0% found this document useful (0 votes)
1K views12 pages

Dead in Limbo - v3

Uploaded by

talanjones2000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views12 pages

Dead in Limbo - v3

Uploaded by

talanjones2000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Adventure Overview
  • Vitality Fragments & Death
  • Areas of Interest
  • Conclusion

AWAITING COVER

Adventure Overview Nihil is not a planned part of the cosmic


DGCF P L OD is an adventure that can be structure. It's a location lost souls end up in
played as a standalone one-shot, or incorporat- by accident - a rounding error in the accounting
ed into an ongoing campaign. It can be played of the Gods. Nihil is a vast, empty expanse filled
by a party of 7-9th level players. It is optimized with nothing but the ceaseless oblivion winds
for a party of four, level 8 characters. and illuminated by a grayish light that bleeds
The party has been killed, but their adven- in from the inaccessible realms that border it.
ture continues. Their souls have manifested Nihil is not hopeless, however. Unlike the
in the afterworld of Nihil, a purgatory where upper and lower planes, there is a way out for
spirits with unsettled business go. They may es- the deceased - an exit back to the world of the
cape - but only if they can navigate its perilous living.
landscape, overcome rival spirits, and win back
their soul essences before they're devoured. SWNUHOGL
Creatures arrive in Nihil due to some unfin-
Adventure Background ished business in the Material plane, that has
prevented their souls from finding their final
GLODHNT rest in another afterlife.
When creatures die, their souls seek rest in the When a mortal arrives in the realm, they
outer planes. Some find it in the divine realms do not do so intact. Rather, they take on the
of the upper planes, others in the infernal form of a hazy half-spirit - a fractued sol .
realms of the lower planes. However, some All fractured souls are incomplete, having been
souls cannot rest so easily. When a creature is separated from their ecnsluo , a mass of
strongly tied to their mortal life by unfinished spectral energy uniquely bound to its owner.
work, it sometimes ends up in a nether space This essence is ripped from its owner by the
that exists in the margin between the upper very attachment that prevented them from
and lower planes - a realm called Nihl . reaching a proper afterlife. The essence is then

DWPIG CB
presents:

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

CR T I trttDWPIG CBL
Writer: Chad Skiles. Editor: David Crennen.
Cover art by Rosauro Ugang.

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


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

2
blown by the oblivion winds to an ever-shifting
nexus of souls known as the eliquaryR . Reading the Entries
Fractured souls still retain an echo of their This adventure references the three
former vitality when they arrive in Nihil. This primary 5e sourcebooks–monster entries
vitality represents the willpower exerted by the are found in the MM, spells and rules for
fractured soul to keep themselves together - an players are in the PHB and game rules &
echo of the purpose that drove the creature in treasure are found in the GMD .
life. • sret noM are listed in dlob .
There is no “dying” in Nihil since everyone • sl epS are listed in italics.
here has already died. However, without its soul
• srabediS like this, provide optional rules
essence a fractured soul is doomed. Either due
and supplemental adventure information.
to trauma experienced while in Nihil, or simply
by giving up hope, this original vitality drains
away over time. When a fractured soul has lost
all of its vitality, it petrifies - turning to stone WI›GSNCT GTMR C
for all eternity. The hgualS is an ancient monster that feeds
on souls. How it arrived in Nihil, none can say;
GHRUOPLC but it has made the site of the Reliquary its
The first unlucky souls that ended up in Nihil dwelling place. From there, it feasts upon new
were tossed on the oblivion winds, with scant soul essences as they are brought to it on the
hope of ever recovering their soul essence. oblivion winds.
When they lost their vitality, they became the If a fractured soul has its soul essence con-
first lumps of stone in Nihil. sumed before it is recovered, there is no hope
Over the untold eons since that time, many of ever leaving Nihil. These despondent wan-
more souls have found themselves in Nihil derers either give up hope and become stone,
and nearly all of them have turned to stone. A or descend into madness. These corrupted
fractured soul arriving in Nihil now finds the soul attempt to drain the vitality from other
vast, windswept void filled with endless stone fractured souls, doing anything they can to
walkways and floating islands that have accret- stave off their own petrification.
ed over millenia, all of which formed from the Of those few fractured souls who have
petrified bodies of lost souls who have come reached the Reliquary, nearly all have been
before. consumed by the Slaugh. Worse yet, every time
The only way to avoid this fate is for a frac- the monster consumes a fractured soul and its
tured soul to reunite with its soul essence. The soul essence, the Slaugh grows in power.
oblivion winds that sweep across Nihil converge
at a single point that continually shifts across
the plane. This convergence point, known as
the Reliquary, contains all of the soul essences Fractured Souls
lost to Nihil. A fractured soul that reaches this As fractured souls, the player characters
mythical location can recover its soul essence gain the following traits:
and return to life in the Material plane. • You cannot take long rests or gain any normal
benefits of one through normal means. You
This task has been made all but impossible
may take a short rest normally.
by the ever-shifting position of the Reliquary,
and by its two guardians - the Gatekeeper and • You are resistant to necrotic damage.
the Slaugh. • All healing you receive is halved.
Characters retain all of their other statis-
tics and possessions that they had during
life.

