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Tomb of The Forgotten Aberrant

The document describes an adventure titled 'Tomb of the Forgotten Aberrant' for 5th to 7th level characters, set in an ancient tomb linked to an eldritch cult and its leader, Zuidrisz'Oth. The tomb, recently uncovered, is filled with eldritch mists and dangers, including eldritch duergar and various chambers containing secrets and treasures. Players are tasked with exploring the tomb to uncover its mysteries and prevent the potential spread of madness into the surrounding environment.

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S Dolled
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0% found this document useful (0 votes)
223 views9 pages

Tomb of The Forgotten Aberrant

The document describes an adventure titled 'Tomb of the Forgotten Aberrant' for 5th to 7th level characters, set in an ancient tomb linked to an eldritch cult and its leader, Zuidrisz'Oth. The tomb, recently uncovered, is filled with eldritch mists and dangers, including eldritch duergar and various chambers containing secrets and treasures. Players are tasked with exploring the tomb to uncover its mysteries and prevent the potential spread of madness into the surrounding environment.

Uploaded by

S Dolled
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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jpg

TOMB
This room smells of old books and is filled with shelving
containing the entire history of the Exchequer's operations;
old logbooks, reports, timesheets, and client forms. Doors
lead to the north and east.

Jac Gallagher. Jac is the Pennerton's head of security. A


OF THE
retired soldier, he has served the family faithfully for many

FORGOTTEN ABERRANT
years now, and is preparing for retirement. The Pennertons
have agreed to allow Jac to study their files so that he can
prepare himself for a cozy office job in retirement. If he has
not been alerted to another area of the Exchequer, Jac is here,
staying up all night and reviewing files by candlelight. On
Jac's person is the master keyring, which can be used to open
areas F, O, and the doors leading to the basement.
A n adventure
Jac uses gladiator statistics and wears a Ring of for 5
the Winds.th to 7th level characters
This room smells of old books and is filled with shelving
containing the entire history of the Exchequer's operations;
old logbooks, reports, timesheets, and client forms. Doors
lead to the north and east.

Jac Gallagher. Jac is the Pennerton's head of security. A


retired soldier, he has served the family faithfully for many
years now, and is preparing for retirement. The Pennertons
have agreed to allow Jac to study their files so that he can
prepare himself for a cozy office job in retirement. If he has
not been alerted to another area of the Exchequer, Jac is here,
staying up all night and reviewing files by candlelight. On
Jac's person is the master keyring, which can be used to open
areas F, O, and the doors leading to the basement.

Jac uses gladiator statistics and wears a Ring of the Winds.


This room smells of old books and is filled with shelving
containing the entire history of the Exchequer's operations;
old logbooks, reports, timesheets, and client forms. Doors
lead to the north and east.

Jac Gallagher. Jac is the Pennerton's head of security. A


retired soldier, he has served the family faithfully for many
years now, and is preparing for retirement. The Pennertons
have agreed to allow Jac to study their files so that he can
prepare himself for a cozy office job in retirement. If he has
not been alerted to another area of the Exchequer, Jac is here,
staying up all night and reviewing files by candlelight. On
Jac's person is the master keyring, which can be used to open
areas F, O, and the doors leading to the basement.

Jac uses gladiator statistics and wears a Ring of the Winds.

1
TOMB OF THE FORGOTTEN ABERRANT
An adventure for 5th to 7th level characters

T
omb of the Forgotten Aberrant is a cult was being manipulated, or something else occurred to
Fifth Edition adventure for three to six foil the cult's plan is unknown. A few days ago, a faction of
characters of 5th to 7th level, optimized duergar stumbled upon the tomb through an underground
for a party of four 6th level characters. The tunnel. They began exploring, but soon fell victim to the
entrance to an ancient tomb dedicated to eldritch mists that seeped through the open portal and
the leader of an eldritch cult has recently enslaved by the aboleth that remains imprisoned there. If left
been unearthed. Inside, the characters will find the spreading unchecked, the portal may spill Far Realm influence further
influence of the Far Realm: the plane of madness and and further into the surrounding environment, threatening
aberrations. Will they be able to discover the tomb's secrets life as the mortal races know it.
and live to tell the tale, or will they succumb themselves and
join the dead interred within its walls? This adventure is
set in the world of Cartosia, but can be placed anywhere in
Adventure Hooks
another setting where an ancient and abandoned tomb might The characters might be interested in exploring the
be found. tomb for a number of reasons. A few of these reasons are
outlined below.

