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The Test of High Sorcery

The Test of High Sorcery is a solo Dragonlance D&D5e adventure designed for arcane spellcasters, allowing players to undertake their Test of High Sorcery either alone or with companions. The adventure features unique trials that challenge a mage's knowledge and abilities, ultimately binding them to the Gods of Magic and determining their fate in the world of Krynn. It includes guidelines for gameplay, character creation, and various narrative choices that impact the story's progression.

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100% found this document useful (1 vote)
1K views154 pages

The Test of High Sorcery

The Test of High Sorcery is a solo Dragonlance D&D5e adventure designed for arcane spellcasters, allowing players to undertake their Test of High Sorcery either alone or with companions. The adventure features unique trials that challenge a mage's knowledge and abilities, ultimately binding them to the Gods of Magic and determining their fate in the world of Krynn. It includes guidelines for gameplay, character creation, and various narrative choices that impact the story's progression.

Uploaded by

ladyindigo
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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THE TEST OF HIGH SORCERY

A solo Dragonlance D&D5e adventure and Dungeon Master companion resource for arcane spellcasters
undertaking their Test of High Sorcery.

Written by Kienna Shaw and Donathin Frye


Cover Art by Nicholas Beecher
Interior Art by Wizards of the Coast, Direquest, John Latta, Dean Spencer, Tzlynart
Layout and Additional Graphic Design by Virginia Page
Additional Design by Donathin Frye
Edited by Edelyn Parker-Frye
Playtested by James Barry, Matt Evans, Lydia Gschosmann, Stephan J. Millar, Bernardo Rodriguez

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, and 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.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright ©2019 by Donathin Frye and Kienna Shaw, and
published under the Community Content Agreement for Dungeon Masters Guild.
©2022 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.
CONTENTS
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Test of High Sorcery. . . . . . . . . . . . . . . . . . . . . . . . 5
How to Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Theater of the Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Destiny Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Playing With Others . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Making It Your Story. . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Welcome to Krynn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Deities of Krynn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
History of Krynn and Sorcery. . . . . . . . . . . . . . . . . . 12

CHAPTER ONE: THE TOWER OF WAYRETH. 18

CHAPTER TWO: HIGH SORCERY . . . . . . . . . . . . . 38

CHAPTER THREE: SOULFORGE. . . . . . . . . . . . . . . 84

CHAPTER FOUR EPILOGUE. . . . . . . . . . . . . . . . . . 128


Giving Up Your Magic. . . . . . . . . . . . . . . . . . . . . . . . 128
Joining an Order. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Destiny Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Traits and Future Adventures. . . . . . . . . . . . . . . . . . 130
A New Community . . . . . . . . . . . . . . . . . . . . . . . . . . 133

APPENDICES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Appendix A: Magic Items . . . . . . . . . . . . . . . . . . . . . 134
Appendix B: Non-Player Characters . . . . . . . . . . . . 136
Appendix C: Sample Characters. . . . . . . . . . . . . . . . 142
• This adventure is designed to be played by
4th level characters before they gain access to
3rd level spells.
• After you deliver a scroll to the mage Wyhan
NTRODUCTION at her apothecary in Kalaman during Chapter
4: Shadow of War, she agrees to sponsor you to
The Test of High Sorcery is a D&D5e adventure that take your Test of High Sorcery before you begin
can be played with or without a Dungeon Master—by working with the Kalaman military. When you
yourself or with companions willing to risk their are ready, she casts teleport to take you outside
lives to help you pass your Test. Players can enjoy Wayreth Forest at the start of this adventure.
the adventure as part of any Dragonlance campaign, The mages there can teleport you back to
including Wizard of the Coast’s Dragonlance: Shadow Kalaman when you finish the adventure.
of the Dragon Queen, or as a thrilling standalone • Par-Salian, the current white-robed leader
experience. Alternatively, elements of this book can of the Mages of High Sorcery, allows you
be used for spare parts by Dungeon Masters looking to take your Test despite the ongoing war.
for scenes, characters, and encounters to include in He believes you might play a vital role in
any sorcerous ordeal. protecting Solamnia.

Dragonlance: Shadow of the Dragon Queen allows • Before you play this adventure, speak with your
aspiring mages to take an abbreviated version of the Dungeon Master. Decide together whether
Test of High Sorcery late in its story. If you play this your character can die during the Test of High
adventure instead to take the full Test at the Tower of Sorcery—and whether any boons or magic items
Wayreth, consider these adjustments and guidelines: you receive return with them to Dragonlance:
Shadow of the Dragon Queen.

4
The Test of High Sorcery • Every Test of High Sorcery presents eight unique
trials the mage must undergo and survive.
The deadly Test of High Sorcery is the most important
event in most mages’ lives, binding them to the Gods • Every Test presents several challenges that
of Magic, who look down upon the world from examine the depth of a mage’s knowledge
Krynn’s three moons. Those who pass the Test join and use of magic.
one of three Orders of High Sorcery: the White • Every Test presents several perils that cannot be
Robes devoted to Solinari, the Red Robes faithful to solved through magic alone, testing the mage’s
Lunitari, or the Black Robes reverent to Nuitari. They other talents and ability to solve problems even
become a family—dysfunctional at times—but united when their magic becomes exhausted.
in purpose to protect and evolve magic in the world • Every Test presents a confrontation
of Krynn. Mages who journey through the Forest of involving a known ally.
Wayreth and reach its Tower of High Sorcery undergo
a perilous series of trials that challenge their skill and • Every Test presents a choice to save someone
resolve. A mage’s soul is forged by the Test of High or something dear to them—or give up
Sorcery, forever changing them. their magic forever.
• Every Test presents a deadly duel against a highly
Many minor magic practitioners never take the Test, dangerous foe that encompasses the mage’s
happy not to risk their lives in pursuit of the higher greatest fears.
mysteries of magic. However, to keep the world safe
from dangerous mages, the Conclave polices the use of
powerful magic: any wizard, warlock, sorcerer, bard, A voice speaks from beyond the veil, filling the dimly lit
or artificer who has not passed their Test and is seen Hall of Mages with an echo of rasping whispers. “Can this
casting a 3rd level or higher spell may be reported young mage truly endure such a dangerous trial? I smell
to the Conclave, branded a rogue mage, hunted, and the fear on her flesh.”
stripped of their magic forever. For this reason, most
Par-Salian nervously twists his wrinkled hands around the
mages who take the Test of High Sorcery are level 3rd haft of a golden half-moon staff. “This is what the Gods
or 4th level characters who have not yet gained access of Magic demand, and who are we to argue? Just two
to more powerful spells. tired old men, really.” The aged wizard leans forward, his
thin frame barely visible beneath his clean white robes.
Your adventure begins with a journey through “Solinari, Lunitari, Nuitari—they require champions of
the arcane to lead this new generation of mages and
the fey-haunted woods of Wayreth Forest in search face the troubles of the world. She has the potential, but
of its Tower of High Sorcery. There you will meet her fire burns wild and bright. She must be challenged
other mages, each with their own ambitions and and shaped so she might find true power and purpose
goals, while you prepare to take your Test. When within herself.”
you finally climb the long stairs to enter the Testing
“And what if she cannot be tempered by our Test? What if
Grounds, know that each mage’s Test is crafted for she burns too bright, Highmage, and grasps beyond her
the individual, drawing on their past, present, and reach?” The raspy, ethereal voice swirls around the white-
potential future. The Test challenges your fears, robed wizard’s ears, almost taunting him.
ambitions, vulnerabilities, and insecurities. The
Test of High Sorcery is rigorous and dangerous; Par-Salian frowns sadly, but his stormy eyes remain
resolved. “Then we will let the wind carry away her ashes.”
failure means death. The ordeal lasts for several days,
allowing mages to rest and study several times.

Though each Test of High Sorcery is unique, every


Test contains similar elements to determine a mage’s
worth and resolve. These shared experiences also
help mages of different Orders and ideologies better
appreciate and understand their kin.

5
THE PERILS WITHIN
How to Play
The Test of High Sorcery is inspired by classic interactive
Your character’s Test will wind through many paths
presented by this adventure. While your choices will fiction series, or gamebooks, that ask you to make
lead you to different challenges, some potential themes choices so that you have a new experience each time
and scenarios you may face include alcohol, the death you play. This adventure lets you roleplay in the
of loved ones, body horror, claustrophobia, drowning, beloved world of Dragonlance and experience its
nightmares, burning and fire, harm to baby creatures,
iconic Test of High Sorcery. The dice and your wits
undead, snakes, bullying, manipulation, force feeding,
and high-risk moral choices. and choices will determine the outcome, and to help
you through the adventure, scenes are annotated so
The Test of High Sorcery seeks to push mages to the that you may keep track of your progress.
limits of their abilities, but that doesn’t mean pushing
past the limits of your comfort as a player. If your
As the adventure progresses, you will come across
choices lead you to a scenario that explores content that
you’re not comfortable with, go off the written path or bolded text that indicates important information
backtrack as necessary. or the need to roll the dice. Sometimes the outcomes
of your choices during the adventure require you to
MAKING NARRATIVE CHOICES note a trait. For example, the adventure may tell you
The adventure is broken up into narrative sections
to note the Mastered Your Fears trait. Keep track
signified with letters and numbers. Your adventure of the traits you have noted, as they will impact what
begins in section A1. When the text tells you to go to a happens as the story progresses.
different section, stop reading and turn to that section
immediately. If you play digitally via the adventure PDF, If you are a beginner to D&D5e or want to jump
you can click on the bolded text to jump to the correct
section. Sometimes the text will only tell you to go to a
into the adventure immediately, there are several
different page if you meet certain criteria. premade sample characters in the back of this book
and attached as an accompanying PDF to help you.
Example 1: If you have fewer than half your maximum
hit points remaining, go to D23. You should play a 4th level character but can play
Example 2: If you noted the Two Weeks From a character of a higher or lower level to adjust the
Retirement trait, go to D26. adventure’s difficulty. Your character may possess an
uncommon magic item. Mages undertaking the Test
During the adventure, you will be asked to make choices must be able to cast spells from the wizard, warlock,
to determine what happens next. Choices are presented sorcerer, bard, or artificer spell lists. Companion
in a specific format, and the text following a choice only
occurs in your story if you choose that path for your characters who help a mage take their Test may
character. For example: choose any class. Wizard of the Coast’s Player’s
Handbook and D&D Beyond are excellent tools for
| If you attempt to smooth talk your way creating a new character. Make special note of feats,
into the tavern by lying or pretending features, items, and spells.
to be someone else, make a DC 16
Charisma (Deception) check. If you At specific moments during the adventure, your
succeed, go to D41. If you fail, the tavern character will receive opportunities to take short or
guard isn’t fooled, and you may try long rests, allowing them to regain their hit points,
something else instead. spell slots, and other resources.

| If you decide to fight your way through Your character can also gain new items, all of which
the guard in broad daylight, go to D43. you can refer to in the Appendices at the back of
this book. Should you survive the Test, you will be
| If you decide to give up and head back to forever changed in some ways based on your choices
the town square, return to D10. and the story’s outcomes—as detailed in Chapter
Four: Epilogue.

6
If you play this adventure alone, during its combat
GOING OFF THE WRITTEN PATH encounters, you will be required to roll initiative,
Of course, the most important part of roleplaying is make decisions, and act for enemy Non-Player
using the power of your imagination! Your character may Characters (NPCs) who are out to harm your
attempt to handle situations in ways that do not appear character. To have the most fun, attempt to get into
as options. If they do, consider the difficulty of what you the mindset of the enemies and imagine what they
want to attempt, select one of your character’s skills that
might do or say in reaction to your character. Try as
you believe applicable, and roll the dice to determine the
outcome. If you cast a spell to solve a problem in a clever hard as you can to root for the bad guys on their
way that the adventure does not account for, either treat turns as much as you do for your character on
the outcome as a success or make an Arcana check to your turn. Your character’s journey to the end of the
determine whether or not you succeed. Use your best adventure will be all the more fun and meaningful
judgment to select a path forward that most closely
for their struggles, narrow escapes, and the moments
resembles your character’s actions, and then reimagine
what follows slightly to fit the story in your head. where they overcame great adversity.

Consult the following table to determine appropriate


difficulties for ability checks in this adventure. If another
character uses the Help action to aid your check,
increase the difficulty by 3—the Test of High Sorcery’s
challenges increase when you bring companions rather
than face it alone.

Difficulty Check (DC) Difficulty


Very Easy 7
Easy 10
Average 13
Hard 16
Very Hard 19
Improbable 22

Theater of the Mind


Unlike many D&D adventures, The Test of High Sorcery
does not use combat encounter maps, tokens, or
miniatures. Instead, it asks you to play the adventure
in your head cinematically, using your imagination to
paint the scene and determine variables like distance
and cover. If you prefer to use maps and tokens, you
may find it helpful to draw out grid maps to keep track
of combat, with each square on the grid representing 5
feet of movement.

Each combat encounter in the adventure provides


guidelines on the environment that make the
scene more dynamic, including a description of an
enemy’s weakness which a clever mage might exploit.
Encounters also offer enemy tactics to help you
make decisions for foes.

7
Destiny Points Conclave makes the Test far more difficult for those
who dare not face its challenges alone. The following
Every adventurer has a destiny and begins this rule changes apply for a multi-character adventuring
adventure with 5 Destiny points. Destiny points party playing this adventure:
represent the twists and turns of fate that allow
adventurers to be heroic—or to escape danger by the • No matter how many characters are in the
skin of their teeth. During this adventure, you can adventuring party, they all share the same pool
choose to spend a Destiny point and receive one of the of 5 Destiny points.
following benefits:
• If there are two characters in the party, double
• When you fail an attack, ability check, or saving the hit points of each enemy they encounter.
throw—succeed instead. • If there are three or more characters in the
• When you hit with an attack, treat it as a Critical party, also double the amount of damage dealt
Hit. Roll all of the attack’s damage dice twice by enemy attacks and abilities.
and add them together. Then add any relevant • When a character uses the Help action
modifiers as normal. to aid another in making an ability check,
• When you are reduced to 0 hit points, increase the DC by 3.
immediately regain 10 (3d6) hit points. • When the adventure requires an ability check
or saving throw, either a DM or the group as a
Spend your Destiny points wisely, as they may be whole must use the context of the story to decide
the only thing that can save your life in a challenging whether one or more characters should roll and
encounter. The number of Destiny points you have experience any consequences—such as taking
at the end of the adventure determines how well you damage or suffering an effect.
performed on the Test of High Sorcery and what • If you’re not playing with a DM, during each
lasting impacts the harrowing ordeal might have on round of a combat encounter, rotate which
your character, as they are forever changed by the player also gets to control enemy actions on their
crucible of magic. turn. Players roleplaying enemies and monsters
are highly encouraged to narrate how the
Playing With Others enemies act and what they do cinematically.

You can choose to play The Test of High Sorcery with


friends, in which case you should all create 4th level
characters to form an adventuring party. Whether
playing in person or online, you may wish to read the
story out loud, or you might read each section quietly
on your own. When you have to make a choice or
decide which character will make an ability check, you
can confer as a group or take turns making decisions.

If you play The Test of High Sorcery with one person


acting as the Dungeon Master (DM), they can
guide the story as they would a traditional adventure
module—or even borrow individual Test challenges
and encounters to craft their own version of the Test.

Only one mage can take their Test of High Sorcery at


a time, and other characters accompanying them act
as companions to help them survive. However, the

8
Making It Your Story
The Test of High Sorcery is an immersive adventure
that you can make even more personal by keeping a
journal of your character’s experiences as you progress.
If you do, consider what your character thinks about
the people and creatures they meet. Fill in details
about characters from their past that appear in the
adventure—such as the ghosts of dead loved ones or
childhood bullies. You might write a journal entry
in your character’s voice after each of the following
portions of the adventure:

• The journey through Wayreth Forest and arrival


to the Tower of Wayreth’s guest chambers
• Your time alone in the private chamber and
interview with the Mages of High Sorcery
• Each individual Test of High Sorcery
and each long rest
• An overall reflection when you finish your Test
of High Sorcery
• A final entry from beyond the grave, should you
perish during one of your trials

Should you run out of Destiny points, your character


can die during their Test. Of course, this is your story,
and you may choose to continue playing if you wish.
Or, should you die, you might create a new character
with a different life story and motives, equally driven
to pass the Conclave’s deadly challenge.

9
• Dragonlance Campaign Setting (3.5E) by
Wizards of the Coast
• The Dragonlance Chronicles novel series by
ELCOME Margaret Weis and Tracy Hickman
TO KRYNN • The Dragonlance Legends novel series by Margaret
Krynn is a world scarred by ongoing wars between Weis and Tracy Hickman
good and evil gods. Rarely do the gods enter into • The Lost Chronicles novel series by Margaret Weis
battle themselves. Instead, they play a cosmic chess and Tracy Hickman
game with the lives of mortals and dragons. Great
The following offers an introduction to Dragonlance,
Cataclysms reshape the world, and entire nations
its most important gods, events, people, and themes.
vanish into the dust of history. Knights of Solamnia
While you do not need to read these sections, they
ride out to quest for honor and defend against the dark
may help inspire ideas for your character.
armies of the Dragon Queen Takhisis while wizards
explore the mysteries of magic under the constant
observation of the three moons. Deities of Krynn
Krynn is a dark fantasy setting—its denizens often While mortals worship many deities in the Krynn
experience heartbreaking loss in the face of impossible pantheon, some gods play a larger role in the study of
odds. Yet there is always hope in the world, and even arcane magic and the major wars that have ravished
many of its villains are not beyond redemption. In the world. The following sections detail the gods most
Dragonlance, ordinary everyday people who fight to likely to impact the lives of young mages taking their
defend their homes and loved ones go on fantastic Test. In particular, the three Gods of Magic influence
adventures and rise to become heroes. the Mages of High Sorcery—the moons that represent
those gods affect the arcane power of their followers’
Hundreds of fantasy novels and game supplements magic as they move from high conjunction to low
have been released to expand on the Dragonlance conjunction in their lunar cycles.
setting over the past few decades. However, you do
not need to read any of them to enjoy The Test of SOLINARI
High Sorcery as a standalone adventure. The Tower of Solinari is often called the Mighty Hand, the Ivory
Wayreth and its Test could easily exist in any fantasy Disk, and God’s Eye. He is the god of good magic and
setting that features a mysterious and exclusive mage is known to be patient, often preferring to let matters
conclave with only a little reimagining. sort themselves out over time rather than directly
intervene and possibly throw off the balance between
While all the information needed to play this good and evil in the world. Solinari is the son of
adventure is contained within this book, you may Paladine and Mishakal, and a brother to Kiri-Jolith
wish to learn more. Dragonlance has captured the and Habbakuk. He works most closely with Lunitari
imaginations of millions and inspired generations and Nuitari, the other gods of magic, to promote the
of writers and creators. If you wish to delve deeper use of magic on Krynn.
into the setting, recommended reading includes
the online resource Dragonlance Nexus and the Solinari is the patron of the Order of White Robes,
following Dungeons & Dragons game supplements and mages who use their magic compassionately to protect
fantasy novels: others and prevent terrible events from coming to
pass. He imparts upon his followers the belief that
• Dragonlance: Shadow of the Dragon Queen (5E) by magic should be used to help everyone in the world.
Wizards of the Coast When good mages die, he guides their souls to the
• Towers of High Sorcery (3.5E) by Beyond. He is often said to dwell on the silvery moon
Wizards of the Coast Solinari, which has the slowest lunar cycle of the three
moons of Krynn.

10
LUNITARI TAKHISIS
Lunitari is also known as the Veiled Maiden, Maid of Takhisis has gone by many names, including the
Illusion, and the Night Candle. She is the god of magic Queen of Darkness, the Temptress, the Dark Warrior,
used for neutrality or to maintain the balance between and, on other worlds, Tiamat. She is the goddess of
good and evil. Lunitari has a reputation as a trickster evil and control. Takhisis has been responsible for
god who creates illusions and plays pranks on mortals many of the worst calamities to befall Krynn and
to entertain herself. She is the daughter of Gilean and created the evil blue, black, white, red, and green
a companion of Solinari and Lunitari. She also is dear dragons around the dawn of time. Sister to Paladine
friends with Reorx, who sometimes helps her forge and Gilean, she is one of the three deities summoned
magical artifacts. by the High God to create the world. As the leader of
most of the evil gods, she consorted with Sargonnas to
Lunitari is the patron of the Order of Red Robes, to give birth to Zeboim and Nuitari.
which many mages who survive their Test belong.
Beyond preserving the balance between good and Takhisis desires nothing more than to bring all
evil magic, Lunitari encourages her followers to souls under her control and dominate the world.
embrace freedom, adventurous curiosity, and unravel She inspires her followers through a mix of fear,
the mysteries of the arcane. She lives upon the red seduction, and temptation. Takhisis teaches them that
moon, Lunitari, which has a slightly faster lunar the strongest should always lead those weaker than
cycle than Solinari. them. Most often worshipped by dragons, draconians,
bakali, and evil members of other races, some non-evil
NUITARI people also worship Takhisis out of fear or due to her
religion’s belief in achieving total order in the world.
Some know Nuitari better as the Devouring Dark,
She is represented in the stars by the constellation
Nightreaver, and Ungod. Sometimes depicted as a
known as the Many-Headed Dragon.
beautiful high ogre, he is the god of evil magic used to
obtain power, wealth, and revenge. Despite being the
son of Takhisis and Sargonnas, and twin of Zeboim,
he largely detests the other evil gods for daring to
twist magic and manipulate mages for personal gain.
He often represents ambition and has proven to care
greatly for the mages who follow his path.

Nuitari is the patron of the Order of Black Robes,


whose members have included such powerful and
world-changing mages as Fistandantilus and Raistlin
Majere at times in their lives. Nuitari whispers to his
followers, urging them to work within the laws of
High Sorcery as he does, but only as a means to accrue
more power and influence. His domain is the black
moon, Nuitari, which has a much faster lunar cycle
than the other moons. The black moon can only be
seen in the night sky by Black Robe mages and others
who worship Nuitari—to them alone, the moon is far
brighter than the silver and red moons.

11
PALADINE scholars also believe that the High God gifted Gilean
the Tobril, which contains the original plan for the
Paladine, known as Bahamut on other worlds, is also
future of Krynn.
called the Platinum Dragon by many on Krynn. He
is the leader of the good gods and was one of the first
the High God summoned to create the world. He OTHER GODS
represents divine magic, the soul’s desire for greatness, Other Gods of Good in the pantheon include:
leadership through setting a good example, and • Mishakal, god of healing
redemption. Paladine is the husband of Mishakal and
• Branchala, god of music
father to Solinari, Habbakuk, and Kiri-Jolith. Though
he is an enemy to all the evil gods, his greatest foe is • Habbakuk, god of beasts and the sea
his sister Takhisis. Paladine has opposed her many • Kiri-Jolith, god of honor and war
attempts to conquer the world.
• Majere, god of meditation and order
Paladine rarely turns his back on evil people and
encourages his followers always to help those who Other Gods of Balance in the pantheon include:
have fallen into darkness find their way back to the • Chislev, goddess of nature
light. For much of history, he was the patron deity of
• Reorx, god of crafting
paladins, the Knights of Solamnia, and the Knights
of the Rose in particular. Many elves revere Paladine • Shinare, goddess of wealth and trade
as the highest of their pantheon, calling him E’li. Of • Sirrion, god of fire and change
all the gods, Paladine most often walks amongst the
mortal world in disguise to help others find the light • Zivilyn, god of wisdom
without influencing them with his divine majesty.
Some of his many guises include the helpful dwarven Other Gods of Evil in the pantheon include:
merchant Albin Shortlocke Hammerfist, the befuddled • Sargonnas, god of vengeance and fire
wizard Fizban the Fabulous, and the wise elf Valthonis. • Chemosh, god of the undead

GILEAN • Hiddukel, god of lies and greed

Gilean is sometimes called the Book, the Sage, or the • Morgion, god of disease and secrets
Gray Voyager. As the leader of the gods of balance, • Zeboim, goddess of storms and the sea
he represents knowledge and free will. He often
acts as the mediator between the good and evil gods,
siding with whichever faction threatens to upend the History of Krynn and Sorcery
balance between the two. Gilean prefers to remain
The Orders of High Sorcery were first founded around
an observer when possible, often seeming to mortals
the year 2638 Pre-Cataclysm (PC), during the Age of
and the other gods to appear cold and uncaring. Like
Dreams, and significantly influenced events across
Paladine and Takhisis, Gilean was summoned by
the world for at least three thousand years thereafter.
the High God to create the world. His only child is
In time, the Order built five Towers of High Sorcery.
Lunitari, and historians claim she sprung from his
The Tower of Wayreth—the first tower—was the only
mind fully formed.
one to survive the many trials of history and remained
the most common location for aspiring mages to
Gilean is the patron deity of scribes, librarians,
take their Test.
historians, and scholars. His followers may never
destroy a book, no matter the contents. One myth
You can play the Test of High Sorcery adventure
claims that a mortal scribe will be plucked from the
during many different points in history, though the
River of Time to become Gilean—many believe
surrounding sociopolitical and worldly circumstances
the immortal scholar Astinus of Palanthas, who
affecting your character might vary. The adventure
records all history, will fulfill this prophecy. Many

12
does not assume any given time period, so you can THE AGE OF STARBIRTH
choose for yourself. The following sections provide an
The first age of Krynn predates recorded history
overview of the world’s history and its impacts on the
and the rise of most sentient races. The era began
Orders of High Sorcery.
with the mysterious High God summoning other
gods—Paladine, Gilean, and Takhisis—to call forth
ANSALON AND OTHER REGIONS a pantheon of other companion deities to aid them.
This adventure centers around the Tests of High Together, the pantheon created the world of Krynn
Sorcery, so the following historical accounts focus alongside the High God. Once they finished their
on the continent of Ansalon in Krynn’s southern work, the High God withdrew from the world, leaving
hemisphere, where many of the most famous world it to the pantheon to populate and decide its fate.
events take place. The continent is notably home to
the Towers of High Sorcery. Treachery followed shortly thereafter. Takhisis
corrupted the gods’ first dragons to reflect her image,
Ansalon was once mostly one large landmass until the creating red, blue, black, green, and white dragons.
Cataclysm struck, causing catastrophic changes to land Paladine and Reorx responded to Takhisis’s betrayal
and sea. During the Chaos War, the Second Cataclysm by crafting monuments to the first dragons, then gave
further transformed the continent’s geography. the monuments life, creating the first gold, silver,
Regardless of the era, the continent’s ecosystems are copper, bronze, and brass dragons. The All-Dragons
incredibly varied—it contains vast forests, high seas War followed, resulting in the gods withdrawing
dotted with islands, great plains, desolate wastes, from the world before the conflict left Krynn
blistering deserts, humid jungles, snow-capped a ruined world.
mountains, freezing tundra, volcanos, and more.
Beyond being the dwelling place for many chromatic
and metallic dragons, Ansalon was also home to many
diverse nations and tribes of men, elves, goblins,
hobgoblins, ogres, trolls, dwarves, kender, minotaurs,
gnomes, bakali, draconians, and other races. Ansalon’s
history has seen the rise and fall of great empires,
magnificent cities, and the Towers of High Sorcery.

You can choose to play a character from another part


of the world who has traveled to Ansalon in pursuit of
greater arcane knowledge. You might play a character
from the nature-loving underwater kingdom of
Watermere, the far-off minotaur-ruled continent of
Taladas, the subterranean realm of Chorane beneath
the glaciers of the south pole, or one of the mysterious
Dragon Isles hidden amongst stormy seas. You might
even choose to play a character from another world
looking to further their mastery of magic—the planet
Krynn exists in the Krynnspace system and is
accessible by planar travel or spelljammer vessels.

13
THE AGE OF DREAMS Ansalon, leading to the accidental return of dragons.
The First and Second Dragon Wars nearly destroyed
The most prolonged period of history, this age is often
much of the world but were ended when three mages
split into three eras: the Foundation (9,000 – 5,000
who had mastered the art of wild magic commanded
PC), the Time of Light (5,000 – 2,000 PC), and the
the earth to swallow the dragons. Their mighty
Time of Knights (2,000 PC – 960 PC).
spells stopped the dragons but caused thousands of
innocent lives to be lost when the wild magic proved
The Foundation saw the beginnings of the first
uncontrollable.
civilizations of beautiful but cruel ogres, elves, and
humans. Ogres were the most powerful of the
In response to the arcane tragedy, the three gods of
civilizations until a compassionate ogre named Igraine
magic summoned the three wild mages to their citadel
renounced their peoples’ cruelty and renamed their
and taught them the art of controlling their magic so
followers the Irda. The Irda sailed away to a far-off
they could return to the world and instruct others.
island, and the remaining ogres grew brutal and ugly.
Thus the three mages—Corenthas the White, Eriane
Eventually, the humans revolted against the ogres
the Red, and Shaud the Black—created the Orders
and began to build new civilizations alongside the
of High Sorcery and built the Tower of Wayreth in
Silvanesti and Kagonesti elves.
a secret fey forest. They designed the first Tests of
High Sorcery, and as more mages flocked to join their
The Time of Light saw great growth and
Orders, the study of magic began to spread across
tremendous change across the world. Reorx created
the continent. While the first great human empire
gnomes, and a too-curious gnome stole a dangerous
of Ergoth began conquering much of the continent
living artifact known as the Graygem from the moon
and building great cities, the Orders built four more
Lunitari. The Graygem escaped and spread wild magic
Towers of High Sorcery in the cities of Daltigoth,
across Krynn, transforming animals, plants, and
Losarcum, Istar, and Palanthas. Powerful mages who
peoples. The Graygem’s magic resulted in the creation
refused to join the Orders were branded dangerous
of many new races, including kender and dwarves.
rogue mages and hunted, to either be stripped of their
New nations rose and spread across the continent of
magic forever or executed.

14
During the Time of Knights, Ergoth’s emperors zeal by creating the Proclamation of Manifest Virtue,
grew ever more brutal and lustful for power until which lists actions considered evil enough to warrant
one of the empire’s heroes, Vinas Solamnus, turned execution. Over time, the Proclamation’s list of evils
against his realm and began the Rose Rebellion. grew—certain races were considered evil and hunted.
Vinas’s rebellion rallied a massive army that won many Istar began employing mind readers so that even
victories, forcing the emperor to grant independence having evil thoughts became a crime. During this time,
to many of his previous subjects. So the nation of the gods stripped many clerics of their divine magic
Solamnia was founded, and Vinas formed an order and tried to sway the Kingpriests to turn away from
of knights dedicated to doing good in the world. The their tyrannical zealotry.
Knights of Solamnia would become one of the most
important factions moving forward, its ranks filled Kingpriest Beldinas, the last in his line and an
with legendary heroes and tragic villains. immensely powerful cleric, declared war on the
Towers of High Sorcery in 19 PC. He claimed arcane
As the Empire of Ergoth’s strength waned, other magic itself was an act of evil. During the war, the
nations grew, including Istar and Sancrist. At the Towers of High Sorcery in Daltigoth and Losarcum
same time, the Silvanesti elves grew ever more were destroyed. The Towers in Istar and Palanthas
removed from the world and its people. When the became abandoned, and the Mages of High Sorcery
Dark Goddess Takhisis resurfaced to unleash dragons surrendered by agreeing to exile themselves to the
upon the world, the Third Dragon War threatened to Tower of Wayreth. Mages seemed to disappear from
destroy thousands of years of civilization. The Mages the rest of the world, like the elves before them.
of High Sorcery created mighty artifacts known as
Dragon Orbs to defend their towers. But it was a
Knight of Solamnia named Huma Dragonbane—and
his beloved dragon companion Heart—who defeated
the avatar of Takhisis in battle by impaling her with
the first magical Dragonlance ever forged. Huma and
Heart both sacrificed their lives to save the world,
bringing an end to the Age of Dreams.

THE AGE OF MIGHT


The Age of Might lasted from around 960 PC – 0 PC
when the Cataclysm struck and forever changed the
world of Krynn. During the Third Dragon War, a
cleric of the good god Paladine protected the growing
city of Istar. Dwarves from Thorbardin began to split
off to create new kingdoms, surviving wars with
great hordes of ogres, while nations like Hylo and
Solamnia established increased trade with other lands.
The Silvanesti elves grew increasingly removed and
isolated, briefly coming into conflict with the Empire
of Istar before they could sign a treaty.

Over hundreds of years, the Empire of Istar


expanded until it became the major power in Ansalon.
In 280 PC, the first Kingpriest of Istar proclaimed
the empire the moral center of the world and began
using religious doctrine to repress freedoms. Later,
another Kingpriest furthered the empire’s growing

15
Kingpriest Beldinas then declared that he would up to take advantage of peoples’ need to believe in
ascend to godhood. The gods sent Beldinas thirteen something larger than themself.
terrible signs to warn him of his folly. True-hearted
clerics vanished into thin air, never to be seen again. Meanwhile, the evil goddess Takhisis toiled. She
Trees wept blood, and a mighty storm ravished Istar. pulled the sunken Temple of Istar in the Blood Sea to
But Beldinas and his followers believed their path was the Abyss and created a haven for her evil followers
righteous and could not be dissuaded. The last hope in the land of Neraka. She sent her growing armies to
to stop Beldinas was a quest the goddess Mishakal steal the unhatched eggs of the good dragons. Takhisis
gave to the disgraced Knight of Solamnia, Lord Loren then awoke the good dragons from their long slumber
Soth, to seek out Beldinas and stop him. But Soth’s and forced them to agree not to interfere with her
vile heart was swayed from his path by paranoia and schemes in exchange for returning their eggs after the
jealous thoughts toward his beautiful wife. When coming war ended. Secretly, however, she corrupted
Soth turned away from his quest, a fiery mountain fell the metallic dragon eggs to create a new race that
from the sky and smote the world. worshipped her—the Draconians.

The Cataclysm destroyed the Empire of Istar, History relates the Time of Dragons to the War of
shattered its lands, and created the Blood Sea. Millions the Lance and the Chaos War, the most famous
of people died, and the event forever changed the of Krynn’s many epic conflicts. Takhisis required
geography and climate of Krynn. Afterward, divine an artifact known as the Foundation Stone to be
magic and the gods seemed to vanish from the world, made whole again, so she sent her allies to find its
along with the surviving peoples’ faith in them. Thus missing piece. She placed her Dragonarmies under
ended the Age of Might. the command of Dragon Highlords, skilled generals
who combined shrewd political alliances with vicious
THE AGE OF DESPAIR tactics to envelop Ansalon in a terrible war. During
this time, the Knights of Solamnia regained their
History divides this age into the Time of Darkness
honor and respect, while the Mages of High Sorcery
(1 AC – 331 AC) and the Time of Dragons (331 AC
revealed themselves as allies to the world when it
– 383 AC). While the Orders of High Sorcery began
was most in need.
to operate openly again after the Cataclysm, many
people did not trust its typically wealthy members,
All would have been lost without the gods’ return and
and many rogue mages chose not to join the Orders.
the exploits of the Heroes of the Lance. The famous
The Conclave did not return to its former glory
adventuring group included Sturm Brightblade,
until later in the age, prior to the War of the Lance,
Tasslehoff Burrfoot, Tanis half-elven, Laurana
under the guidance of the powerful white-robed
Kanan, Caramon Majere, and many others. Their
wizard Par-Salian.
company also included Raistlin Majere, who rivaled
the evil archmage Fistandantilus as the greatest
The Time of Darkness marks the post-apocalyptic
mage the Orders of High Sorcery had ever known.
period following the earth-shattering events that
Both wizards became masters of chronomancy and
ended the previous age. Civilization fell back into
time travel, facing each other in sorcerous battles
lawless chaos, people starved in the streets, and
in the past, present, and future. It is unknown if,
deadly plagues spread without divine magic to stop
through the soul-stealing magic of the Bloodstone
them. Hungry dwarves turned against one another
of Fistandantilus, the mages might actually be two
in civil wars fought over food, leading to the fall of
versions of themselves at different times in their lives.
the underground empire of Thorbardin. Lord Soth
rose from his fiery grave as a terrible Death Knight,
Takhisis and her armies were vanquished for a brief
and the Knights of Solamnia were blamed for the
time. But the Knights of Takhisis rose from defeat
Cataclysm and became maligned and persecuted by the
to strike back, conquering most of the continent of
people they once served. As people turned their backs
Ansalon. To stop Takhisis, the few remaining Irda
on the old gods, cults worshipping “new gods” sprung
shattered the Graygem artifact and freed the entity

16
trapped within, known as Chaos. Chaos-spawned The fragile peace following the two prior wars ended
monsters began to swarm across the world, forcing with the arrival of alien dragons from other worlds,
the followers of both the good and evil gods to work who began to slaughter native dragons and dominate
together for survival. The gods and their heroes exiled the world. The arrival led to the rise of Mina, who
Chaos from Krynn during a climactic final battle. led the Knights of Neraka and a great army of the
Takhisis used the battle as a diversion, finally enacting undead serving the One God—secretly another name
her plan to dominate all of Krynn. In the aftermath, for Takhisis. The Knights of Solamnia, the Silvanesti
Takhisis moved Krynn to a dimension where she was elves, the Qualinesti elves, and many others allied
the only god, causing all other gods to seem to be against Takhisis’s armies and suffered many defeats
exiled. She tricked mortals into believing she had left during the War of Souls. Many of the evil dragons,
Krynn, happy to rule from the shadows. and even Lord Soth, refused to join Mina’s army and
were destroyed by Takhisis’s power.
THE AGE OF MORTALS
At last, Mina managed to summon Takhisis back
The latest era of Dragonlance began in 384 AC, and
into the world. However, when Takhisis appeared,
the setting’s known history currently ends in 433
Paladine revealed the gods had not abandoned the
AC. Takhisis’s reign began with mortals losing divine
world and sacrificed his own godhood to make
clerical powers and the magic of High Sorcery. For
Takhisis mortal. The elvish queen Silvanoshei then
a time, the Orders of High Sorcery disbanded, and
sacrificed her life to slay Takhisis with a broken
people returned to the use of Mysticism—the magic
Dragonlance. Mina underwent a quest to rise to
of life itself—and the raw power of wild magic that
godhood, eventually repenting for all her evil tasks
once nearly destroyed the world during the Age of
and becoming the Goddess of Tears, who brings
Dreams. However, even these forms of magic seemed
comfort to mortals who feel sorrow. As magic
to fade from the world as Takhisis’s power grew
returned to Krynn, a new Conclave of High Sorcery
in the shadows.
was founded in 422 AC at the original Tower of
Wayreth. Mages again traveled to the tower to
take their Tests of High Sorcery and unravel the
mysteries of the arcane.

17
A2 - Wayreth Forest
HAPTER ONE: The forest, once a near-impenetrable wall of dead
THE TOWER trees, transforms before your eyes when you enter its

OF WAYRETH
embrace. Previously decayed branches bloom with
vigorous life, forming familiar leaves and flowers that
remind you of journeys past. The forest floor is damp,
A1 - Before a Dark Forest covered in fallen petals, and lit by clear moonlight
You stand before Wayreth Forest, the ancient forest from the sky above. As you look behind, you see
that holds the Tower of Wayreth within. Blackened that the forest has closed in on itself, trees moving
and withered branches entwine, creating a dense to block the trail from where you came. The only
skeletal canopy that blocks all light from the moons path lies ahead.
Solinari and Luntari above. Out of the corner of your
eye, you swear you see movement between dead You walk along the way for hours, accompanied only
hollow trunks accompanied by red eyes that glow by the sound of your footsteps and rustling trees. As
in the darkness. Thick fog curls around your feet, you approach a bend, you hear groans and whispers
crawling up your body and slipping into your mouth— fill the air, brushing past your face and ears. When
leaving the taste of death behind. you search for the source of the eerie sounds, your
attention is drawn to a ghostly hand that extends
Everything about this forest cautions you of the from the shadows off the path. Skeletal fingers curl,
dangers within, and every inch of your body beckoning you towards it.
instinctively seizes with hesitation. But to get to
the Test of High Sorcery, you must continue your | If you go towards the ghostly hand, go to A3.
journey forward.
| If you ignore the ghostly hand, you rush down
When you step into the forest, go to A2. the path and turn the bend. When you look
back, the hand is gone. Go to A8.

18
A3 - In Dark Seclusion A5 - In Dark Seclusion
As you approach the hand, you see that the arm it is The ghostly hand gently trails up your arm, settling
attached to simply slips into darkness, leaving you upon your chest, its chilling touch so cold that it’s
to imagine what the rest of its body looks like. A almost warm again. “The sweet bitterness of love, a
disembodied voice floats from the shadows, raspy and poison unique in its power to kill you ever so slowly.
rattling, as the hand takes yours in its chilling grasp. You may yet find a chance to fill your heart, but you
may have to sacrifice another’s instead.”
“Another youngling, brought here by the lure of the
Tower. Tell me… as you march towards death, what The ghostly hand vanishes, leaving you alone in the
are you most haunted by?” darkness with only the memory of its touch left on
your chest. Note the Unrequited Love trait.
| If you speak about the death of a family As you return to the path, go to A8.
member or loved one, go to A4.

| If you share your painful regret about A6 - In Dark Seclusion


unrequited love, go to A5.
The ghostly hand turns yours upwards, fingers trailing
| If you admit that you have important business down unseen lines across your palm as if mapping the
elsewhere left unresolved, go to A6. course of your past and future. “To live is to run along
the wheel of destiny. Just as fortunes turn—and wheels
| If you reply otherwise or do not tread upon the road—what you run from in the past
answer, go to A7.
will find you in the future.”

The ghostly hand vanishes, leaving you alone in the


A4 - In Dark Seclusion darkness. Note the Unresolved Business trait.
From within the depths of the shadow, a face appears,
bearing a striking resemblance to a dead loved one, As you return to the path, go to A8.
terrible and comforting all at once. From their lips,
the ghostly figure speaks once more. “Magic bears
wondrous powers, to even bring back the dead if so
A7 - In Dark Seclusion
desired. But be warned: such strong desires can be The ghostly hand withdraws, the voice within the
warped, and so too can magic’s purpose be twisted.” darkness tutting under its death-rattling breath.
“While the Test may provide you great fortune, no
The ghostly hand and face vanish, leaving you alone in person has left those walls untouched by the ghosts of
the darkness. Note the Dead Loved One trait. their trials. You may yet join us here in the shadows.”

As you return to the path, go to A8. The ghostly hand vanishes, leaving you alone
in the darkness.

As you return to the path, go to A8.

19
A8 - Wayreth Forest A9 - A Well-Lit Clearing
Shaking off the chill of the dead, you continue walking The fairies resume their singing and dancing around
down the trail. The trees begin to part, unfurling the symbol, now circling it at a dizzying speed. The
to reveal a clearing bathed in moonlight. A group fairy with the bread flies up to you, the bread extended
of small fairies clothed in splashes of glittering dew in her hand. “Come now, sweet one, eat up! The
and bright flowers dance in raucous merriment, feet stuffy-headed mages won’t let you take our gift into
stomping along the edges of a strange symbol carved your Test, so you have to eat it now if you want our
on the ground. The fey creatures join their voices in help!” There’s surprising strength in her grip as she
song, a child-like rhyme floating through the air. presses the morsel of food into your hand, her smile
wide and eyes sparkling with expectation.
“Four hopeful mages enter the woods, three get scared
by the ghosts, two enter the foreboding tower, and | If you eat the bread now, go to A10.
one dies with only vain hopes!” The fairies all giggle
and cackle, then their heads turn in synchronous | If you try to secret the bread away, go to A11.
motion when they notice you standing there.

“Here comes a hopeful mage!” one of the fairies titters. A10 - A Well-Lit Clearing
“How long do you think they’ll last?” asks another. You accept the offering, taking a bite of the bread.
It’s impossibly light, dissolving on your tongue
“Poor thing, going to their death and doom!” a immediately before you can even chew or swallow. As
third chimes in. it goes down your throat, you feel lighter. A warm,
tingling sensation washes through every inch of you.
“If they’re smart, they’ll turn back around,” a Strength returns to tired limbs, and your eyes see
fourth declares. with new clarity.

“But they could survive… if they eat this!” a fifth says, The fairies all cheer, and the one who offered you the
and with a wave of their hand, they reveal a piece of bread pats your cheek, the twinkle in her eyes shifting
fluffy white bread—fresh and sweet. to an all-knowing gaze. “We’ll see you soon,” she
whispers sweetly, giving you a wink.
When they stop dancing, the symbol on the ground
flickers with glowing light. You feel a powerful hum In a blink of an eye, the clearing vanishes, along
of arcane energy emanating from it. with the fairies and mysterious symbols. Before you
stand imposing, gold and silver gates. The Tower
of Wayreth looms above your head. Note the Fey
| If you approach the fairy offering, go to A9. Dealings trait and go to A15.
| If you approach the symbol, go to A12.

20
A11 - A Well-Lit Clearing A12 - A Well-Lit Clearing
You attempt to fake eating the bread, trying to Ignoring the fairies and their taunting song, you
slyly stuff the bread into your bag. Make a DC 13 walk towards the symbol carved on the ground.
Dexterity (Sleight of Hand) check. The sigil is a circle that frames five entwining lines,
the intersections marked by ancient runes. As the
If you fail, the fairy quickly grabs the bread, her fairies dance, their footsteps mar and desecrate the
once cheerful expression growing cold even as her carving, and the symbol pulses dark red with each
smile remains. “Come on, sweet one. Eat. Up.” In a motion. Make a DC 10 Intelligence (Arcana or
flurry of motion, you’re beset by the group of fairies. Religion) check.
Tiny fingers force open your mouth and shove the
piece of bread down your throat. You choke, but If you fail, you are uncertain what the symbol
the bread dissolves into sweet nothingness, and represents or what the faeries’ ritual dance
a warm, tingling sensation washes through every does. Go to A13.
inch of you. The fairies all jeer, giggling with malice,
before disappearing in the blink of an eye. Before you If you succeed, you recognize the symbol as a sign of
stand imposing, gold and silver gates. The Tower power belonging to Takhisis, the Queen of Darkness,
of Wayreth looms above your head. Note the Fey goddess of evil dragons and domination. The wild
Dealings trait and go to A15. dance of the fairies is not just a frivolous whimsy—the
dance is fey magic that weakens the unholy power of
If you succeed, you fake chewing the bread while the symbol, leeching away Takhisis’s mark on this
carefully and swiftly slipping it into your bag. The region of Wayreth Forest.
fairies all cheer, and the one who offered you the
bread pats your cheek, the twinkle in her eyes shifting As you’re about to walk away from the symbol, you
to an all-knowing gaze. “We’ll see you soon,” she hear a whisper, soft and velvety. “Please, adventurer.
whispers sweetly, giving you a wink. Stop these terrible creatures from destroying me. I
promise I will reward you richly...”
In a blink of an eye, the clearing vanishes, along
with the fairies and mysterious symbols. Before you | If you let the fairies continue dancing, go to A13.
stand imposing, gold and silver gates. The Tower of
Wayreth looms above your head. Note the Stole Fey | If you try to stop them, go to A14.
Bread trait and go to A15.

