light: There are no light sources unless specified

in the dungeons.

Doors: Unless specified, each room has an iron

door leading out of it.

Coleus, Lazaren and the orcs are not on high alert in the dungeon. Having easily dispatched whatever resistance they met, and because infighting is common among orcs, sounds of combat do not alarm them. If an encounter lasts more than four rounds, however, it will attract the attention of Lazaren, who will leave his room and investigate. The following room are all part of the dungeon, feel free to arrange them as you like.

Supply room

In this room are packed various spell components, for a total worth of 150gp. In addition, there are 5 gems worth 100gp: a Pearl, an Amethyst, an Amber and 2 Jade stones. The supply room is always guarded by 2 Stygian Orcs (See Appendix).

Gibbering Mouther Lair

This room is roughly 20ft by 30ft and appears to have been a jail in a time long past. Sounds of piping and wheezing can be heard from beyond the door. As a measure of precaution, Coleus’ master left him a present. This pathetic creature was fed the bodies of any unruly orc, and has assimilated their eyes and mouth. The creature, a Gibbering Mouther, has not eaten in days and is so hungry it will attack anything that enters the room.

Treasure: Among the things the gibbering mouther

has not eaten is a single coin of brass with Willem’s coat of arms etched on it.

Harvest Chamber

Pinned to the door to this room is a note that reads:

“Lazaren, this is the room I told you about. If you need to see me in a hurry, you know what to do. The riddle isn’t that hard, but needs more than one to complete, take one of the dimwits with you.”

In the middle of this 30ft by 30ft room stands a humongous mushroom-tree hybrid. Thick roots crawl out from underneath and get lost within the

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vines that sprout from its top. Knee-high grass covers the whole room. A decrepit scarecrow hangs from the tree-thing in a posture suggesting it is holding something missing. Clearing the vines from the walls reveals eight alcoves spaced about 10 feet apart, one of which is closed by a stone slab bearing Chauntea’s symbol on it. Once cleared, the vines cover the alcoves back almost immediately, leaving enough time for one action. Inside each alcove is a miniature version of a farming implement (a flail, a shovel, a scythe, a bag of seeds, a plow, a harrow and a wicker basket). In order to get the runestone behind Chauntea’s sigil, the characters must simulate a year of farming in 6 consecutive rounds or less. To do this, they must gather the tools, and use them (by taking an action) in the proper fashion so as to simulate farming. They must, in order, use the plough on the floor (which transforms the ground into a fallow field), sow the seeds (which creates sprouts), use the harrow on at least two five foot squares of ground (which makes the sprouts grow, but so do weeds), dig with the shovel (which dispels the weeds), use the scythe to harvest the crops, and finally use the flail to thresh the grain from the stalks, put the grains in the basket, and hand the basket to the scarecrow. Doing so successfully withers the mushroom-tree to a husk, leaving only the scarecrow, and unlocks Chauntea’s alcove. The room resets itself if the characters fail to use the tools in the right order, or if they cannot succeed within the allowed time frame. Due to the highly magical nature of the room, a Detect Magic spell cast in the room causes the caster to suffer headaches and nausea as the vivid auras of multiple illusions and complex patterns come into view.

Treasure: Inside the alcove is a solid ice block upon

which is inscribed an eldritch rune. A character can, with a DC 20 Intelligence (Religion) identify the rune as belonging to a cult of Levistus.

Armory

The door to the armory is locked. The lock can be picked by a character using thieves’ tools and making a DC 15 Dexterity check. This 20ft by 15ft room was used by Stormwaters Company as a repository for arms and armors taken from the orcs. Now the room is mostly barren, Coleus having taken anything he saw fit. However, he left a runestone on a small lectern protected by a Glyph of Warding spell.

Treasure: A DC 20 Intelligence (Investigation) or

Wisdom (Perception) check reveals a secret

compartment inside a wall containing an amulet of Proof against detection, Bracers of Archery, and a Sentinel Shield.

Coleus’ chambers

While this room was normally inhabited by one of the resident of Castle Cardinal, Coleus has made it his bedroom. Inside are volumes on travel between planes, history of Cormyr, and various tomes on how to summon and bind extraplanar beings. With a successful DC 20 Intelligence check and about an hour to peruse the tomes, a character can deduce the reason for Coleus’ takeover of the keep. Castle Cardinal stands on the site of a planar eruption that took place in the far past. The entire forest around the castle is soaked in magical energy, and with the proper skills and powers, one could use this energy for just about any means, though it seems Coleus’ goal is to merge the region with Stygia.

Mess Hall

The Orcs use this 30ft by 40ft room to eat, and the smell of half rotten meat permeates the room. They have emptied the castle larders, and stuffed their face whenever they could with food and beverages. There is a 50% chance that a lone Stygian Orc is lingering in the room scrounging for food.