Background Search and Rescue Mission. A young man from the closest
Nearly a millennia ago, the priests of a powerful doomsday nearby settlement was known to have been poking around
cult known as the Oracles of Renewal shared a connection the entrance to the tomb before he disappeared. Many
with the one known as Zuidrisz'Oth, an ancient being believe that he made his way inside and then never made
from the Far Realm. According to cult scripture, prophecy his way back out. His family has offered a meager gold
foretold that Zuidrisz'Oth, banished from the Material reward in addition to their undying gratitude should any
Plane in the early years of the world, was destined to once be able to confirm their son's whereabouts, or, if necessary,
again return with the help of the ones referred to as the recover his body.
"oracles." The Oracles of Renewal were established and
led by a priest named Gholis Krudebor, who heard the Ancient Evil. Now that the entrance to the tomb has been
whisperings of Zuidrisz'Oth in his head and believed that discovered, old stories are resurfacing about its supposed
loyalty to the ancient one would bring him eternal reward in contents. Some believe that an evil being as old as time
the life beyond. Over many years, Gholis spread his message itself was sealed away within the tomb. If the tomb has now
and grew the Oracles of Renewal, which came to secretly been opened, this eldritch influence may begin to leak into
influence numerous royal courts, whose members pledged the surrounding environment, causing untold destruction.
secret allegiance to the cult. Gholis built the cult toward its Someone must investigate the tomb and ensure that nothing
single, paramount goal — facilitating Zuidrisz'Oth's return to inside poses grave danger to the area.
the Material Plane.
Great Treasures. In addition to the evil that may lurk within
To do this, Gholis and the other mages of the cult worked the tomb, history also suggests that a great vault of treasure
tirelessly to build a portal connecting the Material Plane to was buried there by an esoteric doomsday cult, a fortune
the Far Realm within an underground tomb. The Oracles vast enough to make many people wealthy several times
captured and imprisoned a living aboleth so that its psychic over. Any brave enough to explore the tomb might earn
energy could be used to power the portal. Once the portal themselves as much coin as they could ever dream of.
was successfully constructed, Gholis believed that the only
way that it could be properly activated was through a mass General Features
sacrificial ritual, in which the entire cult offered their lives to
facilitate Zuidrisz'Oth's arrival. It was thought that precisely The Tomb of the Forgotten Aberrant has been abandoned
one thousand years after the Oracles' sacrifice, the portal for many centuries. Over time, minor earthquakes, erosion,
would finally be opened. Zuidrisz'Oth would enter the and the nearby tunneling activity of a clan of duergar
Material Plane and resurrect all members of the cult into new have caused the tomb to begin to deteriorate. Unless
immortal forms; their reward for their faithful service. otherwise stated, features throughout the tomb can be
described as follows:
The portal was built, the ritual was conducted, and every
member of the Oracles of Renewal sacrificed themselves Ceilings, Walls, and Floors. The tomb is carved out of the
for Zuidrisz'Oth. Now, almost exactly one thousand years surrounding earth and constructed from large blocks of
after the ritual, the portal has opened, but Zuidrisz'Oth has hewn granite. Ceilings are eight feet high.
not stepped through. Whether the ritual malfunctioned, the Doors. Doors throughout the tomb are carved from single
thick slabs of granite and are decorated with bas-reliefs