A13 - A Well-Lit Clearing


You stand back and let the fairies continue their wild
dance. The crimson light of the strange symbol slowly
fades until it becomes dark and silent. The fairies then
stop dancing and giggle to each other as if they share a
secret joke you aren’t part of.

“Hope you remembered all that—we won’t be helping


you again!” one of the fairies declares between fits of
merry laughter. Note the Watched a Fey Dance trait.

In a blink of an eye, the clearing vanishes, along


with the fairies and mysterious symbols. Before you
stand imposing, gold and silver gates. The Tower of
Wayreth looms above your head. Go to A15.

21
A14 - A Well-Lit Clearing A15 - At the Tower Gates
You step into the ring, waving your arms and hands to Polished silver and gold arches loom above you, the
disperse the dancing fairies. They immediately scatter, gate’s metal twisting in ornate patterns that reflect
flying up into the air with angry chitters. They shoot the ethereal moonlight. You can see a courtyard of
dirty looks down at you before disappearing into the dust and stone through the bars, overgrown weeds
forest canopy’s shadows. The symbol beneath your creeping through cracks and crevices. There’s no one
foot glows with renewed strength, shimmering with in sight, yet you feel like someone is watching your
alternating red, blue, black, white, and green arcane every movement.
light. The whisper returns, louder in your ear.
Just before you place your hand on the gates, they
“Thank you, adventurer. You will be rightly swing open, allowing you to step into the courtyard
rewarded, and sooner than you know… should you beyond. You take a breath and steel yourself beneath
accept my gift.” the shadow of the Tower of High Sorcery. You know
this is your last step before it is too late to turn back.
Energy thrums around you, tinged with a darkness
that sinks deep into your heart. The symbol of When you take your first step beyond the gates, four
Takhisis melds into the forest floor, and then the connected mage towers rise into the night sky. The
clearing vanishes. Before you stand imposing, gold wall around the towers forms an equilateral triangle
and silver gates. The Tower of Wayreth looms decorated with depictions of Krynn’s moons in
above your head. Note the Mysterious Friend different phases. The towers themself are crafted
trait and go to A15. from black stone and etched with glowing stained
glass and arcane runes. The two tallest towers lean
precariously, looking as though they could topple
over at any moment.

Between you and the Tower of Wayreth awaits a


dusty, unspectacular-looking courtyard. When you
proceed into the courtyard, go to A16.

22
A16 - The Courtyard A17 - The Courtyard
Your footsteps echo against the stone, leaving imprints Relief washes across Kyrian’s face, and she smiles. “It
in the dust. The feeling of being watched intensifies, sometimes seems like everyone knows what they’re
the sensation prickling up your back, and you turn doing, and it’s kind of nice to hear you feel uncertain,
around quickly. Right before your eyes stands a too. Like I’m not so alone.” She takes your hands in
nervous half-elven woman wringing her hands, a ratty hers, then looks over to the door of the fore tower.
apprentice robe wrapped around her mousy form. “It’ll be okay, right? We can go in together.”

“H-Hello! I’m sorry if I startled you. I was just...” Her You both make your way to the Tower of High
words trip over each other in their quickness, her Sorcery’s large wooden doors, which open as soon
voice vibrating from anxiety. “Well, I’ve been waiting as you approach. Note the Uncertain About the
here for a while to take my Test, and I was starting Future trait, then go to A22.
to think I was the only one here, so I was beginning
to doubt if I was even in the right place. But then
you showed up, so maybe you too are a mage here A18 - The Courtyard
to take...” she takes a deep breath in, her voice Kyrian scratches the back of her head, disappointed
lowering to a conspiratorial whisper, “...the Test of that you seem much more confident than her. Then
High Sorcery?” her expression changes and her eyes sparkle with
a new admiration. “You really seem to know what
Before you can even answer, she looks you up and you’re doing. I’m only taking the Test because magic
down, her hands now coming to press to her cheeks in is the only thing I’m okay at and because my parents
embarrassment. “What am I talking about, of course and grandparents were mages, too.” She looks at you,
you’re here for the Test. Otherwise, you wouldn’t eagerly leaning in. “Can you tell me what gives you so
have made it through Wayreth Forest.” Letting out much confidence? I-I mean, there has to be something
a sigh, she collects herself and sticks out her hand that motivates you, right?”
to you. “I’m Kyrian. It’s nice to meet another mage
hopeful here. It’s been pretty scary waiting here alone. | If you speak about your desire for power and
Honestly, it’s terrifying to think about the Test, too. riches, go to A19.
I’m worried that I’m going to fail and die, or maybe
I’ll say the wrong thing to the mages, and they’ll kick | If you share your hope to help others, go to A20.
me out—or maybe I’m not even supposed to be here
in the first place and me trying to be a mage is all just | If you reveal that you want to move on from
a big mistake!” your past, go to A21.

Kyrian sheepishly claps her hands over her mouth and


goes silent for a moment, before she slowly speaks A19 - The Courtyard
through her cupped fingers. “Sorry. I ramble a lot
Kyrian’s head tilts as she considers your answer. “That
when I’m nervous. I’m just so uncertain about what’s
makes sense. I mean, I’ve always been picked on, and
waiting in the Tower, you know? I get anxious just
at least when I started learning magic, people started
thinking about it.”
leaving me alone. A little. Bullies always like picking
on people they think are weaker than them. And
| If you commiserate and share your own having more gold would be nice too...”
apprehensions, go to A17.
The large wooden door of the fore tower creaks open
| If you project self-confidence, go to A18. on its own, inviting you to step inside. Kyrian looks at
you and smiles. “Guess we should go in!”

Note the Greed and Ambition trait, then go to A22.

23
A20 - The Courtyard tries to shrink away and hide behind you. “Little mice
who don’t know what they’re doing should go home
Kyrian smiles widely, grasping your hands in hers and hide in their little holes. The Test of Sorcery is for
warmly. “You really seemed like a nice person when I real magic users only. You’ll be ripped to shreds.”
was watching you from the other side of the courtyard.
And now I know you are one! I think we all should Kyrian tries to speak but only manages to squeak and
try to help people when we can. Everyone deserves blush in shame.
a little help sometimes, right? I mean, I’d like to
think so anyhow.” | If you stand up to the human mage, go to A23.
The large wooden door of the fore tower creaks open | If you leave Kyrian to deal with the mage
on its own, inviting you to step inside. Kyrian looks at alone, go to A24.
you, her demeanor bright. “I think that’s our cue!”

Note the Helping Hand trait, then go to A22.


A23 - The Antechamber
You step in front of Kyrian, ready to intercept and
A21 - The Courtyard defend her. Make a DC 16 Charisma (Persuasion or
Kyrian frowns, patting you on the shoulder with Intimidation) check.
soft empathy. “That sounds really rough. I mean,
sometimes I wish I didn’t have to think about all If you fail, the man’s face reddens with rage, his fists
the times in the past that people laughed at me, or balled up tightly. Before he takes a swing at you, one
pushed me around, or said I was silly for wanting to of the red-robed mages steps in, reminding the two
be a mage...” of you that fighting among test takers is forbidden
and will result in exile. The bully becomes flustered,
The large wooden door of the fore tower creaks open scowling at you fiercely. “You’ll rue the day that you
on its own, inviting you to step inside. Kyrian looks at crossed paths with Darien Ariantal!” he declares as he
you and smiles hesitantly. “Guess we should go in?” strides away. Eager to escape the intense stares of her
peers, Kyrian grabs your hand and pulls you into the
Note the Unresolved Business trait if you haven’t dining hall. Note the New Rival trait and go to A25.
already, then go to A22.
If you succeed, the bully’s hand tightens in a fist for
just a moment before he looks around at the gawking
A22 - The Antechamber crowd, then back to you with a scowl. “Looks like the
As soon as you enter the Tower of High Sorcery, mouse has a guard dog after all.” He turns around and
you’re greeted by two mages wearing red robes, their walks back to his companions in a huff, leaving you
eyes keen but silent in their assessment of you. A and Kyrian in peace.
group of other would-be mages is assembled in the
large entrance antechamber, some sitting in quiet Kyrian smiles at you, taking your hand once more.
meditation while others chat and gossip. “Thank you. It really means a lot that you would help
me out there. And if I can, I’ll try to help you out
A wealthy-looking human man looks over at Kyrian too, to return the favor!” The two of you chat until
and snickers to his three companions. Kyrian bows the red-robed mages call for you to enter the dining
her head, looking away as the man swaggers over to hall. Go to A25.
the two of you, hands in the pockets of his luxurious
and well-groomed clothes.

“Looks like they’ll let anyone take the test these days,”
he sneers, eyes fixed on Kyrian. The half-elf woman

24
A24 - The Antechamber Some of the test takers talk quietly and lightly to each
other, while others stare grimly down at their plates
You step away from Kyrian and decide not to get like this might be the last meal before their doom.
involved. She looks over at you with fear and betrayal Kyrian looks like she’s about ready to faint. At the
in her eyes. The human mage begins to demean her same time, the pompous young mage seems unphased
with cruel words, and after a few seconds, she flees by the gravity of your collective situation.
to the other side of the room—eager to be away from
them and you. You slink off to a quiet corner to avoid Dinner comes and goes quickly, whether you
being bothered by anyone, steering clear of the wrath speak with other nervous would-be mages or keep
and attention of the bully mage. There you sit until to yourself. Before long, you are each escorted to
the mages wearing red robes call for you to enter individual chambers to rest for the night.
the dining hall.
Go to A26.
Note the Fear of Bullies trait and go to A25.

A26 - Your Private Chambers


A25 - The Dining Hall The guest chamber prepared for aspiring Mages
The dining hall features a blazing hearth. In its center, of High Sorcery is small but surprisingly elegant.
a long table sits surrounded by several chairs, with Pleasing herbal and citrus scents fill the room, mixed
just enough seats for each test taker present. Supper with the odor of old parchment and a hint of nutmeg.
is hot and fresh, with plenty for each mage to have Moonlight spills through a large green stained glass
their fill. While much of the large spread of food you window near a luxurious four-post bed, effusing the
are familiar with, there are stranger dishes entirely room with an ethereal glow. A small hearth stays lit
foreign to you. While the good meal and refreshing with a magical flame that keeps the room warm even
drinks are comforting in some ways, the tension in on cold nights. Near the hearth, a claw-foot bathtub
the air is palpable. has been drawn with steaming hot water. Soft towels
and vials of multi-color bath salts fill a rack nearby
the inviting bath.

25
A simple bookshelf rests along the right greystone wall, “I hope you have found our accommodations relaxing.
stuffed with books of every shape and size. Between Encouraging. A well-deserved respite.” The white-
the bookshelf and the bed sits a round obsidian study robed mage’s voice is soothing, full of empathy,
table with a single wooden chair. Dozens of names but a little sad.
have been carved onto the underside of the table. A
few of the oldest carved names include Nalib Courtkey, “I hope you have not wasted what little time might
Gadrella of Tarsis, Karal Baavluurch Chulzurkh, and be left to you on mundane frivolities,” the black-
Ronald Greely. The only object on the stone table is robed mage interjects, their inflection bordering
an inert scrying orb held within a platinum base that on threatening.
resembles a dragon’s claw.
“Their time is their time. How they spend it is not our
Tonight might be your last, and time is short. Spend concern. We are simply here to interview them and
it wisely. You can take a short rest, copy or prepare craft their Test of High Sorcery. Let us waste no more
spells, and pursue other basic downtime activities. time—ours or theirs—by bickering.” The red-robed
You might also enjoy some of the room’s luxuries or mage moves between the others and speaks with calm
investigate its intriguing items. authority. A moment later, the mages turn towards
you and gesture for you to take a seat at the stone table.
| If you have already engaged in two of the “Let us begin,” the mages say in unison. Go to A40.
following activities or are not interested in
them, go to A27.

| If you enjoy a hot bubble bath, go to A28. A28 - A Hot Bubble Bath
The inviting bath calls to you. After disrobing and
| If you lay down on the comfortable bed, sprinkling magical bath salts into the tub, you sink
go to A29. into its steamy water. As the magical salts begin to
work, multi-colored bubbles begin to rise to the
| If you sit at the table to examine the orb, foaming surface. Your muscles relax, and the bubbles
go to A30.
continue to rise. A few stray white, red, and black
| If you investigate the bookshelf to find study bubbles drift away from the bath and float slowly
material, go to A31. about the room.

You can see dreamlike images of your possible futures


A27 - Your Private Chambers within the floating bubbles, each a vision of yourself,
but older, wearing a different colored robe. The
Your private time becomes suddenly interrupted by visions contain other figures, too—people you have
three loud knocks upon the chamber door. not yet met but you somehow know might become
important to you. You try to hold onto the details
Rap. Rap, rap. of the images before the bubbles pop, but like most
dreams, their details begin to fade from memory once
Without warning, the door flies open and three they are out of view.
Mages of High Sorcery sweep into the room, each
wearing different color robes. You recognize them The rest of your bath is very soothing but uneventful.
immediately—the leaders of the Orders of the Gain Inspiration, which you can spend to grant
White Robes, Red Robes, and Black Robes. The yourself advantage on an attack roll, saving throw, or
black-robed archmage enters last. When they do, ability check. Additionally, after you finish your next
the magical fire in the room’s hearth dims, and the long rest, gain 7 (2d6) temporary hit points.
chamber grows colder.
Once you finish your bath, return to A26.

26
A29 - A Comfortable Bed A30 - The Scrying Orb
You collapse onto the four-post guest chamber bed. Its When you investigate the orb further, its dim interior
black satin sheets are cool to the touch and have been begins to glow with pale blue light. The glass sphere
scented with lavender. Its pillows and mattress seem rattles within its dragon claw base. Shapes begin
to almost immediately mold to your body and position, to form within the orb, half-shrouded in mist. You
causing you to sink, and sink, and sink. Moments later, observe a ship sailing into a monstrous lightning
your eyes peacefully shut. storm. The vision shifts after a few moments,
revealing a large red door etched with glowing arcane
If you have the Uncertain About the Future runes. Then the image changes again, showing a
trait marked on your character sheet, go to A32. tall, crumbling tombstone, behind which stands a
Otherwise, your comfortable rest quickly turns into a shadowy figure with an outstretched hand. At last,
disturbing nightmare. the light inside the orb dims until it is merely a pale
flicker. To use the orb, make a DC 13 Intelligence
In your dream, you wade through stormy waters (Arcana) check.
in a dark sea cove as thunder shatters the sky. You
flee from the storm, swimming through a twisting If you fail, the orb’s light fades entirely, and you
subterranean tunnel lit by green phosphorous fungi. cannot use it—return to A26 and pursue another
Your heart beats so hard in your chest that it feels activity instead.
like it might burst at any moment. You know in your
gut that something is coming for you. The storm If you succeed, you can focus on one of the images
causes the water to rise, and you swim harder, trying you saw and attempt to conjure it again in more detail.
to reach the end of the tunnel to find dry land. But
no matter how hard you push yourself, the end of | If you conjure the vision of the ship and the
the tunnel seems to stretch on and on, as though it’s storm, go to A33.
getting further away.
| If you conjure the vision of the large door and
Moments later, you take a last gasping breath and arcane runes, go to A34.
are pulled underwater by something slimy wrapped
around your leg. The fungi’s phosphorous lights | If you conjure the vision of the tombstone and
flicker like candles and go out, casting you into shadowy figure, go to A35.
magical darkness. You struggle but cannot escape. You
can feel something—many somethings—watching you
| If avoid the orb and pursue another activity
instead, return to A26.
in the dark. Waiting. Hungry.

And then, your eyes open, and you wake from


the nightmare with a start. Note the Dreamt of
Drowning trait and return to A26.

27
A31 - The Dusty Bookshelf
The imposing wooden bookshelf fills the entire
length of the chamber on one side. An old ladder
leans against the far corner, several of its lower rungs
splintered from use. Motes of dust dance silently off
the shelves, glowing in the nearby hearth light. Each
shelf is crammed with heavy leather-bound books,
stacks of parchment tubes, slender journals, and
untitled volumes. There seems to be little method and
much madness in the bookshelf’s organization.

At a glance, a few interesting but unhelpful titles


include A History of the Second Dragon War, Raising a A32 - A Strange Dream
Sorcerous Child Safely, 101 Delicious Recipes for Dwarven
You dream of sitting inside a small ferry boat. A figure
Guests, Drowning in the River of Time: The Unpredictable
clad in grey robes rows the boat through still, black
Dangers of Chronomancy, and a tattered brochure titled
waters using a gnarled wooden staff. A large cowl
So You Want to Be a Hero? that advertises a far-off
hides their face behind a mask of shadows.
academy for prospective adventurers.
Thin red mist rolls gently across the endless river,
You could easily spend hours or days sorting through
carrying with it the putrid scent of decay. The night
the bookshelf’s mess to find something useful.
sky above is dark, and the stars are nowhere to be
seen. Solinari and Lunitari seem muted, their white-
| If you search for a book about the Tests of and-red moonlight barely reflecting off the water. The
High Sorcery, make a DC 10 Intelligence ferryperson rows and rows—their motions are slow
(Investigation) check. If you succeed, go to and rhythmic. They say nothing. You try to greet
A36. If you fail, you cannot find anything them and ask where they are taking you, but the only
on that subject and may search for something sound that escapes you is that of a croaking frog.
else instead.

| If you search for a forgotten spellbook, make a At last, the ferryperson stops rowing. You can see a
DC 13 Intelligence (Investigation) check. If shrouded riverbank in the distance ahead. You croak
you succeed, go to A37. Otherwise, you cannot again, trying to plead with them not to stop, to bring
find anything useful on that subject and may you to the shore. From beneath the ferryperson’s cowl,
search for something else. they speak in a familiar voice. “The future doesn’t
mean forgetting the past. The past is always with you,
| If you search for something obscure, make a no matter how far and how fast you run. Be brave,
DC 16 Intelligence (Investigation) check. If look it in the eyes, and smile.”
you succeed, go to A38. If you fail, you cannot
find anything intriguing and may search for You watch as the ferryperson slowly lowers their
something else. cowl to reveal the face of your best childhood
friend, smiling at you encouragingly. Memories
| If you cannot find anything you were looking come flooding back, and you recall the times you
for or give up, return to A26. spent together in your youth—shared adventures,
daydreams, loss, and longing.

A moment later, you stir from the dream. Note


the Remembered Your Childhood Friend trait,
then return to A26.

28
A33 - Vision of a Storm A moment later, mist clouds the inside of the orb.
Its light dims, then goes out entirely. The vision
The swirling mists inside the orb dissipate, revealing ends. Note the Scried the Arcane Door trait,
a vision of one possible future. You witness a great then return to A26.
storm at sea that splits the sky wide open with violent
forks of lightning. You see yourself there on a small
wooden ship, a sloop with a single mast and headsail. A35 - Vision of a Graveyard
You sail through the storm towards dark, rolling fog in The swirling mists inside the orb dissipate, revealing
the distance. Crashing waves toss the vessel about like a vision of one possible future. You observe yourself
a toy, but somehow you manage to steer the ship into within the image, standing in a mist-shrouded
the screaming winds toward the mist. graveyard surrounded by dead, twisted trees. There
you stand before a tall stone tombstone, but the vision
The vision in the orb expands, showing your is too blurry to read what is written on it. Standing
vessel being pursued through the sea by an Amphi behind the headstone is a large shadowy figure
Dragon—a monstrous creature that looks like a giant wearing a black-cowled robe. The shadow pulls back
toad with sea-green scales covered with yellow, acid- its hood, revealing a hideously bloated corpse face
oozing warts. As the Amphi Dragon swims closer twisted in agony. Then the specter extends a ghostly
to your sloop, you witness yourself turn around just finger toward you.
in time to spot it cresting the waves. The Amphi
Dragon’s extremely long tongue flies from its maw You witness yourself in the vision do something
towards you—and you cast an attack spell to counter, strange next. You look over the headstone carefully,
striking true and severing the monster’s tongue before then twist your torso to turn your back to the ghost.
it reaches you. The Amphi Dragon roars in fury and You place your head and palms flat on the dirt at your
pain, then descends beneath the water’s surface. feet, then kick up your legs into a headstand. The
specter pulls its shadowy hood back over its head, and
A moment later, mist clouds the inside of the orb. it lowers its outstretched hand.
Its light dims, then goes out entirely. The vision
ends. Note the Scried the Amphi Dragon trait, A moment later, mist clouds the inside of the orb.
then return to A26. Its light dims, then goes out entirely. The vision
ends. Note the Scried the Hideous Specter trait,
A34 - Vision of a Door then return to A26.

The swirling mists inside the orb dissipate, revealing


a vision of one possible future. You witness yourself A36 - At the Reading Table
in the vision, standing in a narrow bone-littered After you clean the dust off of a small but well-loved
dungeon corridor. Before you is a large door made tome titled The Foundations of High Sorcery, you sit
from crimson metal, etched with strange runes that down at the stone table to read it by hearth light. The
fill the hallway with cold white light. At waist height introductory chapter describes the historical events
on the door is a hand-shaped hole. You watch yourself that led to the founding of the Conclave of High
turn from the door and pick up a skeletal hand from Sorcery following the tragic events that ended the
the ground, then stick it through the hole in the door. Second Dragon War. The histories were recorded
by Highmage Corenthas the White, one of the three
The hole suddenly closes around the skeletal hand, founding members of the Conclave.
trapping it in the door. After a few seconds, the
door opens inward. You don’t wait to see what is on You absorb the history in detail, noting that Corenthas
the other side, though. You immediately turn and seemed uncertain that balance could truly be
run all the way toward the dead end on the other maintained between good and evil mages. At the end
side of the hall. of the chapter, Corenthas presents the Foundations of
Magic that all Mages of High Sorcery must abide by:

29
• All wizards must follow the bidding of the
Conclave and their Order.
A37 - At the Reading Table
Wedged behind a thick cookbook titled A Cannibal’s
• No outsider must learn the secrets of the Orders. Guide to Health and Happiness, you find something even
• All wizards must report any renegade mage more unexpected—a ratty-covered tome with no title
activity they discover. that nearly falls apart in your hands. Inside the front
• Altering the forces of creation and the fabric of cover, a message has been scrawled in sloppy ink.
magic is forbidden unless the Conclave grants
permission to do so. Welcome to the Community Spell Library! Us novice
mages gotta stick together.
• Breaking any of these rules will result in the
Conclave passing judgment. The severity of said Take one scroll (ONE SCROLL) and hide this tome
judgment may vary, ranging from sanitary duties somewhere those old coots would never look. Use it
at the tower, ex-communication and stripping during your Tests! And if you survive, be a friend and
put a fresh scroll back inside for the next poor sod
the guilty individual of their magic forever, and that comes along.
execution without the possibility of resurrection.
Sincerely, good luck!
Nalib C
Near the back of the book, Corenthas describes the
Test of High Sorcery and the Conclave’s philosophies
on crafting the exam to be so rigorous that failure You sit down and crack the tome open. Loose spell
means death. Each Test is crafted for the individual, scrolls spill onto the table, some of them quite old.
drawing on their past, present, and potential future
to forge their soul in the Crucible of Magic. It You can add spell scrolls to your inventory. Each scroll
challenges their fears, ambitions, vulnerabilities, and bears the words of a single spell, written in a mystical
insecurities. The Tests last for several days, allowing cipher. If the spell is on your class’s spell list, you can
mages to rest and study at specific times during the read the scroll and cast its spell without providing
ordeal. Additionally: any material components. Otherwise, the scroll is
unintelligible.
• Every Test presents several challenges that
examine the depth of a mage’s knowledge • Artificer Spell Scrolls: Cure Wounds, Darkvision,
and use of magic. Enhance Ability, Identify
• Every Test presents several perils that cannot be • Bard Spell Scrolls: Comprehend Languages, Cure
solved through magic alone, testing the mage’s Wounds, Enhance Ability, Identify, Knock
other talents to solve problems even should their • Sorcerer Spell Scrolls: Comprehend Languages,
magic be exhausted. Darkvision, Enhance Ability, Knock, Mirror Image
• Every Test presents a confrontation • Warlock Spell Scrolls: Comprehend Languages,
with a known ally. Hellish Rebuke, Protection From Evil and Good,
• Every Test presents a choice to save someone Mirror Image, Ray of Enfeeblement
or something dear to them—or give up • Wizard Spell Scrolls: Comprehend Languages,
their magic forever. Darkvision, Identify, Knock, Mirror Image,
• Every Test presents a deadly duel against a highly Protection From Evil and Good, Ray of Enfeeblement
dangerous foe that encompasses the mage’s fears.
• Mages may call on an ally to help them face their If you take more than one spell scroll, note the Stole
Tests, but the ally’s life is put at risk, and the From the Community trait. Once you finish with
Tests’ difficulties increase appropriately. the tome and replace it, return to A26.
Once you finish studying the book and jotting down
notes for later, return to A26.

30
A38 - At the Reading Table A39 - Under the Bed
During your search for something intriguing, you You endure an exhausting whirlwind of questionable-
find yourself scanning through a painfully earnest and at-best puns and malicious puzzles. The scavenger
dreadfully overwrought book of love poems written hunt’s final clue, “Quack! Quack! You’re on the right track.
by a long-dead mage. As you turn the page from a Just look for the crack under your back, Jack!” eventually
poem titled My Lucky Cerulean Tears to another titled leads you to look under the bed. There you find a
Bewitched and Heartbroken, your fingertip sticks to the cracked, loose chunk of stone. You pull away the stone
parchment. You notice two pages are glued together. and find a hidden hollow beneath.
Carefully, you peel the pages apart, and a smaller
slip of paper falls out. The slip contains whimsical Reaching your hand in, you fish around and pull out
handwriting but no signature. three very different objects—a moldy toy duck that
squeaks when you grab it, a spell scroll tied with a
If you’re reading this, that means I didn’t survive my Test. dusty pink bow, and a magic wand crafted from bone
I guess I needed more luck than I thought I would! Mother with a pair of dice attached to its tip. Investigating the
always told me I had more confidence than brains. Do toy ducky, you find smudged words inked onto its
me a favor and play one last game with me. A scavenger
underside, “Congrats! Good luck!”
hunt! It’ll be worth it, I swear.

If you accept your mission, start by finding the The spell scroll is a Scroll of Identify, which you can
Phobia Encyclopedia and turn to page 13. That’s my keep or use immediately to cast identify on the magic
favorite number! wand. If you identify the Wand of Fickle Luck, you can
attune to it. Add any of the items you want to take
| If you decide not to waste your time on to your inventory. The moldy toy ducky is entirely
a scavenger hunt and do something else mundane. When you finish, go to A27.
instead, return to A26.
Otherwise, your scavenger hunt begins simply enough,
but each clue gets progressively more frustrating. If WAND OF FICKLE LUCK
you succeed on a DC 13 Intelligence (Investigation) Wand, uncommon (requires attunement by a spellcaster)
or Wisdom (Perception) check, go to A39.
This wand is crafted from the humerus bone of a kender
with a small brass doorknob set into its base. A pair of
If you fail, your search drags on and on. At last, you unmarked obsidian dice attached to short brass chains
reach a dead end when a cryptic clue leads you to rip dangle from the tip of the wand.
open all the bed’s pillows in search of a single strand
of green thread. There is no thread to be found, This wand has 2 charges which it regains daily at dawn.
While holding the wand, you can use your reaction
and now you’ve spilled pillow feathers all over the
when a creature you can see within 60 feet of yourself
floor. Go to A27. succeeds on a saving throw.

Roll 1d20. On a 3 or higher, the triggering creature


must reroll their saving throw and take the lower roll.
Additionally, you have advantage on your next attack
roll, ability check, or saving throw you make within one
minute. On a 1 or 2, the wand explodes in your hand and
is destroyed, dealing 7 (2d6) fire damage to you.

31
A40 - Your Interview A41 - Your Interview
It is difficult to help but feel small seated at the little The black-robed mage rubs one palm over their
study table with three of the most powerful archmages knuckles. They speak with a voice like honeyed
in the world staring at you from beneath their cowls. poison, a little louder than a whisper.
A long moment passes before the red-robed mage
gestures gently around the room. The figure speaks, “While I’m certain you already know of the gods
their firm but curious gaze locked upon you. of magic, their realms of influence, and their
corresponding moons—I would hate to overestimate
“You being here means your sponsorship to take the you, so let us review! There is Nuitari the Black, god
Test of High Sorcery has been accepted. Before we of magic used to pursue personal ambition, wealth,
continue with this interview, understand that we will influence, and revenge. Luntari the Red, goddess of
be using sorcery to peer into your mind and ensure magic used to maintain balance, unravel mysteries,
you cannot lie to us. If you have protections against and embrace personal freedoms. And last of all,
mind reading, now is the time to remove them. If you Solinari the White, god of magic used patiently and
resist our magic, as is your right, your time here at the compassionately to create a better world. Better by
Tower of Wayreth will be at an end.” whose standards, though? I do wonder.”

With a hint of compassion in their voice, the white- The red-robed mage clears their throat and taps
robed mage adds, “Simply speak the truth. Be honest a finger against an amulet around their neck. The
with us—and yourself. It is essential to the integrity white-robed mage purses their lips tightly but says
of the Test and your growth as a mage.” The white- nothing at the snide comment about their Order. The
robed figure then sets a copper piece down on the black-robed mage continues to whisper, smiling a
table in front of you and rubs their thumb over its little too wide for comfort.
surface until it begins to glow faintly.
“White, red, and black. Three Gods of Magic.
You did not come this far to turn back now. Once you Three Orders of High Sorcery who, as much as we
agree to the terms, the white-robed mage casts detect bicker and disagree, work together to further the
thoughts, and the red-robed mage casts zone of truth advancement of magecraft. Assuming you survive
centered around the study table. For the remainder of your Test, which seems very unlikely if I’m being
the interview, the archmages can look into your mind, honest… which Order would you join?”
and you cannot lie to any question they ask.

You can feel their presence in your mind already. It


| If you declare for the White Robes, note the
Chose Solinari trait.
is gentle enough but itches slightly in a way that is
difficult to comprehend. Go to A41. | If you declare for the Red Robes, note the
Chose Lunitari trait.

| If you declare for the Black Robes, note the


Chose Nuitari trait.

| If you say you aren’t sure yet, note the


Uncertain About the Future trait if you
haven’t already.
When you give your answer, the black-robed mage
steps back. They continue to stare at you, though, a
little like one oggles a delicious dessert. Go to A42.

32
A42 - Your Interview A43 - Your Interview
The red-robed mage offers you a small smile and slight After a long moment of silence, the white-robed mage
nod, then explains, “Of course, you cannot simply holds up their hand and taps three fingers to their
declare which Order you will join. The Test itself will heart. “Strength does not only come from the gods. Or
determine to which god you are best aligned. Though even ourselves. It comes from others. No mage should
your answer is certainly noted.” isolate themselves with only their books to keep them
company.” After speaking, the white-robed figure
The white-robed mage clasps their hands together, hesitates for a moment, then nods quickly aside to
softly interlocks their fingers, and then steps their fellow mages.
forward to speak. “Even the greatest mages in history
experienced moments of imposter syndrome. If we The black-robed mage licks their lips, then draws two
accept them as parts of who we are, fear and anxiety objects out from their robes. In one hand, they hold
can be a source of strength and wisdom. An honest a tuft of brown bat fur, and they grip a small dropper
understanding of one’s weaknesses is a mage’s bottle of pitch in the other. The mage squeezes a
greatest strength.” single drop of pitch onto the clump of bat fur. They
roll their wrist, waving the pitch-stained fur in front
The red-robed mage steps forward to stand next to the of their lips, then speak a string of arcane words that
white-robed figure. They look through you as though sound like a hissing snake. A flood of magical darkness
you were made of clean glass. “Subtlety and fortitude blacker than any night you have ever seen spills from
are also strengths great mages possess. But which of the mage’s mouth, enveloping you completely.
those two strengths is your weakness?”
From beyond the darkness, the white-robed mage
| If you claim subtlety is your greater weakness, speaks again, their voice like thunder. “Imagine that
note the Unsubtle trait. The red-robed mage you are sailing through a storm. Dark clouds smother
clicks their tongue to the roof of their mouth the moonlight. The sea rages, looking to swallow
twice, then takes a step away from you. you, and your mast has shattered. Who is your
Go to A43. anchor in the storm?”

| If you claim fortitude is your greater weakness, | If you think of a dear friend, family member, or
note the Lacks Fortitude trait. An unspoken rival, note the Imagined a Companion trait.
sadness touches the white-robed mage’s eyes,
and they nod grimly. Go to A43. | If you think of a lover, whether or not you are
still together, note the Imagined a Lover trait.
| If you claim neither is a weakness for you, the
black-robed mage lets loose a laugh that begins | If you imagine yourself alone in the storm,
in their gut and ends in a brief cackle. After note the Imagined No One trait.
taking a breath, they say, “My apologies. But
you have no idea how often we hear that.” After you think of your anchor, the black-robed mage
Note the Overconfident trait, then go to A43. whispers into the darkness surrounding you. “It is my
turn now.” Go to A44.

33
A44 - Trapped in Nightmares To push your funeral from your mind, you must
make a DC 13 Intelligence saving throw. If you fail
The black-robed mage begins to chant arcane words, or choose not to, note the Fear of Dying trait.
their song beautiful and dreadful all at once. It seems
to come from everywhere around you in the magical To push the cackling hyenas from your mind, you
darkness. When the song ends abruptly, there is only must make a DC 13 Wisdom saving throw. If you
silence. Then a terrifying vision assaults your mind fail or choose not to, note the Fear of the Wild trait.
until you feel like your skull might split open.
To push your tormenter from your mind, you must
You see yourself standing amidst a small, silent crowd make a DC 13 Charisma saving throw. If you fail
in a graveyard. All of their faces are featureless, blank or choose not to, note the Fear of Bullies trait. If
slates of flesh. You push through the faceless crowd you already have that trait and succeed on your saving
to the front of the gathering and look down at the throw, instead erase the trait.
headstone resting at the edge of a freshly dug, open
grave. It is your name carved on the tombstone. If you successfully rid your mind of all three
nightmares, note the Mastered Your Fears trait. At
Someone familiar’s laugh rings out from behind last, the nightmares fade—either through your sheer
you. You turn around to see someone new standing willpower or when the archmage mercifully dispels
in front of the faceless crowd, grinning and armed the vision. Go to A46.
cross. They are someone from your past who
bullied and tormented you. And their voice is just
like you remember. A46 - Alone in Your Room
You hear the red-robed mage’s voice nearby, its tone
“You really think you’ll survive the Test? You have no balanced between empathy and resolve. “The Test of
idea what they will do to you in there. And I’ll be there, High Sorcery is a forge—and your soul is the metal
too. Watching from the best seat in the house. I want its fire transforms. Push yourself. Challenge your
my laugh to be the last thing you hear when you die.” beliefs. Face your demons head-on. Prove to the gods
what sort of mage you will become. But first, rest.
They point and laugh at you, and that laughter is Tomorrow night, it begins.”
echoed from the surrounding woods. A pack of
hyenas slinks out from behind the trees, their Then the darkness fades, and you find yourself
maddening cackles growing to a fever pitch. Your standing in the middle of your guest chamber, the
tormenter cackles, too, watching gleefully as the archmages nowhere to be seen. The chamber’s
hyenas creep toward you with hunger in their eyes. bookshelves have mysteriously vanished along with
the scrying orb. Even the hot bathwater is gone,
You instinctively take a small step back, almost leaving behind only an empty tub. Thankfully, the
slipping on the soft ground and falling into your own mages left you the study table, the comfortable bed,
grave. Go to A45. and the blazing hearth to keep you warm. You realize
that you are on your own until you finish your Test
A45 - Trapped in Nightmares of High Sorcery.

Surrounded by nightmares, you hear the black-robed After your nerves are calm, you can spend the rest
mage’s voice echo in your mind. “Fight me! Show me of the night making final preparations for your Test
you have control. That you are the master of your by attuning to magic items, preparing spells, and
mind, and not I!” finishing other downtime activities.

You realize that you can choose to attempt to push any After you finish a long rest, go to A47.
or all of the nightmares from your mind.

34
A47 - The Next Night A48 - The Long Climb
The night before your Test passes dreamlessly in You stand at the bottom of a spiraling set of black
peaceful comfort. The next day at the Tower of stone stairs. The passage behind you has vanished
Wayreth is quiet, and the aspiring mages you met the entirely, and where the door to the Hall of Mages
day before are nowhere to be found, perhaps having stood is now only a dead-end wall. You begin to climb
already begun their Tests. As the long, isolated hours the stairs, and it slowly dawns on you that you have
pass, the sun rises and falls. You take a walk around been summoned to begin your Test of High Sorcery.
the silent towers to the areas open to you and out to The spiral stairwell seems to go on forever, lit by
the empty moonlit courtyard, where the red moon torches on the right wall that burn with white, red,
Nuitari soars in High Conjunction, casting red light and black magical flames.
on the world below.
At last, you see the landing at the top of the stairs.
Coming back from your walk, you peek into the Beyond stands simple wooden double doors with a
grand hall where the leaders of the Conclave gather. pair of silver door knockers. Along the left wall, large
The Hall of Mages is an immense obsidian chamber painted portraits hang at even intervals, portraying
with a sixty-foot domed ceiling. Twenty chairs sit in various past Mages of High Sorcery.
shadows, while one central chair gives off a cold white
glow—the hall’s only light source. All twenty-one | If you investigate the hanging portraits of
chairs face the north wall. previous mages, go to A49.

The longer you stare into the room, the larger the | If you are through waiting and approach the
chamber grows before your eyes. You can imagine door to the Testing Grounds, go to A52.
the history of the place, spells of incredible power
weaved by the world’s greatest mages, and the critical
decisions made here about the future of the Conclave.
You realize you are now a part of that history, however
small or great your destiny proves to be.

At last, you turn away from the Hall of Mages


and find that you are not where you were
previously. Go to A48.

35
A49 - The Wall of Mages Past A50 - The Black Portrait
The portraits are something of a mystery. Only twelve The midnight-colored ink begins to swirl on the
paintings hang on the wall for no apparent rhyme or canvas, and you hear a man’s deep, quiet, articulate
reason. You cannot know for sure if you were meant voice in your mind. “More wood for the fire. Another
to find these specific portraits, if the Conclave changes sacrifice to feed the Conclave’s pride. You are an
the portraits hanging randomly, or if everything interesting one, though, aren’t you? With a little help,
you currently see is merely an illusion. Magic is I suspect you might just make your mark on the world.
very odd like that. No mage worth their salt is an island, after all.”

The painted mages wear a balance of black, red, and If you noted the Stole from the Community
white robes. They all look very different from one trait, go to A51.
another, featuring numerous races. Some of the
paintings reveal scowling or bored expressions. Otherwise, you can still feel invisible eyes upon you,
Others portray more whimsical mages, obviously not but the creeping sensation eases. The black portrait
taking themselves too seriously. seems less ominous now than it did before. The
mysterious mage continues to speak in your mind, not
You observe the final five paintings with keen answering any questions or revealing their identity.
interest. The first is of a black-robed kender with an
enormous, dazzling smile who wears a pointy hat “Even many of the most promising mages master their
and a monocle. The second portrait portrays a tall early tests, only to perish in the last, most vicious
red-robed high ogre with blue skin and a very proud test. The corpses of those unlucky acolytes now lie,
expression, clutching a magical amulet with his long entombed, beneath this very tower. I alone can help
fingers. The third painting shows a shy-looking black- you survive your final challenge. All that I ask, in
robed young woman with dark hair and strange pupils exchange, is a small portion of your life force after you
shaped like golden hourglasses. The fourth portrait complete your tests.”
is of a white-robed elven woman with ghostly white
hair, determination in her eyes, and an ornate rapier | If you accept his offer, note the Accepted a
hanging from her rope belt. All of them—mages from Mysterious Mage’s Help trait. The man’s
every sort of background—took their Tests of High last words to you are void of emotion, “Very
Sorcery and survived. Maybe you will too. wise. Very promising. I will be watching your
progress with rapt attention.”
The final painting has no frame and is entirely black.
Looking at it makes your skin crawl, and you feel like | If you reject his offer, note the Angered a
someone is watching you from the other side of its Mysterious Mage trait. The man’s voice
shadowy canvas. grows loud and indignant in your mind. “How
utterly disappointing that you have so little
| If you hurry past the black portrait, you can ambition or even an ounce of self-preservation.
feel it watching you until finally reach the top So be it. More wood for the fire.”
of the stairs. Go to A52. When the mage’s presence fades from your mind, the
| If you try to pierce the veil through the black black portrait vanishes from where it hung on the
canvas, make a DC 19 Intelligence (Arcana) wall. You inhale deeply, not realizing you had been
check. If you succeed—or if you cast a spell holding your breath the entire time he spoke. With a
like detect magic, detect thoughts, identify, or see hard swallow, you turn and finish the climb to the top
invisibility to help you peer beyond the veil—go of the tower. Go to A52.
to A50. Otherwise, you stare into the inky
void, and it stares back at you, but the painting
remains a mystery—go to A52.

36
A51 - The Black Portrait You step through the door and into the forest. When
you turn around, the Tower of High Sorcery is simply
You can still feel invisible eyes upon you, but the gone—vanished. Strange shapes made of mist dart
creeping sensation eases. The black portrait seems less about at the corners of your vision. Indecipherable
ominous now than it did before. The mysterious mage sounds echo from deeper in the shadow-
continues to speak in your mind, not answering any shrouded forest.
questions or revealing their identity.
Your Test of High Sorcery has begun. Go to B1.
“It seems you have already taken more than your fair
share of help. I wonder, does the Conclave know how
easily cheating others comes to you? Not that you
should care one iota about what those pretenders
think! Truly great mages understand that no rule
matters as much as the rule of power. Take what is
yours, and do not let those dusty-robed fools stop you.
Let that advice be my gift to you.”

When the mage’s presence fades from your mind, the


black portrait vanishes from where it hung on the
wall. You inhale deeply, not realizing you had been
holding your breath the entire time he spoke. With a
hard swallow, you turn and finish the climb to the top
of the tower. Go to A52.

A52 - The Door to the


Testing Grounds
At first glance, the thick wooden double doors at
the top of the stairs seem mundane compared to
everything else you have observed around the Tower
of Wayreth. However, you quickly notice they
appear to have no handle or noticeable lock. Their
only distinguishing features are a pair of remarkably
detailed silver door knockers resembling your own
face. With no other obvious way into the Testing
Grounds, you grab one of the silver knockers and rap
it against the door three times.

Rap, rap. Rap.

A moment later, the double doors open. Beyond lies


the familiar fey-haunted woods you passed through
to find the Tower of High Sorcery. Heavy fog rolls
across Wayreth Forest. You can see the eerie red eyes
of unknowable creatures flittering about in the mist.

37
B2 - Riverside Shore
The damp softness of the forest floor turns to sand,
HAPTER TWO: the withered trees collapse into the ground, and the

HIGH SORCERY
eerie creatures disappear. In a blink of an eye, you are
standing at the bank of a river. The river rushes swift
B1 - Wayreth Forest and deep, though it glows with an eerie white light,
waves licking at the shore in ethereal wisps. A boat
The misty air is thick with the feeling of anticipation. digs into the sand, and standing next to it is a figure in
The trees’ dead branches are still, and the weird red- a gray hooded robe. In their hands, they hold an oar
eyed creatures floating in the mist hold their breath, fashioned of metal shaped like a blade, shining in the
waiting for the first Test of High Sorcery to reveal little moonlight that reaches you.
itself. Solinari and Lunitari peer through the canopy,
shining silvery and red moonlight down upon you. Before you can say anything, the ferryman ushers you
onto the boat, pushing off from shore and rowing in a
You sigh, and your voice’s echo snakes into your ear. steady rhythm. Your view of the other side of the river
“And so it begins...” quickly disappears as fog rolls in, joining the water
and sky into one wash of opaque white. Whispers rise
| If you noted the Uncertain About the around you, too quiet to make out their words, with
Future trait, go to B2. no discernible source.

| If you noted the Unresolved Business trait, | If you noted the Remembered Your
go to B12. Childhood Friend trait, go to B3.
If you noted both the previous traits, decide which
drives your character most, and erase the other trait.
| Otherwise, go to B5.
Otherwise, go to B19.

B3 - River of Souls
Your memory stirs, and you realize this is all very
similar to the nightmare you had last night. You lean
forward and speak your friend’s name—thankfully,
this time, not with a frog’s croak.

Unlike your dream, the ferryman doesn’t reveal their


face as they turn to you. Instead, they wordlessly offer
you the oar in their hand and gesture for you to take
the lead across the river. The words from your dream
echo in your mind.

“The future doesn’t mean forgetting the past. The past


is always with you, no matter how far and how fast
you run. Be brave, look it in the eyes, and smile.”

| If you accept the oar, the ferryman passes it to


you with great care. Go to B4.

| If you refuse the oar, the ferryman shakes their


head and resumes paddling. Go to B5.

38
B4 - River of Souls You must succeed on a DC 10 Charisma saving
throw with advantage or take 5 (1d10)
Carefully, you and the ferryman exchange places psychic damage as the whispers worm their way
in the boat, and the vessel rocks gently with the into your mind.
motion. The oar is heavy in your hands, but as you
dip the blade into the water, you settle into an easy, if The fog clears as the ferry boat hits the calm shore
sometimes clumsy, rhythm. across the way, the anxious murmuring finally
fading away. You feel the ferryman’s hands let go
The water is calm, and the fog is still, but the intensity of you, but not before giving your shoulder a soft
of the whispers ebb and flow, growing steadier and squeeze. When you turn to hand the oar back, you
louder as they rise from the river. Ghostly faces begin see that the ferryman is gone, leaving only an empty
to bubble to the surface, the spirits of mages who gray robe behind.
perished in this river bemoaning their fears, words
overlapping in tumultuous anxiety. Note the Navigated Your Future trait and gain
Inspiration if you don’t already have it. You
“What if I die?” disembark from the boat, stepping into your next Test
of High Sorcery.
“I can’t fail...”