Cambion’s Quarters

Three linked rooms that used to make up the barracks have been turned over to Lazaren. The southernmost one is used as a jail of sorts, where Luke is currently detained. Aside from him, two bodies hang limp from shackles hung from the ceiling. Another room is used as a torture room, for Lazaren’s amusement. The body of Jani Thorngage is in this room, her eyes burnt out with fire pokers and her skin lashed and burned in multiple places. The last room is his chamber itself, where the Cambion can be found when not torturing prisoners. He is flanked by a charmed Lady Elsimer, her robes torn in multiple places so as to reveal as much as possible. When the PC’s enter his room, read the following:

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In front of you is an imposing blue-skinned man with bulging muscles and a dark mane. His head is crowned by two ram horns that protrude from his forehead and circle around the top of his skull. He wears a black chainmail and is fiddling with a wicked looking spear. When he sees you enter, he looks up from the half-naked woman next to him long enough to sigh.

“How many times must I lock the door? You people really do have a death wish, do you not? Let me cut you a deal; leave this place at once, and I’ll pretend I’ve never seen you anywhere. Don’t, and you will be my next playthings.”

Despite his nonchalant attitude, Lazaren (See Appendix) is more than ready to fight, and has a Cold Ray readied against the first person to make a move against him. Furthermore, one his first turn of combat, he opens a secret door behind him, revealing 1 zombie for every 2 characters in the party.

Treasure: Adamantine Chainmail.

Lazaren will use his Plane Shift ability to flee is

brought below 15 hp. Lady Elsimer, provided she survived, is a skilled cleric and will heal the party with her Prayer of Healing spell in recognition.

Elsimer and Luke’s Story

Elsimer can recount the events leading to her imprisonment, though her memory is fuzzy, and the trauma at the hands of Lazaren have left her traumatized. The company had begun sighting the blue-white orcs a few tendays before the attack on the keep, but they did not consider the orcs more than perhaps albino or sick members of the race, as they always traveled alone and seemed lost. Then one night, roughly a month ago, snow began falling inside the tower, as if the ceiling itself was the winter sky. From the snow materialized two humanoid figures, Coleus and Lazaren. At once, the blue-white orcs sprang from the woods and assailed the keep. The company got separated during the attack, with herself, Bree, Jani and Vauchères forced into the dungeons by the advancing orcs. They were soon captured by the cambion, and she was forced to watch her friends be tortured to death, a sick joke played on her as a follower of the Watcher.

Luke story is not as long, as he has been unconscious most of the time he spent down here. He remembers being pulled towards the forest as he was making his trip with his grandmother. They spent a few days with the refugees, trying to find a way to escape the forest when he dreamt, one night, that the answer lied in the keep. Surprisingly enough, the doors were unlocked and he made his way in. Unfortunately, he was knocked out from behind as he made his way downstairs in the dark.

Dormitory

Since they have been ordered by Coleus not to go outside and slaughter the refugees, the orcs use this room to sleep in when they are not up doing menial tasks for Lazaren or Coleus. 1d4+1 Stygian Orcs sleep in the room at any given time. They wake up if an alarm rings, or if anybody makes enough noise while in the room.

Loot room

In this room are packed most of the valuables stolen from the keep. Aside from food, silverware and other valuable items, there is also a Potion of Healing and a Spell Scroll (Longstrider). The loot room is always guarded by 2 Stygian Orcs.

Primordial Temple

The entrance to this room is sealed by a thick, indestructible wall of infernal ice that bears 2 hand-sized depressions in its center. Inserting the runestones melt the wall of ice, which is recreated by uttering a command word known only to Coleus and Lazaren. This room 40ft across by 50ft long, deep beneath the keep, was built around the site of a planar explosion and the death of a powerful extraplanar being. A deep crack in its center is filled with brackish liquid and emanates foul green vapors. Behind it is Coleus, bent over tomes and

parchments. He is flanked by two Stygian Orcs. Unless alerted of the characters presence, he simply mutters, without even looking up:

“Lazaren, I do sincerely hope you have a good reason for bothering me.” If it’s about any intrusions again, know that I do not care at this point. Do with them as you please, I am almost finished!”

Behind Coleus, chained to a column, is a bloody and beaten Aaron Black, half conscious. If he notices the characters approaching (Passive Perception 12) he

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will try to make a diversion so that they can surprise the warlock.

Boon of Stygia

Coleus was guided to Castle Cardinal by visions from Levistus, who wants him to use the fissure to cement Lazaren’s connection to the material plane; the first step in a complex and convoluted plan of his. In order to better his chances, Levistus has granted Coleus the opportunity to bestow a boon upon any willing subject in a ritual that would forever bind them to the will of Stygia’s ruler. The boon does the following:

 Increases the target’s Strength and Intelligence score by 2

 Changes its alignment to evil

 Grants the Devil’s Sight Invocation

 The subject knows how to speak, read and write Infernal

 Grants the Breath of Stygia ability. Once per long rest, the subject may exhales a cloud of stygian-infused air. One target within 5ft. of the subject must make a Constitution saving throw or have its speed reduced by 10ft. and not be able to use any reactions. The target may make a new saving throw at the end of each of its turns to end the effects. Constitution is the ability for this feature.

 The subject becomes a devout follower of Levistus and will do everything in its power to further his agenda.