2
depicting otherworldly horrors. They are heavy but equidistant columns that span the length of the chamber.
unlocked, and swing outward on their hinges. A pair of double doors exit to the south.
Light. Torches in wall-mounted sconces throughout the
tomb have not been lit for centuries; the tomb's interior is The statue in the middle of the room depicts Gholis, the
shrouded in darkness. founder and leader of the Oracles of Renewal. Together,
Secret Doors. Secret doors are scattered throughout the tomb. the eight stone tablets around the room tell the story of the
They are expertly constructed, requiring a successful DC 16 cult and its plans for the future. Characters who spend time
Wisdom (Perception) check to notice. reading the tablets learn the following information:
Eldritch Mist. A portal to the Far Realm leaks eldritch
energy into the tomb. As a result, a light gray eldritch mist • An Old One known as Zuidrisz'Oth was banished from the
permeates the tomb's interior. To determine the effects Material Plane after the beginning of the world.
of the mist on the characters, each time a character enters • Ancient prophecy foretold the rise of the Oracles of
a room, roll a d20. On a roll of 3 or lower, the character Renewal and their role in returning Zuidrisz'Oth to the
suffers one random effect determined by the Short Term Material Plane.
Madness table. • Zuidrisz'Oth spoke to the priest Gholis, who founded the
Eldritch Duergar. This adventure makes frequent reference Oracles and grew the following.
to eldritch duergar, which are duergar that have descended • The Oracles would conduct a ritual that would ensure
into madness and have become gradually warped by the Zuidrisz'Oth's return one thousand years after it was
eldritch mists that fill the tomb. Eldritch duergar have completed.
pale white skin and their forms are partially mutated • The Oracles were to capture an aboleth and bind it within
into tentacled aberrations. Eldritch duergar use duergar the tomb to use its energies to power an interplanar portal.
statistics, with the following modifications: • All cult members were to then sacrifice themselves in a
grand ritual for the return of Zuidrisz'Oth.
• They have AC 18 • If the ritual was completed on the date suggested by the
• They have 35 hit points tablets, almost exactly one thousand years have passed
• They can cast eldritch blast (+7 to hit) as a bonus action since.
• They can innately cast black tentacles (DC 13) once per
day, requiring no components
2. Antechamber
The thick stone door to the Tomb of the Forgotten Aberrant
An empty brazier stands in the middle of this small
was previously buried within a hillside and recently antechamber. Four supporting pillars that surround
uncovered by a landslide. The door opens into a fifty-foot- the brazier are carved with depictions of eldritch
long tunnel that ends at the doors to the tomb's entrance monstrosities. Corridors extend to the north,
chamber, which have been cracked open. The following west, and south.
areas are keyed to the provided map of the Tomb of the
Forgotten Aberrant.
The brazier has remained unlit for centuries. There is
nothing of value in this room.
1. Entrance Chamber
A stone statue over twelve feet in height stands on a 3. Audience Chamber
raised dais in the middle of this chamber. The statue
depicts a human male in religious finery, one arm Thick webs fill this spacious chamber, obscuring the
outstretched, eyes looking forward over the horizon. ceiling and walls and making it difficult to discern the
Inscribed stone tablets are arranged in front of eight room's true dimensions. A humanoid figure near the
south wall looks to have been completely mummified

3
Tomb of the Forgotten Aberrant

4
in webbing. In the center of the room is a square pit become animated by the eldritch mists and rise to attack
approximately two feet deep that has been filled with the characters. There are a total of nineteen occupied
dozens of fist-sized eggs. To the north and south are two- sarcophagi throughout the corridors; out all sarcophagi step
foot-tall raised platforms of stone that span the length of a cumulative nineteen skeletons that pursue the characters,
the room. In the northeast corner of the room, a section fighting until they are destroyed.
of the tomb's wall has collapsed, revealing a dark tunnel
into the earth beyond.
5. South Crypt
This room served as an audience chamber. Speakers would Shelves along the east and west walls of this chamber
stand in the shallow pit and address audience members hold sarcophagi as well as canopic jars. Two statues are
sitting on the platforms beyond. mounted on the south wall adjacent to a pair of double
doors. The statues depict snarling, monstrous faces.
Treasure: Mummified Duergar. A duergar, part of the same
faction that became enslaved by the aboleth within the tomb, Like the crypts within the tomb, none of the sarcophagi in
wandered into this chamber and was killed by the spiders, this room contain any valuables. The canopic jars are filled
who are preparing to eat his corpse. On the corpse, in with cremated remains. A casting of detect magic reveals an
addition to a set of mundane weapons and armor, is a lantern aura of illusion magic emanating from each of the statues
of revealing. on the south wall. Each statue is enchanted with a magic
mouth spell. When a creature steps within five feet of the
Encounter: Giant Spiders. This room has been overtaken by south doors, the west statue bellows loudly: "Go forth, with
spiders who are using it as a breeding ground. Moments after the blessing of the old ones!" When a creature touches the
any characters enter this room, five giant spiders and one south doors, the west statue speaks in a quieter tone, saying,
eldritch spider emerge from thick webbing and attack the "Thank you for your contributions." Once the statues speak,
characters to protect their nest. While in this chamber, the they do not speak again for a period of ten minutes. The
spiders fight to the death. If the characters flee the chamber, statues were enchanted by the cult to welcome cultists into
the spiders pursue to the nearest adjacent chamber before the sacrifice chamber (area 6) beyond.
returning to their nest. An eldritch spider uses giant spider
statistics, with the following modifications:
6. Sacrifice Chamber
• It has 50 hit points
Just beyond the door to this spacious chamber is a
• Its AC is 17 bare stone altar atop a raised dais. At the far end of the
• It can cast eldritch blast (+7 to hit) as a bonus action each chamber, clusters of statues that depict withered and
round emaciated humanoids flank a central stone figure with a
crooked back and a crown of thorns, that leans forward
4. Storage Chamber with a single arm outstretched, palm facing upward.