3
Vitality Fragments & Death UIOGPTCNFS
Vitaliy fragments represent a vestige of Fractured souls can steal these vitality frag-
a creature's prior being. When a creature ments from other fractured souls.
in Nihil is reduced to 0 hit points or fewer, When a fractured soul kills another crea-
they fall unconscious like normal, but do ture (i.e., deal damage that reduces them to
not make death saving throws. Instead, they 0 hit points or fewer), they absorb a vitality
immediately resolve the following steps: fragment from the victim. A creature may
• Roll a die equal to your hit die value (1d10 for store an unlimited number of vitality frag-
a Fighter, for example). Reduce your maximum ments.
hit points by that amount. The player may As an action, a character can consume one
choose which hit die to use if they have or more vitality fragments in their possession
multiple hit die values.
to gain the following benefits:
• At the start of their next turn, the character • t n e m g a r f sy t i l a t i v . If you have a reduced hit
returns to play with full hit points, based on the point maximum as a result of dying in Nihil, roll
newly reduced value. a die equal to your hit die value, and restore the
• You do not receive the benefits of a short or result to your maximum hit point value. It cannot
exceed your original maximum hit point value.
long rest upon reviving.
• stnemgtarf ytila v . Transfer one vitality
Perform these steps each time you are re- fragment to another creature you touch
(normally a fellow party member). You both
duced to 0 hit points while in Nihil; the effect
gain the benefits of the bless spell. The other
is cumulative. If your maximum hit points vitality fragment is lost.
are reduced to 0 or fewer, you perish and
• ustnemgarf ytila v . Receive the benefits of a
turn to stone. (see oundÆ
grBacketvdA
long rest.
pg. 2)
If you perish from falling, you or the GM Enemies and NPCs turn to stone when
may drop a d20 approximately six inches they are defeated, unless otherwise noted.
above the battlemap near where you fell. You
reappear on a 5-ft. square nearest where the
die landed.

To prevent the Slaugh from becoming If running the adventure as a one-shot, have
unstoppable, a fractured soul known only as each player describe how their character met
the Gatekeeper has set up a lonely vigil at the an untimely end before the adventure begins.
Reliquary. One of the first to reach the site, the Each character, like all inhabitants, spawned in
Gatekeeper willingly chose to remain in Nihil Nihil due to some unfinished goal. This could
and warn off the unworthy from a foolhardy tie into an overarching story arc for your cam-
death at the Slaugh's hands. In the countless paign, or be a goal unique to each character.
years since, he has served as the self-appointed
judge of those who would dare to reclaim their
soul. CDGOENW
XGPWTHMAF The following encounters can be staged using
This adventure begins with the party having the battlemaps and Skinny Minis included in
been killed, and thus works great as a follow-up your box. Each encounter is labeled to corre-
to a "total party kill." Rather than end their spond to a location on the map (see pg. 10). The
journey, the characters find themselves with a adventurers will find many challenges, sites of
second chance at returning to life.