“How did I even get here? I should be back home...”


| If you noted the Unsubtle trait, go to B27.
“Am I even ready to take the test?”
| If you noted the Lacks Fortitude trait,
go to B40.

From behind, you feel the hands of the ferryman | If you noted the Overconfident
carefully cover your ears as best they can, their touch trait, go to B49.
surprisingly warm and reaffirming.

39
B5 - River of Souls roughly grab the back of your neck. Swiftly you’re
hauled back onto the boat, and the ferryman dumps
As you sit back in the boat, the whispers ebb and flow, you unceremoniously onto the seat. They barely look
steadily growing in volume and fervor. Soon the at you as they resume paddling, but their displeasure
sibilance grows to a cacophony of voices belonging with you emanates from their form. Go to B11.
to hopeful mages who wavered during their Tests of
High Sorcery. Their anxious cries haunt the thick air.
Some of the whispers echo your own thoughts, the B7 - River of Souls
quiet moments of uncertainty you’ve felt. Make a DC You stand up, and the boat rocks with the motion. You
13 Wisdom saving throw. demand that the ferryman rows to the docks. Their
paddling goes still, and as they straighten up, they
If you fail, you can’t help but peer over the boat’s appear to grow taller. The oar lifts from the water,
edge, drawn by the whispers. Ghostly terrified faces looking even more like a weapon as the metal gleams
look back, their eyes empty as they stare through you, in the foggy moonlight.
their mouths moving in non-stop repetition of their
hope and despair. Swirling among these faces are
visions of potential futures: success, failure, death, and
| If you attempt to persuade the ferryman to row
to the docks, go to B8.
life. As the horrifying and wondrous site mesmerizes
you, cold hands reach up from below and pull you into | If you try to push the ferryman into the
the river—its flow made up more of the souls of dead river, go to B9.
mages than water. Go to B6.
| If you sit back down and let the ferryman
If you succeed on your saving throw, you grab onto continue, go to B11.
your seat and anchor yourself to the boat, avoiding
eye contact with whatever lurks in the river. Eager to
look anywhere but the water, you notice a wooden
B8 - River of Souls
dock through the fog. However, the ferryman doesn’t The ferryman doesn’t turn to look at you as
steer the boat towards the dock, instead preparing to you begin to speak. Make a DC 13 Charisma
paddle right past it. (Persuasion) check.

If you succeed, the ferryman turns and tilts their


| If you try to take control of the boat, go to B7. head at you with silent curiosity. They hand you the
| If you allow the ferryman to keep going, oar, keeping perfectly still until you take it from them.
go to B11. Note the Took Boat Control trait, then go to B10.

B6 - River of Souls If you fail, you see their chest and shoulders shake in
a wordless scoff. Much quicker than you expect them
Your body flails and thrashes as ghostly hands pull to move, they spin around, barely rocking the boat
and caress you, countless ghosts now screaming their as the flat of the oar is pressed to your shoulder. The
insecurities into your ear, a terrible symphony of oar’s sharp edge nicks your neck threateningly, dealing
uncertainties. Fingers pry at your mouth, tendrils 2 (1d4) slashing damage. The ferryman takes a seat
explore the inside of your nose and ears, and the to begin rowing and gestures for you to do the same.
ghosts press into your mind. You must succeed on a
DC 13 Charisma saving throw or choose to either | If you try to push the ferryman into the river,
expend 2 (1d4) spell slots of any level or gain one go to B9.
level of Exhaustion as the spirits wear away at you.
| If you sit back down and let the ferryman
Your lungs burn, and your vision swims. Just as continue, go to B11.
you’re about to take a desperate gasp, you feel a hand

40
B9 - River of Souls B11 - River of Souls
You rush forward to push the ferryman and grab The water is calm, and the fog is still as the ferryman
hold of the oar. Make a DC 13 Strength (Athletics) continues paddling, but the river ghosts’ whispers ebb
check—you have advantage on your check if you cast and flow in intensity, growing steadier and louder
a 1st or higher-level spell that pushes the ferryman to as they rise from the river. You must succeed on a
the edge of the boat, like thunderwave or gust of wind. DC 10 Charisma saving throw or take 5 (1d10)
psychic damage as the whispers worm their way
If you fail, the ferryman’s strength beneath the ratty into your mind.
robes takes you by surprise. With a simple push, you
are swiftly knocked off the boat, crashing into the The fog clears as the boat hits the calm shore across
river with a splash. Go to B6. the way, the anxious murmuring finally fading away.
You disembark, and when you look behind, the
If you succeed, you take the ferryman by surprise. ferryman has disappeared, leaving only the oar and
Their body is lighter than you expect, and they crash their gray robe. Ghostly hands reach up from the
into the river in a fluttering of gray fabric. From water and pull the boat back into the river, and you
beneath the water, hundreds of ghostly hands greedily watch as it drifts away into the fog.
grab at the ferryman, quickly dragging them under.
You step onto the sandy shore and prepare to face your
The ghosts leave behind no trace of the ferryman. next Test of High Sorcery.
You take the oar into your hands and start to row
desperately. Note the Usurped Ferryman trait, | If you noted the Unsubtle trait, go to B27.
then go to B10.
| If you noted the Lacks Fortitude trait,
go to B40.
B10 - River of Souls
Quickly, you paddle your way to the docks, scrambling | If you noted the Overconfident trait,
up from the boat onto the damp and splintered wood. go to B49.
When you turn back around, you see no trace of the
ferryman. The river and its ghosts have fallen silent.
The fog rolls in thick and heavy, obscuring your sight.
Once the mist departs, you prepare to face your next
Test of High Sorcery.

| If you noted the Unsubtle trait, go to B27.


| If you noted the Lacks Fortitude
trait, go to B40.

| If you noted the Overconfident


trait, go to B49.

41
B12 - Ancient Ruins B13 - Ancient Ruins
Footsteps turn from subtle clops on the soft forest The ghosts howl with sorrow, their faces shifting from
floor to hollow thuds on echoing stone. You find their appearance in life to death, mangled and cracked
yourself in an ancient ruin, dark and forgotten. The skulls shrieking in endless pain. Their cries shake
walls are carved with images of battles long past, you to your very core as memories that aren’t yours
featuring elves and humans engaged in fierce combat flash through your mind. On a battlefield, you recall
against strange, shapeless monstrosities. From within being pierced by a sword, your lifeblood bleeding out
the carvings comes a trio of sighs, the air shimmering onto soil well-watered by the gore of your friends and
with light and energy that coalesces into the ethereal loved ones. Make a DC 13 Wisdom saving throw.
forms of three elven ghosts.
If you fail, you stumble back and collapse onto the
Their eyes are sightless, yet they look at you as they floor, this mirage of pain overwhelmingly real to you.
speak. You can’t hear their words, only sighs rising Take 5 (1d10) psychic damage. Through your blurry
from their throats, but you can read what they say vision, you watch the other mage swoop in and deftly
from their lips. snatch all the treasures. Sparing you only a wink, he
turns heel and runs out of the ruins, chased by the
“Please...free us from our perpetual suffering here. wrathful ghosts. Soon everything falls quiet, and
Put us to rest, and finally, let us join our siblings and you’re left alone in the dead air of the ruins. Go to B14.
parents in the Beyond...”
If you succeed, you push aside the ghosts’ projected
They gesture deeper into the ruins. In the darkness, memories, stumbling to reach for one of the treasures.
you see three skeletons clothed in ancient battle
gear, their bones in disarray and postures twisted | If you take the goblet, go to B15.
in agony. Each of their hands holds a different item:
the first holds a silver goblet with droplets of rubies, | If you take the crystal sphere, go to B16.
the second a sphere of cloudy quartz, and the third
a golden crown with a sapphire in the shape of | If you take the crown, go to B17.
a shining star.

Before you can move, a confident voice cuts through


the echoing grave air. “Oho, looks like you got here
before me!” You turn around to see who appears to
be another apprentice mage, hands propped on his
hips as he looks at you. “Well, that’s fine. How about
you take one of the treasures, and I’ll take another,
and we call it fair? I mean, it’s not like these elves
need them anymore.”

The ghosts shrink, almost hissing at his presence.


Then they turn toward you and repeat their
voiceless plea.

| If you go to take the treasure, go to B13.


| If you attempt to put the ghosts to
rest, go to B18.

42
B14 - Ancient Ruins B16 - Ancient Ruins
Shaking, you pick yourself up as the walls around You pick up the cloudy quartz sphere, the surface
you rumble. Bits of stone and dirt crumble from the still smooth and polished after all this time. As you
already collapsing ceiling, and you push yourself away tilt the crystal, it catches the dim light, amplifying
from the treacherous ruin. As you cross the threshold it. Suddenly, another memory that doesn’t belong to
of the ruin’s doorway, you step toward your next Test you flashes through your mind—someone gazes into
of High Sorcery. the sphere before writing down notes in their arcane
tome, the crystal giving them clarity of knowledge.
| If you noted the Unsubtle trait, go to B27. You have advantage on all Intelligence (Arcana)
checks until you finish a long rest.
| If you noted the Lacks Fortitude
trait, go to B40. The sphere breaks apart into sand that runs through
your fingers. Quickly, you escape the haunted ruins
| If you noted the Overconfident and howling ghosts. Your next Test of High Sorcery
trait, go to B49. awaits. Note the Took Ghostly Treasure trait.

B15 - Ancient Ruins | If you noted the Unsubtle trait, go to B27.


You pick up the silver goblet, the weight of it
surprisingly light. At the bottom of the cup are
| If you noted the Lacks Fortitude
trait, go to B40.
traces of a red liquid wafting with an herbal scent.
Suddenly, another memory that doesn’t belong to | If you noted the Overconfident
you flashes through your mind—someone takes the trait, go to B49.
goblet and drinks deep from it, their war-inflicted
wounds healing as they swallow. Gain 7 (2d6)
temporary hit points. B17 - Ancient Ruins
You pick up the golden crown, which is perfectly sized
The howling of the ghosts brings you back to the for your head, and notice an inscription carefully
present, and the goblet dissolves into dust in your carved along the inside of its metal. Suddenly, another
hands. With the wrathful spirits on your heels, you memory that doesn’t belong to you flashes through
run to the exit of the ruins. When you finally cross the your mind—someone takes the crown and places it
threshold of the ruin’s doorway, you step toward your upon their head, shouting a rallying cry and leading
next Test of High Sorcery. Note the Took Ghostly their people into a great battle. You gain Inspiration
Treasure trait. if you don’t already have it.

| If you noted the Unsubtle trait, go to B27. The ghosts shriek and the crown dissolves into rust
in your hands.With the wrathful spirits on your heels,
| If you noted the Lacks Fortitude trait, you run to the exit of the ruins. When you finally
go to B40. cross the threshold of the ruin’s doorway, you step
toward your next Test of High Sorcery. Note the
| If you noted the Overconfident trait, Took Ghostly Treasure trait.
go to B49.
| If you noted the Unsubtle trait, go to B27.
| If you noted the Lacks Fortitude trait,
go to B40.

| If you noted the Overconfident trait,


go to B49.

43
B18 - Ancient Ruins B19 - Windy Cliffside
You ignore the other mage and begin to walk forward. The trees abruptly part, leaving you on the precipice
The ghosts float alongside you, their hands ever so of a windy cliff face. Ocean waves crash at rocks below,
gently nudging you toward their skeletons. Up close, and the air is brisk and salty as it stings your face.
the state of the bodies is even grimmer than you Sitting on the cliff’s edge is a woman with elegantly
first realized. Each corpse was defiled and discarded folded feather wings, a snake tail curling from her
by whoever struck the killing blows, leaving them skirt, tethering her to the foundation. Beneath her
to rot. Footsteps shuffle behind you as the other beaked mask, she ponders a cracked stone, her lips
would-be mage attempts to leap in and grab a treasure, curved into a melancholy frown.
but the ghosts swiftly rear up in righteous fury,
frightening him away. As you approach, she turns her head to you, her hand
beckoning you closer. “Please, can you help me?”
You concentrate on rearranging the bones into Her voice is soft and lyrical, yet it cuts through the
proper positions to rebuild the skeletons. Make howling winds. “I’ve lost a stone—a special one that
a DC 13 Wisdom (Medicine) or Intelligence was given to me by my mother, who was given it by
(Investigation) check—you have advantage on her mother before her.”
your check if you cast a spell to help you with the
meticulous work, like unseen servant or mending. Each She gestures to a pile of stones nearby, each identical
time you fail, take 5 (1d10) psychic damage as you see in shape and size, all smoothed down by time. “I have
the forms of the ghosts distort, warped and mangled, spent days searching, and yet it eludes me. It’s warm
reflecting their mismatched earthly vessels each time to the touch, shines purple under certain light, and is
you place a bone in the wrong place. Repeat the check more sturdy than any other mountain rock.”
until you succeed, taking damage each time.

When you succeed, the ghosts sigh with great relief.


| If you search for the stone through touch,
go to B20.
They float past you, brushing your forehead with
gentle fingers. Gain Inspiration if you don’t already | If you search for the stone through light,
have it. All three ghosts close their eyes once they lie go to B21.
down inside their corpses. They slowly fade from this
world and pass on to the next. | If you search for the stone through force,
go to B22.
After the elven ghosts disappear, so do their bodies
and the treasures, melding into the earth. Note the
Pacified Elven Ghosts trait.

As you stand up and brush off the grave dirt, the


partially collapsed ceiling of the ruins breaks open. A
sea of icy shadow spills from the opening, enveloping
you entirely. When the freezing darkness departs, you
face your next Test of High Sorcery.

| If you noted the Unsubtle trait, go to B27.


| If you noted the Lacks Fortitude trait,
go to B40.

| If you noted the Overconfident trait,


go to B49.

44
B20 - Windy Cliffside | If you take the stone for yourself, go to B24.
You kneel to sift through the rock pile, your | If you give the stone to the lady, go to B26.
fingers trying to assess which stone is of a different
temperature. Make a DC 13 Wisdom (Perception) B22 - Windy Cliffside
check. You automatically succeed if you cast the
detect magic spell. You stand up straight and prepare to break the piled
rocks to see which one stays whole. Make a DC 16
If you fail, you spend what feels like hours searching Strength (Athletics) check. You automatically
for the correct stone. Eventually, you pick one you are succeed if you cast detect magic, and you have
half sure about and offer it to the serpentine woman. advantage on your check if you cast a 1st or higher-
She carefully brings it to her chest, cradling the stone level spell that can break stones, like shatter.
before she shivers with the cold. Frost blooms across
her body, quickly spreading from her hands to her If you fail, you spend what feels like hours searching
head and the tip of her tail until she becomes solid for the correct stone. Eventually, you pick one you are
ice. Go to B23. half sure about and offer it to the serpentine woman.
She carefully brings it to her chest, cradling the stone.
If you succeed, your fingers wrap around a stone As she does, you observe the tip of her tail transmute
that gives off heat comparable to a cozy hearth fire— to sparkling amethyst. The gemstone growth quickly
contained within a small, unremarkable piece of spreads through her whole body until she becomes an
earth. When you hold it in your hands, that soothing entirely still amethyst statue. Go to B23.
warmth spreads to the rest of your body.
If you succeed, you spot one stone that seems
untouched by your efforts among the rubble of
| If you take the stone for yourself, go to B24. pebbles and shards. When you pick up the stone, the
| If you give the stone to the lady, go to B26. rock gleams as though it were proud of proving its
resilience and strength.
B21 - Windy Cliffside | If you take the stone for yourself, go to B24.
You kneel to sift through the rock pile, trying to
find which stone has the strange purple sheen | If you give the stone to the lady, go to B26.
the lady mentioned. Make a DC 13 Intelligence
(Investigation) check. You automatically succeed if
you cast the detect magic spell.

If you fail, you spend forever searching for the


correct stone. Eventually you pick one and offer
it to the serpentine woman. She brings it to her
face, carefully examining it. The stone cracks, and
a brilliant flash of red magic explodes from within.
The serpentine lady falls to the ground and begins to
writhe in pain. Blood begins to spill from her eyes and
she covers them, almost as though to hold the fluid
inside so it doesn’t escape. Go to B23.

If you succeed, you spot a shimmer of purple in the


moonlight among the marbled mass of gray and white.
You pick up the stone, unable to look away from how
the light catches on its surface.

45
B23 - In a Pile of Stones footing and slip off the cliff’s edge towards the
water below. Add the Mountain’s Soulstone to
As the serpentine lady meets her unfortunate fate, your inventory, note the Stole the Rock trait,
the cliff side around you begins to shake. Shifting then go to B25.
rocks rise and part—as though the earth itself were
trying to swallow you whole. Pulled down, you do
whatever you can to keep from being crushed by MOUNTAIN’S SOULSTONE
jagged stone. You must succeed on a DC 13 Strength Wondrous item, rare
or Dexterity saving throw, taking 11 (2d10)
bludgeoning damage on a failed save, or half as This plain-looking white stone is warm to the touch
and fits comfortably in the palm of a hand. An ancient
much on a successful one. You have advantage on your mountain spirit dwells within, preferring solitude at high
saving throw if you cast a 1st or higher-level spell that altitudes while it listens to the wind’s song. It can be
teleports you past treacherous rocks or destroys them, compelled to offer its aid in the form of transmutation
like misty step or shatter. magic that turns your flesh as hard as stone.

You can activate the stone with a bonus action, gaining


After several suffocating minutes that seem like they resistance to nonmagical bludgeoning, piercing, and
may never end, the earthen burrow finally releases slashing damage for one hour. When you use this ability
you. You brush debris and dirt from you and look in any location other than the spirit’s home, roll 1d6. On a
around to prepare for your next Test of High Sorcery. 1, the stone shatters after use, and the spirit travels back
home. Once you use this ability, you cannot use it again
until you take a long rest.
| If you noted the Unsubtle trait, go to B27.
| If you noted the Lacks Fortitude trait,
go to B40. B25 - In the Air
| If you noted the Overconfident trait, You close your eyes, expecting to hit the salty
go to B49. embrace of the ocean. Instead, you don’t feel
anything at all. When you open your eyes, you find
B24 - Windy Cliffside yourself suspended upside down in the air and in
time. Slowly the world reorients itself, and in that
When you turn away from the lady with the stone dizzying suspension, you find yourself in a new place
in your hand, she quickly coils into an attack pose, with your feet on solid ground. The Test of High
shrieking with fury at your immediate betrayal. She Sorcery continues.
swoops towards you, clawed hands reaching out
to snatch the stone back from you. Make a DC | If you noted the Unsubtle trait, go to B27.
Dexterity 16 saving throw—you have advantage on
your check if you cast a 1st or higher-level spell that | If you noted the Lacks Fortitude trait,
pushes the lady away, like thunderwave or gust of wind. go to B40.

If you fail, she triumphantly snatches the stone from | If you noted the Overconfident trait,
your hands, and her tail whips out to shove you off go to B49.
the cliff. Unless you cast feather fall, take 11 (2d10)
bludgeoning damage as you strike a jagged rock B26 - Windy Cliffside
on your way down. You continue to fall through
the air afterward. Note the Stole the Rock trait, The serpentine lady clutches the stone carefully,
then go to B25. cradling it to her chest with mirthful relief.

If you succeed, you manage to dodge and hold the “Thank you,” she says, smiling widely. Then she raises
lady at bay while keeping a firm grip on the stone. the stone up to the moonlight and murmurs a phrase
Though you move out of the way, you lose your of power. She stands up at the cliff’s edge and leaps

46
into the air, taking flight in a graceful motion. As she If you fail, you’re mid-stride when a scaled coil wraps
launches into the winds, she transforms into a great around your feet, quickly dragging you to the cave’s
flying serpent with scales of purple stone. floor. Your body slams into the ground, and the tail
drags you viciously through the cave. Take 5 (1d10)
As you squint to observe the flying serpent disappear bludgeoning damage, then go to B37.
into the red moon’s corona, the sharp ocean breeze
blusters, making you close your eyes from its salty If you succeed, you focus on your breath, not even
sting. When you open them again, your next Test of looking behind you as you outmaneuver whatever
High Sorcery awaits you. horrid thing is chasing you. You tug on the handle
as soon as you reach the door, but the wood doesn’t
| If you noted the Unsubtle trait, go to B27. budge. The entry is quite securely locked. The
sound of slithering grows louder, reminding you
| If you noted the Lacks Fortitude trait, that you don’t have much time to ponder your
go to B40. choices or escape.

| If you noted the Overconfident trait, | If you attempt to brute force the door
go to B49.
open, go to B29.

B27 - Cave of Statues | If you attempt to grab the key, go to B30.


You find yourself in a dim cave, lit only by the
moonlight barely creeping through a single crack on B29 - Cave of Statues
the roof. Surrounding you are stone statues of people, You steady yourself and prepare to break the door
each perfectly preserved in life-like poses. The statues’ open. Make a DC 13 Strength (Athletics) check.
realistic features are frozen in various expressions, You automatically succeed if you cast the knock
some looking ahead with complete confidence while spell, and you have advantage on your check if you
others cower and shrink away from an unseen danger. cast a 1st or higher-level spell that can break open
Broken parts of the statues that have fallen off with wood, like shatter.
time and erosion cover the floor, cracking underfoot.
If you fail, you’re mid-strike when a scaled coil wraps
On the other side of the cave, you see a heavy wooden around your feet, quickly dragging you to the cave’s
door, the only clear exit from this place. floor. Your body slams into the ground, and the tail
drags you viciously through the cave. Take 5 (1d10)
| If you move quickly but conspicuously, bludgeoning damage, then go to B37.
go to B28.
If you succeed, you feel cold scales and the flick of a
| If you move stealthily but slowly, go to B33. tongue on the back of your neck right before the door
opens to your will. You leap forward, spilling into a
B28 - Cave of Statues peaceful hallway. Stairs at the far end ascend to your
next Test of High Sorcery.
Old stone cracks beneath your feet. Soon, the
sound of crumbling statues is joined by something
You can take a short rest.
scaly scraping against stone. Something slithers
very quickly toward you. Make a DC 13 Strength
(Athletics) or Dexterity (Acrobatics) check—you | If you noted either the Fey Dealings or Stole
have advantage on your check if you cast a 1st or Fey Bread traits, go to B61.
higher-level spell that quickens your movement, like
longstrider or expeditious retreat.
| If you noted either the Mysterious Friend or
Watched a Fey Dance traits, go to B74.

47
B30 - Nest of Eggs B32 - Medusa’s Nest
You dive for the nest filled with eggs nearly the size Taking one of the eggs into your hands, you lift it
of your head and stretch to grab the half-buried over your head, threatening to throw the fragile thing.
key. Suddenly, the slithering sound behind you Make a DC 13 Charisma (Intimidation) check.
stops. Out of the corner of your eye, you can see
fragments of your pursuer: a long coiled snake’s tail If you fail, a long moment of silence hangs between
that merges with a humanoid torso, undulating hair, you before the medusa sighs, though you can hear the
and clawed hands. glee in the drawn-out sound. Go to B39.

You don’t see her face as she speaks, her harsh words If you succeed, the medusa hisses at you, but she
sibilant and elongated, “Lissssten here you sswindler, slowly backs away, giving you room to get to the door.
you ssscoundrel, you misssscreant. You besssst sstay You can feel her piercing glare as you put down the
away from thossse if you know what issss wisssse. egg and grab the key. As soon as you step away, her
Lassst warning. Ssstep away from that nessst. Now.” tail moves to coil around the nest protectively.

If you try to discern more about this creature, With the key in hand, you unlock the door, step
you must make a DC 13 Wisdom (Nature) or through it, and triumphantly enter a long corridor.
Intelligence (Arcana or History) check. If you Stairs at its far end ascend up to your next Test
succeed, everything you’ve witnessed finally clicks in of High Sorcery.
your mind, from the statues to the eggs to the snake
tail. You face a medusa whose gaze can turn you to You can take a short rest.
stone if you look into it. Should you end up fighting
the creature, you automatically know the medusa’s | If you noted the Fey Dealings or Stole Fey
weakness listed. Once you realize the medusa’s Bread traits, go to B61.
nature, make another choice.
| If you noted the Mysterious Friend or
| If you try to talk to her diplomatically, Watched a Fey Dance traits, go to B74.
go to B31.

| If you try to threaten her eggs, go to B32.


B31 - Medusa’s Nest
As you speak, you see the medusa’s coil shift and curl,
and you can hear her get closer to you. A flick of her
long, forked tongue dances dangerously close to your
face, but her gaze is just out of sight.

“Yessss, but don’t you ssssee? You would make sssuch


a good ssstatue for my collection. Maybe there iss
sssomething elsse you could offer me? Perhapss a
magic item of sssortss, to round out the accesssoriess
for all my dear friendsss here.”

| If you accept the deal and give her a magic


item, go to B38.

| If you refuse the deal, go to B39.


48
B33 - Cave of Statues creaks open. You quietly slip through, into a long
corridor. At the far end of the hall your next Test of
Carefully and quietly, you navigate the statues and High Sorcery awaits.
the broken stone. You keep your eyes and ears keen
for any movement. You crouch and sneak through a You can take a short rest.
group of laughing statues arranged in a circle as if they
were celebrating together. Somewhere a little deeper | If you noted either the Fey Dealings or Stole
into the cave, you spot a figure with a snake tail and Fey Bread traits, go to B61.
a humanoid torso dressing one of the statues in a
cloak, chuckling to herself with amusement. As you | If you noted either the Mysterious Friend or
try to pass by her, make a DC 13 Dexterity (Stealth) Watched a Fey Dance traits, go to B74.
check—you have advantage on your check if you cast
a 1st or higher-level spell that helps you go unnoticed,
like invisibility or fog cloud.
B35 - Cave of Statues
You sneak over to the nest filled with white eggs
If you fail, the creature quickly spins around on nearly the size of your head. The key is propped
her coiled tail, her forked tongue flicking out to up, almost inviting you to take it. But when you
taste the air, and her gaze turns toward where you peer closer, you notice the eggs sit on a writhing
stand. Go to B36. mass of small snakes. As you reach to grab the key,
a larger cobra slithers from beneath the others and
If you succeed, your cautious steps slowly lead you quickly bites you on the hand. You must succeed
to the door. You tug on the handle as soon as you on a DC 13 Constitution saving throw or take 7
reach the door, but the wood doesn’t budge. The (2d6) poison damage.
entry is quite securely locked. You glance at something
flickering in torchlight, and spy the glint of a key from You swiftly grab the key and pull your hand out of
inside a nest of large white eggs a few paces away, the snake nest. Your head swimming a little, you
sneak back over to the door. The key fits perfectly,
| If you take your time and examine the door, and you quickly and quietly slip through the door.
go to B34. Beyond the long hallway ahead your next Test of High
Sorcery awaits.
| If you sneak to the key in the nest, go to B35. You can take a short rest.
B34 - Cave of Statues
You press your hands to the door, carefully examining
| If you noted either the Fey Dealings or Stole
Fey Bread traits, go to B61.
it. Make a DC 10 Intelligence (Arcana or
Investigation) check. | If you noted either the Mysterious Friend or
Watched a Fey Dance traits, go to B74.
If you fail, you’re engrossed in your work when a
scaled coil wraps around your feet, quickly dragging
you to the cave’s floor. Your body slams into the
ground, and the tail drags you viciously through
the cave. Take 5 (1d10) bludgeoning damage,
then go to B37.

If you succeed, your fingers run across nearly


invisible inscriptions embedded in the door handle.
You mouth the words in a language you can read
but not entirely understand, and the door clicks and

49
B36 - Cave of Statues B38 - Cave of Statues
The creature begins to advance towards you, slithering The creature hides her eyes beneath her coils of
along on a long coiled snake’s tail that merges with a serpentine hair in good faith, but you can see her
humanoid torso. Though you never quite see her gaze, eager smile half-hidden behind a snake’s forked
you notice her head is wreathed with undulating hair. tongue. She stretches out a scaly hand to take your
magic item—remove it from your inventory.
She hisses gleefully, her voice sibilant and words
elongated, “Look at thisss. They brought me a new A moment later, she releases you. She uses the tip
mage for my ssspecial collection.” of her long tail to nimbly pick up the key and place
it in your hand. When you quickly leave her cave
You take an unconscious step away from her, and your of frozen horrors behind to unlock the door, the
foot hits the edge of a nest filled with white eggs. medusa has already started arranging your magic item
on one of her statues. Her precious diorama is now
If you try to discern more about this creature, even dearer to her.
you must make a DC 13 Wisdom (Nature) or
Intelligence (Arcana or History) check. If you Before she can change her mind, you unlock the door
succeed, everything you’ve witnessed finally clicks in and step through. At the end of the long tunnel ahead
your mind, from the statues to the eggs to the snake lies your next Test of High Sorcery.
tail. You face a medusa whose gaze can turn you to
stone if you look into it. Should you end up fighting You can take a short rest.
the creature, you automatically know the medusa’s
weakness listed. Once you realize the medusa’s | If you noted either the Fey Dealings or Stole
nature, make another choice. Fey Bread traits, go to B61.

| If you attempt to fight her, go to B39. | If you noted either the Mysterious Friend or
Watched a Fey Dance traits, go to B74.
| If you attempt to run past her, go to B28.
| If you try to talk to her diplomatically, B39 - Medusa’s Nest
go to B31. The medusa springs high onto her coils, each strand
of her hair coming to life. Snakes writhe and wriggle,
| If you threaten her eggs, go to B32. flicking their tiny tongues in bloodthirsty anticipation.
The medusa’s eyes flash gold, and she prepares to turn
B37 - Cave of Statues you into her next artistic masterpiece.
You struggle and writhe in the creature’s coils, its
Roll Initiative for yourself and the medusa.
scales squeezing your limbs and neck tightly.You
Unless noted previously, you begin the encounter
feel yourself being dragged across the hard floor, a
15 feet from the medusa, surrounded by her
captive to her whims.
diorama of petrified mage victims. If you defeat the
medusa, you steal the key from her nest and escape
“What a marvelouss addition to my ssspecial
through the door.
collection,” she happily hisses.
Before you continue to your next Test of High
| If you attempt to fight her, go to B39. You Sorcery, you can take a short rest. If you noted the
begin the encounter 5 feet from the medusa, Fey Dealings or Stole Fey Bread traits, go to B61. If
grappled by her Constrict. you noted the Mysterious Friend or Watched a Fey
Dance traits, go to B74.
| If you try to talk to her diplomatically,
go to B31.

50
THE ENVIRONMENT start of her turn. On subsequent turns, she might
avert her eyes from the mirror and have disadvantage
Becoming Petrified. If the medusa turns you entirely
on attack rolls against you.
to stone, no one comes to restore you, and your story
ends with you forever encased in a petrified tomb.
Medusa’s Weakness. You can use a bonus action to
Remember that when you fail a saving throw, you can
make a DC 13 Wisdom (Nature) or Intelligence
spend a Destiny point to succeed instead.
(Arcana or History) check. If you succeed, you
discover her stony scales make her vulnerable to
Statues of Failed Mages. The expressions of the
thunder damage. Additionally, you know how her
medusa’s petrified victims range from terrified to
Petrifying Gaze works and that she is not immune
overly confident. If you use an action and succeed
to her own gaze.
on a DC 13 Wisdom (Perception) check, you spot
the nearby statue of a handsome mage bearing a
triumphant smile, proudly holding up a gilded hand ENEMY TACTICS
mirror. Unfortunately for the mage, his last mistake The medusa prefers collecting her victims in her lair,
was aiming the mirror the wrong way—at himself forever trapped as living statues for her amusement.
rather than the medusa. When within melee range of her prey, she attacks
with her Constrict or her Snake Hair, hoping to force
Once you notice it, you can take the mirror as a free the victim to stare into her Petrifying Gaze and turn
action so long as you have a free hand. If you hold its to stone. She only attacks with her Longbow when her
reflective surface toward the medusa, she must make a target is too far to reach by using her movement.
saving throw against her own Petrifying Gaze at the

MEDUSA The restrained creature must repeat the saving throw at


the end of its next turn, becoming petrified on a failure
Medium Monstrosity, Lawful Evil or ending the effect on a success. The petrification lasts
until the creature is freed by the greater restoration spell
Armor Class 15 (natural armor) or other magic.
Hit Points 27 (6d8)
Speed 30 ft. Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does
STR DEX CON so, it can’t see the medusa until the start of its next turn,
10(+0) 16(+3) 10(+0) when it can avert its eyes again. If the creature looks at the
INT WIS CHA medusa in the meantime, it must immediately make the save.

12(+1) 12(+1) 14(+2) If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the medusa
Skills Arcana +3, Perception +3, Stealth +5 is, due to its curse, affected by its own gaze.
Damage Vulnerabilities Thunder
Damage Immunities Poison ACTIONS
Condition Immunities Charmed, Poisoned Snake Hair. Melee Weapon Attack: +5 to hit, reach 5
Senses Darkvision 60 ft., Passive Perception 12 ft., one target. Hit: 6 (1d6+3) piercing damage plus 3
Languages Common (1d6) poison damage.
Challenge 2 (450 XP)
Proficiency Bonus +2 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 7 (1d8+3) piercing damage.
Petrifying Gaze. When a creature that can see the
medusa’s eyes starts its turn within 30 feet of the medusa, Constrict (Recharge 5-6). Melee Weapon Attack: +2 to hit,
the medusa can force it to make a DC 11 Constitution saving reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage,
throw if the medusa isn’t incapacitated and can see the and the target is grappled (escape DC 10). Until this grapple
creature. If the saving throw fails by 5 or more, the creature ends, the creature is restrained, and the medusa can’t
is instantly petrified. Otherwise, a creature that fails the constrict another target.
save begins to turn to stone and is restrained.

51
B40 - Claustrophobic Passage B41 - Claustrophobic Passage
You find yourself in a long and narrow hallway, lit You press yourself against the wall, watching in a
only by the sickly glow of luminescent moss that coats combination of horror and wonder as the hands move
the ceiling and floor. You can barely stand up straight, like strange insects. Their fingers wave and waggle to
and when you spread your arms out, you can easily each other, wordlessly communicating in dance-like
touch both sides of the wall. With each step forward motions. Blindly they look for you, fingertips raised
you take, the narrower the space becomes, forcing you to sense changes in airflow. You notice a rune on
to crouch and shimmy as you go along. each palm flashes briefly as they search. Silently they
come to an agreement, and the hands eerily creep back
You walk for what feels like hours, perhaps nearly a through the hole and vanish again.
day, yet no door or exit manifests before you. As you
stop to take a breather and assess your surroundings, When you dare to move again and carefully approach
make a DC 13 Wisdom (Perception) check. the hole, you can see writing scratched into the stony
wall, illuminated by the moss. It reads, “With the help
If you fail, the back of your neck prickles with the of a left hand, the right one can open the way.”
sensation of being watched, but you can’t determine
by what until it is too late. You feel a sudden weight You think you could try to fit your left hand into the
as something falls onto your arm. You look down and hole, but quickly realize it is too tight a fight currently.
see a disembodied hand, pale and twitching, clinging
to you. Using its fingers like legs, the hand crawls | If you cast a spell to help your hand through
up toward your face. Suddenly, you hear skittering the hole like enlarge/reduce, alter self, or
sounds echo as many more hands drop from the grease, go to B42.
ceiling. They swarm through the passageway, eagerly
grabbing and tearing at you. Go to B48. | If you attempt to find another way around,
go to B45.
If you succeed, you hear the sound of nails clicking
on stone, and your gaze is drawn toward the ceiling.
You see a group of disembodied hands among the
moss, each alive and crawling out of a small hole in
the wall, using their fingers like legs.

| If you hide and observe the hands, go to B41.


| If you try to fight your way through
the crawling hands, go to B48.

52
B42 - Claustrophobic Passage you’ve ever felt. Once your detached limb is fully
rejoined, your fingers move involuntarily in a small
You cast your spell, take a deep breath, and slide wave at your face before the hand falls still and relaxes.
your left hand into the hole. Despite your magic, the When you try to make your hand do what you want,
stone is snug around your fingers. Before your eyes, it sometimes—but not always—cooperates. Note the
an arcane door begins to reveal itself, with the hole Living Hand trait.
as its keyhole, the edges of it traced with glowing
moss. Your thoughts are quickly interrupted as You can still hear the rest of the swarm of living hands
sharp pain shoots through your left hand and arm— scuttling down the corridor. You quickly step through
like fire crawling through your veins. You take 5 the arcane doorway and into the dark tunnel beyond.
(1d10) fire damage. It proves a long walk through shadows before you
reach your next Test of High Sorcery.
When you try to pull your hand out of the hole, the
stone grabs and holds on, eager to keep you in place. You can take a short rest.
The air begins to fill with the sound of the hundreds
of crawling hands finding their way to you in | If you noted either the Fey Dealings or Stole
the passageway. Fey Bread traits, go to B61.

| If you try to wrench your hand free, go to B43. | If you noted either the Mysterious Friend or
Watched a Fey Dance traits, go to B74.
| If you patiently wait and hope, go to B44.
B44 - Claustrophobic Passage
B43 - Claustrophobic Passage You grimace and bear with the pain as the door fully
You twist your hand free, this time with great ease. appears. Take 5 (1d10) psychic damage. At last, the
Any relief you feel washes away as you look down to arcane door opens, and the hole releases its grip on
the end of your arm and see that your hand is missing, your hand. Imprinted on your palm is a rune—the
your wrist ending in a clean stump. The crawling same one you saw emblazoned on the palms of the
hands push the arcane door you summoned from crawling hands. Note the Steady Handed trait.
the other side. As the door swings open, the army of
living hands squeeze themselves through and skitter You peek through the open doorway and see the army
around you on their hundreds of fingers. of crawling hands. Now, though, they completely
ignore you as though you are invisible to them. You
Suddenly, you see your recently lost hand jumps out, navigate your way through the hands, trying not to
landing on the cold ground. Your hand moves with step on any of them. The tunnel’s luminescent moss
a mind of its own! It waves at you with an index slowly fades until the only glow is the rune on your
finger and then places itself between you and the palm. The rune and its light soon fade, too, vanishing
other disembodied hands. Wordlessly it gestures and from your skin and casting you into darkness.
communicates to the hands, pointing in a different
direction, and you watch as the swarm moves When you take one more step forward, you begin
around you, disappearing into the darkness and your next Test of High Sorcery.
leaving you untouched.
You can take a short rest.
Your hand begins to wildly shake and flop around,
almost as though it were laughing with glee. Then it | If you noted the Fey Dealings or Stole Fey
leaps up to you and crawls up your clothes. With a Bread traits, go to B61.
sickening, slurping sound, it settles back onto your
wrist. The sensation of your lost hand’s flesh melting | If you noted either the Mysterious Friend or
back into yours is uncomfortable and unlike anything Watched a Fey Dance traits, go to B74.

53
B45 - Claustrophobic Passage B47 - Claustrophobic Passage
You press yourself close to the hole. Above the cryptic Once you understand the rune and how it works to
words, you notice another carved symbol, older create an arcane doorway, utilizing its magic proves
and long-covered with slightly glowing moss. You as easy as whispering the words, “Lend me your left
recognize the rune is identical to the one you saw on hand, for I am the right one.”
the crawling hand’s palm.
The carving begins to glow brightly. Beneath the moss,
| If you try to destroy the symbol, go to B46. a crack of a door appears, and you hear the sound of
many skittering hands. A moment later, the arcane
| If you try to use the symbol, you must cast door swings silently open.
either identify or comprehend languages,
then go to B47. As you peek through the doorway, you see the swarm
of crawling hands, but they completely ignore you
| If you cast a spell to help your hand through as if you were invisible to them. You navigate your
the hole, like enlarge/reduce, alter self, or way through the hands, trying not to step on any of
grease, go to B42. them. The tunnel’s luminescent moss slowly fades
until you are cast entirely in darkness. You take a
B46 - Claustrophobic Passage breath, knowing that your next Test of High Sorcery
is awaiting you with your next step.
To destroy the symbol, you must succeed on a DC
16 Intelligence (Arcana) check. You automatically
You can take a short rest.
succeed if you cast a 1st or higher-level spell that deals
damage, like magic missile or acid arrow. Each time
you fail, you take 5 (1d10) force damage as the rune | If you noted either the Fey Dealings or Stole
flashes brightly and reflects your magic back at you. Fey Bread traits, go to B61.

| If you try something else, return to B45 and | If you noted either the Mysterious Friend or
Watched a Fey Dance traits, go to B74.
make a different choice.
If you succeed, the rune glows and then fades, a
large crack forming down the center of the carving.
The wall rumbles, and the luminous moss merges to
create a doorway in the stone. As you push against the
rock wall, it swings open like a door. Littered on the
ground are the many disembodied hands, now lifeless.
Your path ahead is clear, and the twisting tunnel leads
to your next Test of High Sorcery.

You can take a short rest.

| If you noted either the Fey Dealings or Stole


Fey Bread traits, go to B61.

| If you noted either the Mysterious Friend or


Watched a Fey Dance traits, go to B74.

54
B48 - Claustrophobic Passage B49 - In Darkness
Hundreds of crawling hands grab at you, each of them You stand on the precipice of a small round platform,
surprisingly strong. Their nails scratch your skin, and suspended amid inky-black darkness, a breath
their fingers pull hard at every limb they can. away from the nothingness beyond. The air is thick
and still. Even the sounds of your breathing and
To push your way through the hands, you must movement seem stifled.
succeed on a DC 13 Strength (Athletics) or
Dexterity (Acrobatics) check—you have advantage An ornate bronze brazier appears in the middle of
on your check if you cast a 1st or higher-level spell the platform, fire roaring up in near-blinding flares
that pushes the hands away or causes them to slip off of reds and oranges. Before the firelight, a tall and
you, like grease or thunderwave. Each time you fail, take imposing figure looms, wrapped in a red cloak. The
5 (1d10) bludgeoning damage. figure holds a golden staff in his backward-facing
hand. His body is that of a humanoid tiger, white and
If you succeed, you fling off the crawling hands black striped fur handsomely groomed, eyes glinting
that cling to you. One of the hands passes perfectly with fire and malice. The tiger mage taps the end of
through the hole in the wall, and a moment later, an his staff on the platform, and you can feel the ground
arcane door appears on the stony wall. You continue shiver with his presence as he looks you up and
to flail and bat away the army of crawling hands until down with disdain.
the doorway finally opens. You bite into a finger
tearing at your face, toss its hand aside, and rush “Another mage hopeful, full of potential, and yet stifled
through the door. by such inherent weakness.” His voice growls eagerly,
sharp teeth flashing in the firelight. He points the
You find yourself cast into darkness, and the skittering staff to the top of the brazier, and the flames spark in
hands vanish. You catch your breath, preparing to face another brilliant display of light and color.
your next Test of High Sorcery.
“Come. Prove your worthiness and mastery of nuance.
You can take a short rest. Your first challenge is so simple even you could not
bungle it—move these flames towards me without
| If you noted either the Fey Dealings or Stole directly touching them.”
Fey Bread traits, go to B61.

| If you noted either the Mysterious Friend or | Iftheyoufirecastor the


a 1st or higher-level spell to move
brazier, like unseen servant or
Watched a Fey Dance traits, go to B74. floating disk, go to B51.

| If you attempt to distract him and then


physically move the brazier, go to B50.

| If you try to flee, go to B58.

55
B50 - In Darkness
You quickly craft a plan to distract the tiger figure
so you can move the brazier yourself. Make a DC
16 Dexterity (Sleight of Hand) or Charisma
(Deception) check—you have advantage on your
check if you cast a 1st or higher-level spell to create a
visual distraction, like color spray or silent image.

If you fail, you finish your distraction and move


forward to try and tip the brazier over with your foot.
The flames suddenly roar to life, and you take 5 (1d10)
fire damage. The tiger mage spins his staff in the
air, calming the inferno, then purrs contentedly. “My,
you are confident, though. A terrible, ugly habit for
neophyte mages.” Go to B51.

If you succeed, the tiger mage’s eyes flick away for a


moment. Seizing the opportunity, you swiftly tip the
brazier over with your foot and step away, waving
your hands as though you had just cast a spell. The
tiger’s gaze turns back to you, narrowing suspiciously.
Then his lips peel back in a too-wide smile. Go to B51.

B51 - In Darkness
The tiger mage chuckles, amused but unimpressed.
His eyes flicker side to side, silently judging you.

“You say you have no weakness to subtlety or fortitude,


but there are flaws to be broken and mended in you
yet.” With a flourish, he thrusts the staff’s tip through
the fire, setting its intricate gold aflame.

“Choose your next challenge and prove your fortitude.


Do you show it through knowledge? Or is your arcane
prowess your strength? Perhaps it is your spirit you
believe so incredibly precious that none can fault it!”

| If you declare a challenge of knowledge,


go to B52.

| If you declare a challenge of arcane power,


go to B53.

| If you declare a challenge of willpower,


go to B55.

| If you try to flee, go to B58.


56
B52 - In Darkness B54 - In Darkness
The tiger mage tilts your head as if to reassess you, As you channel your greatest attack, cast any spell
eyes glittering with the pleasure of a predator that that deals damage. The tiger mage does nothing to
has its prey entrapped in its claws. “The challenge resist the damage.
is a simple question, then. One so learned as you
must certainly already know the answer. What is However, he seems barely affected by the spell’s power.
my true nature?” The tiger mage rolls his head back into an unnatural
angle, cracking his neck in preparation. His cloak falls
You consider the question, noting everything you’ve open, showing the black moon Nuitari embroidered
observed about the tiger mage. You must succeed within the lining. When his head drops back into
on a DC 16 Intelligence (History or Religion) place, he nearly drools with anticipation.
or Wisdom (Nature) check. No spell can help
you—the tiger mage appears capable of resisting your “Mmmm, delicious. Now, my turn,” he declares. He
magic if he chooses. raises his staff to point it at you and casts the fireball
spell. A rolling blaze of hungry inferno launches from
If you fail, you feel your tongue twist and your mind the staff’s tip, only growing larger as it spirals toward
stall, unable to conjure up the right answer. The you and dramatically explodes.
tiger mage’s smile becomes hungrier. He utters a foul
arcane word and waves his staff, striking you with a | If you choose to fail the saving throw per
rippling wave of telekinetic magic. You take 5 (1d10) your agreement, take 28 (8d6) fire damage,
force damage. “You took too long, and I bore easily,” spending a Destiny point if necessary
he purrs nonchalantly. Go to B56. to survive. When the smoke clears, the
tiger mage looks at you with a glint of
If you succeed, you look at how his hand wraps respect. Go to B57.
around the staff, his palm and fingers reversed in
place. Combined with the tiger features, you know | If you flinch and leap out of the way of
that there’s only one creature he could be—a rakshasa, the fireball, you must succeed on a DC 16
one of the god Nuitari’s servants who do his bidding Dexterity saving throw, taking 28 (8d6) fire
in the hellish Abyss. When you proudly tell the damage on a failed save, and half as much on a
rakshasa of this, he smiles wider, perhaps even pleased successful one. Go to B56.
with you. Go to B57.