Conclusion

Should the characters succeed, they can bring Aaron and Lady Elsimer back alive to Suzail where Willem will gladly pay the characters for their efforts, and will even go so far as to suggest they take over the keep and its responsibilities. If her grandson made it out alive, Old Lady Firehair is beyond happy, and though she does not have much to give, she says she will spread word of their heroism wherever she goes. The PC’s now have a base of operations for their next ventures, and if Lazaren escaped alive, have a nemesis too.

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Appendix – Monsters

STYGIAN ORC

Medium humanoid (orc), chaotic evil

Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30 ft.

STR DEX CON INT WIS CHA

18

(+4) (+1) 12 (+3) 16 (-1) 9 (+0) 11 (+0) 10

Skills Intimidation +2 Damage Resistances cold

Senses Darkvision 60 ft., passive Perception 10 Languages Common, Orc, Infernal

Challenge 1 (200 XP)

Aggressive. As a bonus action, the orc can move up

to its speed toward a hostile creature it can see.

Devil’s Sight. Magical darkness doesn’t impede the

orc’s darkvision.

ACTIONS

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft.,

one target. Hit: 10 (1d12 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit,

reach 5ft. or range 30/120ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Breath of Stygia (1/Day). The orcs exhales a cloud

of stygian-infused air. One target within 5ft. of the orc must make a DC 13 Constitution saving throw or have its speed reduced by 10ft. and not be able to use any reactions. The target may make a new saving throw at the end of each of its turns to end the effects.

LAZAREN

Medium fiend, Lawful Evil

Armor Class 19 (adamantine chainmail) Hit Points 82 (11d8 + 33)

Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA

18

(+4) (+4) 18 (+3) 16 (+2) 14 (+1) 12 (+3) 16

Saving Throws Str +7, Con +6, Int +5, Cha +6 Skills Deception +6, Intimidation +6, Perception +4,

Stealth +7

Damage Resistances cold, fire, lightning, poison,

bludgeoning, piercing, and slashing from nonmagical weapons

Immunities critical hits

Senses Darkvision 60 ft., passive Perception 10 Languages Common, Infernal

Challenge 5 (1,800 XP)

Fiendish Blessing. The AC of Lazaren includes its

Charisma bonus.

Innate Spellcasting. Lazaren’s spellcasting ability is

Charisma (spell save DC 14). Lazaren can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic 1/day: plane shift (self only)

Frozen life force. Lazaren’s stay on the material

plane is tied to the crystal-like gem. Each point of damage done to the gem also damages Lazaren, and upon its destruction, Lazaren must make a DC 20 Charisma saving throw of be stunned for 1 turn. As soon as the gem is damaged, Lazaren knows the exact location and name of the person who damaged the gem.

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ACTIONS

Multiattack. Lazaren makes two melee attacks or

uses its Cold Ray twice.

Spear. Melee or Ranged Weapon Attack: +7 to hit,

reach 5ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack plus 3 (1d6) cold damage.

Cold Ray. Ranged Spell Attack: +7 to hit, range 120

ft., one target. Hit: 10 (3d6) cold damage.

Fiendish Charm. One humanoid Lazaren can see

within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Lazaren’s spoken commands. If the target suffers any harm from Lazaren or another creature or receives a suicidal command from Lazaren, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Lazaren’s Fiendish Charm for the next 24 hours.

COLEUS, THE WARLOCK OF HIGH

PEAK

Medium humanoid (human), Lawful Evil

Armor Class 12 (15 with mage armor) Hit Points 45 (5d8 + 5)

Speed 30 ft.

STR DEX CON INT WIS CHA

9

(-1) (+2) 14 (+1) 12 (+1) 12 (+1) 12 (+3) 17

Saving Throws Wis +4, Cha +6 Skills Arcana +4, Religion +4 Senses passive Perception 10 Languages Common, Elvish, Infernal Challenge 4 (1,100 XP)

Spellcasting. Coleus is a 5th level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Aside from cantrips, Coleus has 2 spell slots to cast the following spells: Cantrips (at will): Eldritch Blast, Mage Hand, Minor

Illusion

1st level: Armor of Agathys, Burning Hands, Command, Expeditious Retreat, Hex

2nd level: Blindness/Deafness, Hold Person, Invisibility, Scorching Ray

3rd level: Fireball, Hunger of Hadar, Stinking Cloud

Invocations. Coleus knows the following

invocations: Armor of Shadows, Agonizing Blast, Eyes of the Rune Keeper.

Dark One’s Blessing. Whenever Coleus reduces a

hostile creature to 0 hit points, he gains 8 temporary hit points.

Envoy of Levistus. Coleus has the maximum amount

of hit points possible for every hit die he gains.

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit,

reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Using the adventure elsewhere

While set in Cormyr, Evil of Castle Cardinal may be set in any area of the Forgotten Realms. There are hundreds off abandoned keeps in the realms, and while the adventure states that there was a magical anomaly that took place where the keep is now, you can easily modify it to fit an extended campaign, or keep it as is. Who knows just how many times the realms have been visited by extraplanar beings in the distant past?

References

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