4
magic, and lost treasure from fractured souls
who have met their ultimate end.
The map is divided into three areas (see pg.
10). Each area is separated from the other lo- Nihil General Features
cations by the oblivion winds (see pg. 7), which Light. All of Nihil is dimly lit by harmless
also block line of sight. To cross into another manifestations of blue, ethereal light.
area, the party must brave a confrontation with Sound. Eerie silence gives way to the
the clonesuy (see sidebar, pg. 7). sound of unsteady wind or the screams
To emphasize the brutality of this realm, the of fractured spirits meeting their demise.
GM is encouraged to stage additional ambush Sorrowful moans occasionally echo from
encounters with the soul cyclone or corrupted the grisly stone pathways.
sluo (see sidebar, pg. 6) if the party lingers too Stone of Sorrow. Stone pathways lead to
long in any one area. floating chunks of gray rock. Upon closer
examination, these stones appear to be
collections of ancient petrified figures.
Area 1. Ends & Beginnings Oblivion Winds. A continual strong wind
(DMG, pg. 110) fills the plane. The wind
glows with bluish light that obscures
Read the following to begin the adventure: vision beyond an 80-ft. radius and blocks
progress to certain areas of the map. No
Black. Pitch black. Your soul had nearly creature can fly in Nihil due to the severity
surrendered to the endless void, but no. You ride of the wind gusts, and all creatures have
a surge of wind, plummeting downward. A gust disadvantage on Dexterity saving throws.
darts through your chest, sending a chill into Drifting Islands. The stone platforms in
your heart. Then, your eyes flutter awake. For a Nihil continually drift on the wind. To at-
moment, you wonder if you’re dreaming, but how tempt to leap from one stone platform to
can the dead dream? Your body emanates a hazy another, a player must make an Acrobatics
glow of blue-purple energy, not quite solid, nor is or Athletics check (their choice), with the
it totally incorporeal - something in-between. You DC of 8 + 2 for every 5 ft. of space between
rise to your feet and take in your surroundings. the areas. On a failure, they fall and perish.
You stand atop a floating chunk of stone that is
Rope Bridges These bridges have been
suspended in a vast, dark sky. There are several
built by various fractured souls seeking
other stone islands in the distance beyond. You
to make exploration here easier. The first
see a few hazy figures on a floating rock linked
bridge (see Area 1A) is easily crossed
to yours by a short bridge.
without difficulty. The rest have a 25%
chance of breaking when two or more
Share with the players the new traits and
creatures stand on it simultaneously. If a
changes to their form as a result of being a
bridge breaks, each creature on it must
souledactrf (see, pg. 3) before allowing the
succeed on a DC 15 Strength (Athletics)
party to freely explore the map.
or Dexterity (Acrobatics) check, or fall and
Note that the party must defeat the s o u l
perish.
cloney (see sidebar, pg.7) to cross to Area 2.
Planar Travel Nihil cannot be entered or
sAIUGPMCHET F exited by spells (save by a wish) or any
You notice a wounded half-elf, flanked by a pair other means, aside from a creature there
of vicious souls. The souls look ready to pounce recapturing its esoulnc .
upon the desperate man.