B53 - In Darkness
The tiger mage smiles, showing off his long and sharp
canines, then lets out a hearty growl of a chuckle.

“Then here is the challenge—you may strike me with


any combat spell you wish to cast, and I will do
nothing to defend against it. However, you must allow
me to do the same to you afterward.”

| If you agree, go to B54.


| If you try to flee, go to B58.

57
B55 - In Darkness | If you decide to try another challenge, return
to B51 and make a different choice. If you
From the depths of the tiger mage’s cloak, he pulls out failed all the tiger mage’s challenges, your only
a handful of warped bones, which he tosses on the recourse is to flee in shame.
brazier’s flame. The fire’s smoke turns from a mild
gray to a deep inky black as the bones come to life, | If you decide to flee, go to B58.
animated with horrific unlife.
B57 - In Darkness
“Now then,” growls the tiger mage, “look into my eyes
and do not look away. Not even an inch. We will see if The tiger mage’s attention is entirely focused on you,
your willpower is as great as you believe.” looking you up and down again. His fascination is
apparent in his grinning expression.
As the shambling creatures of bone and fire make their
way to you, they tug at your limbs. You can feel their “Perhaps you will become more than a mewling kitten
presence inside your mind, pleading for mercy—for yet. I look forward to seeing what ruin you might
anyone to look at them and ease their pain. You must boldly bring into the world.” As he finishes speaking,
make a DC 16 Wisdom saving throw. he slams the base of his staff against the ground. The
earth around you rumbles and shakes, and you are
If you fail, you cannot help but look away from ripped through time and space, teleported to a safe
the tiger mage, your gaze drawn toward the poor corridor. At the far end of the hallway, a flight of
creatures. However, you see nothing on the floor, and stairs ascends to your next Test of High Sorcery.
the creatures have vanished. Suddenly, the tiger mage
growls with disappointment and waves his staff at You can take a short rest.
you, striking out with telekinetic magic. Take 5 (1d10)
force damage, then go to B56. | If you noted either the Fey Dealings or Stole
Fey Bread traits, go to B61.
If you succeed, you grit your teeth and hold firm,
the undead creatures’ horrifying screams and images | If you noted either the Mysterious Friend or
mounting into a maddening crescendo. The tiger Watched a Fey Dance traits, go to B74.
mage’s eyes hold yours in cold disdain. His orange orbs
flicker with fire. At last, he taps the base of his staff B58 - In Darkness
against the ground, and the tortured undead creatures You turn away from the tiger mage and run to the
vanish. The air hangs heavy with silence. Go to B57. platform’s edge. The air quivers, and the mage roars,
not ready to let his new toy escape so easily. Only
B56 - In Darkness darkness waits beyond. You only have a moment
to consider your leap of faith before your feet
The tiger mage looks down at his claws, flexing his leave the ground.
backward-facing hand. He lets loose a bored yawn,
then purrs, “I had such low expectations for you, and
yet you somehow failed even to graze them.”
| If you leap as far off the platform as possible,
go to B59.
His deep orange eyes blink slowly, and he menacingly | If you jump down into the abyss and hope
flicks his tongue around his lips. “Now, you there’s something below, go to B60.
could accept another challenge and attempt to
redeem yourself. To prove your confidence is not
shallow vanity. Or you could run—run far from
here, a sniveling coward barely able to survive the
beginnings of your Test.”

58
B59 - In Darkness | If you noted either the Fey Dealings or Stole
Fey Bread traits, go to B61.
You leap far off the edge of the platform, your
hands extended in the hope that you will grab onto | If you noted either the Mysterious Friend or
something. You must make a DC 16 Strength Watched a Fey Dance traits, go to B74.
(Athletics) or Dexterity (Acrobatics) check.
You have advantage on your check if you cast the B61 - A Cozy Hut
darkvision spell or have the Darkvision feature.
You stand in the middle of a cozy hut, the strong scent
If you fail, you slam hard into the far wall and tumble of herbs wafting through the air. Sunlight filters
into the abyss below. Take 5 (1d10) bludgeoning through foggy windows, shining on drying sprigs that
damage, then go to B60. hang from the walls. Shelves and cupboards are filled
to the brim with jars and bottles featuring ingredients
If you succeed, you manage to grab hold of the rungs such as basilisk blood and unicorn hair. Before you
of an old rusty ladder hidden in the darkness. The can finish taking in your surroundings, an elderly
ladder’s sharp, wire-like metal painfully cuts into your human woman shuffles into the room.
hands. You take 5 (1d10) piercing damage as you
scramble up the ladder. Note the Fiendish Fury trait. “Oh goodness, you’re finally here!” Her voice is as
You find yourself in a safe corridor when you leave warm as sunlight, and her expression is gentle. She
the darkness behind. A flight of stairs at the far end takes your hand to guide you to the dining room table.
ascends to your next Test of High Sorcery. “Come, come, sit down dear, have some nice herbal tea
and cookies. You must have had quite the tumultuous
You can take a short rest. time in your test so far—that Conclave just doesn’t
know how to be gentle with youngsters.”
| If you noted either the Fey Dealings or Stole Once you’re seated,, she pushes forward a plate of
Fey Bread traits, go to B61.
freshly baked cookies and a fresh cup of peppermint
| If you noted either the Mysterious Friend or tea already prepared for you. She wipes her hands on
Watched a Fey Dance traits, go to B74. her apron and shuffles over to the fireplace where a
black iron pot bubbles, filled with an acrid-smelling
B60 - In Darkness liquid. She continues chatting as she stirs the pot.

You fall into the abyss, nothing but darkness and the Really! The mages are so jaded by wars and conflict
echoing rage of the tiger mage’s roar to fill your stolen they’ve forgotten what it’s like to be new to the world.
senses. Minutes and hours pass before you finally Even getting through Wayreth Forest is such an
leave the void behind and land somewhere else. Note ordeal these days, though thankfully, you came across
the Fiendish Fury trait. the fairies when you did. New mages like you require
all the help you can get.” She looks back at you, her
But that chilling darkness lingers, infesting your heart, expression still kind but her eyes knowing.
filling you with a heavy sense of dread—you have
disadvantage on all Wisdom saving throws until “However, I should let you know that the bread you
you take a long rest. took, which I baked myself, doesn’t have any effect
until you’re ready to pay the price. I wish things could
Through the darkness, you arrive in a safe corridor be free, but that’s just the way of the world, isn’t it?”
with a flight of stairs at the far end leading to your
next Test of High Sorcery. | If you noted the Fey Dealings trait, go to B62.
You can take a short rest. | If you noted the Stole Fey Bread trait,
go to B70.

59
B62 - A Cozy Hut B63 - A Cozy Hut
With a hum, she leans over the pot, breathing deeply The older woman beams at you and takes your hand
of the mysterious liquid that boils within. “Now, why in her small, wizened ones. As she looks at you, her
don’t you come over here and help me out, dear?” face becomes sharper, her ears pointed, her eyes milky
When she speaks, something inside you lurches, white, and the color drains from her apron until it is
and your limbs twitch. You must make a DC 13 just a gray robe. Soon her transformation into a hag
Wisdom saving throw. is complete, but even as her appearance shifts, her
expression continues to be warm and gentle.
If you fail, you feel compelled to stand up, leaving
behind the cookies and tea to walk over to the older “I hope my true appearance doesn’t alarm you—you can
woman by the fireplace. Go to B63. understand why I have to look a little more harmless
at first.” From within the hag’s wispy white hair, you
If you succeed, you feel the urge to stand up and walk see some of the fairies from Wayreth Forest peek out,
over to the older woman, but you manage to shake giggling and winking at you.
it off. She frowns, tutting softly. “Really, youngsters
these days.” Stirring the pot a few more times, she “Now then, dear, I don’t need much help at all. Truly,
taps the spoon dry on the side of the pot and lets it all I need is a part of your flesh and blood to add to
sit on a counter. the potion. Only a little bit—a finger or an eye would
be ideal—but I’ll let you choose. The process will be
“If you’re worried, the price for my bread and my help quite painless, too, as a bonus.” Her grip on your hand
is not unreasonable. I just need some assistance with remains firm, her gaze expectant.
my potion here, and then I can send you on your
merry way with a fresh pep in your step.” | If you offer a part of your body, go to B64.
The older woman turns her back to you and bends | If you offer to fulfill a different task later,
down, searching through some drawers, muttering go to B65.
under her breath about trying to find bat fingers.

| If you agree to help her with the potion,


go to B63.

| If you try to sabotage the potion by


adding a different ingredient, go to B67.

60
B64 - A Cozy Hut B65 - A Cozy Hut
As soon as you finish telling her which part of your Her brows raise, regarding you with a motherly
body you give up for the potion, the hag lets go of concern. “Now then, dear, you must understand that
your hand to grab the wooden spoon. With a magic debts of this nature are not something you can so
word, a blade forms at the end of the spoon. She easily put off. Interest increases, and the next time
carves the air in front of you, and a painless moment you’re called to pay the price, it will be much steeper
later, the chosen body part appears in her hands. You than a body part of your choice.”
see no blood, and your body continues to function as
normal, though you take 5 (1d10) force damage. Note The fairies tug on the hag’s hair, whispering
the Offered a Body Part trait. something into her ear, and she sighs. “However, if
this is the path you wish to take, then I will let the
Swiftly, she drops your offering into the pot, stirring bread take full effect now rather than later.”
it in. The liquid bubbles and fizzes, turning from a
murky brown to a bright green to a sickly yellow | If you insist on delaying the deal, go to B66.
before it settles on a deep dark red. As the potion
finishes brewing, the hag hums with delight. | If you decide to fulfill the deal now, go to B64.
“Very good, very good! I am so glad you were willing B66 - A Cozy Hut
to help, my dear. Now, about that bread...”
As you affirm your decision, the hag can only give you
The hag puts her hand on your face, patting your a pitiful look. “Very well. All you youngsters these
cheek. As she does, a flash of magic pours through days, taking such risks, putting off until tomorrow
you. You feel empowered—gain 10 (3d6) temporary what you should accomplish today.”
hit points and choose to either regain 2 (1d4) spell
slots or reduce your Exhaustion level by one. She presses a hand to your chest, searing you with a
brand marking your debt to the fey. You take 5 (1d10)
“Now go on, pass the Test with flying colors!” The hag force damage. Note the Fey Debt trait.
shoos you off, and the fairies in her hair wave farewell.
The hut fades into the ether around you, revealing When she finishes, she smiles with a certain level of
your next Test of High Sorcery. sadness. “Now, about that bread...”

The hag puts her hand on your face, patting your


| If you noted the Imagined a Lover trait, cheek. As she does, a flash of magic pours through
go to B86.
you. You feel empowered—gain 10 (3d6) temporary
| If you noted the Imagined a Companion trait, hit points and choose to either regain 2 (1d4) spell
go to B96. slots or reduce your Exhaustion level by one.

| If you noted the Imagined No One trait, I hope it was worth it dear.” The hag sighs,
go to B107. disappointed, and shakes her head. Then the hut fades
around you, revealing your next Test of High Sorcery.

| If you noted the Imagined a Lover trait,


go to B86.

| If you noted the Imagined a Companion trait,


go to B96.

| If you noted the Imagined No One trait,


go to B107.

61
B67 - A Cozy Hut B69 - A Cozy Hut
You quickly look around, assessing the potion and the The liquid bubbles and fizzes, turning from a
hut’s many strange ingredients. You must make a DC murky brown to a bright green to a sickly yellow
19 Intelligence (Arcana) check. before it settles on a deep dark red. As the potion
finishes brewing, the older woman turns around in
If you fail, the nature of the potion eludes you. Just delight. “My goodness, you were so eager to help
before the hag turns around, you grab a random fistful you didn’t even wait for my assistance. I would’ve
of herbs and toss it into the pot. Go to B68. made it painless, you know.” Note the Messed
with Potion trait.
If you succeed, you recognize this brew to be a
potent transformation potion, able to turn whoever “Now, about that bread...”
drinks it into a raven. You throw in dried wolfsbane
and distilled fungus dew, which emulates the The hag puts her hand on your face, patting your
appearance of adding flesh but should nullify the cheek. As she does, a flash of magic pours through
potion’s effects. Go to B69. you. You feel empowered—gain 10 (3d6) temporary
hit points and choose to either regain 2 (1d4) spell
slots or reduce your Exhaustion level by one.
B68 - A Cozy Hut
The pot’s liquid turns from murky brown to sickly “Now go on, pass the Test with flying colors!” The hag
green, stinking of acrid, rotting meat. The woman shoos you off, and the fairies in her hair wave farewell.
scurries over to the pot and frantically stirs. “Gods, The hut fades into the ether around you, revealing
you ruined it! Here, be a dear and test it for me? your next Test of High Sorcery.

She grabs your jaw, pulls your mouth open, and pours | If you noted the Imagined a Lover trait,
a spoonful down your gullet.You choke and hack as go to B86.
the liquid burns your mouth and throat, dealing 16
(3d10) acid damage. | If you noted the Imagined a Companion trait,
go to B96.
Woman lets go of your chin and brushes her hands
swiftly against her apron. “Take this as a lesson, | If you noted the Imagined No One trait,
youngster—don’t take deals if you aren’t willing to pay go to B107.
up, especially when they come from us fey.”
B70 - A Cozy Hut
Note the Angered Hag trait. The older woman glares With a hum, she leans over the pot, breathing deeply
at you with disappointment and waves her hands of the mysterious liquid that boils within. “Now, why
about her, exasperated. Faeries from Wayreth Forest don’t you come over here and help me out, dear?”
peek out from beneath her hair, booing and hissing
at you. Slowly, the hut and fey creatures fade into the A long moment lingers, and her brows furrow in
ether, revealing your next Test of High Sorcery. confusion. “You did eat the bread I made, didn’t you?”
Though her demeanor continues to be kind, there’s a
| If you noted the Imagined a Lover trait, tinge of suspicion to her question.
go to B86.

| If you noted the Imagined a Companion trait, | Ifgoyouto B71.


admit that you didn’t eat the fairy bread,
go to B96.

| If you noted the Imagined No One trait, | If you lie to her, go to B73.
go to B107.

62
B71 - A Cozy Hut | If you noted the Imagined a Lover trait,
go to B86.
She clicks her tongue and shakes her head at your
admission. “Goodness, youngsters these days. You do | If you noted the Imagined a Companion trait,
understand that I can only help you on the rest of your go to B96.
Test if you eat the bread and then come here to help
with my brew, yes? Besides, this is a limited-time offer, | If you noted the Imagined No One trait,
and that fairy bread will disappear as soon as you leave go to B107.
this place—you can’t keep it forever.”
B73 - A Cozy Hut
| If you eat the fairy bread now and agree to the You begin to formulate a believable lie, but your
deal, go to B63. deceptive thoughts do not go unnoticed. You can feel
from within your equipment the piece of fairy bread
| If you give back the fairy bread, go to B72. stir, animated with uncanny life. The bread attempts
to squirm out of your pack and escape!
B72 - A Cozy Hut
Note the Honest with Hag trait. She accepts the You must make a DC 16 Dexterity (Sleight of Hand)
bread back, just as light and fluffy as when you first check to try and keep the bread from escaping
received it. “Too bad, dear. We really would’ve liked unnoticed—you have advantage on your check if you
to help you...” cast a 1st or higher-level spell to keep the old woman
distracted, like suggestion or silent image.
The fairies from Wayreth Forest peek out from plates
and cups, all laughing at you. “Unfortunately, this If you fail, the fairy bread squeezes between your
all seems to have been a waste of time for everyone fingers, pops onto your hand, and begins squirming
involved. And as a price for staying here in the up your arm. Your jaw drops agape, and the bread
comfort of my home and tricking me, you will have to shoves itself into your mouth, slithering down your
pay with a magic item you own—your choice.” tongue and forcing you to swallow it whole. As you
inevitably choke and gag, you feel a tingling sensation
| If you give up a magic item, the fairies fly as the magic of the deal takes hold. Go to B63.
over to take it, placing it neatly on the shelves
between jars of potion ingredients. Remove If you succeed, you manage to keep the bread still
the item from your inventory. without the older woman noticing. You viciously
squish in your fist until it stops struggling. When
| If you refuse to give up a magic item, you the woman turns around, she seems confused and
must spend a Destiny point. The older disappointed about what went wrong. “My poor
woman clicks her tongue and sighs, saying, bread! Well, I suppose some deals were just not meant
“Youngsters these days, never honest in their to be. Go on with you, then, useless mage!” Note the
bargains, never holding up their end of a deal Lied to Hag trait. The hut fades into the ether around
that’s good for them. Very well, then. You will you, revealing your next Test of High Sorcery.
give us something, dear. This is our hut, after
all. A small piece of your soul, a tiny fragment | If you noted the Imagined a Lover trait,
of your destiny.” She waves her hands a go to B86.
moment later, then adds, “And it’s done. Tastes
like cupcakes, if I’m honest,” | If you noted the Imagined a Companion trait,
go to B96.
After the exchange is made, the hag shoos you off, and
the fairies in her hair wave farewell. The hut fades | If you noted the Imagined No One trait,
into the ether around you, revealing your next Test go to B107.
of High Sorcery.

63
B74 - Shadowy Woods B75 - Shadowy Woods
You stand amid a forest, the branches of the trees The three bakali look at each, then back at you, heads
ladened with blood-red leaves that fall around you tilting in the same direction. “Her Dark Majesty, you
in a cascade of scarlet. Your feet brush the edge of an know?” The third bakali finally speaks up, quizzical
arcane ritual circle carved into the ground, its lines in their expression. “The Queen of Darkness? The
crooked with a roughly hewn pentagram placed in Temptress? The Dark Warrior?” They keep throwing
the middle. At different points of the pentagram names and titles at you, their suspicion growing with
stands three bakali, each wearing ragged and ill-fitting each passing moment.
robes. These lizard-like people stand tall on two feet,
hunched over and squabbling with each other, their You quickly consider who their Dark Majesty might
green and brown scales flaring with temper. be. You must make a DC 10 Intelligence (History or
Religion) check.
“I told you that we need an extra point here!” hisses
one, gesturing to the circle. If you fail, the name feels like a vague memory,
but the knowledge slips out of your fingers like a
Another bakali energetically points a clawed finger passing thought.
at the ritual circle. “Well then, it wouldn’t be a
pentagram, now would it?” If you succeed, a shiver runs through you as you
recognize who they’re talking about—Takhisis,
“Oh, come on, stop pretending like you know more the Queen of Darkness, goddess of evil dragons
than we do.” the third grumbles. and domination.

Simultaneously, all three of the bakali turn their Regardless, the bakali interrupt your thoughts as they
heads towards you, their reptilian eyes semi-blinking. get closer to you, now towering over you as their eyes
“You’re late!” The first bakali says, shuffling to you on narrow. “How do we know that you’re really here to
clawed feet. “We’ve been expecting you ever since Her assist Her Majesty?” they ask in unison.
Majesty said you’d be coming to help us with the ritual.
You got that mage knowledge we need.” | If you try to convince the bakali of your loyalty,
go to B76.
The second one also ambles over to you. “I made some
guesses, did the lines just like Her Majesty told me, but | If you say that you’re not aligned with Her
it’s not lighting up. Got a clue why?” Majesty, go to B79.

| If you ask who “Her Majesty” is, go to B75.


| If you examine the symbol closer, go to B80.

64
B76 - Shadowy Woods “We knew you were one of us!” the first bakali says
confidently, and all three of them take you to the
All three bakali begin to crowd you, their questions symbol. “Now, take a look at this. Tell us what you
and urgent demands to prove yourself to them think!” Go to B80.
overlapping each other in a cacophony of voices. You
can barely follow a single one, let alone this many.
B78 - Shadowy Woods
If you noted the Mysterious Friend trait, a voice Sidestepping the questions, you attempt to persuade
emerges from the circle, faint but familiar. As soon as them with words that you are, in fact, an ally. Make
the voice speaks, the bakali immediately fall silent and a DC 16 Charisma (Deception) or Charisma
bow, shuffling away from you. Go to B80. (Persuasion) check—you have advantage on your
check if you cast a 1st or higher-level spell to help
Otherwise, you must decide how to answer the convince them you’re friendly, like charm person.
bakali’s countless probing questions about your loyalty.
If you fail, your words fall flat, and the three
| If you answer one of the bakali’s questions, bakali look at each other with ever-deepening
go to B77. suspicion. Go to B79.

| If you try to persuade them through other If you succeed, the bakali look at each other and
means, go to B78. then shrug, everything you said going way over their
heads. “We knew you were one of us!” the first bakali
B77 - Shadowy Woods says confidently, and all three of them take you to the
You urge them to speak one at a time, and finally, they symbol. “Now, take a look at this. Tell us what you
quiet down. They pull their heads together, hissing think!” Go to B80.
and whispering, finally agreeing on a single question.

“Alright… we all know that Her Majesty is known to


B79 - Shadowy Woods
be beautiful in her human form. But we think she “Tricky, tricky mage!” the three bakali screech. They
looks even more spectacular in her true dragon form. charge you and hoist you into the air with ease. “You
How many heads does Her Majesty have when she’s won’t help us finish the circle, but your heretic blood
in dragon form?” will make the perfect sacrifice!”

You must make a DC 13 Intelligence (History or They throw you to the ground. With your face right
Religion) check. You automatically succeed if up close to the carved ritual circle, you recognize that
you’ve encountered representations of Takhisis or this is the same symbol as the one in Wayreth Forest
descriptions of her previously. that the fairies danced around.

If you fail, you hazard a guess, and the three The shadow of the bakali fall over you as they
bakali look at each other with ever-deepening approach with sharp crocodile-like teeth and
suspicion. Go to B79. bloodthirsty grins.

If you succeed, you remember the great and terrible | If you try to stop the ritual, go to B84.
form of Takhisis, goddess of evil dragons, the
stories and paintings portraying her as a five-headed | If you try to fight off the bakali, go to B85.
dragon, each head a different chromatic color. As you
answer the question correctly, the bakali look at each
other and cheer.

65
B80 - Strange Symbol B81 - Strange Symbol
As you approach the ritual circle, you recognize Beckoned forward by Takhisis, one of the bakali hands
the symbol carved into the ground as the same one you a staff to help finish carving the symbol into the
in Wayreth Forest clearing, if missing a few lines ground. As your hands begin tracing the lines, a swirl
and a little crooked. From within the symbol, you of taboo power rises from the ritual circle, and you
hear a whisper, soft as velvet and rich as the deepest feel darkness crawling into your heart, cold and ever
night sky. If you noted the Mysterious Friend so comforting. You must succeed on DC 13 Charisma
trait, you recognize the voice that spoke to you in saving throw or take 11 (2d10) necrotic damage.
Wayreth forest, promising you a reward for chasing
off the faeries. As you lift the staff from the finishing stroke in the
soil, the symbol glows, flashing brilliantly between
“It is good to see you again, adventurer. I do not red, green, blue, white, and black. The colors undulate
quickly forget those who cross my path. And you… along the lines, and the air shimmers with a palpable
have certainly intrigued me.” The seductive whisper energy coursing through the area, fluttering your
doesn’t get louder, yet it feels closer to you, almost clothes. An amulet appears in the center of the ritual
right in your ear. “You’ve heard many names from my circle, bearing the five chromatic heads of Takhisis
loyal servants here, but you may know me by my true surrounding a red gem. The eyes of the bakali all
name Takhisis—be sure not to say it lightly.” glitter upon seeing the amulet, but they stay in place,
held back only by the deep respect they hold for
As the voice continues to speak, the three bakali all their Dark Queen.
tremble in awe, groveling in exaggerated reverence. “I
see you are taking the Test of High Sorcery. A valiant Takhisis speaks again, stronger than before, no
way to chase ambition, yet so tedious and slow in its longer a whisper but a charismatic and commanding
progress. By the time you even get the smallest taste declaration. “Ah, yes, mage! You truly are interesting.
of the power you could have, you’ve already bound If you wish to take your reward, I offer you this
yourself by the restraining laws of the Conclave.” amulet. It will grant you a fragment of my power and
more to be unlocked as your arcane might grows.”
For a moment, you swear you feel as though a hand
has touched your cheek, but when you look, there is You reach to take the amulet, but a soft sting on
nothing there. “Would it interest you to know that your fingers reprimands you for grasping without
you could gain power and prestige more easily? If permission. “But first—dedicate yourself to me. You
you complete this ritual and survive your tests, I can may join the mages and continue your learning. But
give you power and purpose beyond the Conclave’s when I call for you to join me at my side, I expect your
wildest dreams.” loyal presence.”

| If you help complete the symbol, go to B81. | If you swear to Takhisis and take the amulet,
go to B82.
| If you try to destroy the symbol, go to B84.
| If you deny Takhisis and the amulet, go to B83.

66
B82 - Strange Symbol B83- Strange Symbol
You declare your loyalty to the Queen of Darkness, Even as temptation rises and you feel the urge to
and though there is no physical voice to her reach out, you take a deep breath and carefully step
manifestation here, you know that she smiles at you. away from the amulet. Takhisis sighs with the greatest
The amulet floats into your hand, and as you place of disappointment, like a child who has broken a
your fingers around the five heads of the dragon, beloved new toy.
you’re nearly overwhelmed by the awe-inspiring
presence of Takhisis coursing through you. “I know you’re wiser than your poor decision. Yet,
perhaps you need to be a little less green to realize
Takhisis chuckles, deep and sultry, as the ritual circle what a grave mistake you have made.”
swirls, revealing a portal. The three bakali look at you
and salute before they step through, disappearing. The three bakali seize the opportunity to leap for the
amulet, each grabbing hold and fighting with the
“I look forward to the day I call for you… my adventurer.” others, desperate to touch it. You watch them draw
The voice of Takhisis fades, but the eyes of the five- blood and gouge wounds, murdering each other. The
headed dragons upon the amulet glint knowingly. last surviving bakali grips the amulet tightly. They
Note the Takhisis’ Servant trait and add the Amulet raggedly whisper, “My Dark Queen!” before they
of Takhisis to your inventory. perish from their injuries.

When you step away from the circle, the portal A moment later, you hear Takhisis’s simultaneously
collapses in a brilliant display of light. You blink out seductive and threatening voice. “When next you are
the spots swimming in your vision and find that your in my presence, you may find me less merciful.”
next Test of High Sorcery has already begun.
Note the Refused Takhisis Boon trait. When you
| If you noted the Imagined a Lover trait, step away from the circle, the scarlet trees collapse
go to B86. onto themselves, and their branches wrap around
you so tightly that you can see nothing else. After a
| If you noted the Imagined a Companion trait, long embrace, the forest unfolds in a flurry of fallen
go to B96. leaves, revealing that your next Test of High Sorcery
has already begun.
| If you noted the Imagined No One trait,
go to B107.
| If you noted the Imagined a Lover trait,
go to B86.
AMULET OF TAKHISIS | If you noted the Imagined a Companion trait,
Wondrous item, rare (requires attunement) go to B96.
This elaborate pendant features five chromatic dragon
heads, each a different color, surrounding a large red
| If you noted the Imagined No One trait,
go to B107.
gem. When you attune to it, the gem appears to blink
when viewed from certain angles, like an eye that is
always watching you.

The amulet has 3 charges which it regains every dawn.


While holding it, you can use an action to expend 1 of its
charges to unleash the fury of a dragon’s breath. Choose
acid, cold, fire, lightning, or poison. Each creature in a
15-foot cone must make a DC 15 Dexterity saving throw,
taking 14 (4d6) damage of the chosen type on a failed
save, or half as much on a successful one.

67
B84 - Strange Symbol Once the ritual circle has been destroyed, the bakali
wither before your eyes, becoming desiccated corpse
Note the Stopped Takhisis Ritual trait. You quickly husks. They begin cursing you and your name.
examine the symbol and try to decide how to destroy Between their dying hisses, you hear the faint whisper
it. You must make a DC 16 Intelligence (Arcana) of the Queen of Darkness cursing you, too, promising
check. You automatically succeed if you noted the she will remember what you did.
Watched a Fey Dance trait, able to recall the faeries’
song and dance in Wayreth Forest. You brush off the dirt and shake off the lingering
enchantment of the great, dark power that resided
If you fail, you make hasty but decisive motions, here. When you finish straightening yourself out, you
using your body to wipe away some of the lines, notice that you are somewhere else entirely—and that
destabilizing the ritual circle even further. With its your next Test of High Sorcery has begun.
last magical gasp, the ritual circle explodes with a
wave of force that rends the earth and sends you flying | If you noted the Imagined a Lover trait,
away. You take 11 (2d10) force damage. go to B86.
If you succeed, you know how to destroy it quickly | If you noted the Imagined a Companion trait,
and efficiently, wiping away only a few key leylines go to B96.
to disable its magic without causing an arcane
explosion. A moment later, the circle’s light and | If you noted the Imagined No One trait,
energy sputter out. go to B107.

68
B85 - The Bakali Bakali Cultist’s Weakness. You can use a bonus
action to make a DC 13 Wisdom (Insight) or
The three bakali advance upon you, their stances Intelligence (History) check. If you succeed, you
poised to pounce and tear you to pieces. You clamber know that the bakali revere and respect strength
between the lizardfolk and the ritual circle, quickly above all else. If you defeat a bakali who has its
preparing to fight for your life. maximum hit points with a single spell or attack, all
remaining bakali flee from combat. Additionally, you
Roll Initiative for yourself and each of the three understand the bakali are hesitant to approach the
bakali cultists. You begin the encounter 10 feet from broken ritual circle, and you might gain the upper
the three bakali cultists in one direction and 10 feet hand if you draw them into it.
from the edge of the broken ritual circle in the other
direction. If you defeat the bakali, note the Stopped ENEMY TACTICS
Takhisis Ritual trait.
The bakali cultists wield minor divine powers
You brush yourself off and continue onward, through through their worship of Takhisis. Capable hunters,
the woods, and to your next Test of High Sorcery. the bakali use their limited magic effectively. Each
If you noted the Imagined a Lover trait, go to turn, one bakali uses its Kneel ability if it can, trying
B86. If you noted the Imagined a Companion to force its prey prone to grant advantage to their
trait, go to B96. If you noted the Imagined No One allies’ attacks.
trait, go to B107.

THE ENVIRONMENT
Broken Ritual Circle. The broken ritual circle is
20 feet in diameter. An angry cloud of unholy ash
whirls about within the circle. Good and evil-aligned
creatures within the circle have disadvantage on
attack rolls and take 3 (1d6) necrotic damage at the
start of their turn.

BAKALI CULTIST Hold Breath. The bakali can hold its breath for 15 minutes.

Medium Humanoid (Lizardfolk), Chaotic Evil ACTIONS


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 13 (natural armor) Hit: 5 (1d6+2) piercing damage.
Hit Points 11 (2d8+2)
Speed 30 ft., swim 30 ft. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage.
STR DEX CON Inflict Minor Wounds. Melee Spell Attack: +3 to hit, reach 5
15(+2) 10(+0) 12(+1) ft., one target. Hit: 5 (1d10) necrotic damage.
INT WIS CHA
Kneel (1/Day). The bakali commands a living creature it
7(-1) 12(+1) 6(-2) can see within 60 feet to kneel. If the target can hear and
understand the bakali, it must make a DC 11 Wisdom saving
Skills Perception +3, Religion +2, Survival +3 throw. On a failed save, the target immediately kneels and
Senses Passive Perception 13 becomes prone. On a success, the target is immune to this
Languages Common, Bakali, Draconic ability until the end of its next turn.
Challenge 1/2 (100 XP)
Proficiency Bonus +2

69
B86 - Grand Banquet Hall As you rush over to their side, they call your name
and embrace you, tears welling up in their eyes. “I’m
You are the single point of stillness in a scene of chaos. so glad you’re here,” they say, their voice cracking,
In a grand banquet hall, wood and stone rubble is “please, help me save her.”
what remains of dinner tables and elegant benches.
The air is thick with dust and smoke. Unconscious Beneath the rubble, you see a beautiful woman
people lay sprawled across the marble floor, and many wearing a bridal gown, the white satin torn and
more run past you, screaming in terror. You can see burned. She lays unconscious, a gash on the side of her
countless meteors falling beyond the hall’s large open head bleeding and pooling onto the floor. Your love
windows, streaking through the clouds as if the sky is turns to you, still holding you close.
shedding angry tears. Far off in the distance, a fiery
mountain falls from the heavens. “Please, you have to save my fiancée, my bride.
Today was meant to be our wedding day, and then
Amid all the movement and destruction, you see disaster struck, and now...” They trail off, choking
someone kneeling by a pile of rubble, hands pulling back helpless sobs.
desperately at something beneath the partially
collapsed ceiling. As they turn to look at you, your Your heart twists, swelling with confusion as your
heart skips a beat, and you recognize them—the love declares their devotion and desire for another.
love of your life. You can hear the remaining ceiling beams creak and
groan, just as your mind does, and you’re sure this
If you noted the Unrequited Love trait, the ghost place won’t hold up much longer.
of Wayreth Forest’s voice echoes in your mind: “You
may yet find a chance to fill your heart, but you may | If you try to convince your love to leave
have to sacrifice another’s instead.” You realize you without their fiancée, go to B87.
might finally have the chance to fulfill your heart’s
greatest desire. | If you try to help save their fiancée, go to B90.
| If you leave your love and their fiancée to fend
for themselves, go to B95.

70
B87 - Grand Banquet Hall The Test of High Sorcery has no time for your feelings.
As you stare back at the gray void where the hall fell
Holding your love closer, you try to convince them to cataclysm, vibrant colors start to fill the space,
that it’s too late and that they must prioritize their painting over the gray. Your trials continue. Go to C1.
life first. Make a DC 16 Charisma (Persuasion)
check—you have advantage on your check if you cast
a 1st or higher-level spell to sway them, like suggestion B89 - Grand Banquet Hall
or calm emotions. Your heart pounds from the adrenaline, your hand
holding your love’s ever so tightly. You struggle to
If you fail, your words fall on ignorant ears, and your ask why they are marrying someone else and instead
love withdraws from your embrace. They shake their focus entirely on surviving. The ceiling above groans
head, smiling at you sadly. “Even if I could, I can’t and cracks as the two of you navigate the rubble maze,
follow you to where you go. Your path to magic is looking for an escape. Suddenly, another meteor
yours alone to take.” Before you can reply, the ceiling strikes, sending a shower of fiery debris hurtling
groans and a fiery piece of the ceiling falls atop your directly toward you.
love, crushing their legs beneath its weight. Go to B91.
Before you can be buried alive, your love grabs you
If you succeed, your words slowly coax your and pulls you to safety. A cloud of ash and smoke fills
love to their feet. You take them by the hand and the hall, shrouding it from your vision. Your lover
guide them away from the bride, though you embraces you—they are the only thing you can see
catch them looking behind them, heartbroken. If amid the ruins and dead.
you noted the Unrequited Love trait, go to B88.
Otherwise, go to B89. As your love holds you tight, they bury their face into
the crook of your neck and whisper, “Love requires
B88 - Grand Banquet Hall trust… and I trust that you will survive your trials, just
as we weather the ones of our hearts.”
Your heart pounds from the adrenaline, your hand
holding your love’s ever so tightly. As the two of The choking smoke washes over you, hiding your
you navigate the rubble and falling fiery debris, you lover from your eyes. You try your best to hold onto
must make a DC 19 Dexterity saving throw, taking them, to not let them go, but they fade away with the
11 (2d10) bludgeoning and 11 (2d10) fire damage rest of the burning banquet hall. Slowly, the smoke
on a failed save. clears, and you are utterly alone.

A door finally comes into view, promising escape. The Test of High Sorcery has no time for your feelings.
Suddenly, your love pulls away from you just before As you stare back at the gray void where the hall fell
you pass through the door. to cataclysm, vibrant colors start to fill the space,
painting over the gray. Your trials continue. Go to C1.
“Thank you,” they murmur softly. You can hear
their voice pierce your heart, true as an arrow.
“I… hopefully, I’ll see you soon. Under better
circumstances.” Your unrequited love’s attempt at a
small joke cracks, broken by their heartbroken sniffle.

You look behind you, but your love is gone, and so


is the ruined banquet hall. All you are left with is
an empty hand and uncertainty at whether or not
your choice here might mean there is some chance
for the two of you to find each other again. Note the
Sacrificed Someone’s Love trait.

71
B90 - Grand Banquet Hall B91 - Grand Banquet Hall
Gritting your teeth, you dig into the rubble and You look on in horror at the love of your life, partially
attempt to pull the bride out. You must make a DC 13 crushed beneath the rubble, struggling to stay
Strength (Athletics) check—you have advantage conscious. They reach their hand towards you, faintly
on your check if you cast a 1st or higher-level spell to taking yours within their gentle grasp.
help loosen the stone, like grease or unseen servant.
“I wonder… I wonder if everything would’ve turned
If you fail, you pull and tug to no avail, and the out different, better, if you hadn’t left to become
rubble collapses further onto her unconscious body. a mage. If we would have remained together,
As you’re about ready to give up, your love lifts the always. I wonder...”
largest piece of rubble with a tremendous show of
strength. They strain under the weight, giving you Their voice begins to trail off, but they turn their head
just enough time to pull their bride free. A moment to look at the bride—their bride. “Please… take her
later, your love’s grip slips, and they become trapped away from here. Save her when I couldn’t.” With a
beneath the heavy rubble instead. Go to B91. last rattling breath, they fall unconscious. A meteoric
explosion resounds nearby, and the ceiling groans,
If you succeed, you work alongside your love and threatening to collapse fully.
manage to pull the bride free from a smoking pile of
shattered stones. A sickening crack resounds overhead, Somehow, in your heart, you know you could be
the ceiling’s beams on the verge of collapse. You feel with your love again and save them. But to do so, you
your love’s hand take yours. must give up your magic and ability to cast arcane
spells forever.
“We’ll never make it. You should go, please. Save
yourself,” they softly urge. They use their other hand | If you honor their request, go to B92.
to pull the unconscious bride to rest on their lap, then
continue, “You’re on the path to becoming a mage. | If you give up your magic to save your love,
Don’t let your feelings about me hold you back from go to B93.
your dreams.” A gentle smile graces their lips as fiery
debris starts to rain down all around.
B92 - Grand Banquet Hall
Somehow, in your heart, you know you could be
with your love again and save them. But to do so, you Your lungs ache with the dust. With a grim sense of
must give up your magic and ability to cast arcane duty, you pull the bride away from flaming debris.
spells forever. You drag her behind you and run through the maze of
rubble to safety. As you reach a door, you take one last
lingering look at where the love of your life lies. Their
| If you give up your magic to save your love, unconscious expression bears a small, sad smile.
go to B93.

| If you defy the fates and attempt to save all Then, you turn and escape from the banquet hall. As
three of you with your magic, go to B94. you step outside, you find yourself in a new place, your
arms empty and your heart aching.

Note the Honored Last Words trait. The Test of


High Sorcery has no time for your feelings. Vibrant
colors start to fill the space around you, painting over
the gray. Your trials continue. Go to C1.

72
B93 - Grand Banquet Hall B94 - Grand Banquet Hall
You make perhaps the hardest decision of your life, The ceiling finally gives way as a meteor comes
and in this moment, your heart knows it’s what is crashing through its beams, plummeting down
right. You close your eyes and lift your hands, offering towards the three of you. You must make a DC 22
up your power and arcane knowledge. Magical energy Intelligence (Arcana) check—you have advantage
flows from you, pouring into the banquet hall and on your check if you cast a 1st or higher-level spell
freezing everything in place, creating a calm stillness that can destroy or shrink objects, like shatter or
in the chaos. With each passing moment, you feel the enlarge/reduce. Remember that you can spend a
presence of magic draining away from you, but you Destiny point to succeed if needed.
remain steadfast.
If you fail, your power is not enough. You share one
You choose love before all else. As the last of your last look with the love of your life, and before you can
magic fades, you turn your head to look at the love of get the words out to say anything, the meteor strikes
your life one last time. and annihilates everything in its wake. As your final
thoughts swirl around in your mind, a sliver of hope
If you noted the Unrequited Love trait, their takes purchase—perhaps, in another life, you will have
expression shifts, and they look at you with a a second chance to achieve your dreams of becoming a
newfound fondness, one you haven’t seen before. Mage of High Sorcery.
They silently mouth words that fill you with
hope. “Thank you.” If you succeed, against all odds, you defy the fate the
Test of High Sorcery has in store for the three of you.
Otherwise, as you look upon the face of your dearest You feel your love empower your spell and unleash it,
one, you swear that you hear them whisper, “I love overpowering the meteor. As the dust settles, you turn
you, and I will see you so soon.” and exchange one last lingering look with the love of
your life before the space around you turns to pure
You blink, and they are gone. You find yourself white light. You feel the embrace of your love and the
outside the dark and eerie trees of Wayreth Forest, bride holding you tight before everything fades.
with the Tower of Wayreth nowhere to be seen. In
your hand, you find a golden wedding band. Inside Note the Power of Love trait, and gain Inspiration
the ring, you see your name inscribed alongside the if you don’t already have it.
name of your love.
Your eyes close briefly from the fatigue, and when you
Note the Love Over Magic trait. Your Test of High open them again, the banquet hall is gone, and you are
Sorcery has come to an end. alone. The Test of High Sorcery has no time for your
feelings. Go to C1.
Go to Chapter Four: Giving Up Your Magic.

73
B95 - Grand Banquet Hall “This is a crowd favorite, but I’ll make sure to repeat
the rules for the new blood. In just a moment here, the
In a swirl of anger, you curse your love and their bride, terrorwind is going to appear. Now, all our hopeful
bitter words spilling off your tongue, unable to hold mages have to do is survive. The trial ends when
them back even amid cataclysm. As your love reaches only one mage is left standing or if someone forever
a desperate hand toward you, begging for help, you renounces their magic to save the others. Either way,
turn and run the other way. it’s going to be a fun one today!”

You see an escape from the hall on the far side of a In the middle of the arena, a breeze begins to blow,
smoking maze of rubble. As the ceiling and walls swirling lazily. Soon it picks up speed, forming a ball
shake with each meteor strike, you run toward the of twisting and writhing wind. Swords, axes, spears,
exit, navigating fiery debris as it rains down around arrows, and maces spin up into the growing, living
you. You must make a DC 19 Dexterity saving tornado—caught within its whirlwind.
throw, taking 11 (2d10) bludgeoning and 11 (2d10)
fire damage on a failed save, and half as much on a “Let the trial begin!”
successful one.
The announcer has barely finished their words when
Though part of you is too angry to even care about the terrorwind flies forward, carving through one of
your love’s well-being, a soft whisper from your heart the unsuspecting mages, leaving behind nothing but
urges you to give one last look back from the exit. All gore and scraps of cloth. The crowds howl with the
you can see through the dust and fire are the hands first drawn blood, and the cheering continues as the
of your love and the bride, lifelessly outstretched terrorwind advances its path of destruction. Many
from beneath the burning ruins, their fingers other test takers don’t focus on the terrorwind, instead
still intertwined. brutally turning on each other. Spells fly through the
air, and blades are drawn against companions.
Note the Sacrificed Someone’s Love trait. As you
run through the doorway and leave the burning As you turn, you see the terrorwind start to spin its
hall behind, your heart aches with betrayal, but you way toward Kyrian, who seems frozen to the spot in
resolve to turn it to stone in the forge of the trials the face of impending doom.
ahead. Go to C1.
| If you avoid danger and watch the terrorwind,
B96 - Stone-Walled Arena go to B97.
You stand in a blood-stained arena enclosed by | If you run to help Kyrian, go to B99.
impossibly high stone walls. In the distance, faceless
crowds roar in anticipation, their glee carried down
by air that smells of iron and sweat. A pile of weapons
sits in the center of the arena, ready for use. As you
look around, you notice more than a dozen other test
takers here, all looking as bewildered and bedraggled
as you feel. You spot Kyrian across the arena from you,
her face pale and her body shaking with terror.

“Welcome, one and all, to the Trial of the Terrorwind!”


A voice booms through the air from an unseen
source, and the crowds cheer loudly in response.
The announcer pauses to allow for applause
before they continue.

74
B97 - Stone-Walled Arena As you try to escape the mages, the terrorwind arrives,
shredding your attackers. Their bloody, dismembered
You press your back against the wall, focusing not limbs join the whirlwind as it spins around to strike
on Kyrian or the other mages but on the mystical again. A pair of shaking hands pull you up, and you
construction of the terrorwind itself. Make a look up to see Kyrian’s expression, horrified but
DC 16 Wisdom (Perception) or Intelligence determined. She drags you to a corner of the wall, her
(Investigation) check. brief stint of confidence fading as she collapses onto
the ground. Sobs shake her entire body.
If you fail, you spend nearly a minute trying to notice
whatever you can about the terrorwind, but you can’t “I-I don’t want to be a mage anymore if it means being
decipher anything through its chaos. Distracted for okay with other people dying. I don’t want to watch
too long, you don’t notice when another test taker you die! I can’t just watch other people get… get...”
leaps upon you, stabbing you with a knife. You take Her voice trails off for a moment as she sniffles, her
4 (1d4+2) piercing damage as the blade cuts across hands desperately grabbing at yours. “W-We can put
your shoulder, leaving a scar. Go to B98. a stop to this test together. Even if we give up magic,
that doesn’t mean giving up on life. And maybe…
On a success, you notice that in the heart of the maybe we can figure out our futures together, away
terrorwind, there’s a fragile crystal bead pulsing with from all this.”
energy beyond all the weaponry and dust-filled swirls.
It rotates in whichever direction the terrorwind Her eyes look to you, clear and pure, and you see hope
moves and seems to power the entity. on her face for the first time.

Your observations are interrupted by an alarming | If you agree to give up magic


shriek. You look on in horror as the terrorwind sets forever with Kyrian,
upon Kyrian with a barrage of whirlwind weapons. go to B104.
You think you might be able to attack the terrorwind
and stop it from killing the others, but you won’t have | If you choose magic over Kyrian, go to B105.
time to save Kyrian.

| If you attack the terrorwind, go to B102.


| If you run to help Kyrian, go to B99.
| If you give up your magic to stop the
terrorwind, go to B106.