This narrow chamber is bare, save for a few empty urns The withered statues are not statutes at all, but the petrified
and some scattered webbing.
remains of the cultists who participated in the sacrifice ritual.
As a result of the eldritch magic, their bodies began to dry
This room was originally used for storage. It was cleared out out and decompose at a rapid pace over the course of seconds
shortly before the cult's sacrifice ritual. before hardening permanently into stone. A casting of detect
magic reveals an aura of conjuration magic emanating from
Secret Door. A secret door in the west wall of this room opens the central statue.
into a connecting hallway beyond.
Hazard: Cursed Statue. The eldritch magic of the sacrifice
5. Crypt Corridors ritual has seeped into this statue, cursing it. Creatures within
30 feet of the statue must make a successful DC 18 Wisdom
Sarcophagi are set into alcoves along the walls of these saving throw or be afflicted with a strong sense of general
corridors. Corner recesses hold stone statues depicting anxiety that persists for as long as they remain within 30
humanoid figures, some of which have toppled to the ground feet of the statue and for as long as five minutes after they
and fractured into multiple pieces. The statues depict former leave its range of influence. Any creatures that come within
members of the cult that were prestigious enough to be 10 feet of the statue must make a DC 20 Wisdom saving
memorialized in death. Though some sarcophagi are empty, throw or take 20 (4d10) psychic damage and be afflicted with
the majority contain the remains of deceased cult members disorienting visions of the sacrifice ritual — dozens of robed
interred in the tomb. None of the cult members were buried figures screaming out in agony as their forms rapidly become
with any valuables. withered and solidified. A creature must repeat this saving
throw or suffer the same effects upon failure every round
Encounter: Eldritch Remains. If any of the sarcophagi they remain within 10 feet of the statue.
within these corridors are disturbed, the remains inside

5
7. Connecting Hallway 9. Crystal Storage
A crumpled humanoid figure lies sprawled in the middle Large purple crystals are placed on stone tables in this
of this hallway. Bas-reliefs along the walls depict small chamber.
various scenes of nonsensical, otherworldly landscapes.
A secret door in the north wall is open, leading to a
corridor beyond. A character who makes a DC 10 Wisdom (Nature) check
can identify the crystals as amethyst. The cult stored crystals
here before they had been infused with the aboleth's power
The crumpled figure in the hallway is a duergar, the first through the pools of water.
and only member of his group to perish to the effects of
the eldritch mist within the tomb. A dagger is lodged in his Treasure: Crystals. There are four crystals in this room. Each
skull. The duergar was compelled to stab himself after the is worth 50 gp.
turmoil in his own mind quickly became too much to bear. A
character who makes a successful DC 14 Wisdom (Medicine)
check can determine that the duergar's fatal wound was
10. Portal Chamber
self-inflicted. A stone portal, its center a nexus of shimmering purple
light, stands on a raised dais at the west end of this
Treasure: Duergar Corpse. On the duergar's person, in spacious chamber. Arranged at four points along the walls
addition to his mundane weapons and armor, is a coin pouch of the room are four bronze canisters, each holding a
filled with 75 gp as well as two emeralds worth 25 gp each. glowing purple crystal.

Secret Doors. Secret doors in the north and south walls lead
After one thousand years, the portal has opened. A character
to the tomb's ritual chamber and crystal storage chamber,
who steps through it finds themselves in the Far Realm, an
respectively.
inhospitable place for mortals, the details of which are left to
GM discretion. Removing any of the four crystals from their
canisters immediately deactivates the portal.
8. Ritual Room
The doors to this room are open. Hazard: The Portal. Though stepping through the portal
and into the Far Realm poses may pose serious danger,
even approaching the portal is difficult due to the eldritch
Stairs descend from a balcony that overlooks a lower energies that seep through it. For every round a creature
chamber within this room, at the center of which is an
spends within 10 feet of the portal, they must make a DC 16
altar atop a multi-leveled raised dais that has been locked
in place by three sets of chains mounted to anchor points Wisdom saving throw, taking 15 (3d10) psychic damage on a
in the floor nearby. failed save, or half that amount upon a successful one.