5
The half-elf transfers a vitality fragment to a
Corrupted Souls player, then calcifies into stone before their eyes
Codetpurslo are fractured souls that - becoming a kneeling statue extending a hand
have lost any chance of leaving Nihil, and toward the party.
have gone mad with despair. They are solely GM Note. The half-elf NPC can be replaced
motivated to attack other fractured souls in with a perished character the party was famil-
order to steal vitality fragments and main- iar with when they were alive, such as a friend,
tain their existence. family member, or even enemy.
They cling to the undersides of the float-
ing stones, and prefer ambush tactics. They sBTXCNIH WLU
are drawn to attack fractured souls with A spectral wolf paces on this platform. It
the most fragments on their person (use uses the stats of a flow with 30 hit points, and
highest maximum hit points to break ties). all damage it deals is changed to force damage.
Corrupted souls use the statistics of a The wolf is the familiar of Grydus (see Area
tsahg with the following changes: 2A), who summoned it after arriving in Nihil.
• Replace Stench with "Fear Aura": which The two were separated some time ago.
causes the frightened condition instead of The wolf is not hostile, and will only de-
the poisoned condition. fend itself if attacked. It can be calmed and
• Add a Multiattack action that allows it to made to follow the party with a DC 14 Wisdom
use its Bite and Claws. (Animal Handling) check. On a failure, it re-
mains in place.
• Add the Spider Climb trait (MM, pg. 298).
sCMGFHNOXT
A helm of comprehend languages (DMG,
Twos l u o s d e t p u r o c will attack the half-elf pg. 173) is set atop the head of a petrified,
(soutcÆ with 4 hit points) within 1 round. The half-buried figure. It proves especially helpful
party may elect to defend the helpless man. If in deciphering the puzzle in Area 3A (see pg. 8).
he is saved, he will converse with them.
The half-elf reveals that he has been stuck
in Nihil for what feels like years or decades. Area 2. Fountain & Foe
He does not share his name, saying “it doesn’t
matter - not here.” He has learned a lot about
this place, and can dolefully explain basic back- Note that the party must defeat the soul
ground information on what Nihil is, fractured cloney before proceeding into Area 2.
souls, soul essences, etc. (see pg. 2-3).
He has only heard of the Gatekeeper and I CFNtAEGTHD CPW F
Reliquary, but believes it may be "just a myth." A large minotaur clad in robes stands in
If the party asks about his wound, he says contemplation on this platform. There is a large
that it was given to him by an orc trying to steal stone fountain just beyond the horned figure.
his vitality fragment, just before he managed to The figure is a minotaur named Grydus, an
flee. If a player offers to heal him, he declines, egamhcra with the following changes: he has
telling them to save it for themselves. 76 hit points remaining, an 18 Strength, and
The half-elf has given up hope. He is at has the standard minotaur racial traits, as well
the end of his vitality, and is sure that his soul as the greataxe and gore attacks. Grydus only
essence has been consumed. Not wanting to has 2 spell slots of each level 1-5 remaining.
become like the corrupted souls that attacked Unless the party is accompanied by the
him, he offers up his last vitality fragment in spectral wolf from Area 1B, Grydus attacks the
rueful thanks. party immediately, desperate for more vitality
fragments.

6
At the start of the second round of combat,
two sldueotpr c spawn and focus on at- Oblivion Winds & Soul
tacking the party. Cyclones
Grydus identifies the wolf as his familiar. If
the party allows them to be reunited, Grydus The ceaseless winds of Nihil seem to act
will not attack the party, and encourages them with cruel intent. The force of the winds
to drink from the fountain, as it will surely help perpetually keeps the stone platforms
them survive the perennial storm. He then goes circulating through the void, moving the
his separate way, saying that he hopes to find Reliquary from place to place. These winds
"the Gatekeeper, if they even exist." Should the also form barriers, preventing creatures
party inquire further, he says that some souls from easily passing between locations.
have mentioned a wise and ancient king, bound In addition to restricting line of sight
to a throne somewhere in Nihil. If the rumors and flight, the winds also produce soul
are true, the Gatekeeper holds the key needed Æ
senolcy a manifestation of the oblivion
to return to the Material world with a second winds imbued with wicked souls. These
chance at life. Grydus can also barter this infor- tempests lash out at those who attempt
mation for his life, if bested in battle. to cross open spaces, often ripping vitality
Fountain of Reflection. If a creature con- fragments from fractured spirits.
sumes murky water from the fountain, it takes A soul cyclone uses the stats of an air
28 (5d10) poison damage and are Poisoned for el m ntal with the following changes:
1 minute. When a creature looks into the murky • Its size is Gargantuan
water for at least ten seconds uninterrupted, • It ignores Nihil's restriction on flying
the water suddenly becomes smooth and
• It has additional damage immunity to necrotic
clear, showing the creature’s reflection. The
and deals an additional 1d10 necrotic damage
reflective image of the character will move on to all attacks
its own, sipping the water from the fountain
• It has the Frightening Presence ability (MM,
with cupped hands, and exhaling in relief. If a
pg. 88)
character sips from the fountain after the water
has changed to clear, they gain the following A soul cy lone must be defeated to
benefits: gain access to new areas marked on the
• Immediately gain the benefits of a short rest
map (pg. 10).
If you purchased the Soul Cyclone Won-
• Gain 15 temporary hit points drous Add-On, use it for these encounters.
• Gain inspiration Otherwise, substitute it for another mini of
your choice!
The Giant's Advice. Before the party de-
parts this platform, a giant's voice calls out
from a grisly stone statue underfoot. Its mouth, He shares that they can activate the giant
not quite petrified, groans out the words: pillars (3A) with the phrase IESTA, meaning
"My time is nearly passed. Do you seek the "begin" in Giant.
Reliquary, as I once did?"
The nearly petrified giant explains that he tBEMDUCTFGS
hid an item in this cutthroat place that could A discarded sack in this area has a potion
guide him to the Reliquary. He kept it hidden of speed (DMG, pg. 188) and ring of protection
in a puzzle box of his devising to keep it from (DMG, pg. 191). There is also a withered
corrupted souls. However, he was too slow. His journal, wherein the writer notes information
soul essence has been consumed, and he no about the Gatekeeper and Slaugh, as presented
longer has hope enough to face the Slaugh. in the oundgreBacktv A (pg. 2-3).