B98 - Stone-Walled Arena


Sensing blood in the water, a handful of other mages
focus their attention on you, deciding this is their
chance to eliminate you from the competition. Several
mages sling burning hands spells at you all at once
in a coordinated assault. You must succeed on a DC
13 Dexterity saving throw or take 21 (6d6) fire
damage. If you noted the New Rival trait, the
bully Darien Ariantal joins your attackers, and you
have disadvantage.

75
B99 - Stone-Walled Arena B101 - Stone-Walled Arena
You run as fast as you can to Kyrian, trying to outpace Recklessly, you leap forward and tackle the two of
the terrorwind. As you get closer, you see that them to the ground away from the terrorwind’s path.
Kyrian’s attention is elsewhere, trying to fend off Whirling blades dig deep into your back as you try
another test taker intent on killing her. If you noted to protect them, dealing 11 (2d10) slashing damage.
the New Rival trait, you recognize her attacker to be Once the terorrwind spins around and attacks another
none other than the bully Darien Ariantal. group, you slowly rise from the dust along with
Darien and Kyrian. Kyrian staggers and falls into your
The terrorwind quickly approaches. You could pull arms a moment later.
Kyrian to safety and let her attacker be killed—or
you can tackle both of them out of the way of If you noted the New Rival trait, Darien looks at you
the terrorwind. with begrudging respect before he runs off to fight
another group of mages. Note the Saved Rival trait.
| If you pull Kyrian to safety, go to B100. “I-I don’t want to be a mage anymore if it means being
| If you tackle both of them, go to B101. okay with other people dying. I don’t want to watch
you die! I can’t just watch other people get… get...”
B100 - Stone-Walled Arena Her voice trails off for a moment as she sniffles, her
hands desperately grabbing at yours. “W-We can put
You grab Kyrian, pulling her into your arms, then a stop to this test together. Even if we give up magic,
leap out of the way. You both watch as Darian is that doesn’t mean giving up on life. And maybe…
ripped apart, his limbs joining the terrorwind’s maybe we can figure out our futures together, away
whirling mass. When the terrorwind spins around from all this.”
to attack another group of test takers, you stumble
together to find a brief moment of safety. Note the Her eyes look to you, clear and pure, and you see hope
Sacrificed Rival trait. on her face for the first time.
“I-I don’t want to be a mage anymore if it means being
okay with other people dying. I don’t want to watch
| If you agree to give up magic forever with
Kyrian, go to B104.
you die! I can’t just watch other people get… get...”
Her voice trails off for a moment as she sniffles, her | If you choose magic over Kyrian, go to B105.
hands desperately grabbing at yours. “W-We can put
a stop to this test together. Even if we give up magic,
that doesn’t mean giving up on life. And maybe… B102 - Stone-Walled Arena
maybe we can figure out our futures together, away You summon your courage and brace yourself,
from all this.” focusing your magic on stopping the spinning
funnel of weapons.
Her eyes look to you, clear and pure, and you see hope
on her face for the first time. Due to its hurricane-force winds, you can’t get close
enough to the terrorwind to reach the fragile crystal
| If you agree to give up magic forever with bead at its eye. To destroy it, you must succeed on a
Kyrian, go to B104. ranged spell attack against Armor Class 19. If you
succeed, go to B103.
| If you choose magic over Kyrian, go to B105.
If you fail, the elemental launches a pair of twirling
longswords directly at you, and you must succeed on
a DC 13 Dexterity saving throw or take 11 (2d10)
slashing damage.

76
| If you give up your magic forever to stop the As you turn around and look for Kyrian, the sounds
terrorwind, go to B106. of victory ring in your ears. Only scraps of her robe
and the bloody remains of her body remain. The arena
Otherwise, you can attempt to make one more begins to fade away from your vision, and Kyrian’s
spell attack against Armor Class 19. If you corpse is the last thing that you see.
succeed, go to B103.
Note the Chose Many Over One trait. When
If you fail, the terrorwind unleashes a deadly barrage color spills into the gray, the world begins to
of knives, axes, spears, and arrows at you. You must take shape once more, and you find yourself
make a DC 13 Dexterity saving throw, taking 11 somewhere new. Go to C1.
(2d10) slashing damage and 11 (2d10) piercing
damage on a failed save, and half as much on a
successful one. Note the Battle-Scarred trait. B104 - Stone-Walled Arena
You take Kyrian’s hands, holding them tight. You
The terrorwind advances upon you, and you close
press your foreheads together, eyes closed, and hearts
your eyes in anticipation of being eviscerated when
one in this moment. You both offer up your magic
a pair of hands shove you to the ground, rolling you
and arcane knowledge to the Conclave in exchange
out of the way. You look up to see Kyrian’s expression,
for stopping the massacre. Magical energy flows
horrified but determined. She drags you to a corner
from the two of you, pouring into the arena and
of the wall, her brief stint of confidence fading as she
freezing everything in place, creating a calm stillness
collapses onto the ground. Sobs shake her entire body.
in the chaos. With each passing moment, you feel
the presence of magic draining away from you, but
“I-I don’t want to be a mage anymore if it means being
you stay determined to choose friendship and life
okay with other people dying. I don’t want to watch
before all else.
you die! I can’t just watch other people get… get...”
Her voice trails off for a moment as she sniffles, her
You open your eyes and watch as the terrorwind
hands desperately grabbing at yours. “W-We can put
disappears, transforming into a gentle breeze. The
a stop to this test together. Even if we give up magic,
surviving test takers stagger about, embracing and
that doesn’t mean giving up on life. And maybe…
holding each other in relief. Soon, however, the arena
maybe we can figure out our futures together, away
and the other mages begin to fade, washing away into
from all this.”
white light like a bad dream.
Her eyes look to you, clear and pure, and you see hope
on her face for the first time.
You find yourself outside the dark and eerie trees
of Wayreth Forest, with the Tower of Wayreth
| If you agree to give up magic forever with nowhere to be seen. Kyrian is with you, your hands
Kyrian, go to B104. still entwined with hers. She lets out a sigh of relief,
which quickly turns into a joyful giggle, and the sound
| If you choose magic over Kyrian, go to B105. is wonderful after facing so much peril. Together, the
two of you leave Wayreth Forest behind, preparing
B103 - Stone-Walled Arena for a new journey.
Your determination and power prevails as your
spell pierces and shatters the bead. The terrorwind Note the Friendship Over Magic trait. Your Test of
unravels, the weapons clattering to the bloody High Sorcery has come to an end.
sands, and a quiet hush falls over the arena. Soon the
surviving test takers begin to cheer, their cries of relief Go to Chapter Four: Giving Up Your Magic.
echoed by the faceless crowds.

77
B105 - Stone-Walled Arena B106 - Stone-Walled Arena
The hope fades from Kyrian’s eyes, but the Seeing the senseless deaths around you, the blood
determination stays. Roughly she wipes away her spilled over ambition and power, you can only feel
tears, then takes your hand in hers. “I understand. a sense of lingering dread and determination as you
But that means you better survive the Test of High accept the only way to break the cruel cycle. You
Sorcery and become the greatest mage ever known. I’ll close your eyes and lift your hands, offering up your
be cheering for you wherever you are, and maybe you magic and arcane knowledge forever. Magical energy
can even come find me and visit!” flows from you, pouring into the arena and freezing
everything in place, creating a calm stillness in the
If you noted the Helping Hand trait, Kyrian shifts chaos. With each passing moment, you feel the
her grip on your hand, entwining your pinky fingers presence of magic draining away from you, but you
together. “And you better promise that you’ll use your stay determined to choose life before all else.
magic to help as many people as you can, just like you
helped me. And I’ll help as many people as I can too!” You open your eyes and watch as the terrorwind
disappears, transforming into a gentle breeze. The
Taking a deep breath, Kyrian closes her eyes and bows surviving test takers stagger about, embracing and
her head. As she does, you see rays of energy burst holding each other in relief. Soon, however, the arena
from her like multi-colored sunbeams, her magical and the other mages begin to fade, washing away into
powers draining from her and into the arena. The white light like a bad dream. You see Kyrian running
terrorwind unravels into a gentle breeze, its weaponry towards you, calling out, but her words are without a
clanging to the sand. You reach your hand to one voice. She reaches you and holds you in a big hug for a
of the beams, and you feel like some small part of moment before you vanish from the arena.
Kyrian’s magic flows into you, awakening your senses
to the arcane. You gain Inspiration if you don’t You blink and find yourself outside the dark and
have it already. eerie trees of Wayreth Forest, with the Tower of
Wayreth nowhere to be seen. You’re entirely alone,
Soon the beams of light and magic are all you can without your magic, and with no reason to ever
see, and the arena fades away. The last thing you see return to the Tower of High Sorcery. You take a
is Kyrian smiling at you with pride. Note the Magic deep breath and turn around, ready to start walking
Over Friendship trait. down a new road with the promise of unexpected
adventures awaiting you.
You blink and find yourself someplace new, wondering
if you will ever see Kyrian again. Go to C1. Note the Life Over Magic trait. Your Test of High
Sorcery has come to an end.

Go to Chapter Four: Giving Up Your Magic.

78
B107 - Mirror Maze Your reflection abruptly stops in place, turning to
face you fully, their head tilted. “And that’s only if you
You find yourself in a maze made entirely of mirrors, survive the Test of High Sorcery in the first place.
with no exit behind or in front of you. Each wall is Wouldn’t it be better just to stop now while you have
reflective to a polished shine and stretches impossibly life and limbs attached? Imagine what kind of future
high, leaving you to wander your way through, your you could have if you chose it for yourself!”
reflection repeated into infinity. The sound of your
voice joins the quiet echoes of your footsteps, and yet | If you continue moving forward and ignore the
you aren’t the one speaking. reflection, go to B108.
“Well, well. Look at where we are now.” | If you pause to look at the
reflection, go to B109.
You turn your head to the side, and your reflection
does, too. It’s only then that you see that your
reflection walks not in a perfectly mirrored image.
Instead, they walk in stride, independent of your
B108 - Mirror Maze
movements and thoughts, and begin speaking again You turn away from your reflection, trying your best
in your voice. to avoid looking at them. Suddenly, the mirrors shift,
grinding metal against glass. You realize that the maze
“How did we get here, stuck in a mirror maze, is changing, trying to trap you by blocking off your
wandering until something terrible happens to paths forward. You must make a DC 19 Dexterity
us? Oh yeah, I remember now.” As your reflection (Acrobatics) check. You automatically succeed if you
talks, the silver mirrors ripple. The mirror surfaces cast a 1st or higher-level spell to move quickly, like
show fragments of your past, how you came to the misty step or expeditious retreat.
Tower of Wayreth, and your many failures. As you
relive every single injury you sustained during the If you fail, the mirror wall closes, and you nearly
Test of High Sorcery, their wounds ache in ghostly smash into the glass. Your reflection, now face-to-face
memory, reminding you of the physical toll your with you, laughs cruelly. “If you can’t even succeed in
trials have taken. getting through here, how do you expect to pass the
Test?” Go to B109.
“And what are all of our efforts for? To be counted
among equals to mousy wannabe mage Kyrian or If you succeed, you slip past the mirror. Go to B116.
peers with that asshole who got off on tormenting
other people?” An image flashes of Kyrian and the
bullies in the antechamber.

You then see the faces of the three mages who


interviewed you, each judging you with their gazes.
“To be locked into subservience to one of three gods?
To live in a lonely tower like a bird in a gilded cage?”

“To be drafted into wars at the will and whim of others,


forced to fight against former friends and enemies you
don’t know?” The vision shifts again, revealing not
your past but a possible future where you battle with
another mage as war rages behind you. You witness
your reflection’s terrible magic leave death and
destruction in its wake.

79
B109 - Mirror Maze B110 - Mirror Maze
As your eyes meet the glass, you don’t see yourself As you take the hand, you feel just how tired you
as you are now, but rather a version of yourself who are—a bone-weary fatigue that stretches beyond your
looks healthy and happy and whole, any scars from body and into your heart and soul. You know now
your trials gone. You see this version of yourself that the mage’s path is not for you, and as the visions
smiling, having a tight-knit and loving family, living clear, you step through the glass.
in comfort away, untouched by the terror of war, and
even going on an adventure or two. You awake in a soft, cozy bed, in a small cottage, with
sunlight streaming through a clean window. You no
“You see?” pipes up your reflection, “You could choose longer sense the presence of the magic within you,
to have a simple, peaceful life. So many of the Test but you are filled with a peace you have not felt in a
takers had this opportunity, and yet they threw it long time. Your new life is far away from war and the
away for the path of magic. That path always has, and Tower of Wayreth.
always will, lead to destruction.”
Note the Peace Over Magic trait. Your Test of High
The comforting visions shift, revealing now fractal Sorcery has come to an end.
echoes of many mages who have come to pass through
the Test of High Sorcery. You watch as they’re torn Go to Chapter Four: Giving Up Your Magic.
apart by monsters, impaled by spikes, and drowned in
their own blood. The mages that do make it through
look haunted, with many missing limbs or vacant B111 - Mirror Maze
expressions, forlorn of eagerness or hope. You watch The visions and the hand disappear, replaced by your
the mages leave to fight wars and hunt rogue wizards. frowning reflection. “Well, if you’re really committed
In the heat of battle, mages eviscerate each other in to learning magic, even if it means giving up on a nice
the most brutal and cruel ways. Mangled bodies and quiet, peaceful life… why do you have to be in service
empty eyes fill your vision, and you can taste the to the Conclave? I mean, tying yourself to a patron
copper of blood in your mouth. god of magic just feels so restrictive.”

Make a DC 16 Wisdom saving throw. You take 16 Your reflection shifts, showing you in white robes,
(3d10) psychic damage on a failed save, and half as then red robes, then black. “Maybe… maybe you could
much on a successful one. just take what you know and leave? You would be a
renegade, but you’d be free from the trappings of all
As you tear yourself away from the sight, the this cultish nonsense.”
horrifying images fade away, replaced once more by
your potential pastoral future. Your reflection reaches | If you forsake the Orders of High Sorcery to
out toward you until their hand pushes through the become a rogue mage, go to B112.
glass, inviting you to take it and let it lead you away
from the Test of High Sorcery to a better life. | If you refuse and stay aligned with the Orders
of High Sorcery, go to B113.
| If you take the hand and forsake the path of
magic, go to B110.

| If you refuse the hand and choose to rededicate


yourself to magic, go to B111.

80
B112 - Mirror Maze B113 - Mirror Maze
Your reflection shifts through the different robe The mirrors vibrate as your reflection becomes
colors again until the garment transforms into a agitated. It transforms into a twisted, undead version
multicolored robe that defies the rules of magic. of yourself, eyes sunken and flesh rotten. You stare
At first, you admire yourself in the mirror, hope into the reflection and at your own mortality.
and ambition growing within, but the moment is
quickly shattered when your reflection lets loose Your reflection nearly screams, the voice mixed
a shocked laugh. with fury and deep desperation. “Then why? What
is this all for?”
“Really?” your reflection says incredulously, resonating
with an amalgam voice of the three archmages who The walls continue to shake, and the mirrors begin to
interviewed you. “You already had your chance to turn close in. The space you stand in becomes smaller and
back. Now you’d become a renegade mage? Free to smaller, the glass threatening to crush you.
destroy and misuse powerful magic, with no law or
creed to guide you?” | If you do not flinch and redeclare your
dedication to pursuing magic, go to B114.
“We, of course, cannot allow that.”
| If you try to shatter the mirror, go to B115.
The mirrors begin to crack, then explode inward
with a wave of arcane force. You must make a DC
16 Dexterity saving throw, taking 16 (3d10) force B114 - Mirror Maze
damage on a failed save, and half as much on a
successful one. You automatically succeed if you cast The mirrors stop a hairbreadth away from crushing
the shield spell. you. Your reflection looks at you with unflinching
grimness until it eventually shifts its appearance to
As the light fades around you, the black-robed look identical to you once more. It sighs, shrugs, and
archmage’s cold laughter rings through the air, and bitterly mutters, “Your funeral.”
you can hear the white-robed archmage’s distinct and
disappointed sigh. Note the Grim Determination trait. Suddenly, the
mirrors rapidly tilt, and you fall into the inky abyss
The red-robed archmage speaks firmly, “We take below. You fall and fall, hoping you aren’t squished
the matter of renegade mages very seriously. Their like a bug when you land. Thankfully, you meet the
reckless actions have nearly destroyed the entire world ground with the weight of a feather. Color fills the
before, after all. I hope, for your sake, you consider void around you, revealing a windy hilltop. Go to C1.
this a lesson well learned. Know that we have taken
note of what has occurred here.”

Note the Renegade Mage trait. Eventually, the


laughter fades, and the darkness lifts to reveal a windy
hilltop. Go to C1.

81
B115 - Mirror Maze B117 - Mirror Maze
As the mirrors close in and begin to press your Your reflection cackles, their voice now sounding
body between the panes of glass, you muster up the like the black-robed archmage who interviewed you.
strength to break the maze. You must make a DC “Oh, I am so excited to see your inevitable downfall
16 Strength (Athletics) check. You automatically as you desperately try to hold onto power that you
succeed if you cast a spell that deals thunder or force do not yet understand. Maybe, just maybe, you will
damage, like thunderwave or magic missile. Each time prove me wrong.”
you fail, the mirrors close in tighter, you take 11 (2d10)
bludgeoning damage, and you must repeat the check. Note the Embrace the Darkness trait. The void
begins to spin faster and faster. The black-robed
If you succeed, the mirrors break into a thousand mage’s dizzying laughter echoes until the darkness
shards. Your reflection screams as their plane finally fades, revealing a windy hilltop. Go to C1.
of existence falls to pieces. You take 5 (1d10)
piercing damage as some mirror fragments stick
into your body. B118 - Mirror Maze
Your reflection cackles, their voice now sounding like
Once the shards lie still at your feet, you find the black-robed archmage who interviewed you.
yourself somewhere new—a windy hilltop awash in “A naive plan, fit for a fool—though I know a certain
moonlight. Go to C1. white-robed busybody who will be happy to hear
it. I cannot wait for the realities of life to crush your
B116 - Mirror Maze spirit to dust.”

You feel solid ground beneath your feet but see Note the Deny the Darkness trait. The void begins
nothing before you—just a great emptiness. to spin faster and faster. The black-robed mage’s
dizzying laughter echoes until the darkness finally
You hear your reflection’s voice again, though there is fades, revealing a windy hilltop. Go to C1.
a deeper, eerie resonance this time, as if it speaks with
many voices instead of just one. “If you choose the
path of magic, it will lead you to places of the brightest B119 - Mirror Maze
light and the darkest shadows. When the darkness Your reflection cackles, their voice now sounding
takes you, and the power of magic consumes you, like the black-robed archmage who interviewed
what will you do then?” you. “A measured answer, taken by itself. And yet
you received this particular test because you imagined
| If you say that you would embrace it, go yourself alone in peril. Should you survive until the
to B117. end, I strongly recommend you make more friends
and allies you can imagine standing by your side.
| If you say you would never fall to darkness, Otherwise, your only future is failure and dust.”
go to B118.
Note the Plan for Darkness trait. The void begins to
| If you say you would rely on others to prevent spin faster and faster. The black-robed mage’s dizzying
that outcome, go to B119. laughter echoes until the darkness finally fades,
revealing a windy hilltop. Go to C1.

82
83
C2 - A Lively Seaside Village
You wander down from the hilltop to a small but lively
HAPTER THREE: seaside village square. Two-story wood and thatch

SOULFORGE
buildings cluster there, leaning precariously overtop
crowded streets. Lanterns shine from the salt-covered
windows of homes and shops. Beneath their light,
C1 - Whistling Crossroads villagers dressed in simple clothes dance around a
Having survived the first half of your Test of High giant straw effigy that vaguely resembles a mermaid
Sorcery, you find yourself very weary from all you’ve holding a trident.
faced so far. You stand beneath a gorgeous sunset sky
at the top of a hill, at a crossroads overgrown with The villagers sing a bawdy sea shanty about a
tangled weeds and dancing blades of pale grass. Cool brave but hapless young bard who falls in love
winds whistle across the hilltop. Four paths cascade with a mermaid who only wants to trick them into
down from the crossroads—three offering locations swimming down to her lair so she can feast on their
where you might find rest and one hinting at a more bones. The bard in the story never flinches from
perilous-looking trail. their many exaggerated adventures beneath the sea,
determined to find the mermaid’s den and seal their
The westward road leads to a small seaside village in misplaced love with a kiss. As you approach, several
the midst of celebration, its people singing lively off- eager villagers take hold of you on either side and
key shanties from the town square. The northern road pull you into the party. Before you know it, you
slopes to a beautiful glade surrounded by cozy trees are dancing, laughing, and singing too—lost in the
and a sparkling pond. The eastern road curves around villagers’ enchanting revel.
a rocky bend, and beyond lies a home that looks just
like the one you grew up in, with a single lantern’s At last, the shanty ends with the bard getting their kiss
light shining from a window. and the mermaid getting their feast. Suddenly, the
front doors to the nearby tavern swing open. A burly
The southern road disappears into the thick, choking sailor steps out onto The Salty Cataclysm Tavern’s porch
fog—you can feel in your gut that way lies your next and drunkenly bellows out into the night, “Free round
challenge in the Test of High Sorcery. o’ drinks at th’ tavern! Tell’em to put it on Strong
Melcham’s tab!”
| If you take the road to the seaside village, note Most of the raucous crowd cheers and begins to push
the Stayed in a Village trait and go to C2.
their way into the two-story tavern. A few more tired
| If you take the road to the serene glade, note villagers quietly leave the party and head home.
the Stayed in a Glade trait and go to C3.

| If you take the road to your childhood home, | If you decide to join the party, go to C6.
note the Stayed in Your Childhood Home | If you look for someone to take you into their
trait and go to C4. home for the night, go to C8.

| If you decide not to take a long rest and


journey to continue your Test, go to C5.

84
C3 - An Enchanted Glade C4 - Your Childhood Home
Sunset gives way to a starry night, and you hike down The sun sets as you take the long, winding path
the road that leads through an airy forest. As you through rocky hills. The light of Solinari and Lunitari
wander through the woodland path, the flowers and shines down upon the final stretch of road leading
trees slowly change from colorful spring blooms to to the home that looks just like where you grew
the burnt hues of autumn. Where the road ends, you up. The entrance is open to you, and its interior is
step into a beautiful glade of wild grass and fallen dark. No one appears to be home, and though you
leaves. An inviting moonlit pool of crystal water and recognize furniture and objects from your past,
lily pads lies at the center of the clearing. everything seems to be in a slightly different place
than you remember.
As you wander down to the pond to freshen up or take
a drink, you are surprised to see the face of a beautiful When you open the door to the room you slept in,
woman wearing a sea-blue dress smiling up at you you find it lit by warm lantern light. Keepsakes from
from beneath the calm waters. She rises from the your childhood stir strong feelings within you. You set
water about ten feet from the grassy shore, her arms your things down and take a long look around. The
outstretched towards you. She appears young, with building is tranquil, but for a strange squeaking sound.
long ghost-white hair that spills down her back and You track the squeaks to a heavy blanket placed over a
floats peacefully atop the water. Her blue eyes contain mound on the floor.
a deep sadness that belies her beauty. You instinctively
realize that the woman is some sort of spirit. When you pull away the blanket, you reveal three
small, blue dragons hatching from their eggs, cracking
When the woman speaks, it’s with an ethereal sing- open their shells with a stretch of their tiny winged
song voice that sends a shiver down your spine. “It’s limbs. When one of the dragon hatchlings opens its
been so long since my pond has had a visitor. It gets eyes for the first time, it looks up at you curiously, and
so lonely here, with only the trees to talk to. And the a spark of static electricity arcs from its flared nostril.
water—so cold. You must be lonely and cold, too, after
everything you’ve been through to get here. But we You know from your studies that blue dragons grow to
are both magic, you and I. We can keep each other become fearsome threats who serve the Dark Goddess
warm. Will you let me hold you? Will you warm my Takhisis and can unleash devastation on whole towns.
pond… if only for tonight?” The hatchlings do not look dangerous now, though,
as they huddle together for warmth atop their broken
| If you wade into the pool to embrace the spirit, eggshells. You can’t take them with you—and aren’t
go to C7. sure that any of this is real.

| If you reject the spirit’s request, go to C9. | If you slay the blue dragon hatchlings,
go to C10.

| If you leave the hatchlings be, go to C11.

85
C5 - The Choking Fog atop a table dancing and singing, having deep
philosophical conversations about the politics of
You fully embrace the Test of High Sorcery’s challenge Krynn, and sharing your personal feelings on how
by refusing your opportunity to rest, recover, and you believe you are holding up in your Tests of High
study. Instead, you follow the southern road into a Sorcery. Eventually, your memory of the wild party
choking fog. The mist smells strongly of copper and fades, leaving you only with questions about how
salt. Gnarled tree limbs hang over the road, taking your night ended.
on the appearance of skeletal arms beckoning you
to leave the path. The way forward is rocky and When you wake up the following day, sleeping party-
uneven, but you boldly stay the course, knowing goers are strewn haphazardly about the tavern. No
you are growing closer to achieving your goal of one stirs or awakens. You have just enough time to
becoming a true mage. pursue downtime activities, prepare spells for the next
phase of the tests, and slip out unnoticed.
You cannot take a long rest. When you are ready to
continue, go to C12. When you finish your long rest, make a DC 13
Constitution saving throw. If you fail, take 3 (1d6)
C6 - The Salty psychic damage. If you succeed, gain Inspiration if
you don’t already have it.
Cataclysm Tavern
When you leave the village to continue your
You fall in with the crowd, and the villagers throw
Test, go to C12.
their arms around you, treating you as one of their
own. They buy you drinks, fried fish, tavern nuts, and
more drinks. The night quickly becomes a blur of wild
revels without abandon. You vaguely recall standing

86
C7 - In a Cold Pond C8 - A Lovely Family Dinner
You wade through the cold water to embrace the sad You pull yourself away from the wild crowd of
spirit. She tenderly wraps her arms around you and partying villagers and look for someone who might
lays her head gently on your shoulder. Her skin is take you in for the night. You meet an older man
freezing, and her grip is supernaturally strong. named Thomas. He smiles easily at your approach and
tells you he knew you would be coming. He shows
“I cannot remember the last time someone showed you to a small cottage, which he shares with his wife
me kindness. I’d forgotten what this feels like,” she Henrietta, his daughter (also Henrietta), and his eight
whispers into the crook of your neck, then pulls you grandchildren—whose names he frequently forgets.
slowly beneath the pond water. The two of you sink
beneath the moonlight into the darkness. You find Despite how crowded the tiny home is, the night
yourself unable to escape or cast spells, yet you do not proves peaceful. Thomas’s family invites you to join
drown. You spend hours there in the cold, dark watery them for a simple dinner consisting of spicy onion
depths. The longer you float, embracing the spirit, the stew and freshly baked bread. Around the dinner
warmer her skin feels. table, the grandchildren say a prayer to Paladine and
share stories of what they learned that day in school.
When the sun rises over the pool, its golden light Soon enough, Thomas’s family turns in for the night,
stretches through the water until it illuminates you sharing two small bedrooms between the eleven of
and the spirit. Her flesh appears rotten and bloated them. Thomas makes up a small cot of clean linen in
in the sunlight, and worms writhe within her empty the kitchen for you. He gives you his pillow for the
eye sockets. She holds you tight for a lingering night and wishes you luck the next day on your Test.
moment, then finally releases her grip. She smiles and
whispers, “Thank you.” While the family sleeps, you have time to study,
pursue downtime activities, and prepare spells for the
You swim back to the surface, only looking back next day. When you finish your long rest, gain 7 (2d6)
once to see she is no longer there. When you reach temporary hit points.
the shore, you draw a deep breath, glad to be alive.
Thoughts of your night spent with the strange spirit When you leave the village to continue your
swirl around in your mind, though you try to push Test, go to C12.
them away to focus on the challenges to come.

You can pursue downtime activities and prepare your


spells. When you finish your long rest, make a DC
13 Charisma saving throw. If you fail, expend 2
(1d4) spell slots of any level. If you succeed, gain
Inspiration if you don’t already have it.

Note the Embraced a Lonely Spirit trait. When you


leave the glade to continue your Test, go to C12.

87
C9 - Beneath C10 - Your Childhood Home
a Murmuring Tree The blue dragon hatchlings have no means to stop
you from slaying them. When the grim deed is done,
When you hesitate to accept the spirit’s request, you force yourself to turn your attention back to
crystalline tears streak down her cheek. “I’m so cold,” preparations for the next day of your Test. You can
she moans. She wraps her arms around her shoulders pursue downtime activities and prepare your spells
and slowly sinks into the pond’s depths, disappearing before resting in your childhood home. Everything
into shadows below. You shiver again and look for here feels so much smaller to you now than it did
somewhere safe to rest for the night. in your youth, and you realize just how far you’ve
come since then.
After pursuing downtime activities and preparing
spells for the next day, you find a soft tuft of flowers When you finish your long rest, make a DC 13
and grass beneath the shadow of an ancient weeping Wisdom saving throw. If you fail, the memory
willow tree. You lie there and drift off to an enchanted of the dragon hatchlings’ final shrieks haunted you
rest. As the long hours of the night stretch on, the throughout the night—take 7 (2d6) psychic damage.
tree comes to life. It speaks in slow, deep murmurs,
its voice half-swallowed by the sound of its hanging Note the Dragon Murderer trait. When you leave
branches whistling in the cool breeze. and continue your Test, go to C12.

“No one … ever listens … to a tree’s wisdom. Such … a


great shame. After all … we trees see every heartbreak C11 - Your Childhood Home
… every moment of wonder … every betrayal … every You cannot bring yourself to harm the dragon
young wizard … seeking vain mysteries …” hatchlings and turn your attention instead to the
hardships of the day to come. The hatchlings spend
The tree quietly rambles on and on, never stopping, an hour crawling around on the floor and playfully
even when addressed. Its voice is soothing, biting at each other before they fall fast asleep on their
though, and you find your night restful despite its eggshells. You spend the rest of your night in your
gentle complaints. childhood home, musing about how much smaller
it feels now than it did in your youth. Despite any
When you finish your long rest, make a DC 13 bittersweet or other feelings this place gives you, the
Wisdom saving throw. If you fail, you only rest of the evening is peaceful and comfortable. You
remember bits of the tree’s strange ramblings while can pursue downtime activities and prepare your
you rested. If you succeed, you remember everything spells before you finally rest.
they said and receive the tree’s blessing—until you
take a long rest, your skin takes on a rough, bark-like When you finish your long rest, gain 7 (2d6)
appearance, and your Armor Class can’t be less temporary hit points. When you leave this place to
than 16, regardless of what kind of armor you wear. continue your Test, go to C12.
When you leave the glade to continue your
Test, go to C12.

88
C12 - A Dark Sea Cove ship about like a toy. The thunder roars in elemental
fury, and the captain roars defiantly back as he steers
The twisted, foggy road onward leads you away you toward a distant, beckoning mist of silver fog.
from the hill and, eventually, underground. The mist
dissipates, and you find yourself standing upon a small, Just when it seems your fearless captain is every bit
soggy dock within a sea cove. At the end of the dock, the match for Zeboim’s storm, swirling funnels of
a wooden sloop sailing the flag of the crimson moon water rise like columns from the churning ocean
Lunitari rocks back and forth against the choppy and batter your ship. One of the funnels floods the
waves. On its side, the name The Night Candle has foredeck, washing the captain away from the helm and
been painted in red calligraphy that glows slightly toward the frothing sea. Unmanned, the ship’s helm
with arcane light. begins to spin in wild circles, forcing your course in
the wrong direction.
Outside the cove, a thunderous storm approaches, and
rainwater causes the water level to climb and spill | If you grab hold of the wheel to steady the ship,
over the dock. At the back of the cover, away from the go to C14.
ship, you can see a subterranean tunnel lit by green
phosphorous fungi. The tunnel seems to slope slightly | If you try to save the captain from going
upward, away from the rising sea. overboard, go to C15.

| If you climb aboard the ship and try to set sail C14 - Through the Storm
out to sea, go to C13.
You turn your back on the captain and slide across
| If you swim up to the subterranean tunnel, the flooded wooden deck to try to reach the ship’s
go to C20. spinning helm. “Ye spineless, yellow-warted knave!
Ye’ve not seen the last o’ lucky Cap’n Lu-aaaah!” the
C13 - Sailing Into a Storm ship’s captain bellows out at you over the fury of the
storm, his final words turning to a scream when a
The floodwaters continue to rise in the cove as you hateful wave sends him plummeting overboard to
scamper up the gangplank and pull it up onto the his watery grave.
ship’s deck. Suddenly, the captain’s cabin door flies
open, and a large, wild-bearded man stumbles out Just before you get to the helm, a lightning bolt splits
onto the deck, wearing stained navy robes and a the sky wide open, and another giant wave comes
matching tricorn hat. He waves a bottle of rum wildly crashing directly toward you. You must succeed on
around in the air and rumbles loudly at you. a DC 13 Dexterity saving throw or take 5 (1d10)
bludgeoning damage. After pulling yourself up,
“Oi! This ain’t yer mama’s storm, ye slow-legged land- you finally reach the helm and steady The Night
pup! I’ll take the helm, and ye man the sails like yer Candle’s course, directing the vessel toward the wall of
life depended on it. ‘Cause mark me words, pup, it dark silvery fog.
does! The Sea Witch be hungry tonight, and scabby ol’
Zeboim will gobble up yer bones whole if ye be short- You begin to think you might yet survive the Sea
witted. We got a ways to go if we e’er hope to sleep Witch’s fury. If you noted the Scried the Amphi
beneath the red moon again!” Dragon trait, go to C16. Otherwise, go to C17.

The ship captain chugs the rest of his rum and throws
the empty bottle carelessly overboard. You hurry to
take up the sails and follow the captain’s barked orders
as well as you can. Soon enough, the two of you take
The Night Candle out into the midst of the most vicious
storm you have ever witnessed. Its wrath tosses your

89
C15 - Through the Storm C16 - Through the Storm
To try to rescue the captain, make a DC 13 Strength As The Night Candle sails towards the fog ahead, you
(Athletics) or Dexterity (Acrobatics) check—or recall a vision you saw within the scrying orb in your
cast a spell like misty step or levitate that helps you private chambers. You remember witnessing this
reach him or save him from falling into the sea. same ship, the terrible storm, and something else
too—an Amphi Dragon lurking beneath the waters
If you succeed, you rescue him just before he is behind your vessel.
pulled down to his watery grave. Note the Rescued
the Captain trait. He grips you in a brief but mighty The memory fresh in your mind, you spin around
bear hug and grumbles into your ear, breath stinking just in time to see the monstrous winged toad-like
of rum, “Ye blessed old salt, ye! Let’s go show Zeboim creature from the vision rise out of the churning sea.
where she can be stickin’ her lightnin’ bolts.” It opens its massive maw, croaks grimly, then quickly
lashes out at you with its long tongue. If you can,
If you fail, the captain cries into the screaming wind, make a ranged spell attack with disadvantage
“Solinari bless ye! At least ye tried, pup!” A moment against Armor Class 13. If you miss, go to C17.
later, the raging ocean swallows him.
If your spell attack hits the Amphi Dragon’s tongue,
After you attempt to rescue the captain, you spin your magic severs it before it reaches you. The amphi
around to get your bearing, soaking with rainwater. dragon croaks in fury and pain—then descends
Beyond the storm awaits a wall of dark silvery fog on beneath the water’s surface. Several minutes later,
the horizon, and from within, no lightning flashes. If The Night Candle leaves behind the screaming storm
you noted the Scried the Amphi Dragon trait, go to and sails into the thick, silvery fog beyond. Regain a
C16. Otherwise, go to C17. spent Destiny point, then go to C19.

C17 - Through the Storm


Suddenly, a long tongue covered in acidic warts
strikes you, dealing 3 (1d6) acid damage and sticking
like glue to your body. The tongue quickly retracts,
dragging you across the ship’s deck toward the sea.
Make a DC 16 Strength saving throw. If you
noted the Rescued the Captain trait, you have
advantage on your saving throw—he leaps to your
aid, attempting to grab and pull you free from the
retreating tongue. If you fail, go to C18.

If you succeed, you tear yourself free from the tongue,


causing several warts to explode with sizzling yellow
acid—take 3 (1d6) acid damage. For a few moments,
over the ship’s deck, you see the vast maw of a massive
sea monster resembling a cross between a giant frog
and a dragon with small wings. The amphi dragon
croaks in annoyance, swallows stormwater, and slowly
sinks beneath the frothing waves.

Several minutes later, The Night Candle leaves behind


the screaming storm and sails into the thick, silvery
fog beyond. Go to C19.

90
C18 - The Roiling Waves Returning to the Ship. You can climb 10 feet back
onto the ship’s deck by using an action and succeeding
You are ripped off the deck of The Night Candle and on a DC 16 Strength (Athletics) or Dexterity
into the hungry sea. A horrid monster rises from (Acrobatics) check. You automatically succeed if
vicious waves before you. It is an amphi dragon—a you cast a spell like misty step or levitate. If you noted
creature that looks like a giant toad with a long tongue the Rescued the Captain trait, his aid grants you
that hangs loosely out of its mouth and sea-green advantage on attack rolls and ability checks while
scales covered with oozing yellow warts. aboard the ship.

Roll Initiative for yourself and the amphi Amphi Dragon’s Weakness. If you noted the Scried
dragon. You begin the encounter in the water the Amphi Dragon trait, you recognize its Sensitive
adjacent to the ship. The dragon begins 15 feet away Tongue as its weakness. Otherwise, you can discover
from you and 20 feet away from the ship. If you the weakness by using a bonus action and succeeding
survive the encounter, you sail aboard The Night on a DC 13 Wisdom (Perception) or Intelligence
Candle, leaving behind the screaming storm to enter (Investigation or Nature) check.
the dark, silvery fog beyond. Go to C19.
ENEMY TACTICS
THE ENVIRONMENT
The amphi dragon lurks in stormy waters, seeking
Navigating the Stormy Sea. Unless you have a swim to make a feast from unfortunate sailors far from
speed, the water is considered difficult terrain, and safe harbor. It uses its Acid Breath first, then uses its
at the start of your turn, you must succeed on a DC Tongue to pull its prey close to it so that it can finish
13 Strength or Dexterity saving throw, or you them off with its Bite attack. If a character retreats
cannot move or take reactions. onto the ship’s deck, it uses the Dash action on its next
turn to follow by climbing onboard.

YOUNG AMPHI DRAGON


Sensitive Tongue. The dragon’s extended tongue is
Large dragon, Neutral Evil extremely sensitive. Creatures can aim at the tongue with
an attack. The attack has disadvantage unless the creature
Armor Class 13 (natural armor) is grappled by the dragon’s tongue. If the dragon takes 10
Hit Points 51 (6d10+18) or more damage aimed at its tongue on a single turn, it
Speed 20 ft., climb 20 ft., swim 40 ft. attempts to flee to deep water at the start of its next turn.

STR DEX CON ACTIONS


22(+6) 14(+2) 16(+3) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target
Hit: 11 (1d10+6) piercing damage and 3 (1d6) acid damage.
INT WIS CHA
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
10(-0) 12(+1) 14(+2) target. Hit: 9 (1d6+6) slashing damage.

Saving Throws STR +8, CON +5 Tongue. Melee Weapon Attack: +8 to hit, reach 20 ft., one
Skills Perception +3, Stealth +4 target. Hit: 3 (1d6) acid damage, and if the target is Large or
Damage Immunities Acid smaller, it must succeed on a DC 16 Strength saving throw
Senses Blindsight 30 ft., Darkvision 120 ft., or be pulled up to 20 feet toward the dragon and grappled
Passive Perception 13 (escape DC 16). The dragon can only grapple one target at a
Languages Draconic time with its tongue.
Challenge 3 (700 XP)
Proficiency Bonus +2 Acid Breath (Recharge 5-6). The dragon exhales acid in
a 30-foot cone. Each creature in that area must make a DC
Amphibious. The dragon can breathe air and water. 13 Dexterity saving throw, taking 17 (5d6) acid damage on a
failed save, or half as much damage on a successful one.
Acidic Warts. When an attack hits the dragon, creatures
within 5 feet of it take 3 (1d6) acid damage.

91
C19 - Sailing Into the Fog C21 - A Flooded Tunnel
You survived the Sea Witch’s fury and refused to You remember witnessing this exact moment in
become breakfast for a hungry amphi dragon. Slowly, the tunnel play out. In the vision, you were pulled
the dark silver fog consumes everything around you. underwater, where you felt like you were being
The deck of The Night Candle vanishes beneath your watched by hungry entities you could not see.
feet. Eventually, the mist fades too, revealing your
next Test of High Sorcery. | If you try to swim faster and dodge anything
that tries to grab you, make a DC 19 Strength
| If you noted the Dead Loved One (Athletics) or Dexterity (Acrobatics) check.
trait, go to C26. You have advantage on your check if you cast
a 1st or higher-level spell that helps you move
| Otherwise, if you noted either the faster, like expeditious retreat or misty step. If
Helping Hand or Greed and Ambition you succeed, you pull your leg free and swim
traits, go to C42. away as fast as possible—go to C22. If you
fail, go to C24.
| If you noted none of the previous
traits, go to C35. | If you cast a 1st or higher-level spell that
creates magical light or allows you to
C20 - A Flooded Tunnel see the unseen—such as faerie fire or see
invisibility—go to C23.
You flee from the storm, leaving the rotting docks
behind. You wade into the nearby tunnel, following
the light of glowing green phosphorous fungi growing C22 - A Flooded Tunnel
on its walls. As you swim further, the underground You swim up the flooding tunnel, seawater splashing
path ascends but becomes ever more narrow and into your mouth, your head cracking against the
choking. When you glance back over your shoulder, stone ceiling. At last, you begin to ascend a steep cliff
the way back to the docks is entirely submerged in toward blinding light above.
frothing seawater that continues to push you forward.
Before you can reach the bright chamber, a giant red
Something about this place isn’t right. Your heart tentacle rises from the flood below and slams into
beats so hard in your chest that it feels like it might your back with incredible force. To dodge the tentacle,
burst at any moment. You swim harder, knowing in you must succeed on a DC 13 Dexterity saving
your gut that something is coming for you. The water throw or take 11 (2d10) bludgeoning damage.
level continues to rise, pushing you closer to the rocky
ceiling. The end of the tunnel is nowhere in sight. If you survive, you crawl to the top and become
bathed in brilliant white light. You can no longer hear
Suddenly, something slimy brushes against your leg the rushing waters from the tunnel below.
beneath the water. And then the fungi’s phosphorous
lights flicker like candles and go out, casting you | If you noted the Dead Loved One trait,
into magical darkness. If you noted the Dreamt of go to C26.
Drowning trait, go to C21.

Otherwise, unless you can see in magical darkness,


| Otherwise, if you noted either the Helping
Hand or Greed and Ambition traits,
make a DC 13 Wisdom saving throw. If you go to C42.
fail, your panic becomes overwhelming—you have
disadvantage on all saving throws until you reach your | If you noted none of the previous traits,
next Test of High Sorcery. Go to C24. go to C35.

92
C23 - A Flooded Tunnel C24 - Submerged
When you cast your spell, you change the outcome The slimy thing beneath the water wraps tightly
of the scrying orb’s vision. The magical darkness around your leg. You take a last gasping breath and are
is dispelled, and you can see what waits for you, pulled underwater amidst the darkness. You are ripped
hungry, in the rising floodwaters. A monstrous, slimy along the rushing current, battered against the rocky
red tentacle pocked by grotesque black sores lets tunnel walls. You must succeed on a DC 13 Dexterity
go of your leg, repulsed by your magic. Whatever saving throw or take 5 (1d10) bludgeoning damage.
aberration the tentacle is attached to retreats with
frightening speed deeper into the tunnel. Regain a At last, the tendril lets go of your leg. You can feel
spent Destiny point. something—many somethings—watching you in the
dark. Waiting. Hungry.
But you are not safe yet. You find yourself surrounded
by a horrifying sight. Go to C25. You kick up to the surface of the rising waters and suck
in a deep breath. Somewhere ahead, brilliant white
light casts back the shadows, revealing the horrifying
creatures surrounding you in the water. Go to C25.

93
C25 - Swimming Eyes Swarm of Swimming Eyes’ Weakness. If you
noted the Dreamt of Drowning trait, you
Amidst the rising water, you are surrounded by dozens instinctively realize the soft-bodied swarm of lidless
of floating eyeballs. Each is the size of a clenched eyes is vulnerable to fire, lightning, radiant, and
fist—white orbs with bulbous red irises and no pupils. thunder damage. Otherwise, you can discover the
The eyes appear alive, swimming quickly through the weakness by using a bonus action and succeeding
water by spinning their slimy eyestalks like propellers. on a DC 13 Wisdom (Perception) or Intelligence
Several of the eyes swim toward you and crawl onto (Arcana or Nature) check.
your body. As they do, their red irises split open with
an insect-like chittering sound. Tiny maws of needle- ENEMY TACTICS
like fangs extend from the open eyeballs, reaching
for your flesh. The swarm of swimming eyes are intelligent
hivemind predators that feast on the life force of
Roll Initiative for yourself and the swarm of arcane spellcasters, using their natural ability to turn
swimming eyes. You begin the encounter in the invisible to get close. On their turn, they attempt to
center of the swarm’s 10-foot diameter. If you survive, move through their prey’s space and attack with their
you swim further up the tunnel in the direction of the Eyebites. If they cannot reach their target, they turn
distant white light—go to C22. invisible, then use Dash actions on subsequent turns
until they swarm around their prey.
THE ENVIRONMENT
Flooded Tunnel. Unless you have a swim speed, the
flooded tunnel is considered difficult terrain. The
tunnel is 15 feet wide, 20 feet tall half-submerged in
water, and many hundreds of feet long.