This chamber was intended to be used by Zuidrisz'Oth and


the cult after their return. The altar and the chains that bind
it are not currently imbued with any magic.

Encounter: Ashorvi, Wandering Chuul. Three chuul that


share a single personality and refer to themselves as
Ashorvi have wandered through the portal and into
this chamber, attempting to learn about the mysterious
portal that opened in their native Far Realm and where
it led. Because they are curious, they do not attack the
characters immediately and will ask the party questions
about the cult and the tomb if given the opportunity.
Ashorvi can communicate telepathically in all languages.
If the characters ask Ashorvi about Zuidrisz'Oth, the chuul
can explain that no ritual would be powerful enough to ever
awaken the Slumbering One. Ashorvi can further explain
that neither the party members nor their kind can ever
comprehend what they've trifled with. Ashorvi eventually
attacks, fighting until destroyed.

6
an aura of conjuration magic emanating from each crystal.
11. Endless Stair The water acts as a conduit for the crystals to absorb the
aboleth's psionic energy. Once the crystals become saturated,
A circular stone staircase winds downward, its
they are taken by the cult and used to power the portal.
destination obscured by thick mist.
Though the portal was thought to have been successfully
implemented by the cult as a result of their sacrifice, they
This staircase descends to a lower chamber that served as a kept the aboleth imprisoned so that they could make use of it
divination room for the cult. again if necessary upon their return alongside Zuidrisz'Oth.
The pool of water that holds Kthorro is ten feet deep. A
Hazard: Endless Stair. The eldritch mist that has coalesced thick steel collar around the aboleth connects to four chains
in this staircase prevents any creature from ever reaching that are anchored to the walls of the pool. The chains
the bottom. A creature that attempts to descend more are magically reinforced and can only be broken after a
than three steps down the staircase must make a successful successful casting of dispel magic (DC 20).
DC 16 Wisdom saving throw or take 20 (4d10) psychic
damage. Regardless of whether or not this saving throw was Encounter: Kthorro and the Duergar Slaves. The humanoids
successful, any creature that continues down the staircase in this room are four eldritch duergar that wandered into
will never reach the bottom, as the steps appear to continue this chamber and became enslaved by Kthorro the aboleth.
infinitely. Regardless of how long a creature has been As a result of his imprisonment and the eldritch mists,
descending the staircase, as soon as the creature decides to Kthorro himself has descended into madness as the duergar
return to the top landing, they reach the top after just a few have. Kthorro has instructed them to work ceaselessly at
ascending steps. attempting to break the chains that bind him and is not of
the right presence of mind to realize that this is an impossible
12. Rock Cavern task. The eldritch duergar attack the characters immediately
and fight until they are destroyed. Though Kthorro is
Characters can hear the sounds of metal clanging restrained, he uses his Enslave ability as possible as well as
against stone as they near this chamber. When they his Tentacle attack if any characters approach the pool. Any
enter, read aloud: characters enslaved by Kthorro will be used to slay any other
characters as necessary before being put to work breaking
This large, dank chamber looks to have been roughly the chains that bind the aboleth.
carved out of the surrounding rock. A few mining tools
are scattered throughout.

Encounter: Eldritch Duergar. Four eldritch duergar are in


this chamber, mindlessly striking away at the surrounding
rock, failing to comprehend the tunnel they dug into the
tomb and nonsensically attempting to dig their way back
out. Every so often, the duergar shuffle positions and begin
working away at a new section of rock, preventing them
from making any meaningful progress. If they notice the
characters, the duergar attack immediately and fight until
they are destroyed.

13. Aboleth Chamber


Characters can hear the clanging sounds of metal-on-metal
as they near this chamber. When they enter, read aloud:

A circular pool of churning water is set into a raised dais


in the center of this chamber. Six other basins of water
are arranged equidistantly against the walls of the room.
Several stout, slimy, pale-skinned humanoids hover near
the pool, hammering away at a set of chains partially
submerged in the water.