7
Area 3. Order & Disorder lower on the pillar arrangement). This puts the
giants in the opposite of their Ordning rank.
Note that the party must defeat the soul If the puzzle is solved, the titan's mouth
cloney before proceeding into Area 3. groans open, and a ring of the flock falls from
it (see sidebar).
I NFCGDH uAUW C S G H GTES After recovering the ring, a figure leaps
You see several pillars built into the stone, jutting down to this area, from a rock high above. The
out at uneven heights into the azure sky. Statues woman is Yiza Sho, an asin who seeks a
seems to be carved into each one. No other way out of Nihil. She believes the ring will allow
creature or force disturbs the area at present, her to reach the Reliquary and demands the
aside from the constant barrage of howling winds. party hand over whatever they found. If they
refuse, she attacks them immediately.
Upon closer inspection of the pillars, the If they hand over the ring, she leaves, but
party can see that there is writing in various ambushes them later when she can gain the
languages carved into each one; also that the benefit of a surprise attack.
columns can be pushed downward into the At the start of the second round, two
stone, or lifted upward - both with minimal sluo detpur oc appear and attack the party.
effort.
• Pillar I (Titan giant sculpture). It reads in uBCPHMGFWOI ET
Giant: “The mightier…” A battle-tested orc lingers near the area,
• Pillar II (Storm giant sculpture). It reads in glowering at any one who approaches him.
Giant: “They are…” “Eternal combat. It is an afterlife that honors
• Pillar III (Stone giant sculpture). It reads in my orc kin! Face me!”
Dwarven: “The harder…”
The merciless orc fights anyone without
• Pillar IV (Hill giant sculpture). It reads in
Elvish: “They fall.” prejudice. He uses the stats of anniatfe hc ro
with the following changes:
A character who succeeds on a DC 14 • He has 96 hit points
Intelligence (History) check deduces that • AC is 18
the sculptures depict various giants in the • He can make three greataxe attacks using his
multiattack.
Ordning, a social structure that ranks giants
• He wields a +2 spectral greataxe (each hit deals
into a hierarchy. To solve this puzzle, the party
an additional 1d8 force damage)
must arrange each pillar so that they are at
descending heights, starting with the hill giant. At the start of the second round, two
The “mightier” giants “fall harder” (i.e., are put sluo detpur oc spawn and attack the party.
Once the orc is reduced to 0 hit points or
fewer, it rises at the start of his next turn with
36 hit points, cursing the party with intense
Ring of the Flock fury and fighting until “death”. The orc will turn
RPIÆOPUE to stone if defeated a second time.
Once per day this ring can cast feather fall
on the wearer, along with up to ten crea- Descent to the Reliquary. Characters with
tures who link arms with the wearer. An the ring of the flock can sense their soul essence
image of figures linking arms etched into is located somewhere in the darkness below
the band. In addition, while in Nihil the this platform. If the party has the ring, they can
ring allows the bearer to sense the direc- make a leap of faith off the platform (following
tion to their soul essence. jumping rules, PHB pg. 182, as necessary).
Alternatively, the party may find other
methods - such as spells, rappelling down,