SWARM OF SWIMMING EYES Swarm. The swarm can occupy another creature’s space
and vice versa, and it can move through any opening large
Large swarm of Tiny aberrations, Chaotic Evil enough for a Tiny creature. The swarm can’t regain hit
points or gain temporary hit points.
Armor Class 11
Hit Points 36 (8d10-8) ACTIONS
Speed 0 ft., swim 30 ft. Eyebites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target. Hit: 14 (2d6) necrotic damage, or 7 (2d6) necrotic
STR DEX CON
damage if the swarm has half of its hit points or fewer. The
6(-1) 12(+1) 8(-1) target must succeed on a DC 10 Constitution saving throw
INT WIS CHA or choose to lose either a Hit Die or expend a spell slot.
14(+2) 10(+0) 16(+3) REACTIONS
Life Feast (1/Day). When the swarm is reduced to half its
Skills Perception +4 hit points or fewer, all living creatures within 20 feet of it
Damage Vulnerabilities Fire, Lightning, Radiant, Thunder must make a DC 13 Constitution saving throw. On a failed
Damage Resistances Bludgeoning, Piercing, and Slashing save, they take 5 (1d10) necrotic damage, and the swarm has
Damage Immunities Necrotic, Poison advantage on attacks until the end of its next turn.
Condition Immunities Charmed, Frightened, Grappled,
Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Darkvision 120 ft., Passive Perception 14
Languages — Understands Common, Deep Speech, and
Undercommon but can’t speak, telepathy 1 mile
Challenge 2 (450 XP)
Proficiency Bonus +2

94
C26 - A Misty Graveyard C27 - A Misty Graveyard
You wander through a mist-shrouded graveyard, When you agree, the ghost raises its shadowy arms
surrounded by dead, twisting trees. You pass countless to the sky. They whisper, “We all have something
headstones, feeling drawn deeper into the cemetery. in us that’s eternal. It isn’t magic. It’s not our names.
One row of graves reveals a single white rose placed It isn’t our memories, and it isn’t even our starlight
before each tombstone. The rose-gifted markers have dreams. It’s in our bones—that little eternal something.
been inscribed with unfamiliar names—Moonshadow, Holding onto yours will depend on what you do next.”
Moonshine, Honoria Solanthus, Karal Baavluurch
Chulzurkh, Aiden, Cryx, Losho, and Lily-Ohn. You The shadowy specter of your loved one gestures back
stop to consider why those graves received roses, then to the grave before you. “Five numbers carved onto
notice the color of the blooms slowly change from dead stone. Three numbers more, inked onto rose
white to red and then black. blooms. All of the stone is the same as one perfect
rose. Hold the perfect rose to the moonlight and walk
Suddenly, a soft moan from behind you stirs in the away. Hold a flawed rose to the moonlight—and I will
wind. You stand before a tall, oddly-shaped tombstone. take one of your bones.”
Behind it, a large specter looms, cloaked in its own
shadow, its arms wrapped around the headstone. You reflect on your eerie predicament for a moment
Beneath the shadows, you recognize the ghost’s face. before observing the items mentioned in the riddle.
It’s someone you think of often—a loved one taken You see five numbers carved onto the headstone:
from you far too soon. 06, 08, 19, 88, and 99. On the grave dirt, you find a red
rose inked with the number 192, a white rose inked
You find yourself frozen in place, unable to move away with the number 220, and a black rose inked with
from the tombstone. Your loved one speaks gently, the number 385.
and the air around you grows colder. “It’s so loud here.
Far too loud. But here you are, and I’ve been waiting If you noted the Scried the Hideous Specter trait,
so long to see you again. There’s so much I never had go to C32 if you haven’t already. Otherwise, no
the chance to tell you. But I can’t. Not now. Not yet. spells can aid you in solving the puzzle of which rose
Not unless you solve the mages’ puzzle.” is the right one.

| If you try to solve the ghost’s puzzle, go to C27. | If you hold up the white rose, go to C29.
| If you try to convince the ghost to let | If you hold up the black rose, go to C31.
you go, go to C28.
| If you hold up the red rose, go to C33.
| If you try to destroy the ghost of your loved | If you try to destroy the ghost of your loved
one, go to C30.
one, go to C30.

95
C28 - A Misty Graveyard The ghost whispers longingly, “I can feel it. That piece
of you. A little eternal something.
You plead with your loved one’s ghost to let you go.
Make a DC 19 Charisma (Persuasion or Deception) “Now, choose again.”
check—you have advantage on your check if you
cast a 1st or higher level spell that creates an illusion | If you try to solve the puzzle again, return to
to play to your shared history, like silent image C27 and make a different choice.
or disguise self.

If you succeed, you can move again. The ghost of


| If you try to destroy the ghost of your loved
one, go to C30.
your loved one floats past the headstone and tries to
embrace you, only to pass ethereally through you.
For a moment, you can smell them, and bittersweet
memories of times you spent together come flooding
back. The ghost whispers, “Don’t let them change you,
those mages. And don’t forget how much I love you.
I’ll see you soon… but hopefully not too soon.”

Before you can say goodbye, the apparition fades,


leaving you alone in the cemetery. A single strip of
your hair or skin has turned entirely white. Note the
Ghost-Touched trait, then go to C34.

If you fail, the ghost pulls away from you. Its


moaning answer is full of sadness, “Quiet! Please,
please. We all have our part to play and our
story to tell. This is your story and my story. We
must both play.”

| If you try to solve the ghost’s puzzle, go to C27.


| If you try to destroy the ghost of your loved
one, go to C30.

C29 - A Misty Graveyard


You hold the white rose with the number 220 written
on it up to the moonlight.

Moving faster than you can see, the ghost of your


loved one reaches a spectral hand through your
body, then pulls out a bone of your choice. You drop
the white rose onto the grave and begin shivering
uncontrollably. The ghost holds your stolen bone
in its spectral palm, then folds it into their shadowy
cloak. Take 5 (1d10) necrotic damage and note the
Lost a Bone trait. If you already noted the trait, take
an additional 11 (2d10) necrotic damage instead.

96
C30 - A Misty Graveyard True Face. If you noted the Scried the Hideous
Specter trait, you remember the ghost’s true
As soon as you decide to attack your loved one’s ghost, visage from the vision seen in the scrying orb. You
you find your legs able to move again. Immediately, automatically succeed on saving throws against the
skeletal hands burst up from the soft earth to grasp at specter’s Ghastly Reveal ability.
your legs. Note the What’s Dead is Dead trait.
Familiar Specter’s Weakness. The specter is
Roll Initiative for yourself and the familiar extremely sensitive to loud sounds. You can use a
specter. You begin the encounter 10 feet from the bonus action to make a DC 13 Wisdom (Insight) or
specter and the tombstone. Intelligence (Arcana) check. If you succeed, you
discover they are vulnerable to thunder damage.
If you survive, the ghost whispers in a death rattle, “So
many regrets… how they scream… too late! Too late!” ENEMY TACTICS
Their ghostly form vanishes into the ether, leaving
behind only a small memento from a past life on their The familiar specter turns hateful when you
grave. You can take it if you wish. Go to C34. attack them. They seek to inflict the emotional and
existential pain they feel upon you, then steal your
THE ENVIRONMENT bones so that they can take a physical form again.
The specter first uses its Horrid Whispers ability,
Grasping Hands. At the start your turn, you must then moves 40 feet further away from you. On its
succeed on a DC 10 Dexterity saving throw or subsequent turns, it moves toward you and attacks
become grappled by the skeletal hands (escape DC 10). with its Spectral Touch.
If the save fails by 5 or move, you are also knocked prone.

FAMILIAR SPECTER Incorporeal Movement. The specter can move through


other creatures and objects as if they were difficult
Medium undead, Lawful Evil terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Armor Class 13
Hit Points 17 (5d8-5) ACTIONS
Speed 0 ft., fly 50 ft. (hover) Spectral Touch. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (2d6) necrotic damage. The target
STR DEX CON
must succeed on a DC 13 Constitution saving throw or
1(-5) 16(+3) 8(-1) lose one Hit Die.
INT WIS CHA
Horrid Whispers (1/Day). The specter whispers dark
10(+0) 10(+0) 16(+3) secrets about the most terrible deeds they committed in
life. Creatures within 60 feet who can hear the specter
Damage Vulnerabilities Thunder must succeed on a DC 13 Wisdom saving throw or become
Damage Resistances Acid, Cold, Fire, Lightning; vulnerable to necrotic damage for 1 minute.
Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks REACTIONS
Damage Immunities Necrotic, Poison Ghastly Reveal (1/Day). When the specter takes damage
Condition Immunities Charmed, Exhaustion, Grappled, but is not reduced to 0 hit points, it reveals its true,
Petrified, Poisoned, Prone, Restrained, Unconscious horrifying face—that of a bloated corpse rotting with
Senses Darkvision 60 ft., Passive Perception 10 maggots, its expression twisted in an eternally agonized
Languages Understands all languages it knew in life grimace. Each non-undead creature that can see it must
but can’t speak succeed on a DC 13 Wisdom saving throw or be paralyzed
Challenge 1 (200 XP) until the end of their next turn. If the save fails by 5 or more,
Proficiency Bonus +2 the target also ages 1d4 x 10 years. The aging effect can be
reversed with a greater restoration spell, but only within 24
hours of it occurring.

97
C31 - A Misty Graveyard C33 - A Misty Graveyard
You hold the black rose with the number 385 written You hold the red rose with the number 192 written on
on it up to the moonlight. it up to the moonlight.

Black petals turn a vibrant red in the moonlight, then Moving faster than you can see, the ghost of your
fall from the rose’s thorny stem and blow away with loved one reaches a spectral hand through your
the cold breeze. Your loved one moans—you can’t tell body, then pulls out a bone of your choice. You drop
if the ghostly sound is pain, disappointment, or relief. the white rose onto the grave and begin shivering
uncontrollably. The ghost holds your stolen bone
The ghost whispers, “Strength, cleverness, and a bit in its spectral palm, then folds it into their shadowy
of good luck. I think you’ll need all three to get where cloak. Take 5 (1d10) necrotic damage and note the
you’re going. Along the way, don’t forget me. Don’t Lost a Bone trait. If you already noted the trait, take
forget… that I love you.” an additional 11 (2d10) necrotic damage instead.

Before you can say goodbye, the apparition fades, The ghost whispers longingly, “So many good
leaving you alone in the cemetery. Note the Puzzle memories mixed up with so much regret. Thank you
Master trait, then go to C34. for reminding me.

“Now, choose again.”


C32 - A Misty Graveyard
You recall the strange images you saw in the guest | If you try to solve the puzzle again, return to
chamber’s scrying orb. When you stood before the C27 and make a different choice.
specter, you twisted your torso to turn your back to
the ghost, placed your palms flat on the dirt, then | If you try to destroy the ghost of your loved
kicked up your legs into a headstand. one, go to C30.

You do the same thing again now and find, though you C34 - A Misty Graveyard
cannot walk, you can lift your legs into the air. You
Suddenly, skeletal arms burst up from the soft grave
immediately realize that when you are upside down,
dirt below you and grab powerfully onto your legs.
the numbers on the tombstone look quite different:
They pull you down, through the earth, deeper and
66, 88, 61, 80, and 90. You hold the headstand for as
deeper. Eventually, their bony grip releases you, and
long as possible, memorizing the numbers. Then you
you sink until the soil deposits you somewhere else
lower your feet back to the earth and untwist your body.
entirely. Brushing grave dirt off your shoulders,
you stand up and prepare to face your next Test
Regain a spent Destiny point, then return to C27
of High Sorcery.
and make a choice.
If you noted either the Chose Solinari or Dragon
Murderer traits, go to C57. Otherwise, go to C50.

98
C35 - Before an Arcane Door C37 - Before an Arcane Door
You stand before tall, broad double doors crafted Studying the runes, you quickly transcribe their
from crimson metal. Strange runes carved along its meaning. The runes repeat three series of sigils over
outside fill the area with cold white light similar to and over again. Each series refers to one of three
the light you saw in the Hall of Mages. When you spells: faerie fire, knock, and color spray.
turn around, you find yourself at one end of a narrow
bone-littered dungeon corridor. At the other end of If you cast one of the spells listed by the runes, go
the hall is a dead-end. to C36. Otherwise, you must return to C35 and try
something else.
You turn back to the arcane door again. As they often
say, the only way out is through. The door features no
handle. However, at waist height, you spot a hand- C38 - Before an Arcane Door
shaped hole through the door. You see only magical Noticing the hole is shaped just like your hand, you
darkness through the hole into the next room. do what seems most prudent and shove your hand
through the door. Immediately, dozens of hidden
| If you cast the knock spell to open the needles stab into your hand. The needles pierce and
door, go to C36. tear your flesh, dealing 5 (1d10) piercing damage,
and you become poisoned for one minute.
| If you stick your hand into the door’s hand-
shaped hole, go to C38. Finally, the needles withdraw, and you pull your
bloody hand back out of the hole. The double doors’
| If you try to decipher the strange runes, cold white light turns purple. Both sides of the
you must succeed on a DC 19 Intelligence double-door slide into the wall, revealing what awaits
(Arcana) check—or cast either the in the darkness.
comprehend languages or identify spells. If
you succeed, go to C37. Otherwise, you If you noted the Scried the Arcane Door trait, go to
cannot decipher the runes and must try C40. Otherwise, go to C41.
something else.

| If you search the corridor, you must succeed C39 - Before an Arcane Door
on a DC 16 Wisdom (Perception) or
You explore the nearby narrow hallway, picking
Intelligence (Investigation) check. You
through piles of bones and wondering how the
have advantage on your check if you noted
corpses here came to die. You snap elbows, break off
the Scried the Arcane Door trait. If you
arms, and try shoving six different skeletal hands
succeed, go to C39. Otherwise, you cannot
through the hole in the door. None of them fit.
find anything quite right to help you with the
door and must try something else.
The seventh skeletal hand proves lucky. As soon as
you stick the hand through the door, hidden needles
C36 - Before an Arcane Door snap it into place, shattering its bones. It’s a good
As soon as you cast your spell, the cold white light thing you didn’t stick your hand through instead!
turns purple. Both sides of the double-door slide into
the wall, revealing what awaits in the darkness. When the needles withdraw, the skeletal hand falls
into splintered pieces. The double doors’ cold white
If you noted the Scried the Arcane Door trait, go to light turns purple. Both sides of the double-door slide
C40. Otherwise, go to C41. into the wall, revealing what awaits in the darkness.

If you noted the Scried the Arcane Door trait, go to


C40. Otherwise, go to C41.

99
C40 - A Narrow Corridor If you fail, you fall into the pit, are impaled by spikes,
and take 11 (2d10) piercing damage. As you free
As the door opens, you remember the vision you yourself, the ooze begins to spill over the pit’s edge.
saw in the tower’s scrying orb. You remember seeing To scale the wall and escape before the ooze falls
yourself standing before the door. Once it opened, you into the pit, you must succeed on a DC 16 Strength
didn’t wait to see what was on the other side. Instead, (Athletics) check or Dexterity (Acrobatics) check.
you turned and ran toward the dead end on the other You automatically succeed if you cast a spell to help
side of the narrow corridor. you escape. If you fail, unless you spend a Destiny
point to succeed, the gelatinous ooze falls into the pit,
You repeat the actions taken in the vision, and the engulfs you in its acidic mass, and slowly devours you.
reason for fleeing becomes apparent a moment You die there, not even leaving behind your bones. As
later. When you glance over your shoulder, you see your final thoughts swirl around in your mind, a sliver
a creature that looks like a nearly transparent cube of hope takes purchase; perhaps, in another life, you
made of acidic goo. Several jiggling skeletons and the will have a second chance to achieve your dreams of
shoddy remains of a spellbook’s cover float, trapped becoming a Mage of High Sorcery.
within the creature’s gelatinous form. The ooze
shambles through the door, its mass filling the entire If you succeed on either check to escape the pit, you
width and height of the corridor. It pursues you slowly hug the wall on the other side for dear life. The ooze
down the hall, but you have a headstart. falls into the pit, and the floor slides back into place.
Not wanting to spend another moment in this place,
Suddenly, you slide to a quick stop. The floor ahead of you rush through the open door and into the darkness
you has pulled away, revealing a large pit filled with toward your next Test of High Sorcery.
metal spikes. On the other side of the pit is a narrow
walkway, just wide enough that you could place If you noted either the Chose Solinari or Dragon
your feet on it and hug the wall. With the ooze right Murderer traits, go to C57 Otherwise, go to C50.
behind you, you realize you need to make it to the
other side of the pit. To do so, you must make a DC
13 Strength (Athletics) or Dexterity (Acrobatics)
check. You automatically succeed if you cast a 1st or
higher-level spell that can help you across, like misty
step, levitate, or spider climb.

100
C41 - Through a Hungry Ooze Four tall stone columns reach to support the dome,
carved with sigils denoting the three moons in
Through the open door, dim light reveals a corridor various conjunctions. The sigils seem to shimmer
beyond. Something from the other side slimes where moonlight touches them, shifting with a
through the doorway, an inch from touching you. The life of their own. Smooth stone chairs lie scattered
creature looks like a nearly transparent cube made of across the empty temple, their seats tilted back at
acidic ooze. Several jiggling skeletons and the shoddy perfect angles for viewing the moons through the
remains of a spellbook’s cover float, trapped within curved glass ceiling.
the creature’s gelatinous form.
A slight breeze rustles the back of your neck, but when
Unless you immediately cast a spell like misty step to you turn around, you see no one there. You do see a
help you past the gelatinous cube, you must make a set of stairs leading to an underground chamber in the
DC 16 Dexterity saving throw. The gelatinous cube center of the temple. Chromatic light spills up from
is the Conclave’s creation and is immune to damage. the bottom of the steps, shifting hues between white,
green, blue, red, and black.
If you fail, you take 11 (2d10) acid damage and
note the Ooze-Scarred trait. You become engulfed | If you approach the chromatic glowing light,
by the ooze, restrained, and unable to speak. To go to C43.
escape through the ooze, you must succeed on a
DC 16 Strength (Athletics) check—each time you | If you search the rest of the domed temple
fail, take an additional 11 (2d10) acid damage. If before approaching, go to C44.
you are reduced to 0 hit points and have no Destiny
points remaining, you die trapped in the ooze, slowly
devoured, not even leaving behind your bones. As
your final thoughts swirl around in your mind, a sliver
C43 - Chamber of the Orb
of hope takes purchase; perhaps, in another life, you Descending the stairs, you enter a small circular
will have a second chance to achieve your dreams of underground chamber. At the center of the room,
becoming a Mage of High Sorcery. three metallic statues of robed figures face each other,
their faces obscured by cowls. Bleached humanoid
If you succeed on your saving throw or ability check, skeletons surround the statues on the cold floor.
you push through the ooze’s center mass as quickly as
possible, burned by its acid. Once you dive out of the All six of the statues’ hands are extended and cupped,
cube to the other side, you scramble to your feet and meeting together. A large orb ten inches in diameter
stumble down the long hallway. rests where their hands meet, made of fragile-looking
crystal. Within the orb, strange mist swirls and glows,
Eventually, you climb a set of scorched stairs to your shifting between five chromatic colors. Partially
next Test of High Sorcery. If you noted either the hidden in the mist, curious runes of pure magical
Chose Solinari or Dragon Murderer traits, go to energy drift about aimlessly, beckoning you.
C57. Otherwise, go to C50.
| If you attempt to investigate the orb to
understand it, make a DC 16 Wisdom
C42 - Temple of Three Moons (Insight) or Intelligence (Arcana) check.
You stand beneath a domed temple of smooth red If you succeed, go to C45. If you fail, you
stone and clear glass, open to the celestial heavens spend a long time trying to comprehend the
above. The red moon Lunitari hangs in the sky—an powerful magic trapped within the orb but
ever-watching eye. Smaller, the waning silver gleam cannot. Go to C48.
of Solinari shines through the temple’s dome, casting
a streak of moonlight across its interior. Soothing | If you decide to stand back and simply observe
lavender fills the air. for a time, go to C48.

101
C44 - Temple of Three Moons The dragon souls roar with fury inside you, and you
find yourself roaring to match them, no longer sure
The feeling of being watched in the temple lingers, where their minds end and yours begins. You must
and you begin to walk around the dome’s perimeter succeed on a DC 19 Intelligence saving throw to
shadows in case you have missed something. You escape the orb’s control and pull away from the orb.
find many more moon runes carved into pillars and Each time you fail, you choose to either take 11 (2d10)
realize there is no exit from this place but for the psychic damage or gain one level of Exhaustion.
stairs in its center. When you succeed, you banish the dragons from
your mind, and the crystal orb shatters into a
Make a DC 16 Wisdom (Perception) or thousand tiny shards.
Intelligence (Investigation) check. If you
cast a spell to help you see the unseen, like see Suddenly, the chamber fills with barely audible
invisibility, you have advantage on your check. If you whispers in a woman’s silky voice. “The aspirant is
succeed, go to C47. unwise to reach beyond their grasp at that which they
cannot fathom. They do not know their limits.”
If you fail, you see nothing useful. You turn back
towards the stone stairs and the strange chromatic Another voice, strong and male, promptly agrees.
lights that glow from beneath. When you descend “It is a shame, indeed. Orbs like this are precious,
into the chamber, go to C43. powerful beings.”

C45 - Chamber of the Orb A darker whisper answers, disagreeing, “One cannot
achieve true power or knowledge without risk.
The longer you observe the runes drifting inside the Cowardice is not wisdom. And see there—this mortal
misty chromatic orb, the more certain you become survived, better prepared for future encounters with
that the item is an intelligent artifact. You slowly such artifacts.”
realize that its personality is an amalgam of five
chromatic dragon souls housed within the orb. The whispers fade away, and you begin to melt into
the temple’s floor. For a few moments, its stone and
| If you step away from the orb and your flesh are one, and the sensation is every bit as
observe, go to C48. harrowing as it is invigorating. When you fall through
the floor, you find yourself somewhere else entirely.
Otherwise, you try to manipulate the orb’s magic to Your next Test of High Sorcery awaits.
communicate with its intelligence. Make a DC 19
Intelligence (Arcana) check. Note the Shattered the Orb trait. If you noted either
the Chose Solinari or Dragon Murderer traits, go
If you succeed, the swirling mist within the orb to C57. Otherwise, go to C50.
fades. You see within its crystal a great river with
dark, slow-flowing water that sparkles with celestial
starlight. Go to C46.

If you fail, the dragon souls trapped within the orb


stir to the surface, staring outward at you with baleful
eyes. Quickly, you begin to lose your sense of self. You
find yourself reaching out to touch the orb, unable to
pull away. You can feel the dragons inside your mind,
trying to take control of your body. You take 11 (2d10)
psychic damage and become vulnerable to psychic
damage until freed from the orb’s control.

102
C46 - Chamber of the Orb C47 - Temple of Three Moons
You find yourself enraptured by the visions you see As you look around the domed temple, you spot
within the orb. It reveals to you the secrets of the another figure hiding above. A bald woman wearing
River of Time, a unified timeline that cannot be banded leather armor wraps her legs around a pillar,
altered through chronomancy, except in rare instances perched near the top of the dome. She notices you
where Chaos creates tributaries in the river. looking up at her and casts an invisibility spell, fading
into the ether. If you can see invisible creatures, you
You glimpse the birth of the world and dragons, the observe her leaping from one pillar and slide down
Cataclysm, and many wars that ravage the world— another, silently landing in the shadows.
past, present, and future. The information shared
with you is overwhelming, and you find yourself You try to find the woman, you cannot. If she is a thief,
withdrawing from the orb. You must succeed on she is quite skilled. A thought stirs—she might be after
a DC 19 Intelligence saving throw or choose to something hidden in the temple and could beat you to
either take 22 (4d10) psychic damage or gain one finding whatever secrets await you here.
level of Exhaustion.
More wary of your surroundings than ever, you turn
The orb’s light fades and a silky female voice back toward the stairs and the strange chromatic light
whispers, filling the chamber, “You risked much for that glows from beneath. When you descend the
this knowledge. What was only glimpsed will be stairs, go to C43.
revealed fully in dreams. May you have the wisdom
to understand this is a gift—to know which way the
River of Time flows, though you cannot change it.”

Another voice, dark and compelling, offers another


perspective. “Ah, but the river’s flow can change under
the right circumstances. For the right person. It has
happened before and will happen again. Just think,
this one could become another Fistand–”

A third voice interrupts, strong and soothing all at


once. “Let us not put destructive ideas in this mortal’s
head. It is enough that they understand their place in
the order of the cosmos.”

The voices fade away, and you begin to melt into


the temple’s floor. For a few moments, its stone and
your flesh are one, and the sensation is every bit as
harrowing as it is invigorating. When you fall through
the floor, you find yourself somewhere else entirely.
Your next Test of High Sorcery awaits.

Note the Controlled the Orb trait. If you noted


either the Chose Solinari or Dragon Murderer
traits, go to C57. Otherwise, go to C50.

103
C48 - Chamber of the Orb the floor, you find yourself somewhere else entirely.
Your next Test of High Sorcery awaits.
When you linger to watch the orb but do not dare
touch it, you feel that sensation again, like you are Note the Observed the Orb trait. If you noted either
being watched. Suddenly, a bald woman slips out the Chose Solinari or Dragon Murderer traits,
from the shadows behind you and rushes toward the go to C57. Otherwise, go to C50.
orb. She wears banded leather armor, with a scimitar
sheathed at her hip. With a wave of a hand, she curls
her lips into a greedy grin and casts a spell. C49 - Chamber of the Orb
You try to rescue the entranced mage-thief, but the
A moment later, her eyes roll into the back of her head orb’s immensely powerful magic lashes out at your
and she begins to convulse painfully. Five chromatic mind, filling it with terrible draconic roars. You must
dragon’s heads stir within the orb, each a different succeed on a DC 19 Intelligence (Arcana) check or
color, and the thief begins to roar—the sound a choose to either take 22 (4d10) psychic damage or
terrible mix of pain and fury. Their maws open wide gain one level of Exhaustion. You have advantage
in roaring unison, and though you cannot hear their on your check if you cast a spell that can move the
sound, the thief roars in pain with them. Blood begins mage-thief, like thunder wave or gust of wind.
to flow freely from the mage-thief’s nose, spilling onto
the stone floor. Once you free the thief, the orb’s fragile crystal
shatters into a thousand tiny pieces. The mage-
| If you try to help the mage-thief, go to C49. thief looks up at you, exhausted. She manages a
brief whisper before she passes out in your arms.
Otherwise, several horrifying moments pass and the
“Th-thank you.”
thief wastes away before your eyes. At last, the thief’s
flesh sluffs off her bones like paper and her skeleton
Suddenly, a dark, compelling male whisper fills the
collapses into a heap.The dragons trapped within the
chamber. “What utter mess. This mortal succeeded
orb fade, and its light winks out a moment later.
neither in learning anything from the orb nor
protecting themself from its magic.”
A man’s strong voice fills the chamber, disapproving.
“They did nothing to intervene. Did we not teach
The silky voice of a woman agrees, adding, “They are,
mages that they are meant to work together and help
perhaps, too reactive. Mages should be determined
one another—their loyalty to magic itself?”
and ready to accept the consequences of their actions.”
Another male voice answers, dark and compelling,
A third voice, stronger and more comforting, contests
“Why should this mortal have risked their life for a
the other two. They seemed quite determined to
stranger? The only pity is their lack of resolve, or else
me, risking their very soul to help a fellow mage.
they might have proven powerful enough to master
That sense of responsibility to their community is
the orb themself.”
something to be encouraged.”
A third voice, silky and female, whispers thoughtfully,
The voices fade away, and you begin to melt into
“Of their own free will, this mortal observed and
the temple’s floor. For a few moments, its stone and
learned of the power that such orbs contain. In
your flesh are one, and the sensation is every bit as
the grand flow of the River of Time, the scales
harrowing as it is invigorating. When you fall through
remain balanced.”
the floor, you find yourself somewhere else entirely.
Your next Test of High Sorcery awaits.
The voices fade away, and you begin to melt into
the temple’s floor. For a few moments, its stone and
Note the Saved the Thief trait. If you noted either
your flesh are one, and the sensation is every bit as
the Chose Solinari or Dragon Murderer traits,
harrowing as it is invigorating. When you fall through
go to C57. Otherwise, go to C50.

104
C50 - Gold Dragon Hoard Draconic words rumble from deep within the dragon’s
chest, and three small vials float out of the hoard and
You look around to observe your surroundings—a hover before you. The dragon bellows again, a small
breathtaking clearing amidst an idyllic deciduous burst of fire flaring from its nostrils.
forest at the edge of a misty lake. Gorgeous opalescent
fog rolls across the lake, swirling around the rocky “One potion that allows your spells to heal others.
bank before you. And there, upon the bank, sits an Another that causes your spells to wrack foes with
old gold dragon resting its gargantuan head upon a terrible pain. And a third, to let you see the flaws
mountainous pillow that looks fashioned for a giant. in any foe, no matter how great. One of these is
All around the dragon lies its great treasure hoard, a yours to take.”
sparkling collection of gold, pearls, and unusual items.

A beard of drooping whiskers frames the gold


| If you accept the Potion of Reprieving Winds,
add it to your inventory and go to C51.
dragon’s reptilian face. Its eyes are open, glinting
with golden light as they curiously watch you. There | If you accept the Potion of Torturous Words, add
is an unmistakably keen cunning in the dragon’s it to your inventory and go to C52.
otherworldly gaze. When the magnificent creature
shifts upon its hoard, its body undulates with | If you accept the Potion of Insightful Instinct, add
serpentine grace, causing bright moonlight to reflect it to your inventory and go to C53.
off its bright scales and dance through the night sky.
| If you attempt to slyly take multiple
“Do not even think about stealing from my hoard, potions, go to C54.
small one. I may be so old that I have forgotten my
name, but be sure that I enchant every gift I receive.
| If you politely refuse any of the dragon’s
offerings, go to C55.
Their wards’ magic is far more powerful than you are
ready to contend with.” The dragon booms, shaking
the trees and causing leaves to fall like golden rain.

“So, they send me another would-be mage, mm? And


what sort of mage will you be, I wonder. Let us find
out. I offer you the choice of three treasures. But
know this—treasures are not gifts. And so they each
come with a price that I will not share with you
until you choose.”

105
C51 - Gold Dragon Hoard C52 - Gold Dragon Hoard
You reach and take the triangular vial filled with You reach out and take the square vial of green ichor.
shimmering gas. The gold dragon purrs and gives The gold dragon grumbles, narrows its gleaming gaze
an approving thump of their tail against the ground, upon you, and huffs smoke through its nostrils.
shaking the treasure hoard.
“Any little edge to use against others, mmm? Well,
“Wise you are, for one so tiny. Your treasure may be I cannot fault you entirely. You are rather small
a gift to your friends when they need it most. And, and easy to chew. Still, I would be an irresponsible
as I’ve learned in my long life, true friends always member of my kind if I let you take such an object
repay the favor. And here is the cost—may you never from here without certain precautious. Therefore
risk your life for vain reasons, but only when you your cost is this—may your magic never be used to kill
must to survive… or when it is in the service of the the innocent in this world.”
ones you love.”
As the dragon rumbles, you realize they are casting a
As the dragon rumbles, you realize they are casting a spell on you. You must succeed on a DC 22 Wisdom
spell on you. You must succeed on a DC 22 Wisdom saving throw or be under the effect of a 9th level
saving throw or be under the effect of a 9th level gaes. You automatically succeed on your saving throw
gaes. You automatically succeed on your saving throw if you are immune to being charmed. Until the spell
if you are immune to being charmed. Until the spell ends, you take 27 (5d10) psychic damage each time
ends, you take 27 (5d10) psychic damage each time you cast a spell that kills an innocent person, but
you risk your life unless it is in the service of survival no more than once per day. A remove curse, greater
or for the ones you love, but no more than once restoration, or wish spell ends the effect. Note the
per day. A remove curse, greater restoration, or wish effect’s trigger and the Dragon Gaes trait.
spell ends the effect. Note the effect’s trigger and the
Dragon Gaes trait. The dragon yawns fire that streaks through the air
above your head. “It is time for me to rest. You will
The dragon yawns fire that streaks through the air need your rest for what is it come, too. But not here—
above your head. “It is time for me to rest. You will you will find no reprieve in a dragon’s hoard!”
need your rest for what is it come, too. But not here—
you will find no reprieve in a dragon’s hoard!” After you say farewell to the gold dragon, you turn
away from the lake and its shimmering treasures.
After you say farewell to the gold dragon, you turn When you do, you are somewhere you have been
away from the lake and its shimmering treasures. before—on a well-traveled crossroad beneath the light
When you do, you are somewhere you have been of the three moons. Note the Chose Torture, add the
before—on a well-traveled crossroad beneath the light potion to your inventory, then go to C65.
of the three moons. Note the Chose Reprieve, add
the potion to your inventory, then go to C65.

POTION OF REPRIEVING WINDS POTION OF TORTUROUS WORDS


Potion, rare Potion, rare

This triangular vial is filled with a pearly gas that smells This square vial’s glass is slightly cracked and contains
like fresh-baked bread and sparkles in direct light. When dark green ichor with no odor or taste. When you drink
you drink this potion, whenever you cast a spell, an ally this potion, whenever you cast a spell with a verbal
within 60 feet that you choose regains 14 (4d4+4) hit component, one creature of your choice that can hear
points. The potion’s effect lasts for one hour or until you takes 14 (4d6) psychic damage. The potion’s effect
you take damage. lasts for one hour or until you take damage.

106
C53 - Gold Dragon Hoard C54 - Gold Dragon Hoard
You reach out to take the round, red vial. The gold You begin to consider how you might swipe all three
dragon tilts its reptilian head to one side and considers potions when the gold dragon’s nostrils flare with a
you for a long time. Finally, they break the silence plume of smoke. The dragon bellows, “You are trying
with a booming laugh that shakes the earth. to figure out how to take more than what’s been
offered, aren’t you? Do not lie to me!”
“A true mage you are, then! Always seeking knowledge
above power. Well, I can respect that. A word of Under the dragon’s golden gaze, you cannot even
wisdom: do not be too stingy with that treasure. You attempt lying. Their magic lays bare your mind and
may need it soon enough. Now, now, for the price. intentions. Dragonfear takes you, and your entire
Your cost is this—may you always share the secrets you body begins to shake in terror. The majestic creature
unearth with others who deserve to know the truth.” roars with outrage, causing a landslide of treasure to
spill away from its roiling body.
As the dragon rumbles, you realize they are casting a
spell on you. You must succeed on a DC 22 Wisdom “Mages, they send me! Greedy little mages who make
saving throw or be under the effect of a 9th level their own rules, the rest of Krynn be damned!”
gaes. You automatically succeed on your saving
throw if you are immune to being charmed. Until If you try to calm the dragon’s anger, you can only
the spell ends, you take 27 (5d10) psychic damage speak the truth. You must succeed on a DC 22
each time you keep a secret from someone who Charisma (Persuasion) check. You have advantage
deserves to know its truth, but no more than once on your check if you noted the Controlled the Orb
per day. A remove curse, greater restoration, or wish trait—or if you cast a spell to help convince the dragon
spell ends the effect. Note the effect’s trigger and the not to harm you, like suggestion. If you fail, go to C56.
Dragon Gaes trait.
If you succeed, the gold dragon squints down at you.
The dragon yawns fire that streaks through the air It draws in a deep breath that fills its belly with smoke
above your head. “It is time for me to rest. You will and fire. Its noble voice rolls off its tongue with an
need your rest for what is it come, too. But not here— unspoken warning.
you will find no reprieve in a dragon’s hoard!”
“Your kind is short-lived and short-sighted. And yet,
After you say farewell to the gold dragon, you turn you have shaped so much of this world in your image.
away from the lake and its shimmering treasures. Very well, small one. You may take a treasure and pay
When you do, you are somewhere you have been its cost. But know this! I am watching you, and you
before—on a well-traveled crossroad beneath the light cannot fool me.”
of the three moons. Note the Chose Insight, add the
potion to your inventory, then go to C65. Your panic begins to fade, and your vision clears.
Return to C50 and make a different choice.

POTION OF INSIGHTFUL INSTINCT


Potion, rare

This round vial’s glass is painted red. The clear liquid


within smells faintly of ripe apples. When you drink
this potion, you gain insight into the true nature of
creatures you can see. You instinctively know their
creature type, any weaknesses they have, and damage
vulnerabilities, resistances, and immunities. The potion’s
effect lasts for one hour.

107
C55 - Gold Dragon Hoard C56 - Gold Dragon Hoard
The gold dragon rumbles another spell, and the three You try to weasel your way out of your predicament,
potions float back to the hoard. They lower carefully but your words do nothing to calm the gold dragon’s
into an open treasure chest, and its lid slams shut fury. Its great voice cuts through the air with a string
a moment later. of powerful magic words that summon the blinding
light of Solinari to shine down upon you. The
The dragon lowers its head back to rest upon its giant moonlight burns with judgmental intensity, cutting
red pillow, then purrs. “Confidence. Confidence is through your body and piercing your soul. Make a
one of many keys to achieving greatness. Choosing DC 22 Constitution saving throw, taking 44 (8d10)
no treasure is, after all, a profound statement to radiant damage on a failed save, or half as much on a
the Mages of High Sorcery. Very well, small one. I successful one.
shall give you at least one parting gift, and this one
comes without cost.” If you survive, the dragon bellows indignantly again,
though now they sound further away. “Mages!
As the dragon speaks, you realize they are casting a Mages, they send me!”
spell on you. They cast greater restoration, granting one
benefit of your choice: At last, the agonizing moonbeam dissipates, leaving
your skin kissed by pale white scars where it seared
• Reduce your exhaustion level by one your flesh like cold fire. You look around at your new
• End a Charmed effect surroundings and realize that you have been here
before—on a well-traveled crossroad beneath the
• End a curse, such as attunement to a cursed light of the three moons. Note the Moon-Scarred
magical item, or magical aging trait and go to C65.
• End a reduction to an ability score
• End one effect reducing your hit point maximum
• Erase one of the following traits: Living Hand,
Offered a Body Part, Ghost-Touched, Lost a
Bone, or Ooze-Scarred

The dragon yawns fire that streaks through the air


above your head. “It is time for me to rest. You will
need your rest for what is it come, too. But not here—
you will find no reprieve in a dragon’s hoard!”

After you say farewell to the gold dragon, you turn


away from the lake and its shimmering treasures.
When you do, you are somewhere you have been
before—on a well-traveled crossroad beneath the light
of the three moons. Go to C65.

108
C57 - Red Dragon Hoard When you look upon the terrible and majestic
creature, it does not matter that it is asleep—you
You look around to observe your surroundings—and can feel vile draconic magic gripping your heart and
the sight is grim, indeed. You have been transported squeezing. Your throat goes dry, and your muscles
inside a mountainous cavern deep within a snow- tighten painfully.
capped peak. Far above the mountain’s open mouth,
snow and ash mix in a furious, howling swirl. Though You are in grave danger.
it is snowing outside, the air around you here is
hellishly hot. Deep volcanic vents release choking | If you try to sneak past the red dragon and out
sulfuric gasses into the air. of the cavern, go to C58.
A giant mound of gold, gems, and stolen treasures | If you try to sneak into the hoard to steal some
fills the cavern floor below the jagged obsidian ledge of the dragon’s treasure, go to C59.
upon which you stand. An enormous red dragon
slumbers, half-buried in its treasure hoard. The great | If you boldly announce your presence to the
creature’s scales are a dark, shiny red, as thick as red dragon, go to C60.
ten stacked shields. Curved horns crest the dragon’s
reptilian head, poking through a pile of gold coins.
Each of its snoring breaths is powerful enough to
shake the mountain walls. The dragon’s breath is so
hot that it melts some of the treasure close to its maw,
causing a small stream of liquid gold to trickle to the
cavern floor below.

109
C58 - Red Dragon Hoard If you survive, you stagger into a swirling winter
storm at the top of the mountain peak. Snow and
To leave the dragon’s lair, you need to carefully climb ash fill your mouth and sting your eyes. Slowly the
the cavern’s walls and follow its perilous paths up to storm resides, and the horror of the dragon’s lair
the open mouth of the mountain above. Make a DC 22 with it. You look around at your new surroundings
Strength (Athletics) or Dexterity (Acrobatics or and realize that you have been here before—on a
Stealth) check. You have advantage on your check if well-traveled crossroad beneath the light of the three
you cast a 1st or higher-level spell to help you ascend moons. Go to C65.
quietly, like levitate or spider climb.

If you fail, you slip on loose obsidian at the most C59 - Red Dragon Hoard
inopportune moment and find yourself sliding down Few would dare, but you do. You carefully climb down
directly into the middle of the dragon’s endless to the red dragon’s hoard and approach, searching
treasure hoard. Along the way, you rattle coins and for treasures you might steal. As you do, your heart
gems before coming to a skidding stop only several begins to pound with supernatural terror. The great
feet from the dragon’s maw. As the dragon starts to red dragon begins to stir, causing some of its treasures
stir, your joints freeze in terror. The kingly creature to spill away from its body in a small avalanche of
opens one great eye that burns a dark molten red and gold. Make a DC 22 Wisdom saving throw. You
looks directly at you. Go to C60. have advantage on your saving throw if you cast a 1st
or higher-level spell to help embolden yourself or stay
If you succeed, you continue your exhausting quiet, like heroism or silence.
climb, pushing your mind and body to their absolute
limits. You nearly reach the mountain’s mouth and If you fail, you cannot help but let out a fearful
can feel a cold wind pushing back against the heat of squeak at the wrong moment. The dragon yawns,
the cavern far below. Just as you reach to grab hold and a fiery column streaks from its maw through the
of the snow-capped peak and pull yourself up to cavern air. It opens one great eye that burns a dark
breathe fresh air, the red dragon below you roars—its molten red and looks directly at you. Go to C60.
mighty voice as forceful as a hurricane. Obsidian rocks
break away from the wall and fall hundreds of feet to If you succeed, you manage to control your fear
the hoard below. and wait—still as the grave—until the stirring dragon
returns to a more peaceful slumber. Knowing another
“Spy! Thief! Do you not know that I am the mountain’s mistake could be the end of you, you carefully bend
fury, given flame? Do you not realize that I am death, down and begin to take treasure nearby, packing it
given name? How dare you steal a glance at the king of with your other things. You find gems the size of your
the sky and the earth!” fist buried within gold coins minted by kingdoms long
lost to time. Add two diamonds worth 500 gold pieces
You struggle to pull yourself up, dangling from the each and 2d20 x 100 gold pieces to your inventory.
edge of the peak with one hand. Dragonfear squeezes
your heart like a vice, stealing your knowledge of After you finish, you glance briefly back to the
magic and all else save terror. A moment later, the sleeping dragon, then up to the opening in the
red dragon opens its maw and unleashes a cyclone of mountain high above.
hellish fire that rises toward you.

At last, you pull yourself up and over the cliff


| If you try to sneak past the red dragon and out
of the cavern, go to C58.
moments before the flame reaches you. You leap
blindly into the snow, hoping to avoid the dragon | If you boldly announce your presence to the
fire’s flesh-melting heat. Make a DC 19 Dexterity red dragon, go to C60.
saving throw, taking 27 (5d10) fire damage on a
failed save, or half as much on a successful one.

110
C60 - Red Dragon Hoard C61 - Red Dragon Hoard
If you boldly announced your presence, gain The dragon’s breath is death—a furious cyclone of ash,
Inspiration if you don’t already have it. Your smoke, and flame. You leap out of the way, trying to
noise awakens the slumbering red dragon, use the treasure hoard to provide some small measure
causing it to rumble deep within its chest, of cover from its inferno. As the firelight grows so
sounding like an earthquake. The dragon fixes its bright that seeing anything becomes impossible, the
molten gaze upon you. mighty creature booms, shaking the cavern with
its mighty bellow.
“I would call your intrusion brave, thief, but I make
a point of never complimenting my snack before I “I am Death-Maw, the bane of all foes of Takhisis!
devour it.” The dragon’s breath carries with its voice, I am Mountainous Perfection, embodied by the
and its sweltering heat shimmers in the air, distorting fires that forged this world! I am Mighty Fang,
your view of everything around you. devourer of thieves and liars and spies! I am King
of the Mountains, and all who look upon me
You stand frozen in fear, trying to regain control of tremble and die!”
your faculties. When the dragon speaks again, its
thunderous voice is a little quieter, and the pressure Make a DC 22 Dexterity saving throw, taking 55
around your chest eases just enough that you can take (10d10) fire damage on a failed save, or half as much
a painful breath. on a successful one.

“I have eons inside me, and eons await me. Before I If you survive, you fall upon melted piles of treasure,
toast you like dessert and swallow you whole, sate my horribly burnt but alive somehow against the odds.
boredom. Tell me, morsel—why dare you come here The red dragon continues to rant, its crazed and
and gaze upon me?” hateful voice lifting to the sky. It beats its powerful
wings and takes flight, soaring out of the cavern
If you have the Dragon Murderer trait, the regal and into the stormy night above. You can hear its
creature grins ear-to-ear, revealing bone-white teeth terrible cries for some time, echoing across the
as long as lances. “Wait. I have seen you in a dream! mountain peaks.
The Dark Warrior showed me your secret sin. Great
hero you are! Slayer of hatchlings! Do you not know At last, the ash and smoke clear. You struggle to push
you stand in the presence of death itself?” Go to C61. yourself up to look around you and realize you are no
longer in the red dragon’s hoard. You are somewhere
Otherwise, you can answer the red dragon. you have been before—on a well-traveled crossroad
beneath the light of the moons. Note the Dragon-
| If you tell the dragon you are a mighty Scarred trait, then go to C65.
archmage, come to slay it, go to C62.

| If you tell the dragon you are there to revere its


majesty or make up another lie, go to C63.

| If you tell the dragon that you are seeking to


become a Mage of High Sorcery, go to C64.