An aboleth named Kthorro was imprisoned by the cult in


this chamber so that the cult could use its ambient psionic
energy to facilitate their portal. A character who investigates
the basins along the walls will find several pink crystals
submerged within each one. A casting of detect magic reveals

7
damage by 1d10 for each lever pulled. Once a lever has been
14. Storage pulled, pulling it again does not change the speed of the
blades and columns.
The walls and shelves of this storage room are bare save
for a few empty crates and other containers.
17. Treasury
This room once held food provisions while the cult actively
maintained the tomb. All of the food was eaten during a final The double doors to this treasury are protected by a glyph of
celebratory feast in advance of the sacrifice ritual. Spare oil, warding spell that can be identified with a DC 20 Wisdom
torches, brooms, and other general supplies can be found (Perception) check or a casting of detect magic. A creature
throughout the room. that touches the doors activates the glyph. Any creatures
within a 20-foot-radius sphere centered on the glyph must
make a DC 17 Dexterity saving throw, taking 24 (6d8)
15. Throne Room lightning damage on a failed save, or half as much damage on
An ornate stone throne sits atop a raised dais at the far a successful one.
end of this expansive throne room. Behind the throne
hangs a banner depicting an eye within a sun. The walls Treasure is scattered throughout this room, in various
of the room are lined with smaller thrones designated piles on the floor and shelves. In the center of the room
for court members. A few stone pews line the middle of on a raised dais is an iron-bound chest that glows softly
the chamber. with blue light.

There is nothing of value in this room. The cult held The cult kept all of their wealth here to eventually be
important meetings in this chamber, which were presided collected upon their return alongside Zuidrisz'Oth.
over by High Priest Gholis.
Treasure: Hoard of the Oracles. To determine the contents
Secret Doors. Concealed by the banner hanging behind the of the treasury, roll twice on the CR 5-10 hoard table
throne is a secret door that leads to the tomb's treasury. within the DMG.
Another secret door in the north wall opens into a hallway
that connects to the crypt corridors. Treasure: Central Chest. A casting of detect magic reveals
an aura of abjuration magic emanating from the central
16. Blade Hallway chest. The chest is sealed shut by a powerful ritual spell that
ensures that it cannot be opened while the aboleth within
Rows of scything blades swing back and forth across this the tomb remains alive. While the aboleth remains alive, the
corridor, obstructing the path toward a pair of double chest cannot be opened by any means except for a casting of
doors beyond. Platforms to the north and south of the
dispel magic (DC 22), and any creature that comes within 5
room are separated from the central corridor by ten-foot-
wide gaps filled by spiked wooden columns that spin at a
feet of the chest must make a DC 20 Wisdom saving throw
rapid pace, threatening to shred anything that falls within or take 10 (2d10) psychic damage. This saving throw must be
the gaps. On the north and south platforms are two repeated every round that a character remains within 5 feet
sets of levers. of the chest. If the aboleth is dead, the magic fades, and its
lock can be opened with a successful DC 18 Dexterity check
using thieves' tools or a DC 22 Strength check. Inside the
The scything blades and the spiked columns are not
chest is a crystal ball of true seeing and an ioun stone of intellect.
propelled mechanically, but rather by magic. A casting of
detect magic reveals an aura of enchantment magic emanating
from the blades, the spiked columns, and the levers on the Aftermath
north and south platforms. The set of blades, each spiked It is likely that the party will never come to understand why
column, and each individual lever can each be dispelled by a exactly that Zuidrisz'Oth did not enter through the portal,
casting of dispel magic (DC 15). if the Old One was ever going to in the first place, or even
if they ever were in contact with the Oracles of Renewal
Trap: Blade Hallway. A character attempting to move at all. If the portal remains open, however, it is likely that
through the scything blades, either to the other end of the other Far Realm aberrations like Ashorvi will continue
hallway or across to the north or south platforms, must make to wander through, and the eldritch mist will continue
a successful DC 15 Dexterity saving throw or take 20 (4d10) to spread beyond the tomb. If the portal is deactivated,
slashing damage. A character who fails this save by 5 or however, the mist fades, the threat is neutralized and the
more also gets knocked into the gaps by the blades and takes influence of the Oracles of Renewal will eventually become
another 20 (4d10) piercing damage from the spiked columns. once again forgotten to history. If the portal is closed but
There are four levers in total, two on each of the north and Ashorvi somehow remains alive, the creature will eventually
south platforms. These levers are bait and do not deactivate venture beyond the tomb and begin causing chaos in the
any of the hazards in the room. Instead, the levers accelerate surrounding area.
the speed of the blades and columns, which increases their

8
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Dave Arneson. Tomb of the Forgotten Aberrant Copyright 2022, TavernTales, Tom Cartos. Author: Alexander LeFort
END OF LICENSE

Credits
Written by: Alexander LeFort of TavernTales
Map by: Tom Cartos
Chuul, Aboleth Art: Fat Goblin Games
Other Art: Shutterstock
InDesign Base Template: Nathaniel Roux

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