8
etc. - to reach the bottom. Due to the oblivion unable to defeat the protectors the first time,
winds, all ability checks are made with disad- they will be granted one more chance. If they
vantage. Creatures that fall recieve 88 (25d6) fail again, the protectors conclude that the
bludgeoning damage. party is not worthy to face the Gatekeeper; they
The party must face the
enolcyc luos again to vanish, leaving the party alone in Nihil.
complete their descent to the Reliquary.
vBOPGRT
uCCH UNGFS A figure sits atop a throne in this small
A staff of thunder and lightning (DMG, pg. room. He rises from it to greet you. He is a man
204) is encased into the stone. It requires a DC who appears to be in his forties, with long hair
20 Strength (Athletics) check to wrench it free. and unkempt beard. Even still, he projects the
On a failure, the staff is broken and becomes presence of a legendary king - the sort one might
useless. see depicted in historical paintings. “Welcome,
fractured souls,” he says stoically. “We have
Area 4. The Reliquary much to discuss."

The Gatekeeper (knight ) is happy to an-


vACTFGPUHI W T swer questions to the best he can, and freely
Beyond the wall of wind is an ancient shares the following information with the
building made of marbled stone. Beyond it, players:
you can sense the howling nexus of the oblivion • The motivations of himself and the Slaugh (see
winds - and your lost soul essence. oundgreBacktv A , pg. 3-4).
• When the Gatekeeper arrived, he witnessed
A DC 12 Intelligence (Investigation) check many souls fall prey to the monster, and vowed
locates a fallen figure who has turned to stone to break the vicious cycle. He has stood vigil
and has left behind a cursed sword of vengeance here for years out of mind.
(DMG. pg. 206) just outside this room. • Fractured souls that perish fighting the Slaugh
If the party proceeds toward the throne only make the beast stronger.
(4C), they are immediately greeted by three • He long ago forsook his name, and has no
throne protec s , who are magically sum- memories left of his life before and consecrated
moned to surround the party. Each one uses this throne room with long forgotten magic.
the statistics of a rotaid lg with the following • He will not fight the Slaugh, or aid the party in
changes: 65 hit points, AC 20 (plate mail, their fight. If he were to be consumed by the
shield). monster, there would be no one to continue
They bow their heads, then ready their his vigil.
weapons. A voice booms from within one of • Finally, he reveals that the party's soul essences
their helmets: “A test of might. Defeat us, and have most likely already been devoured by the
you may face the Gatekeeper. To arms!” The Slaugh. They must defeat it to reclaim them
throne protectors will not reduce any player and return to life.
character to 0 hit points. They will yield just Changing Nature. The Gatekeeper explains
before they could do so. They are bound by oath that the characters ended up in Nihil due to
to fight until either side has won and cannot something in their personality that they can-
be persuaded by any means to act otherwise. not resolve or let go. In order to have the best
If the party defeats two (of the three) chance at reclaiming their soul essence, they
protectors, they all salute the party with their will need to win a battle within themselves as
spears before vanishing away in a flash of magic well.
light. The doors leading into the Gatekeeper’s The Gatekeeper asks each of them to find
Throne (4B) open on their own. If the party is a fault that they played in the events that led

9
to their demise. He then asks them to swear a
sacred vow, to overcome this shortcoming in AHGTOC
the future, from this moment onward.
Doing so requires each player to change If the party succeeds in defeating the Slaugh,
one of the following on their character sheet: their soul essences escape the beast's empty
their ideals, bonds, flaws, or a personality trait. chest. When the party reclaims their souls,
This represents the change the character must any hit point loss is fully restored. They rema-
make within themselves to earn their second terialize to any location they are familiar with
chance at life. upon the Material Plane at the adventure's
Each character gains inspiration for doing conclusion.
so, as well as the benefit of a long rest. Any items taken from Nihil have a quirk:
He then parts the magical barrier leading when the wielder of the item rolls a natural 1,
into the dwelling place of the Slaugh. He closes the GM may rule that the item will flicker with
the wall behind them, sealing them to whatever spectral energy and disappear for 1d3 rounds.
fate awaits.

vCI CFNWHDGST Platforms Map


You hear the howl of the oblivion winds overhead,
bearing new souls with it into this dark chamber.
Emerging from the blackness is a hideous, four-
armed creature, ten feet tall, illuminated by a
coalescence of souls trapped within its chest. It
moves closer with eerie calmness.