111
C62 - Red Dragon Hoard C63 - Red Dragon Hoard
You steel yourself and try to boldly convince the Note the Stoked a Dragon’s Pride trait.
red dragon that you are a powerful archmage, come
to slay it. Make a DC 22 Intelligence (Arcana) Trying not to stammer, you spin the most gracious
or Charisma (Intimidation) check. You have excuse you can to avoid being roasted alive, drawing
advantage on your check if you noted the Controlled upon your knowledge of red dragons’ personalities.
the Orb trait—or if you cast a 1st or higher-level spell Make a DC 19 Intelligence (History) or Charisma
to manipulate the dragon’s mind, like suggestion. (Deception or Performance) check. You have
advantage on your check if you noted the Controlled
If you fail, the dragon is very still for a long moment. the Orb trait—or if you cast a 1st or higher-level spell
Then it rolls over in its hoard, sending gold and to manipulate the dragon’s mind, like suggestion.
gems flying across the chamber and knocking you to
the ground. Its bellowing laughter grows to a fierce If you fail, the dragon grins wide, revealing its great
roar that shakes the walls and causes loose rocks maw of lance-like white teeth wreathed in fire. It
to come tumbling down the sides of the cavern. By rumbles, “The red-handed thief will say anything to
the time you rise, though, the dragon is no longer save its own ugly skin.” Go to C61.
laughing—it glares down at you with hateful molten
eyes. Go to C61. If you succeed, the dragon’s head moves closer, and
its molten eyes squint curiously. When the dragon
If you succeed, the dragon does not move an inch. finally speaks again, it is far softer and more seductive.
When it finally speaks again, its mountainous voice is
nearly loud enough to shatter your bones. “You have a good way of speaking… for a morsel. Tell
me, morsel, how many titles can you invent that
“Foolish mage! I am older than war itself and have capture perfectly my mightiness—my magnificence? If
withstood magic great enough to bring this world to you can give me one hundred worthy names, perhaps
its knees. Begone from here at once, or you will learn I will let you leave here uneaten.”
what true power is!”
Under great duress, you offer the dragon as many
| If you leave immediately, you climb up the titles and names as possible to appease it. Luckily, you
sulfuric cavern, aware that the dragon never do not need to invent one hundred names for the
takes its eyes off you. When you finally creature, and he grows bored after your sixteenth title.
ascend from the mountain, you find yourself
at a familiar crossroads. The terror fades. With a wave of a curved talon, the dragon huffs
For the moment, you can breathe more and lowers itself comfortably down upon its hoard.
easily. Go to C65. “Enough. I grow tired of your prattling mews. Begone
now, before I change my mind.”
| If you do not leave immediately, the dragon
opens its maw, revealing the inferno that fills | If you leave immediately, you climb up the
its belly. Go to C61. sulfuric cavern, aware that the dragon never
takes its eyes off you. When you finally
ascend from the mountain, you find yourself
at a familiar crossroads. The terror fades.
For the moment, you can breathe more
easily. Go to C65.

| If you do not leave immediately, the dragon


opens its maw, revealing the inferno that fills
its belly. Go to C61.

112
C64 - Red Dragon Hoard C65 - Whistling Crossroads
Note the Spoke Truth to a Dragon trait. It seems like forever ago that you were here atop this
wild hillside, though you know it was less than a day
You try to remind yourself that, no matter how ago—if time even exists in a place such as the Testing
terrifying, this is all part of your Test of High Sorcery. Grounds. Before, you looked down upon four roads
You tell the dragon the truth about seeking to become from the hilltop and made a choice.
a true mage, and that path has brought you here to its
lair. Make a DC 19 Charisma (Persuasion) check. Under the light of Solinari and Lunitari, no similar
You have advantage on your check if you noted the choice is offered to you this night. All roads twist and
Controlled the Orb trait—or if you cast a 1st or rejoin, leading to the same place. Weary from your
higher-level spell to manipulate the dragon’s mind, gauntlet of sorcerous tests, you travel onward, hoping
like suggestion. to find some reprieve before you face your final Test
of High Sorcery.
If you fail, the dragon hisses, its voice like ash. “Well,
well. Why didn’t you just say so? I can smell your fear, | If you noted the Stayed in a Village
little mage. But you need not be anxious about your trait, go to C66.
Test of High Sorcery—because your story ends here, in
flame!” Go to C61. | If you noted the Stayed in a Glade
trait, go to C67.
If you succeed, the dragon relaxes, though it never
removes its fiery gaze from you. “You are not the first,” | If you noted the Stayed in Your Childhood
the creature admits. “Many mages have come, though Home trait, go to C68.
rarely when I am in the mood to entertain such Otherwise, go to C69.
mundane interruptions. One mage, I remember more
than the others. I am mighty, but even I could sense
the cataclysm locked within his heart. Fistandantilus,
he now calls himself. A pitiful title for one who
wields true power.”

The red dragon snorts, and smoke plumes from its


nostrils. It considers you for a long moment, then
waves a curved talon dismissively in your direction.
“I do not sense such greatness in you. Death gifted
by me would be too great an honor and far too short
than what no doubt awaits you. Go. Play your little
mage games elsewhere, and leave me to count my
precious treasures.”

| If you leave immediately, you climb up the


sulfuric cavern, aware that the dragon never
takes its eyes off you. When you finally ascend
from the mountain, you find yourself at a
familiar crossroads. The terror fades and you
can breathe more easily. Go to C65.

| If you do not leave immediately, the dragon


opens its maw, revealing the inferno that fills
its belly. Go to C61.

113
C66 - An Abandoned Village When you finish your long rest, silvery mists begin to
rise from the ground. They envelop you completely.
The road winds around the hillside to the wreckage You realize that soon you will face your final Test
of the seaside village you recently sought refuge in. of High Sorcery.
The entire village stinks of dragons, a smell you have
recently come to know intimately. The unnumbered | If you noted the Accepted a Mysterious
dead lie buried in the street, scorched limbs sticking Mage’s Offer trait, go to C70.
from fallen buildings and mounds of ash. Several
you remember dancing and singing in the town | If you noted the Angered a Mysterious Mage
square are frozen solid within blocks of ice, their trait, go to C71.
final expressions filled with horror. Crude swords,
broken arrows, and draconian corpses are littered Otherwise, go to C72.
amongst the debris.

You look upon the ruins of war. One building stands


C67 - A Smoldering Glade
remarkably untouched, a small temple to Paladine The road leads you through the scorched remains
the Platinum Dragon—the Dark Goddess’ greatest of ancient woods. Some terrible calamity has turned
enemy. You seek refuge within its quaint walls, all life here to ash. The path ends at the edge of
lighting torches to stave off the ghosts and shadows the pond you visited before. Despite the ruin, the
outside. While coming to terms with the families, water remains crystal clear, serene in the moonlight.
fisherfolk, and lives lost, the friendly voice of an older You do not see the spirit who spoke to you the last
person greets you. time you were here.

“Oh, dear. Oh, hello!” You look over your shoulder and You set up camp near the pond, clearing ash to create a
see a confused-looking older man peering into the clean place for you to study, prepare spells, and finally
temple from outside, dressed in simple gray robes and rest. The next morning, the sun’s light seems gray,
a pointed green hat. “Terrible! Absolutely horrible. muted, and far away.
These were good people here, with good hearts. And I
always told them so, too! I say, friend, do you mind if I If you noted the Embraced a Lonely Spirit trait, you
share this haven with you for the night?” find a single blue rose resting upon the pond’s bank.
When you pick it up, a sense of peaceful warmth
Before you can answer, the older man roughly washes over you. The pond water ripples, and you can
scratches his scalp and wags a finger in the air. “Ah, see the beautiful spirit’s face beneath the surface. She
wait. Oh, dear. I can’t. Not tonight! And besides, you smiles, remembering your kindness, before slowly
don’t need me interrupting your studies, not when so sinking into the shadows below. Gain Inspiration if
much hinges on your performance! Forgive me, good you don’t have it already.
friend, but consider it a rain check. I must be away.”
When you finish your long rest, silvery mists rise from
The man promptly steps away from the doorway, the ground. They envelop you and you realize that
moving faster than one might expect for a person soon you will face your final Test of High Sorcery—a
of his age. When you go to look outside, he is gone. duel to the death with a foe more powerful than you.
At the temple’s step, however, lies a small figurine
made of platinum, crafted in the likeness the noble | If you noted the Accepted a Mysterious
dragon god Paladine. Mage’s Offer trait, go to C70.

If you add the statuette to your inventory, gain | If you noted the Angered a Mysterious Mage
Inspiration if you don’t already have it. You spend trait, go to C71.
the rest of your night studying, resting, and preparing
Otherwise, go to C72.
for the deadly trial to come.

114
C68 - Your Childhood Ruins C69 - A Peaceful Overlook
The road winds to what little remains of your Whether your previous decision not to stop and
childhood home. Flame has devoured the building, rest when you had the opportunity proved brave or
leaving the distinct smells of sulfur and dragons. foolish—the road onward leads you somewhere else
Trepidatiously, you explore the ruins, grateful to find entirely this time. It climbs higher and higher to a
no remains of any people who might have been caught picturesque peak on an adjacent hill that surveys the
inside during the fire. You find mementos of a past land all around. You observe only ruin below, as far
life burnt beyond recognition among the ashes. When as the eye can see. The seaside village is a scorched
you wander past a mirror leaning against a crumbling ruin, the nearby forest turned to a plain of ashes, and
wall, you are shocked at your reflection—you look so where your childhood home once stood remains only
very different than you remember. a blackened husk of a building.

You finally come to the only room still mostly intact— Here, at least, you find a sturdy rock wall to shield you
your childhood room, where you slept. When you from the elements and an old stone firepit that likely
try to open the door, it falls freely from its hinges and hasn’t been used in ages. You make due, studying
shatters upon the ground. You step inside and find and preparing for the trial to come, high above the
much of your room unchanged, unburnt, and entirely ruins of the world below. And despite the harshness
unoccupied. With little else to do but seek refuge, of the stone, when you finally rest, it is perhaps
study, and prepare for the trial to come, you spend the most comfortable night you can remember in
perhaps one last night in the room where you grew up. quite some time.

If you did not note the Dragon Murderer trait, you When you finish a long rest, regain a spent Destiny
find a large sapphire worth 1,000 gold pieces resting point. Silvery mists begin to rise from the ground.
upon a countertop. Somehow, you know this was They envelop you completely, feeling both cold and
left for you as a gift. As you pick up the sapphire, you hot against your skin. You realize that soon you will
wonder what happened to the blue dragon hatchlings face your final Test of High Sorcery—a duel to the
and hope they grow up to be less fearsome than the death with a foe more powerful than you.
dragons that destroyed your home. Gain Inspiration
if you don’t already have it, and add the sapphire to | If you noted the Accepted a Mysterious
your inventory if you want to take it with you. Mage’s Offer trait, go to C70.

When you finish your long rest, silvery mists begin to | If you noted the Angered a Mysterious Mage
rise from the ground. They envelop you completely, trait, go to C71.
feeling both cold and hot against your skin. You
Otherwise, go to C72.
realize that soon you will face your final Test of
High Sorcery—a duel to the death with a foe more
powerful than you.

| If you noted the Accepted a Mysterious


Mage’s Offer trait, go to C70.

| If you noted the Angered a Mysterious Mage


trait, go to C71.
Otherwise, go to C72.

115
C70 - Within the Mist Fistandantilus draws a gemstone amulet set in silver
from beneath his robe and holds it in one hand. The
The fog wraps around you like a silvery blanket, and gem is oval, green in color, with flecks of crimson
the rest of the world fades away. Through that fog, swirling about within. He presses the bloodstone
a man appears, wearing robes as black as midnight, amulet to your chest, and your heart stops. Pale green
his eyes hidden beneath a deep hood. He is tall and energy spills from the gem into your body. Then,
slender with a long, iron-gray pointed beard. Despite bloody mist seeps through your skin, pouring back
his apparent age, his shoulders are broad, and he looks into the amulet.
fit and athletic. He floats toward you, his feet never
moving. A deep cold radiates from his body. Your heart begins beating again a moment later, and
you take in a deep breath.
The mysterious mage speaks with a quiet, articulate
bass, “I hope you did not think I would forget about “The exchange is complete. My aid against the
our bargain.” You immediately recognize the mage’s pretender mages’ final challenge, in exchange for a
voice that spoke to you through the black portrait just small portion of your life essence, should you succeed.
before you began your Test of High Sorcery. When he Sincerely, I pray that you do and that our paths
draws back his hood, you find yourself paralyzed, lost will cross again.”
in the inky blackness of his eyes.
Fistandantilus draws his hood back over his head and
“I, Fistandantilus, have chosen you. Do not be afraid, begins to float away, becoming shrouded in the fog. A
for it does not suit a mage to be ruled by such base moment later, you regain the use of your limbs, and
emotions. You have accepted my offer, and by doing the black-robed mage is gone.
so, you have become greater than the sum of your
parts. Past, present, and future, you will swim the Until the end of your Test of High Sorcery, you have
River of Time as either a memory—or as a player in advantage on all saving throws. Additionally,
the endless game.” you gain 14 (4d6) temporary hit points. Note the
Marked by Fistandantilus trait, then go to C72.

116
C71 - Within the Mist C72 - Within the Mist
The fog wraps around you like a silvery blanket, and Slowly, the silvery mist begins to dissipate. You steel
the rest of the world fades away. Through that fog, yourself, preparing for the final trial in your Test of
a man appears, wearing robes as black as midnight, High Sorcery—a duel against a foe more powerful than
his eyes hidden beneath a deep hood. He is tall and you are. You have enough time to make last-minute
slender with a long, iron-gray pointed beard. Despite preparations before the departing fog reveals the
his apparent age, his shoulders are broad, and he looks arena of the harrowing ordeal to come.
fit and athletic. He floats toward you, his feet never
moving. A deep cold radiates from his body. | If you noted the Mastered Your Fears
trait, go to C73.
The mysterious mage speaks with a quiet, articulate
bass, “It would be petty of me to stand in your way If you noted multiple of the following traits, decide
of pursuing the folly of joining the Conclave’s cult of which your character is most afraid of and erase
sycophants. And yet, you have simultaneously stoked the other traits.
my ire and piqued my interest.”
| If you noted the Fear of Death trait, go to C74.
You immediately recognize the mage’s voice that
spoke to you through the black portrait just before | If you noted the Fear of Bullies
you began your Test of High Sorcery. When he draws trait, go to C75.
back his hood, you find yourself paralyzed, lost in the
inky blackness of his eyes.
| If you noted the Fear of the Wild
trait, go to C76.
“I, Fistandantilus, have sailed the River of Time and
explored its bountiful tributaries. I know what was,
what is, and what is not yet. And still, I know nothing
of you. Not a glimpse of your future, not a glean of
your genesis. Why is it that you are hidden from me?”

As he speaks, his steady voice wavering with


suppressed anger, Fistandantilus draws a gemstone
amulet set in silver from beneath his robe and holds
it in one hand. The gem is oval, green in color, with
flecks of crimson swirling about within. He holds the
gemstone close to your chest, trying hard to press
it to you. When he cannot, he hisses in frustration,
withdraws the amulet, and tucks it back into his robe.

“A ripple in the river, that is all you are. An


impermanent mirage—without substance or
meaning. An anomaly, soon to be another sacrifice
to feed the Conclave’s pride. You are merely more
wood for the fire.”

Fistandantilus draws his hood back over his head and


begins to float away, becoming shrouded in the fog. A
moment later, you regain the use of your limbs, and
the black-robed mage is gone. Note the Resisted
Fistantantilus trait, then go to C72.

117
C73 - A Maddening Roll Initiative for yourself and the lost wizard.
You begin the encounter with the wizard hovering in
Pocket Dimension the air 60 feet away. The pocket dimension stretches
many miles in all directions. If you survive, the wizard
You stand amidst a truly alien dimension—a floating
groans its final words, “Peace! Peace! Oblivion.” A
island of uneven black rock littered with the bones of
moment later, the mage and reality start unraveling
mages who failed their final trial. Shattered obsidian
around you. Go to C77.
shards float like pollen through the thick, humid
air. Droplets of blood rain upward from the ground,
splattering on your clothes. Putrid green clouds
surround the island, stretching into eternity. In the
distance, unrelenting forking arcs of purple lightning
dance, casting dramatic shadows across the landscape.

Sixty feet from you, an aberration


floats, their arms spread wide. They
wear mage robes, and though they are
vaguely humanoid, their jiggling flesh
has turned slick and purple. The mutated
mage’s right arm has
transformed into a long,
writhing green tendril, and
one of their eyes bulges so far
out of its socket that it looks
like it could pop at any moment.

The aberration moans, and their voice fills


the air, mad with hunger. “You stink of
bravery. Yes, yes, you do. Your soul
will be… delicious. A rare treat in my
endless oblivion.” The aberration
begins to float towards you,
chanting arcane words.
As they do, the landscape
starts to shift wildly
around you. Your final
Test has already started.

118
THE ENVIRONMENT
d4 Shifting Terrain
Shifting Terrain. The pocket dimension’s terrain
shifts in unpredictable ways that affect all creatures A flood of blood rushes across the ground. Each
in the area. At the start of each round, roll 1d4 and non-flying creature must succeed on a DC 13
1
reference the Shifting Terrain table. Strength saving throw or be pushed up to 30
feet toward the lost wizard and knocked prone.
The Lost Wizard’s Weakness. The mage’s aberrant Giant purple flowers sprout upward from the
transformation has made its bones soft and spongelike, rock. When their strange blooms open, they
leaving its internal organs compromised. You can use release clouds of green gas before the flowers
a bonus action to make a DC 16 Wisdom (Medicine) 2 wither and die. Each creature must succeed
or Intelligence (Arcana) check. If you succeed, you on a DC 13 Constitution saving throw or be
discover it is vulnerable to piercing damage. poisoned until the start of the next round.

ENEMY TACTICS The earth violently quakes and shatters.


Howling winds whip through the demi-plane.
The lost wizard was once an aspiring mage who The area becomes difficult terrain, and each
failed their Test of High Sorcery. However, through 3
creature must succeed on a DC 13 Dexterity
an unknown magical mishap, they did not die and saving throw or be unable to take reactions
remained trapped within the Testing Ground. They until the start of the next round.
have gone mad over time, and the tower’s magic
The souls of test-takers killed by the wizard
transformed their body in incomprehensible ways.
appear out of the ether in a swirling vortex,
They attempt to stay within 30 feet of an enemy and
4 crying out for revenge. The lost wizard must
attack with Arcane Burst. If they stun an enemy with
succeed on a DC 13 Charisma saving throw or
Memory Trap, they use their next turn to move
be stunned until the start of the next round.
within 10 feet and Multiattack.

THE LOST WIZARD ACTIONS


Multiattack. The wizard makes two Tentacle Smash attacks.
Medium Aberration, Chaotic Evil If both attacks hit the same target, the wizard uses its
Mindshatter against the target.
Armor Class 12
Hit Points 38 (7d8+7) Tentacle Smash. Melee Weapon Attack: +4 to hit, reach 10
Speed 30 ft., fly 30 ft. (hover) ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
STR DEX CON
Arcane Burst. Ranged Spell Attack: +6 to hit, range 120 ft.,
14(+2) 12(+2) 12(+1) one target. Hit: 15 (2d10+4) psychic damage.
INT WIS CHA
Mindshatter (1/Day). The target must make a DC 14
18(+4) 14(+2) 14(+2) Intelligence saving throw, taking 22 (4d10) psychic damage
on a failed save, and half as much on a successful one.
Saving Throws INT +6, WIS +4
Skills Arcana +6, Athletics +4, History +6, Perception +4 REACTIONS
Damage Vulnerabilities Piercing Abjurer’s Shield (Recharge 5-6). When the wizard takes
Damage Resistances Poison, Psychic damage, it magically creates a protective barrier around
Condition Immunities Charmed, Frightened, itself. The barrier reduces the damage by 9 (1d10+4), to a
Poisoned, Unconscious minimum of 0, and then vanishes.
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, Deep Speech Memory Trap (1/Day). When the wizard takes more than
Challenge 4 (1,100 XP) 10 damage on a turn, it forces nearby creatures’ minds to
Proficiency Bonus +2 be trapped, reliving their worst memory. Each creature
within 60 feet of the mage must succeed on a DC 14
Wisdom saving throw or be stunned until the end of the
wizard’s next turn.

119
C74 - Tomb of Fallen Heroes We all die someday! The best you can hope for is
to die like these folks did, doing something that
You find yourself standing in the center of a square matters. At the very least, I hope you die with more
mausoleum with no doors or windows. A squeaking grace than I did!”
candelabra swings from the vaulted ceiling above, and
its warm light stretches from one end of the chamber A moment later, the relief to the sarcophagus of
to the other, then back again. A dusty, cobweb- Hulghar Ironjaw blows open dramatically. A large
covered plaque at your feet reads, “Tomb of Fallen skeleton wielding a massive wooden shield shambles
Heroes.” Four sarcophagi are encased within the stone forth with ghostfire burning in its empty eye sockets.
walls in cardinal directions, each of them featuring a The spirit’s playful laugh rings in your ears. Your final
stone relief carved in the likeness of the hero interred Test has already started.
within. You see the names of those who slumber here
carved upon their relief—Lieutenant Hulghar Ironjaw, Roll Initiative for yourself and the ghost bard.
Rakeesh of Kharolis, Sir Aponnas Solamnus, and You begin the encounter in the center of the small
Nalib Courtkey. tomb, 20 feet east of the skeletal soldier possessed
by the bard. The stone tomb is 50 square feet with a
A few moments after examining your surroundings, a sarcophagus on each wall, depicting the resting place
chill goes through your body, and the candelabra light of a soldier (west), rogue (north), sorcerer (east),
above flickers. A cheerful, sing-song voice echoes and knight (south). If you defeat the bard, the final
through the mausoleum, “Why so grim-looking, mage? possessed hero’s corpse gives you two skeletal thumbs
up, then crumbles to dust. Go to C77.

120
THE ENVIRONMENT ENEMY TACTICS
Opening the Sarcophagi. You can open a The ghost bard never achieved success or fame in
sarcophagus of your choice by using an action and life but eagerly serves the Conclave as a conjured
succeeding on a DC 16 Strength (Athletics) check— foe during aspiring mages’ final trial. It uses its
or by casting the knock or shatter spell on its door. Ghostly Taunt ability any chance it gets, playing on
Once you open a sarcophagus, you can use an action its foe’s fear of failure and death in hopes they might
to scatter the inert skeleton inside, destroying it. overcome their anxieties. If its foe attempts to move
between sarcophagi and open them, the bard pursues
The distance between the north-to-south and east-to- and uses opportunity attacks to harass them.
west sarcophagi is 50 feet. The distance between all
other sarcophagi is 25 feet. It enjoys challenging the will and fortitude of test-
takers by possessing the skeletons of increasingly
Ghost Bard’s Weakness. You can use a bonus more powerful fallen heroes as the battle continues.
action to make a DC 13 Wisdom (Medicine) or The bard first possesses the northern tomb’s soldier
Intelligence (Arcana) check. If you succeed, you skeleton, then the western tomb’s rogue skeleton,
discover the bard is vulnerable to bludgeoning then the southern tomb’s sorcerer skeleton, and finally
damage while possessing a skeleton. Additionally, the eastern tomb’s knight skeleton. If a foe moves
you understand that the bard cannot harm you if no between sarcophagi to open them, the bard uses its
skeletons nearby remain intact. Skeletal Swap or pursues and uses opportunity attacks.

GHOST BARD Turning Immunity. The bard is immune to features


that turn undead.
Medium Undead (Kender), Chaotic Good
ACTIONS
Armor Class 12 Shield Smash (Soldier Skeleton Only). Melee Weapon
Hit Points 15 (2d8+6) Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3)
Speed 30 ft. bludgeoning damage, and the target must succeed on a DC
STR DEX CON 13 Strength saving throw or be knocked prone.

16(+3) 14(+2) 16(+3) Cursed Blade (Rogue Skeleton Only). Melee Weapon
INT WIS CHA Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3)
slashing damage, and the target has disadvantage on attack
12(+1) 16(+3) 18(+4) rolls and ability checks until the end of its next turn.

Saving Throws WIS +5, CHA +6 Leaping Flame (Sorcerer Skeleton Only). Ranged Spell
Skills Arcana +4, Perception +6, Performance +8 Attack: +6 to hit, range 120 ft., Hit: 11 (2d6+4) fire damage,
Damage Vulnerabilities Bludgeoning and the bard can cause one other creature it can see within
Damage Resistances Piercing, Slashing 30 feet of the target to take 11 (2d6+4) fire damage.
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Blessed Longsword (Knight Skeleton Only). Melee
Poisoned, Unconscious Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9
Senses Darkvision 60 ft., Passive Perception 16 (1d10+4) slashing damage plus 4 (1d8) radiant damage.
Languages Common, Kender
Challenge 3 (700 XP) REACTIONS
Ghostly Taunt (Recharge 5-6). When a creature who
Body Snatcher. The bard is invisible. It can only affect can hear the bard makes an attack roll or ability check,
or be affected by creatures while it possesses a skeleton they must succeed on a DC 14 Wisdom saving throw or
within 120 feet. When the bard is reduced to 0 hit points, have disadvantage.
a skeleton it possesses crumbles to dust. At the end of
the bard’s next turn, it possesses another skeleton within Skeletal Swap (1/Day). When a creature opens a
range and is restored to its maximum hit points. If no sarcophagus, the skeleton the bard possesses crumbles to
skeletons remain in range, the bard’s soul vanishes and dust. The bard possesses a skeleton within 120 feet and is
returns to the Beyond. restored to its maximum hit points.

121
C75 - The Minotaur Maze lightning dances between its furry fingers. Your final
Test has already started.
The moon Lunitari’s gleaming light shines upon
an endless labyrinth of high, smooth marble walls. Roll Initiative for yourself and the minotaur
You find yourself in the center of that labyrinth in mage. You begin the encounter 20 feet from the
a crumbling marble chamber with exits leading in minotaur in one of the maze’s many crumbling
three different directions. From there, paths twist chambers. Each time the minotaur turns invisible
infinitely onward. and escapes, roll initiative again after the next time
it ambushes you. If you survive, the minotaur’s form
Behind you, you can hear cruel, familiar laughter. transforms into the person who bullied you. They
When you turn around, you see someone from your drop to their knees and beg for forgiveness. If you
past who bullied you and made your life miserable. spare their life, note the Spared Your Bully trait.
They drag behind them a massive axe, which scrapes After you decide what becomes of them, go to C77.
eerily against the marble ground. The bully taunts
you viciously without a hint of mercy in their voice. THE ENVIRONMENT
“So you wanted to be a mage? Poor, scrawny little
sop. Came all this way just to embarrass yourself. I Tracking the Minotaur. Each time the minotaur
told you my laugh would be the last thing you hear turns invisible and escapes, you must track it through
before you die.” the maze to continue your Test. You may prepare and
cast spells but cannot benefit from a short or long rest
The sound of your bully’s laughter grows, and you within the maze. To track the minotaur, make a DC
watch as their body begins to contort wildly. Their 13 Wisdom (Survival) check. You have advantage
muscles bulge, their height stretches upward, and dark on your check if you cast a spell that helps you locate
brown fur grows from their pores. Their nose flattens, the minotaur, such as see invisibility. If you succeed,
and their nostrils flare. Two twisting horns crack the minotaur gives away its location, allowing you to
through their skull to rise above their head. engage it in combat.

The minotaur grins, its square teeth glinting in the If you fail, the minotaur leads you into a trap before
moonlight. It lifts the giant axe from the ground with it attacks—roll 1d4 and reference the Trap table.
ease. Then it raises its other hand toward you, and

122
Minotaur Mage’s Weakness. The minotaur acts
d4 Trap tough but is more fragile than they appear. You can
You step onto an immobilizing rune, triggering use an action to make a DC 16 Wisdom (Insight)
a spell to freeze you in place. You must succeed check. If you succeed, you discover it is vulnerable
1 to psychic damage. Additionally, you realize that you
on a DC 13 Charisma saving throw, or your
movement speed is reduced to 0 for one minute. may be able to taunt the minotaur to lead it into a
You step onto a carefully placed poisoned trap. When you track the minotaur and succeed on
needle. You must succeed on a DC 13 your Survival check, you can make a DC 16 Charisma
2 Constitution saving throw or be poisoned for (Persuasion or Deception) check. If you succeed,
one minute and immediately lose concentration roll 1d4 to determine which trap you lead the
on spells or abilities. minotaur into. It makes a saving throw to resist the
While wandering past a statue resembling the effects, then engages you in combat if it can.
minotaur, its jaw opens wide and breathes
3 a gout of flame at you. You must succeed on ENEMY TACTICS
a DC 13 Dexterity saving throw or take 7 The minotaur mage likes to toy with its prey. It uses
(2d6) fire damage. its Turn Invisible reaction any time it can, recharging
You step onto a rune charged with psychic it with its Hurl Lightning. After turning invisible, on
energy. You must succeed on a DC 13 its next turn, the minotaur withdraws deeper into
4 Intelligence saving throw or take 10 (3d6) the maze. It baits foes into its traps to ambush them
psychic damage and be frightened until the end with a charging Gore attack. It cannot escape foes that
of your next turn. can see invisible creatures and must instead stand its
ground, using its Greataxe and Hurl Lightning.

MINOTAUR MAGE Labyrinthine Recall. The minotaur can perfectly recall any
path it has traveled.
Large Monstrosity, Neutral Evil
ACTIONS
Armor Class 14 (natural) Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit Points 52 (8d10+8) target. Hit: 10 (1d12+4) slashing damage.
Speed 40 ft.
STR DEX CON Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) piercing damage.
18(+4) 10(+0) 13(+1)
INT WIS CHA Hurl Lightning. The minotaur hurls bolts of lightning at
up to three creatures it can see within 60 feet. Each target
8(-1) 12(+1) 12(+1)
must succeed on a DC 14 Dexterity saving throw or take 4
Saving Throws STR +6, CON +3 (1d8) lightning damage, and the minotaur recharges its Turn
Skills Perception +5, Survival +5 Invisible reaction.
Damage Vulnerabilities Psychic
Condition Immunities Charmed, Exhaustion, Unconscious REACTIONS
Senses Darkvision 60 ft., Passive Perception 15 Turn Invisible (1/Day). When the minotaur takes damage,
Languages Common, Kothian it turns invisible. This effect lasts until it attacks or until
Challenge 3 (700 XP) its concentration ends (as if concentration on a spell). Any
equipment worn or carried by the minotaur is also invisible
Charge. If the minotaur moves at least 10 feet straight for the duration.
toward a target and then hits it with a gore attack on
the same turn, the target takes an extra 9 (2d8) piercing
damage and must succeed on a DC 14 Strength saving throw
or be pushed up to 10 feet away and knocked prone.

123
C76 - A Cackling Deadwood The gnoll mage raises a wooden staff topped with a
human skull into the air. The staff rattles, and fire
You stand within a thick, fire-touched forest. Despite bursts forth from within the skull. Your final Test has
the winds howling, the dead trees are strangely still, already started.
their twisted branches frozen mid-gesture, reaching
for the night sky. All around, dense thickets of leafless Roll Initiative for yourself and the gnoll
branches surround you. Solinari’s silvery moonlight shaman. You begin the encounter in the middle of
barely touches this place through the entwined the deadwood, 20 feet from the gnoll. If you survive,
canopy, and yet there is no lack of illumination. An clouds cover the moonlight above. A gentle rain
eerie yellow fog rolls across the scorched earth, begins to fall that snuffs all fires and embers in the
smelling of sulfur. scorched woods. Go to C77.

Bestial cackling rings out from behind a nearby tree, THE ENVIRONMENT
then crescendoes around you from all directions. A
white-furred hyena-man wearing tattered clothes Scorched Deadwood. The smoldering forest floor
lumbers from the tree line, their long arms swinging is thick with dry bramble and fallen trees. At the start
madly back and forth. They slide to a stop, standing of the second round of combat, the gnoll’s fire magic
above you upon an ashen mound. The terrible sound sets the dry wood aflame, turning the area into a fierce
of cackling hyenas swirls around you, though you see inferno. At the start of each creature’s turn, roll 1d4
no beasts lurking in the forest tomb. and reference the Environment table.

124
Gnoll Shaman’s Weakness. The gnoll is terrified of
d4 Environment the full moons and magic that channels their power.
The rising smoke from the forest fire blots You can use a bonus action to make a DC 16 Wisdom
out the light of Solinari from the sky. The (Insight) or Intelligence (Nature) check. If you
1 succeed, you realize it avoids an area of the woods 60
moonlight cannot affect creatures until the start
of the next round. feet away that is bathed in the silvery light of Solinari.
Choking smoke and ash cloud your vision. Each If you reach the area, the gnoll reluctantly follows.
creature that needs to breathe must succeed Engulfed in full moonlight, the gnoll takes 3 (1d6)
2 on a DC 13 Constitution saving throw or have radiant damage at the start of each of its turns. If you
disadvantage on attacks and saving throws until noted the Chose Solinari trait, you regain hit points
the start of the next round. equal to the radiant damage dealt this way.
A section of scorched forest collapses, creating
a snagging maze of deadwood. Each non-flying ENEMY TACTICS
3
creature must succeed on a DC 13 Dexterity The gnoll shaman worships a ravenous demonic
saving throw or be knocked prone. god and yields powerful dark magicIt uses its Curse of
The blaze intensifies all around you. Each Vulnerability ability to amplify the havoc it can wreak
4
creature takes 3 (1d6) fire damage. with its fire-based attacks, then its Summon Spirit
Hyenas ability on its next turn. If it becomes injured,
it dismisses its spirit hyenas and uses its Bite to regain
hit points. When foes flee, it attacks with Fire Bolt
before closing to melee range.

GNOLL SHAMAN ACTIONS


Multiattack. The gnoll uses either its Curse of
Medium Humanoid (Gnoll), Chaotic Evil Vulnerability or Summon Spirit Hyenas ability if it can, then
makes an attack.
Armor Class 13
Hit Points 38 (7d8+7) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft. creature. Hit: 6 (1d6+3) piercing damage, and the gnoll
regains an equal number of hit points.
STR DEX CON
16(+3) 16(+3) 12(+1) Flaming Skull Staff. Melee Weapon Attack: +5 to hit, reach
INT WIS CHA 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 7
(2d6) fire damage.
12(+1) 18(+4) 10(+0)
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
Saving Throws INT +3, WIS +6 target. Hit: 11 (2d10) fire damage.
Skills Arcana +3, Perception +6, Survival +6
Condition Immunities Charmed, Exhaustion, Unconscious Curse of Vulnerability (1/Day). The gnoll curses a
Senses Darkvision 60 ft., Passive Perception 16 creature it can see within 60 feet. The creature must
Languages Gnoll succeed on a DC 13 Charisma saving throw or become
Challenge 3 (700 XP) vulnerable to fire damage. At the end of their turn,
the creature can repeat the saving throw, ending the
Full Moon Terror. When the gnoll is engulfed in the effect on a success.
light of a full moon, or a spell like moonbeam, it becomes
vulnerable to radiant damage. Summon Spirit Hyenas (1/Day). The gnoll summons the
spirits of madly cackling hyenas in a 30-foot radius around
Rampage. When the gnoll reduces a creature to 0 hit it. At the start of their turn, other creatures in the area
points, it can take a bonus action to move up to half its must succeed on a DC 13 Wisdom saving throw or become
speed and make an attack. frightened until the end of their next turn. The gnoll can
use a bonus action to dismiss the spirit hyenas, regaining 8
(1d8+4) hit points and ending the effect.

125
C77 - The Hall of Mages “Everything you want.” The black-robed mage corrects
You stand at the top of a spiraling set of black stone while idly cleaning dirt from their nails.
stairs. The door to the Testing Grounds shuts behind
you with an echoing thud. You survived. “Perhaps,” the red-robed mage offers as they stand
up from their stone chair, “you would like to try on
Slowly, you descend the stairs. On your right, large your new robes.”
painted portraits hang at even intervals portraying
various past Mages of High Sorcery. Some expressions In the days to come, many—though not all—of the
are haunted, while others beam with pride or curl a Tower of High Sorcery’s locked doors open to you.
smile suggesting a secret only they know. The last The untold secrets of Krynn and magic lie beyond.
painting depicts you as you look now. Staring at your
portrait, you realize that you are different—and not Go to Chapter Four: Epilogue.
just in appearance. The Test of High Sorcery has
changed you forever.

You continue down the stairs to the bottom. Beyond


a grand archway looms the Hall of Mages, bathed
in cold white light. The three archmages who
interviewed you sit on their stone chairs in the hall,
joined by eighteen other mages from different orders.
All of them begin to clap for your arrival. Some claps
are enthusiastic, while others seem half-hearted or
even sarcastic.

“I suppose that congratulations are in order.” The


black-robed archmage’s serpentine rasp fills the
chamber. “It seems that, just maybe, I underestimated
your skill and resolve. I will not make that
mistake again.”

The red-robed archmage’s voice booms with a mix


of pride and curiosity. “Several of your solutions, I
had not even considered as a possibility. I will begin
making adjustments to future tests tomorrow—I
might inquire about your aid in that endeavor.”

“Shh, shh. Enough talk of work and tests. The newest


Mage of High Sorcery has earned themselves a
well-deserved sleep on a real bed.” The white-robed
archmage interrupts the other two with a gentle
shooing motion. Then they turn toward you to offer a
conspiratorial wink.

“Wh-what do I do now?” you ask without thinking,


surprised at the sound of your own voice.

The white-robed mage answers with a genuine smile,


“Anything you want.”

126
127
• Choose a class other than Artificer, Bard,
Sorcerer, Warlock, or Wizard. You cannot gain
access to any of those classes’ spell lists by taking
HAPTER FOUR: feats or choosing class archetypes, like Rogue
EPILOGUE •
(Arcane Trickster) or Fighter (Eldritch Knight).
You can become a divine spellcaster, drawing
All good stories must come to an end to make way for upon the power of gods, by choosing the Cleric
new tales. This chapter offers guidance on what might or Paladin classes.
happen after completing The Test of High Sorcery and
what lasting consequences your character experiences • You can become a primal spellcaster, drawing
during future adventures. upon the power of the land and elemental planes,
by choosing the Druid or Ranger classes.
Should you continue playing your character in other • You can focus on martial or intrigue pursuits
adventures with a group, share your character’s by choosing the Barbarian, Fighter, Monk,
experiences in The Test of High Sorcery with your or Rogue classes.
Dungeon Master. Discuss with them whether you can
use any of the benefits noted in this epilogue—or keep Joining an Order
any of the items gained during your adventure. If they
decide not to allow certain items, be sure to turn them Congratulations on succeeding where so many mages
into the Conclave to curry the mages’ favor. Finally, before you failed. Now you must claim your robes to
determine whether or not it is appropriate for your become a true mage and reflect upon how the crucible
character to advance to 5th level or higher. of magic has forever changed you.

If you continue playing your character in Dragonlance: The White Robes of Solinari, the Red Robes of
Shadow of the Dragon Queen, the Mages of High Sorcery Lunitari, or the Black Robes of Nuitari—which robe
can offer to teleport them to Kalaman to rejoin the you receive and which Order of High Sorcery you
war effort, regardless of this adventure’s outcome. join depends entirely upon the choices made during
the Test. You might even be surprised to find yourself
aligned with an Order you did not expect. In the days
Giving Up Your Magic and years to come, you will work to learn the different
orders’ politics and how they cooperate to advance the
During every mage’s Test of High Sorcery, they are
study of magic despite their ideological differences.
forced to decide where to save something or someone
dear to them—or give up their magic forever. If
Refer to the following chart and compare it to traits
you chose not to finish your ordeal in the Tower of
you noted during the adventure to determine which
Wayreth, the Conclave stripped you of your ability to
Order of High Sorcery you join. If you have two or
cast arcane spells, then transported you elsewhere.
more traits in one Order’s category than others, you
join that Order. If you have an equal number of traits
Your new life begins now. You could retire in peace or
(or differ only by one) in multiple categories, choose
decide to start brand-new adventures. You might even
which you believe your actions best represent and
continue pursuing magic in a different form—through
join that Order.
the power of the gods or elemental planes.
If you continue to play your character and use the
If you wish to continue playing your character, the
options from Dragonlance: Shadow of the Dragon Queen,
effects of being stripped of magic might change them
you may take the Initiate of High Sorcery feat and one
profoundly, allowing you to create a new character
of the following feats depending on which Order you
sheet with different classes, ability scores, and feats.
joined: Adept of the Black Robes, Adept of the Red
Consider the following guidelines and determine with
Robes, or Adept of the White Robes.
your Dungeon Master how to proceed:

128
Order of White Robes Traits Order of Red Robes Traits Order of Black Robes Traits
Chose Reprieve Chose Insight Chose Nuitari
Chose Solinari Chose Lunitari Chose Torture
Deny the Darkness Chose Many Over One Dragon Murderer
Embraced a Lonely Spirit Controlled the Orb Embrace the Darkness
Ghost-Touched Messed with Potion Lied to Hag
Honest with Hag Observed the Orb Magic Over Friendship
Honored Last Words Plan for Darkness Marked by Fistandantilus
Navigated Your Future Power of Love Sacrificed Someone’s Love
Offered Body Part Puzzle Master Shattered the Orb
Pacified Elven Ghosts Refused Takhisis Boon Stoked a Dragon’s Pride
Rescued the Captain Resisted Fistandantilus Stole the Rock
Saved Rival Sacrificed Rival Takhisis’ Servant
Saved the Thief Spoke Truth to a Dragon Took Ghostly Treasure
Spared Your Bully Steady Handed Usurped Ferryman
Stopped Takhisis Ritual Took Boat Control What’s Dead is Dead

129
Destiny Points greatness or horror. Archmages fawn over or resent
you, drawing you into their webs of wizardly intrigue.
If you completed your Test of High Sorcery, the The mages gift you a rare magic item and bestow upon
number of Destiny points remaining at the you a sorcerous boon—you may take an additional feat
adventure’s conclusion determines your test ranking for which you meet the prerequisites.
and additional outcomes. The Conclave judges your
test’s ranking based chiefly on two elements—how
well you performed and how much risk you took. Traits and Future Adventures
Some of the traits you noted during The Test of High
0 Destiny Points. The grave injuries you sustained Sorcery may have a lasting impact or provide rich
during your trials never heal entirely, and your plot hooks for your character moving forward. If you
experiences cause you to think, look, move, or speak noted any of the following traits, review the details
very differently than you did before—decide the nature provided and share them with your Dungeon Master
of any changes that occur. The Conclave is aware that during future adventures.
your survival was lucky, and proving yourself to your
Order will take much time and hard work. Still, the Angered Hag. You attempted to trick the hag to get
mages gift you a common magic item. the better end of a fey deal, and instead, you stoked her
ire. Gossip spreads fast, and news of your interactions
1 or 2 Destiny Points. You suffer two lingering will have reached far among the fey. When you travel
effects from your trials, which may flare up on nights through forests, glades, and other favored dwellings
when the moons are full—choose how the effects of fairies, you may be subjected to cruel pranks and
manifest for your character. Though you had plenty of even crueler deals.
close calls, your final ranking was average compared
to other mages who passed their Test, and the Dragon Gaes. After accepting a gold dragon’s
Conclave is pleased to name you among its members. gift, you became enchanted by 9th-level gaes spell,
The mages gift you an uncommon magic item. which can only be removed by a remove curse, greater
restoration, or wish spell. When you act in a manner
3 or 4 Destiny Points. You suffer one lingering directly counter to the spell’s instructions, the gold
effect from your trials, which you can hide from most dragon’s fierce roar echoes furiously in your mind and
people who do not know you—choose how the effect you take 27 (5d10) psychic damage—but no more
manifests for your character. Your triumphant results than once per day. You may convince another Mage
in the Test rank amongst some of the greatest mages of High Sorcery to free you of the gaes. White-robed
to ever step foot into the Tower of High Sorcery, mages are unlikely to help, believing the gold dragon’s
and you quickly find other mages look up to you. In spell to have been an important lesson and a key part
recognition of your bright future, the mages gift you a of your Test. Red-robed or black-robed mages may be
rare magic item. more willing to help remove the gaes—but are likely to
ask for a challenging favor in return.
5 Destiny Points. You suffer no lingering injuries
from your trials, but the experience has profoundly Dragon-Scarred. Few survive being caught in the
reforged your soul. You manifest one mysterious center of a red dragon’s fiery breath, but you did. The
physical change noticeable by anyone who sees you. terrible experience has left you with very light or very
Choose what physical change you experience—you dark scarring on your body. Additionally, you find
might have oddly colored eyes or skin, an unusual yourself wheezing and out of breath more easily than
growth such as horns, a skeletal limb, or something you did before. If the scars are noticed, some strangers
else of your imagining. The Conclave is terrified react fearfully around you, while those that recognize
by your success, noting that less than a handful of the scar’s draconic origins may treat you like a hero
mages have ever performed so well on their Test of and harass you for the story behind the encounter.
High Sorcery. Neophyte mages whisper about you The greater restoration spell can remove this effect.
behind your back, claiming you are destined for either

130
Fey Debt. You accepted a deal with the fey but were Life Over Magic. You gave up your arcane magic
willing to pay a higher price if the hag allowed you to so others could live, preventing great bloodshed and
pay later. She did not say the new price or when that violence. On certain nights you have nightmares of
payment would be demanded. However, when you the trials you faced, the ghosts of those who didn’t
achieve something of great importance to you, such as survive their trials haunting your dreams. One day
a hard-won treasure or starting a family, the hag will you receive an invitation to meet with a group of
appear and demand it as payment—or she will take other former mages, brought together by their belief
your life instead. that the Test of High Sorcery is too cruel. They ask
you to help them create reform within the Conclave
Fiendish Fury. You ran from your encounter through diplomacy first—and action later.
with the rakshasa, who does not take well to being
undermined in his trial. The rakshasa plots to embed Living Hand. After encountering strange magics,
himself in your life while in disguise, watching you for your left hand has gained independent life and will. Its
an opportunity to drag you into the Abyss. agile crawling fingers give you advantage on Dexterity
(Sleight of Hand) checks, but only when it’s willing to
Friendship Over Magic. With your friend Kyrian, stay on your wrist and cooperate. At night your hand
you chose to give up your arcane magic. After detaches from your arm and wanders off, pursuing
spending time recovering in a quiet town, Kyrian an unknown agenda before it returns in the morning.
proves eager to find new ways to help people, The greater restoration spell can remove this effect.
particularly those who have been disenfranchised and
oppressed. Other former mages who also chose to Lost a Bone. Your dead loved one’s ghost stole a
give up their magic for equally selfless reasons find bone from your body but left the skin. The result is
their way to you and Kyrian, drawing the attention of unsettling for many people if they notice. On nights
a hidden resistance group eager to recruit you to their when the moon Nuitari is full, you experience intense
fight against the forces of darkness. phantom pains and have disadvantage on Constitution
saving throws to main concentration on spells. The
Ghost-Touched. Embracing the specter of your greater restoration spell can remove this effect.
dead loved one left you with a streak of ghostly white
hair or a patch of pale white flesh that is cold to the Love Over Magic. You gave up your arcane magic
touch. On nights when the moon Nuitari is full, the to save someone you love, whether your lover or an
specter comes to visit you in your dreams, curious unrequited love. When you search for them after
about your life and adventures. Over time, the dreams leaving Wayreth Forest, they have disappeared. The
become more unsettling, turning to nightmares as only clues to their location are the wedding ring with
the unrestful spirit becomes more twisted by undead your names inscribed and a cryptic note.
hunger. Granting the specter final rest will require
partaking in a dangerous ritual alongside a priest of Moon-Scarred. You enraged a golden dragon who
Paladine or Habbakuk. The greater restoration spell can cast a powerful moonbeam spell to punish you for
remove this effect. your willingness to steal from them. After leaving
the Tower of Wayreth, you discover that the spell
Grim Determination. You stood firm when your has left a magical brand on your forehead that only
reflection tested your will to become a mage. Your appears when you stand in direct moonlight. The
steadfast determination impressed the other mages. brand is shaped like a dragon’s claw and glows with
You particularly catch the interest of a red-robed a dim golden light when visible. Superstitious folk
mage who shares with you that there is a mage in the or those who do not trust magic may be scared of
Tower of Wayreth who is attempting to sabotage you. Clerics of good gods like Paladine or Kiri-Jolith
the Conclave. They ask for your help rooting out the may understand the brand is punishment and either
renegade mage that hides among your peers. not trust you or wish to help you complete a quest of
virtue to redeem yourself. The greater restoration spell
can remove this effect.