If the GM deems that a character embodies


the change they vowed to make in their interac-
tion with the Gatekeeper, they gain inspiration
and the benefit of the elemental weapon spell
(PHB, pg. 237), that deals radiant damage.
• Example: A character took on a new flaw of
"I'll throw myself into danger before it harms
my friends," and acts in an especially brave
manner in the fight against the Slaugh.

The Reliquary. This coalescence of swirling


souls have yet to be consumed by the Slaugh. If
a creature other than the Slaugh begins its turn
within 5 ft. of the Reliquary, it may regain 5 hit
points, or gain a vitality fragment.

Higher or Lower Level?


If this adventure is being played by a party of player characters of higher or lower
experience level, refer to the difficulty adjustment guide available at our website.

10
TGSNIWC
Large Humanoid (fiend), chaotic evil

ArmoClas 19 (natural armor) AE PU


ointsHP 240 (20d10 + 120)
Multiattack. The Slaugh makes four
Sped 40 ft. Barbed Arm attacks.
Barbed Arm. Melee Weapon Attack, +14
RT S DEX NO C to hit, 10 ft. reach, one target. 2d10+8
28 (+8) 18 (+4) 22 (+6) slashing damage.
Release Soul (Recharge 6). As a bonus
INT WIS CHA action, the Slaugh releases a consumed
16 (+3) 10 (+0) 10 (+0) spirit from its chest to aid in the combat.
It uses the statistics of a specter (MM,
pg. 279). Up to three can be present at
swovingThrSa Strength +14, any time.
Dexterity +10, Constitution +12,
Wisdom +6 L GI G P FC T AE P U
esitancDmgR non-magical
bludgeoning, piercing, and The Slaugh can take 3 Legendary Actions,
slashing choosing from the options below. Only
one legendary action option can be used
DamgeIunits necrotic at a time and only at the end of another
onditImuesC charmed creature's turn. The Slaugh regains spent
Sens passive Perception 16 legendary actions at the start of its turn.
Langues Common, Abyssal, Rend. The Slaugh makes a Barbed Arm
Primordial attack. If the target takes damage from
Chaleng 15 (13,000 XP) the attack, that creature suffers a wound
and takes 2d6 slashing damage from
bleeding. At the end of each turn, they
Magic Resistance. The Slaugh has
may succeed on a DC 15 Constitution
advantage on saving throws against all
saving throw to end the effect.
spells and magical effects.
Alternatively, receiving healing of 15 hit
Magic Weapons. The Slaugh’s attacks are
points or greater also ends the effect,
magical.
as does a DC 15 Wisdom (Medicine)
Legendary Resistance (3/day). If the
check (an action) made by the bleeding
Slaugh fails a saving throw, it can choose
creature, or by an ally within 5 ft. of the
to succeed instead.
bleeding creature.
Driven to Consume. Each time the
Refocus. The Slaugh makes a Wisdom
Slaugh deals damage to a creature that
(Perception) check or a saving throw.
possesses soul fragments, the Slaugh
Whirling Death (Costs 2 Actions). The
deals an additional 1d6 damage per
Slaugh spins around, imbuing his arms
fragment the target creature has.
with magical energy. Each creature of
Soul Lust. If the Slaugh reduces a creature
the Slaugh’s choice within 10 ft. must
to 0 hit points or fewer, it has advantage
succeed on a DC 17 Dexterity saving
on all attack rolls, saving throws, and
throw, or take 22 (4d10) slashing
ability checks until the end of its next
damage and 17 (3d10) lightning
turn.
damage.

11
Dead in Prepare to take your table
Limbo into this wondrous one-shot!

ervynotbdaf um Y

• Your party has perished and must navigate a ruthless transitory


realm and defeat a soul-devouring beast if they hope to return to
their mortal lives.
• This Wondrous One-shot is intended to be played as a stand-alone
adventure, compatible with 5e.
• Use the adventure maps for the Nether landscape to run the
adventure presented in this one-shot!

Visit our site for more information!


F W P I G P PC D E O

You might also like