131
Marked by Fistandantilus. Increase your Refused Takhisis Boon. Though you refused the
Intelligence score by 2 and decrease your Constitution amulet, Takhisis’ interest in you has only grown.
score by 2—reducing your maximum hit points. By She continues to send you gifts of tomes, magical
accepting the infamous black-robed archmage’s items, and rare spell components to sway you to
bargain, you gained a sliver of his arcane power her side. The other mages become suspicious of this
and gave up some of your life essence in exchange. steady stream of gifts, questioning you as to who this
Though your understanding of magic has increased, mysterious patron could be. Should you continue to
you are physically more frail and prone to getting rebuke her, she eventually sends trusted and powerful
sick, with a lingering cough that can sometimes be minions to make an example of you.
off-putting at polite social gatherings. Within the
next several months, a messenger delivers to you the Renegade Mage. You wavered at a crucial moment
book Observations on the Structure of Reality written in your Test of High Sorcery, admitting that you
by Fistandantilus. Inside is a letter invitation to were willing to betray the Conclave. The Orders
become the archmage’s apprentice and study more of High Sorcery’s leadership keeps a close eye on
advanced magic at his keep. If you accept, you may you, monitoring your movements and restricting
come to know Fistandantilus better. Ultimately, the your access to several resources. However, another
archmage’s plans for you are the same as his other mage is sympathetic to your plight and offers to
apprentices—help you become more powerful before help you regain the Conclave’s trust in return for a
he uses his bloodstone amulet to steal your soul and challenging favor.
extend his long life.
Resisted Fistandantilus. Your two brief encounters
Offered a Body Part. To fulfill a bargain with the hag, with the infamous black-robed archmage confounded
you gave up a part of your body for her potion. While him, and he admitted that he could not scry your
you didn’t experience much pain at the time, whenever thoughts or know your past or future. His attempt
you pass through territory with fey presence, you to steal your soul using his bloodstone amulet failed,
experience intense phantom pains. When you do, you and he left you with the feeling that your paths would
have disadvantage on Constitution saving throws to cross again. Though researching Fistandantilus’s long
main concentration on spells. The greater restoration history proves difficult, you may be able to earn the
spell can remove this effect. Conclave’s trust and gain access to the knowledge.
Fistandantilus observes your growth as a mage from
Ooze-Scarred. You were badly burned by a gelatinous afar, believing your fates are somehow intertwined
cube’s acid, leaving a large portion of your body and you might threaten his quest for immortality.
pocked and discolored. Hair and extremities like When he decides you have grown too strong, he
horns might have melted away and may not grow commands his most powerful apprentice to destroy
back. If the scars are noticed, some strangers avert you. Should you survive, he plots to kill you himself—
eye contact when you pass by them, while others unless you find the means to destroy him first.
offer you looks of pity. The greater restoration spell can
remove this effect. Saved Rival. Darien Ariantal remembers your mercy
in the Test of High Sorcery. While grateful that you
Peace Over Magic. You gave up your arcane magic so saved his life, so long as you did not give up your
that you could live a quiet and peaceful life. Though magic, Darian feels that he must prove that he’s a
it takes time, you settle down, and the recollections better mage than you by repaying the debt in style.
of your time in the Test of High Sorcery become a His temperament cools as he grows into his position
faint but painful memory. However, the effects of war at the organization, and the two of you spark a long-
slowly creep closer to your new home, the conflict standing and somewhat friendly rivalry—even if it’s
between good and evil inescapable, and you must somewhat one-sided.
choose to run from it or fight.

132
Stole from the Community. Within the Orders,
an unnamed group of tight-knit mages feels strongly
that the Tests of High Sorcery are too deadly and
throw away the lives of many mages of promise.
They maintain the community spellbooks hidden in
the chambers to help others survive the ordeal. The
group becomes aware that you stole more spell scrolls
than you should have. Three red-robed mages—
Lunis, Quinn, and Firos—constantly undermine
your activities within the organization and work to
turn other mages’ opinions against you. They plan a
sorcerous heist to steal one of your magic items and
intend to gift it to an anxious young mage about to
take their Test.

Takhisis’ Servant. You declared your loyalty to


Takhisis, agreeing to work for her from within the
Conclave in exchange for power. The tasks she
demands of you start relatively simple, with requests
to spy on the Conclave and other mages. Over time,
though, her demands escalate to include sabotage and
artifact theft. She also sometimes gives you seemingly
frivolous tasks to continually test your devotion to
her. Eventually, when she feels that you are ready, she
calls for you to join her inner circle in preparation for
her eternal war against the forces of good. To survive
that long among an order of mages, many of whom
might read your very thoughts, requires you to be
very careful indeed.

A New Community
Wherever your character’s future
adventures take them, they
will not be alone.

Countless mages have


perished during the Test of
High Sorcery. However, many
others have conquered its trials and
joined the storied history of the Orders
of High Sorcery to push the boundaries
of magic to new limits.

If you want to see how your outcomes compare to


other mages who took the Test of High Sorcery,
please fill out this online survey!

133
POTION OF TORTUROUS WORDS
Potion, rare

This square vial’s glass is slightly cracked and contains


PPENDICES dark green ichor with no odor or taste. When you
drink this potion, whenever you cast a spell with
Appendix A: Magic Items a verbal component, one creature of your choice
that can hear you takes 14 (4d6) psychic damage.
The potion’s effect lasts for one hour or until
FAMILIAL SWORD you take damage.
Weapon (longsword), uncommon (requires attunement)
RING OF THE UNICORN
You have a +1 bonus to attack and damage rolls made
Ring, uncommon (requires attunement)
with this magic weapon. This longsword appears to be
made of simple iron. The blade is dented and chipped
This simple wooden band appears to be entwined by
in one section, showing signs of heavy use. However,
evergreen ivy vines and inlaid with sparkling flecks
when attuned, the sword is incredibly light to wield,
from a unicorn’s horn. Its top is decorated with a
and its iron edge bites deeper than most blades.
single, tiny rose petal that slowly blooms and then
wilts over the course of a day. Each day at dawn, the
When you make an opportunity attack with this
petal begins to bloom again.
weapon, you have advantage on the attack and can roll
the weapon’s damage die one additional time on a hit.
The ring has one charge, which recharges daily at
Once you use this ability, you cannot use it again until
dawn. You can expend a charge and use a minor action
you finish a long rest.
to regain 2d4+2 hit points. When you use this ability,
you have advantage on your next saving throw made
POTION OF INSIGHTFUL INSTINCT within one minute.
Potion, rare
AMULET OF CHILLING FEAR
This round vial’s glass is painted red. The clear liquid
Wondrous item, uncommon (requires attunement by an
within smells faintly of ripe apples. When you drink
artificer, bard, sorcerer, warlock, or wizard)
this potion, you gain insight into the true nature of
creatures you can see. You instinctively know their
This onyx charm is always cold to the touch. The
creature type, any weaknesses they have, and damage
carving on the charm, that of a face which is half-alive
vulnerabilities, resistances, and immunities. The
and half-skeletal, changes to reflect the visage of its
potion’s effect lasts for one hour.
attuned wearer. While wearing the amulet, you have
advantage on Charisma (Intimidation) checks.
POTION OF REPRIEVING WINDS
Potion, rare When you hit a living creature with a weapon or spell
attack, you can spend your reaction to force them to
This triangular vial is filled with a pearly gas that make a saving throw against your spell save DC. On
smells like fresh-baked bread and sparkles in direct a failed save, they become frightened for one minute.
light. When you drink this potion, whenever you cast Once you use this ability, you cannot use it again until
a spell, an ally within 60 feet that you choose regains you finish a long rest.
14 (4d4+4) hit points. The potion’s effect lasts for one
hour or until you take damage.

134
AMULET OF TAKHISIS MOUNTAIN’S SOULSTONE
Wondrous item, rare (requires attunement) Wondrous item, rare

This elaborate pendant features five chromatic dragon This plain-looking white stone is warm to the touch
heads, each a different color, surrounding a large red and fits comfortably in the palm of a hand. An
gem. When you attune to it, the gem appears to blink ancient mountain spirit dwells within, preferring
when viewed from certain angles, like an eye that is solitude at high altitudes while it listens to the wind’s
always watching you. song. It can be compelled to offer its aid in the
form of transmutation magic that turns your flesh
The amulet has 3 charges which it regains every dawn. as hard as stone.
While holding it, you can use an action to expend
1 of its charges to unleash the fury of a dragon’s You can activate the stone with a bonus action, gaining
breath. Choose acid, cold, fire, lightning, or poison. resistance to nonmagical bludgeoning, piercing, and
Each creature in a 15-foot cone must make a DC 15 slashing damage for one hour. When you use this
Dexterity saving throw, taking 14 (4d6) damage of ability in any location other than the spirit’s home,
the chosen type on a failed save, or half as much on a roll 1d6. On a 1, the stone shatters after use, and the
successful one. spirit travels back home. Once you use this ability, you
cannot use it again until you take a long rest.
FLUTE OF KEEN OBSERVATION
Wondrous item, uncommon (requires attunement by a bard) WAND OF FICKLE LUCK
Wand, uncommon (requires attunement by a an artificer,
The Flute of Keen Observation can be used as an bard, sorcerer, warlock, or wizard)
arcane focus. This flute is carved out of a single bone,
with silver entwined and embedded within the ivory. This wand is crafted from the humerus bone of a
Its body has been smoothed out by time and the many kender with a small brass doorknob set into its base. A
hands that have used it over ages past. When played, pair of unmarked obsidian dice attached to short brass
its music is soft and haunting, but its magic is only chains dangle from the tip of the wand.
revealed to those who attune to it.
This wand has two charges which it regains daily at
The flute has one charge, which charges daily at dawn. While holding the wand, you can use your
dawn. You can expend a charge by spending at least reaction when a creature you can see within 60 feet of
one minute playing the flute’s song. When you finish yourself succeeds on a saving throw.
playing, you and an ally who heard the song gain
heightened senses for one hour. Creatures affected by Roll 1d20. On a 3 or higher, the triggering creature
this ability have advantage on Wisdom (Perception) must reroll their saving throw and take the lower
checks and can see in normal and magical darkness out roll. Additionally, you have advantage on your next
to a range of 60 feet. attack roll, ability check, or saving throw you make
within one minute. On a 1 or 2, the wand explodes
in your hand and is destroyed, dealing 7 (2d6)
fire damage to you.

135
Appendix B: Non-Player Characters
YOUNG AMPHI DRAGON
Sensitive Tongue. The dragon’s extended tongue is
Large dragon, Neutral Evil extremely sensitive. Creatures can aim at the tongue with
an attack. The attack has disadvantage unless the creature
Armor Class 13 (natural armor) is grappled by the dragon’s tongue. If the dragon takes 10
Hit Points 51 (6d10+18) or more damage aimed at its tongue on a single turn, it
Speed 20 ft., climb 20 ft., swim 40 ft. attempts to flee to deep water at the start of its next turn.

STR DEX CON ACTIONS


22(+6) 14(+2) 16(+3) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target
Hit: 11 (1d10+6) piercing damage and 3 (1d6) acid damage.
INT WIS CHA
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
10(-0) 12(+1) 14(+2) target. Hit: 9 (1d6+6) slashing damage.

Saving Throws STR +8, CON +5 Tongue. Melee Weapon Attack: +8 to hit, reach 20 ft., one
Skills Perception +3, Stealth +4 target. Hit: 3 (1d6) acid damage, and if the target is Large or
Damage Immunities Acid smaller, it must succeed on a DC 16 Strength saving throw
Senses Blindsight 30 ft., Darkvision 120 ft., or be pulled up to 20 feet toward the dragon and grappled
Passive Perception 13 (escape DC 16). The dragon can only grapple one target at a
Languages Draconic time with its tongue.
Challenge 3 (700 XP)
Proficiency Bonus +2 Acid Breath (Recharge 5-6). The dragon exhales acid in
a 30-foot cone. Each creature in that area must make a DC
Amphibious. The dragon can breathe air and water. 13 Dexterity saving throw, taking 17 (5d6) acid damage on a
failed save, or half as much damage on a successful one.
Acidic Warts. When an attack hits the dragon, creatures
within 5 feet of it take 3 (1d6) acid damage.

BAKALI CULTIST Hold Breath. The bakali can hold its breath for 15 minutes.

Medium Humanoid (Lizardfolk), Chaotic Evil ACTIONS


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 13 (natural armor) Hit: 5 (1d6+2) piercing damage.
Hit Points 11 (2d8+2)
Speed 30 ft., swim 30 ft. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage.
STR DEX CON Inflict Minor Wounds. Melee Spell Attack: +3 to hit, reach 5
15(+2) 10(+0) 12(+1) ft., one target. Hit: 5 (1d10) necrotic damage.
INT WIS CHA
Kneel (1/Day). The bakali commands a living creature it
7(-1) 12(+1) 6(-2) can see within 60 feet to kneel. If the target can hear and
understand the bakali, it must make a DC 11 Wisdom saving
Skills Perception +3, Religion +2, Survival +3 throw. On a failed save, the target immediately kneels and
Senses Passive Perception 13 becomes prone. On a success, the target is immune to this
Languages Common, Bakali, Draconic ability until the end of its next turn.
Challenge 1/2 (100 XP)
Proficiency Bonus +2

136
FAMILIAR SPECTER Incorporeal Movement. The specter can move through
other creatures and objects as if they were difficult
Medium undead, Lawful Evil terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Armor Class 13
Hit Points 17 (5d8-5) ACTIONS
Speed 0 ft., fly 50 ft. (hover) Spectral Touch. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (2d6) necrotic damage. The target
STR DEX CON
must succeed on a DC 13 Constitution saving throw or
1(-5) 16(+3) 8(-1) lose one Hit Die.
INT WIS CHA
Horrid Whispers (1/Day). The specter whispers dark
10(+0) 10(+0) 16(+3) secrets about the most terrible deeds they committed in
life. Creatures within 60 feet who can hear the specter
Damage Vulnerabilities Thunder must succeed on a DC 13 Wisdom saving throw or become
Damage Resistances Acid, Cold, Fire, Lightning; vulnerable to necrotic damage for 1 minute.
Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks REACTIONS
Damage Immunities Necrotic, Poison Ghastly Reveal (1/Day). When the specter takes damage
Condition Immunities Charmed, Exhaustion, Grappled, but is not reduced to 0 hit points, it reveals its true,
Petrified, Poisoned, Prone, Restrained, Unconscious horrifying face—that of a bloated corpse rotting with
Senses Darkvision 60 ft., Passive Perception 10 maggots, its expression twisted in an eternally agonized
Languages Understands all languages it knew in life grimace. Each non-undead creature that can see it must
but can’t speak succeed on a DC 13 Wisdom saving throw or be paralyzed
Challenge 1 (200 XP) until the end of their next turn. If the save fails by 5 or more,
Proficiency Bonus +2 the target also ages 1d4 x 10 years. The aging effect can be
reversed with a greater restoration spell, but only within 24
hours of it occurring.

137
GHOST BARD Turning Immunity. The bard is immune to features
that turn undead.
Medium Undead (Kender), Chaotic Good
ACTIONS
Armor Class 12 Shield Smash (Soldier Skeleton Only). Melee Weapon
Hit Points 15 (2d8+6) Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3)
Speed 30 ft. bludgeoning damage, and the target must succeed on a DC
13 Strength saving throw or be knocked prone.
STR DEX CON
16(+3) 14(+2) 16(+3) Cursed Blade (Rogue Skeleton Only). Melee Weapon
INT WIS CHA Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3)
slashing damage, and the target has disadvantage on attack
12(+1) 16(+3) 18(+4) rolls and ability checks until the end of its next turn.

Saving Throws WIS +5, CHA +6 Leaping Flame (Sorcerer Skeleton Only). Ranged Spell
Skills Arcana +4, Perception +6, Performance +8 Attack: +6 to hit, range 120 ft., Hit: 11 (2d6+4) fire damage,
Damage Vulnerabilities Bludgeoning and the bard can cause one other creature it can see within
Damage Resistances Piercing, Slashing 30 feet of the target to take 11 (2d6+4) fire damage.
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Blessed Longsword (Knight Skeleton Only). Melee
Poisoned, Unconscious Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9
Senses Darkvision 60 ft., Passive Perception 16 (1d10+4) slashing damage plus 4 (1d8) radiant damage.
Languages Common, Kender
Challenge 3 (700 XP) REACTIONS
Ghostly Taunt (Recharge 5-6). When a creature who
Body Snatcher. The bard is invisible. It can only affect can hear the bard makes an attack roll or ability check,
or be affected by creatures while it possesses a skeleton they must succeed on a DC 14 Wisdom saving throw or
within 120 feet. When the bard is reduced to 0 hit points, have disadvantage.
a skeleton it possesses crumbles to dust. At the end of
the bard’s next turn, it possesses another skeleton within Skeletal Swap (1/Day). When a creature opens a
range and is restored to its maximum hit points. If no sarcophagus, the skeleton the bard possesses crumbles to
skeletons remain in range, the bard’s soul vanishes and dust. The bard possesses a skeleton within 120 feet and is
returns to the Beyond. restored to its maximum hit points.

138
GNOLL SHAMAN ACTIONS
Multiattack. The gnoll uses either its Curse of
Medium Humanoid (Gnoll), Chaotic Evil Vulnerability or Summon Spirit Hyenas ability if it can, then
makes an attack.
Armor Class 13
Hit Points 38 (7d8+7) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft. creature. Hit: 6 (1d6+3) piercing damage, and the gnoll
regains an equal number of hit points.
STR DEX CON
16(+3) 16(+3) 12(+1) Flaming Skull Staff. Melee Weapon Attack: +5 to hit, reach
INT WIS CHA 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 7
(2d6) fire damage.
12(+1) 18(+4) 10(+0)
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
Saving Throws INT +3, WIS +6 target. Hit: 11 (2d10) fire damage.
Skills Arcana +3, Perception +6, Survival +6
Condition Immunities Charmed, Exhaustion, Unconscious Curse of Vulnerability (1/Day). The gnoll curses a
Senses Darkvision 60 ft., Passive Perception 16 creature it can see within 60 feet. The creature must
Languages Gnoll succeed on a DC 13 Charisma saving throw or become
Challenge 3 (700 XP) vulnerable to fire damage. At the end of their turn,
the creature can repeat the saving throw, ending the
Full Moon Terror. When the gnoll is engulfed in the effect on a success.
light of a full moon, or a spell like moonbeam, it becomes
vulnerable to radiant damage. Summon Spirit Hyenas (1/Day). The gnoll summons the
spirits of madly cackling hyenas in a 30-foot radius around
Rampage. When the gnoll reduces a creature to 0 hit it. At the start of their turn, other creatures in the area
points, it can take a bonus action to move up to half its must succeed on a DC 13 Wisdom saving throw or become
speed and make an attack. frightened until the end of their next turn. The gnoll can
use a bonus action to dismiss the spirit hyenas, regaining 8
(1d8+4) hit points and ending the effect.

139
THE LOST WIZARD ACTIONS
Multiattack. The wizard makes two Tentacle Smash attacks.
Medium Aberration, Chaotic Evil If both attacks hit the same target, the wizard uses its
Mindshatter against the target.
Armor Class 12
Hit Points 38 (7d8+7) Tentacle Smash. Melee Weapon Attack: +4 to hit, reach 10
Speed 30 ft., fly 30 ft. (hover) ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
STR DEX CON Arcane Burst. Ranged Spell Attack: +6 to hit, range 120 ft.,
14(+2) 12(+2) 12(+1) one target. Hit: 15 (2d10+4) psychic damage.
INT WIS CHA
Mindshatter (1/Day). The target must make a DC 14
18(+4) 14(+2) 14(+2) Intelligence saving throw, taking 22 (4d10) psychic damage
on a failed save, and half as much on a successful one.
Saving Throws INT +6, WIS +4
Skills Arcana +6, Athletics +4, History +6, Perception +4 REACTIONS
Damage Vulnerabilities Piercing Abjurer’s Shield (Recharge 5-6). When the wizard takes
Damage Resistances Poison, Psychic damage, it magically creates a protective barrier around
Condition Immunities Charmed, Frightened, itself. The barrier reduces the damage by 9 (1d10+4), to a
Poisoned, Unconscious minimum of 0, and then vanishes.
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, Deep Speech Memory Trap (1/Day). When the wizard takes more than
Challenge 4 (1,100 XP) 10 damage on a turn, it forces nearby creatures’ minds to
Proficiency Bonus +2 be trapped, reliving their worst memory. Each creature
within 60 feet of the mage must succeed on a DC 14
Wisdom saving throw or be stunned until the end of the
wizard’s next turn.

140
MEDUSA The restrained creature must repeat the saving throw at
the end of its next turn, becoming petrified on a failure
Medium Monstrosity, Lawful Evil or ending the effect on a success. The petrification lasts
until the creature is freed by the greater restoration spell
Armor Class 15 (natural armor) or other magic.
Hit Points 27 (6d8)
Speed 30 ft. Unless surprised, a creature can avert its eyes to avoid the
STR DEX CON saving throw at the start of its turn. If the creature does
so, it can’t see the medusa until the start of its next turn,
10(+0) 16(+3) 10(+0) when it can avert its eyes again. If the creature looks at the
INT WIS CHA medusa in the meantime, it must immediately make the save.
12(+1) 12(+1) 14(+2)
If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the medusa
Skills Arcana +3, Perception +3, Stealth +5 is, due to its curse, affected by its own gaze.
Damage Vulnerabilities Thunder
Damage Immunities Poison ACTIONS
Condition Immunities Charmed, Poisoned Snake Hair. Melee Weapon Attack: +5 to hit, reach 5
Senses Darkvision 60 ft., Passive Perception 12 ft., one target. Hit: 6 (1d6+3) piercing damage plus 3
Languages Common (1d6) poison damage.
Challenge 2 (450 XP)
Proficiency Bonus +2 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 7 (1d8+3) piercing damage.
Petrifying Gaze. When a creature that can see the
medusa’s eyes starts its turn within 30 feet of the medusa, Constrict (Recharge 5-6). Melee Weapon Attack: +2 to hit,
the medusa can force it to make a DC 11 Constitution saving reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage,
throw if the medusa isn’t incapacitated and can see the and the target is grappled (escape DC 10). Until this grapple
creature. If the saving throw fails by 5 or more, the creature ends, the creature is restrained, and the medusa can’t
is instantly petrified. Otherwise, a creature that fails the constrict another target.
save begins to turn to stone and is restrained.

MINOTAUR MAGE Labyrinthine Recall. The minotaur can perfectly recall any
path it has traveled.
Large Monstrosity, Neutral Evil
ACTIONS
Armor Class 14 (natural) Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit Points 52 (7d10+7) target. Hit: 10 (1d12+4) slashing damage.
Speed 40 ft.
STR DEX CON Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) piercing damage.
18(+4) 10(+0) 13(+1)
INT WIS CHA Hurl Lightning. The minotaur hurls bolts of lightning at
8(-1) 12(+1) 12(+1) up to three creatures it can see within 60 feet. Each target
must succeed on a DC 14 Dexterity saving throw or take 4
Saving Throws STR +6, CON +3 (1d8) lightning damage, and the minotaur recharges its Turn
Skills Perception +5, Survival +5 Invisible reaction.
Damage Vulnerabilities Psychic
Condition Immunities Charmed, Exhaustion, Unconscious REACTIONS
Senses Darkvision 60 ft., Passive Perception 15 Turn Invisible (1/Day). When the minotaur takes damage,
Languages Common, Kothian it turns invisible. This effect lasts until it attacks or until
Challenge 3 (700 XP) its concentration ends (as if concentration on a spell). Any
equipment worn or carried by the minotaur is also invisible
Charge. If the minotaur moves at least 10 feet straight for the duration.
toward a target and then hits it with a gore attack on
the same turn, the target takes an extra 9 (2d8) piercing
damage and must succeed on a DC 14 Strength saving throw
or be pushed up to 10 feet away and knocked prone.

141
SWARM OF SWIMMING EYES Swarm. The swarm can occupy another creature’s space
and vice versa, and it can move through any opening large
Large swarm of Tiny aberrations, Chaotic Evil enough for a Tiny creature. The swarm can’t regain hit
points or gain temporary hit points.
Armor Class 11
Hit Points 36 (8d10-8) ACTIONS
Speed 0 ft., swim 30 ft. Eyebites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target. Hit: 14 (2d6) necrotic damage, or 7 (2d6) necrotic
STR DEX CON
damage if the swarm has half of its hit points or fewer. The
6(-1) 12(+1) 8(-1) target must succeed on a DC 10 Constitution saving throw
INT WIS CHA or choose to lose either a Hit Die or expend a spell slot.
14(+2) 10(+0) 16(+3) REACTIONS
Life Feast (1/Day). When the swarm is reduced to half its
Skills Perception +4 hit points or fewer, all living creatures within 20 feet of it
Damage Vulnerabilities Fire, Lightning, Radiant, Thunder must make a DC 13 Constitution saving throw. On a failed
Damage Resistances Bludgeoning, Piercing, and Slashing save, they take 5 (1d10) necrotic damage, and the swarm has
Damage Immunities Necrotic, Poison advantage on attacks until the end of its next turn.
Condition Immunities Charmed, Frightened, Grappled,
Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Darkvision 120 ft., Passive Perception 14
Languages — Understands Common, Deep Speech, and
Undercommon but can’t speak, telepathy 1 mile
Challenge 2 (450 XP)
Proficiency Bonus +2

Appendix C:
Sample Characters
You can use the following sample characters to start
playing The Test of High Sorcery immediately if
you do not want to create new characters. Each sample
character provides ideas on their background
and personality, along with a pre-designed character
sheet to make running the adventure easy. Though
non-mage characters can assist a mage ally, at least
one character in the adventure must be the mage
taking their Test to join the Orders of High Sorcery.

142
EZORA, THE WILDHEARTED WIZARD After starting a new life, Ezora wandered the world on
foot, working first as a gardener and later as a nurse.
Chaotic Good Human Wizard (School of
She spent all her earnings on wizardly instructors and
Evocation), she/her
new spells to prepare her for the Test of High Sorcery.
At last, she believes she is ready to journey to the
Ezora is a tough, passionate young wizard who relies Tower of Wayreth and make good on her promise to
on fast reflexes and clever spell use to survive and the spirit, which helped her escape from her dreadfully
understand the world around her. What she lacks in
classical schooling, she more than makes up for with
boring previous life.
her curious mind and a deep connection to the natural
world. In dangerous situations, Ezora tends to take risks,
believing she always has the right combination of spells
prepared for any given challenge.

As a child, Ezora did everything she could to escape


the mundanity of family expectations. Her father was
the town’s corrupt mayor. Her mother was a minor
hedge wizard who ran the local apothecary. Before
Ezora’s sixteenth birthday, suitors had already lined
up to make her father marriage offers. Yet, all she
ever wanted was to run through the woods, climb
trees, and delve into old ruins with forgotten histories.
After one of the many times she ran away from home,
she found a half-sunken tower amidst a fetid swamp.
There, she recovered an old, moldy spellbook. After
being caught and dragged home, Ezora showed the
book to her mother. Ezora’s mother agreed to teach
her the book’s spells if she promised to stop running
away and to take her duties seriously. So Ezora began
to eagerly learn magic, quickly exceeding her mother’s
ability to teach her.

On her eighteenth birthday, Ezora was to marry a


wealthy merchant’s horrible son. But when Ezora’s
mother went to her chambers that morning, her
daughter was nowhere to be found. Enraged, her
father sent the town’s militia to search for Ezora in
the nearby forest. But a spirit came to Ezora first,
promising to hide her and show her a secret trail
through the woods if she swore to use her magic
to protect nature and its creatures. Ezora saw the
spirit’s true form—a beautiful unicorn with a brilliant
gleaming horn—and wept with joy. She agreed to the
spirit’s offer and escaped her family, leaving her father
embarrassed and her mother brokenhearted. Before
the spirit departed, it gave Ezora the gift of a ring
imbued with healing magic.
DESTINY POINTS ITEMS
Gold Pieces: 300
✔ ✔ ✔ ✔ ✔ Ring of the Unicorn
Traveler’s Clothes
Explorer’s Pack
Dagger
Ink (1 ounce bottle)
INSPIRATION Ink Pen
Parchment (5 sheets)
Spellbook
Components Pouch

TRAITS

SPELLS
Preparing Wizard Spells: Ezora can prepare
up to eight spells from her spellbook when she
finishes a long rest.

Cantrips: Light, Mage Hand, Prestidigitation,


and Ray of Frost
1st Level: Comprehend Languages, Detect Magic,
Feather Fall, Grease, Identify, Mage Armor, Magic Missile,
Shield, and Sleep
2nd Level: Knock, Misty Step, Mirror Image, Scorching
Ray, and Shatter

PREPARED SPELLS
AC SPEED INIT. PROF. CURRENT HP MAX HP TEMP HP

13 30ft +3 +2 22 22
DEATH
DEATHSAVES
SAVES EXH.
HIT DIE (D6) SUCESSES

✔ ✔ ✔ ✔ FAILURES

STR
SPELL SLOTS
9
-1 Athletics
(-1) 1ST LEVEL
DEX
2ND LEVEL
16 +3 Acrobatics, +3 Sleight of Hand,
(+3) +3 Stealth
CON
FEATURES
10
Languages. You can speak and read common,
(+0)
draconic, and elvish.
INT
Spellcasting. You cast wizard spells you have prepared
18 +6 Saving Throws, +6 Arcana, using INT (Spell DC 14, Spell Attack +6) wizard spells in
(+4) +4 History, +4 Investigation, your spellbook as rituals if they have the ritual tag.
+6 Nature, +4 Religion
WIS Arcane Recovery. Once per day when you
finish a short rest, you can choose expended
+4 Saving Throws, spell slots to recover - up to a combined
14 +2 Animal Handling, +2 Insight, level of 2, and none of the slots can be 6th
(+2) +4 Medicine, +4 Perception, level or higher.
+2 Survival
CHA Sculpt Spells. When you cast an evocation spell
10 +0 Deception, +0 Intimidation, that affects other creatures that you can see, you
(+0) +0 Performance, +0 Persuasion can choose a number of them equal to 1 + the spell’s
level. The chosen creatures automatically succeed on
their saving throws against the spell, and they take no
damage if they would normally take half damage on a
successful save.
ATTACKS
Ring of the Unicorn. The ring has one charge,
NAME ATK BONUS DAMAGE
which recharges daily at dawn. You can expend
Dagger +5 1d4+3 piercing a charge and use a minor action to regain 2d4+2
Ray of Frost +6 1d8 cold hit points. When you use this ability, you have
advantage on your next saving throw made
3x Scorching Ray +6 2d6 fire within one minute.
Shatter DC 13 CON 3d8 thunder
THORKAM, THE SHREWD SORCERER Thorkam, to the horror of his family and the Mosskar
clan, was born with glittering green scales across
Lawful Evil Dwarf Sorcerer (Draconic Bloodline), he/him
his back. These scales are the remnants of a deal one
of Thorkam’s ancestors made with the Bloodbane
Thorkam is a clever and conniving sorcerer, who would line of dragons, where in exchange for lifelong
as easily sweet-talk an enemy as backstab a friend. A servitude to the green dragons, the Mosskars would
self-proclaimed man-of-many-hats, he uses magic
to manipulate others, finding ways to grasp power
receive a fragment of draconic power. Over several
and control in a dangerous and unpredictable world. generations, the Mosskars fell out of favor with the
Thorkam usually does the talking and lets others do the Bloodbane dragons, and the draconic magic in their
dirty work of fighting. But when Thorkam fights, he is a blood fell dormant as the family tried to make a
cruel foe to face. normal life in quiet trading settlements as humble but
talented smiths.

As soon as he could walk and talk, Thorkam’s mothers


warned him never to show his scales or use the magic
that stained their legacy. Instead, they encouraged
him to learn the family trade. However, Thorkam
saw this draconic power as a great opportunity to
make something better of his life. He would secretly
practice magic in the dead of night and use his
growing powers to lie, steal, and cause trouble
in town. His family attempted to guide him
towards a path of honest work, but the taste of
power had taken its hold on his heart.

The town and his family quickly became


barriers to his quest for further ambition,
and once he came of age, he left home in
search of new arcane secrets. He donned
eye-catching clothes and traveled
between ruins and towns under the
guise of scholar, salesman, or any other
identity that best suited his needs. After
exhausting all the libraries and tutors he
could scam or steal from, he set his eyes
on the Tower of Wayreth and the secrets
locked behind the Test of High Sorcery.
DESTINY POINTS ITEMS
Gold Pieces: 450
✔ ✔ ✔ ✔ ✔ Amulet of Chilling Fear
Fine Clothes
Explorer’s Pack
Arcane Focus
Dagger x2
INSPIRATION Handaxe

TRAITS

SPELLS
Cantrips: Mage Hand, Message, Minor Illusion,
Prestidigitation, and Shocking Grasp
1st Level: Color Spray, Expeditious Retreat,
and Thunderwave
2nd Level: Scorching Ray and Suggestion

Font of Magic. You have 4 sorcery points that you


regain when you finish a long rest. You can use
your sorcery points to gain additional spell slots or
sacrifice spell slots to gain additional sorcery points as
a bonus action.

SORCERY POINTS

Empowered Spell (Metamagic). When you roll


damage for a spell, you can spend 1 sorcery point to
reroll up to 3 of the dice. You must use the new rolls
and you can use this option even if you’ve already used
another Metamagic option.
AC SPEED INIT. PROF. CURRENT HP MAX HP TEMP HP

12 25ft -1 +2 38 38
DEATH
DEATHSAVES
SAVES EXH.
HIT DIE (D6) SUCESSES

✔ ✔ ✔ ✔ FAILURES

STR
SPELL SLOTS
10
+0 Athletics
(+0) 1ST LEVEL
DEX
2ND LEVEL
9 -1 Acrobatics, -1 Sleight of Hand,
(-1) -1 Stealth
CON
FEATURES
16
+5 Saving Throws Languages. You can speak and read common, draconic,
(+3)
dwarvish, and elvish.
INT
Spellcasting. You cast sorcerer spells using CHA
14 +4 Arcana, +2 History,
(Spell DC 13, Spell Atack +5).
(+2) +2 Investigation, +2 Nature,
+2 Religion
Dragon Ancestor (Green). You can speak, read, and
WIS write Draconic and you double your proficiency bonus
12 +1 Animal Handling, +3 Insight, +1 for CHA checks involving dragons.
(+1) Medicine, +1 Perception, +1 Survival
Darkvision. You can see in darkness (shades of
CHA gray) up to 60 ft.
16 +5 Saving Throws, +5 Deception,
+3 Intimidation, +3 Performance, Dwarven Resilience. You have advantage on saves
(+3)
+5 Persuasion against poison and resistance against poison damage.

Stonecunning. You have +6 to Intelligence (History)


checks related to the origin of stonework.
ATTACKS
Amulet of Chilling Fear. While wearing the
NAME ATK BONUS DAMAGE amulet, you have advantage on Charisma
(Intimidation) checks. When you hit a living
Dagger +2 1d4+piercing creature with a weapon or spell attack, you can
Handaxe +2 1d6 slashing spend your reaction to force them to make a
saving throw against your spell save DC. On a
Shocking Grasp +5 1d8 lightning
failed save, they become frightened for one
Thunderwave DC 13 CON 2d8 thunder minute. Once you use this ability, you cannot
3x Scorching Ray +5 2d6 fire use it again until you finish a long rest.
ADRALEI, THE BROADMINDED BARD
True Neutral Elf Bard (College of Lore), they/them

Adralei is a storyteller at their core who collects pieces


of folktales and history with a keenly observant eye.
Though they’re a bit clumsy with words, Adralei leads
with an honest heart and compassion. They like few
things more than soothing others with flute songs.
Adralei dislikes conflict and finds ways to act as the
peacekeeper before even thinking of fighting, but
they’re also fiercely protective of their friends.

The first words that Adralei knew were not “Mother”


or “Father” but the lyrics of a song that floated
through the campsite of their nomadic kin. This song,
which accompanied Adralei through their childhood
and adolescence, was a fragment of an ancient
epic. The song was composed by the god of music,
Branchala, and gifted to Adrelai’s elven family many
millennia ago. Much of the song became lost to time,
its missing verses a growing mystery in Adrelai’s mind.

Adralei’s family, generations ago, cast off the


oppressive caste system of the Silvanesti elves and
wandered through Ansalon. While the family mostly
kept to themselves and remained cautious around
those who might bear ill will towards elves, they
provided food and shelter to those in need. This
interaction with people from different cultures and
viewpoints gave Adrelai a keen curiosity about the
world and deep empathy toward others. Adrelai
carried with them this worldly sense when they left
home with their family’s blessing, seeking to find their
ancient song’s missing verses. Their family’s parting
gift was a flute made of bone and silver, which plays
a haunting tone.

Adralei has spent much of the last century traveling


from town to town, witnessing war and peace,
mourning and celebration. While most storytellers
pride themselves on objectivity, Adralei couldn’t
help but get involved with other people’s businesses,
helping out where they could. They entwine music
and magic, using their abilities to heal, soothe, and
sort out conflict. One day Adralei heard Branchala’s
familiar song from their childhood through the trees,
and its ancient music led them to Wayreth Forest and
the Tower of High Sorcery beyond.
ITEMS
DESTINY POINTS
Gold Pieces: 375
✔ ✔ ✔ ✔ ✔ Flute of Keen Observation
Robes
Studded Leather Armor
Explorer’s Pack
Rapier
INSPIRATION Dagger
Disguise Kit

TRAITS

SPELLS
Cantrips: Dancing Lights, Prestidigitation, True Strike,
and Vicious Mockery
1st Level: Cure Wounds, Faerie Fire, Thunderwave,
and Unseen Servant
2nd Level: Invisibility, See Invisibility, and Shatter

BARDIC INSPIRATION

Bardic Inspiration. As a bonus action, another


creature within 60 ft. that can hear you gains an
inspiration die (1d6). For 10 minutes, the creature can
add it to one ability check, attack roll, or saving throw.
This can be added after seeing the roll, but before
knowing the outcome. You regain expended uses when
you finish a long rest.
AC SPEED INIT. PROF. CURRENT HP MAX HP TEMP HP

14 30ft +3 +2 27 27
DEATH
DEATHSAVES
SAVES EXH.
HIT DIE (D8) SUCESSES

✔ ✔ ✔ ✔ FAILURES

STR
10
SPELL SLOTS
(+0) +1 Athletics
1ST LEVEL
DEX
14
2ND LEVEL
+4 Saving Throws, +4 Acrobatics,
(+2) +3 Sleight of Hand, +3 Stealth
CON
12
FEATURES
(+1) Languages. You can speak and read common, draconic,
dwarvish, elvish, and gnomish.
INT
+3 Arcana, +3 History, Cutting Words. As a reaction when a creature (that’s
12 not immune to being charmed) you can see within 60 ft.
(+1) +3 Investigation, +2 Nature,
+3 Religion makes an attack roll, ability check, or damage roll, you
can expend one use of Bardic Inspiration, roll the die,
WIS and subtract the number from the creature’s roll. You
+3 Animal Handling, +4 Insight, +3 can do so after the roll but before knowing the result.
14
(+2) Medicine, +4 Perception,
+6 Survival Song of Rest. If you or any friendly creatures who can
hear your performance regain hit points at the end of
CHA
the short rest by spending one or more Hit Dice, each
16 +5 Saving Throws, +4 Deception, of those creatures regains an extra 1d6 hit points.
(+3) +4 Intimidation,
+7 Performance, +4 Persuasion Darkvision. You can see in darkness (shades of
gray) up to 60 ft.

Fey Ancestry. You have advantage on saves against


ATTACKS being charmed, and magic can’t put you to sleep.
NAME ATK BONUS DAMAGE
Flute of Keen Observation. The flute has
Rapier +4 1d8+2 piercing one charge, which charges daily at dawn. You
Dagger +4 1d4+2 piercing can expend a charge by spending at least one
Vicious Mockery DC 13 WIS 1d4 psychic minute playing the flute’s song. When you finish
playing, for the next hour, you and an ally who
Thunderwave DC 13 CON 2d8 thunder heard the song gain advantage on Wisdom
Shatter DC 13 CON 3d8 thunder (Perception) checks and can see in normal and
magical darkness up to 60 feet for one hour.
GARREN, THE SNARKY SQUIRE The youngest son of poor farmers, Garren grew up
in a rural village near Solamnia. He fantasized about
Lawful Good Human Fighter (Champion), he/him
embarking on grand far-off adventures, fighting
minotaur pirates on the stormy seas, and slaying
Garren is an experienced soldier who trained under a dragons beneath the shining sun. After striking out to
Knight of Solamnia to fight with sword and shield. A make his fortune as a teenager, Garren encountered
lifelong student of history, Garren is more well-rounded
than most squires, though perhaps past his physical
Sir Finley, an old Knight of the Crown defending a
prime. He is used to fighting alongside a partner, and he roadside tavern from a band of raiding goblins. His
excels at defending others. However, he cannot help his heart pounding with fear, Garren snuck past the
biting wit and often subtly criticizes his allies’ mistakes goblins and set their camp ablaze. The distraction
and poor decisions. allowed the people trapped in the tavern to escape
and provided the knight the opportunity to turn the
tide. After the battle, Sir Finley found Garren hiding
in a hollowed tree trunk and commended the boy for
his bravery and for saving many lives. That moment
remains Garren’s proudest to this day.

In the thirty years since, Garren served as Sir Finley’s


squire, living a virtuous life under the code of the
Oath and the Measure. They had many adventures
together, though none nearly as glorious as those
Garren dreamt of as a boy, and the squire never
achieved a deed great enough to allow him to become
a Knight of Solamnia. Life proved hard, muddy, and
exhausting. As youth passed him by, Garren found
his witty tongue sharpened—and the light of his
optimistic spirit dimmed.

Not long ago, on his deathbed, old Finley gave Garren


his sword and whispered his final words, “This blade
has been passed from father to son for two hundred
years. And now I give it to you, my dear, dear Garren.
Only promise me you will not close your heart to
the world. Our hearts and our virtue are meant to be
shared with others.”

With tears in his eyes, Garren promised and choked


out a quiet farewell. He buried his second father by
the roadside that night. The following day, Garren
met a young mage on a quest to join the Conclave of
High Sorcery. Taking Finley’s dying wisdom to heart,
Garren swore an oath to accompany the mage, advise
them, and protect them during the trials to come.
DESTINY POINTS ITEMS
Gold Pieces: 200
✔ ✔ ✔ ✔ ✔ Traveler’s Clothes
Chain Mail
Shield
Familial Sword
Handaxe
INSPIRATION Explorer’s Pack

TRAITS

FEATURES
Languages. You can speak and read common,
dwarvish, and elvish.

Fighting Style (Protection). While wielding a shield


and a creature you can see attacks a target other than
you within 5 ft., you can use your reaction to impose
disadvantage on the attack roll.

Improved Critical. Your weapon attacks score a critical


hit on a roll of 19 or 20.

Second Wind. Once per short rest, you can


use a bonus action to regain 1d10 + 4 HP.

Action Surge. You can take one additional


action on your turn. This can be used 1 times
per short rest.

Familial Sword. You have a +1 bonus to attack


and damage rolls made with this magic weapon.
When you make an opportunity attack with this
weapon, you have advantage on the attack and
can roll the weapon’s damage die one additional
time on a hit. Once you use this ability, you
cannot use it again until you finish a long rest.
AC SPEED INIT. PROF. CURRENT HP MAX HP TEMP HP
18 30ft +0 +2 36 36
DEATH
DEATHSAVES
SAVES EXH.
HIT DIE (D10) SUCESSES

✔ ✔ ✔ ✔ FAILURES

STR
16
(+3) +5 Saving Throws, +5 Athletics THE OATH AND THE MEASURE
The Oath of the Knights of Solamnia is “Est Solarus
DEX
oth Mithas,” which means, “my honor is my life.”
10 +0 Acrobatics, +0 Sleight of Hand, The Oath was created by the orders’ founder, Vinas
(+0) +0 Stealth (Disadvantage) Solamnus, and is the core principle knights were
meant to live by. For centuries after the Cataclysm,
CON
the knights lost the Oath’s spirit and lived only
15 by the Measure.
(+2) +4 Saving Throws
Vinas also wrote the Measure, a more detailed
INT
doctrine that clearly defined knightly honor.
12 +1 Arcana, +3 History,
Generations of successors added to the Measure
(+1) +1 Investigation,
+1 Nature, +1 Religion until it became an unwieldy collection of thirty-
seven massive volumes filled with contradictions
WIS
that no knight could truly follow. After the
14 +4 Animal Handling, +2 Insight, War of the Lance, the abbreviated and revised
(+2) +2 Medicine, +2 Perception,
Measure emphasized the courteous treatment of
+2 Survival
marginalized people, giving up pursuits of glory,
CHA
achieving honor through personal sacrifice, and
14 +2 Deception, +2 Intimidation, embarking on Quests of Virtue. These quests
(+2) +2 Performance, +4 Persuasion
allowed squires to join the knighthood, knights
to climb to a higher rank within their order, and
disgraced knights to regain their honor.

Because of bloating inconsistencies in the Measure


ATTACKS throughout history, some knights conflate honor
with absurd bylaws or classist ideology. When
NAME ATK BONUS DAMAGE
playing a character who follows the Oath and the
Measure, decide how much of the doctrine they
Familial Sword +6 1d8+4 slashing know by heart, how closely they follow it, and
Handaxe +5 1d6+3 slashing how they personally define honor. Is the more
flexible Oath their guiding light, or do they live by
the rigid rules laid out by the Measure? And what
would it take to make them break an oath or act
against their values?

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