You are on page 1of 10

The Evil of Castle Cardinal

The King’s Forest. Ever since the end of the Goblin War the place
has been host to countless orcs, disrupting the flow of trade
between Suzail and Arabel. That changed when adventurers claimed an
abandoned keep within the forest and ensured safe passage for
travelers skirting the woods. When rumors that the keep stands
abandoned once more, a call for adventurers was sent, and you
answered...

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

By Simon Goudreault

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

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

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 1


Hellish incursions
Beware the calm, it hides bad news. Adventure Introduction
—Willem Stormwaters
The characters have received a missive from one
Willem Stormwaters, a retired adventurer, who
Adventure Outline went into mercenary work, to retrieve a previous
The Evil of Castle Cardinal is a short team of agents sent to investigate the castle and rid
the place of its evil influence. Once the characters
adventure for 4 to 6 4th level characters. It
enter his office in Suzail, read or paraphrase the
take place in a castle that was protected by following:
adventurers much like the characters and has
mysteriously been abandoned in the recent
past. A warlock has taken up residence inside The door opens to a cramped office
the castle and has been dabbling in dangerous sparsely decorated, in the center of
which is a massive oak desk upon which
magic in the castle dungeons. His experiments rests mounds of scrolls and various
have mutated the land and the creatures papers. The man behind the desk looks up
around. as you enter and enthusiastically shake
your hands.
“Gods am I glad you’ve come! Words of
Background your deeds have reached me many times
The adventure takes place in a region of Cormyr these past tendays, and I could certainly
called the King’s Forest, between the cities of Suzail use your talents. You might be aware that
and Arabel after the Goblin War. Coleus, the the King’s Forest has been overrun by
eponymous evil from the adventure’s title, is a Orcs, but what most don’t know is that
warlock of no small power who, guided by his there is a bastion of just folks fighting
mysterious patron, has come to Castle Cardinal to day and night to rid the woods of this
enact a ritual in the keep’s dungeons. His ritual has scourge. It just so happens that my
many effects on the surrounding region, the effects company was tasked with manning the keep
are kept vague so as to more easily integrate the there. They would contact me every tenday
adventure into an ongoing campaign, but they are to report, yet they have been quiet for
threefold. First, plant life all around the woods has almost a month now.”
begun taking a life of its own in the form of Blights He pauses and reaches for something in
that are attacking anything that approaches the his drawer. Pulling out a single brass
forest, except inside the courtyard. Second, travelers coin, he holds it up before you.
on the road to Suzail have begun inexplicably “Each member of my company has such a
detouring towards the keep, even though most are coin bearing my coat of arms on their
not aware of its existence. The last effect of the ritual person. If something happened to them, if
can be seen in his room under the keep. they’re dead, I want you to bring me back
their token. It will suffice. You will be
rewarded, of course, both for finding out
what happened to my team, and helping
them out, if need be.”

The brass tokens are faintly magical, enough to be


detected by a Detect Magic spell, but not enough to
confer any benefits.

Willem will pay the characters 50gp each per agent


found, and 100gp for solving the problems at the
castle. With a successful DC 15 Charisma
(Persuasion) check, the characters can receive up to
50gp in advance. The members of Stormwaters
Company consist of Aaron Black (Human Fighter),
Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 2


Vauchères (Human Bard), Jani Thorngage (Gnome Survivors
Wizard), Aedfhandor and Narwain Trueflight (Elf Gustav Hendelhoff. A trader from Marsember. He
Scout and Mage), Jarfon of Arabel (Human was the first victim to the forest’s ambushes against
Veteran), Lady Elsimer (Half-elf Priest) and her travelers. He and his team (three Commoners) were
acolyte Bree (Human Acolyte). the first to hole up in the keep’s chapel. They tried to
explore the keep, but after two of his men died, they
Willem provides the characters with a coach, to decided to stay in the chapel. Tall, mustachioed,
make the journey quicker. The coach is driven by optimistic.
Barrender Rumnaheim (Male Dwarf Guard).
Master Ozrick and Methelda. A master alchemist
on his way to Suzail and his apprentice. Arrived a
few days after Gustav. He is lanky, cunning, and
Where are the maps? angry at being stuck here. She is a bit shy, cares for
The Evil of Castle Cardinal does not use maps to represent her employer, realistic.
the locales the characters are likely to visit. That way, DMs
running the adventure are at full liberty to arrange the Old Lady Firehair. A woman in her sixties, and
keep courtyard, the chapel, and the dungeons below, as retired entertainer. She was traveling along with her
they see fit. grandson to Suzail to visit family but was forced to
hide in the ruins of Castle Cardinal when the forest
attacked. Her grandson, Luke, disappeared one night
Approaching the castle and hasn’t come back since.

Castle Cardinal stands in the King’s Forest, in a The NPC’s present can share what they know, which
clearing about 200 feet in radius around the keep amount to little. Master Ozrick can sell some
itself. Of clear elven construction, it used to have 4 alchemical items, though his stock is limited. Gustav
main towers, and 4 secondary towers, but most have still has a few items lying around in case the
crumbled and lie in ruin. Only the main keep, the characters are in need of equipment.
chapel, and the western tower remain standing.
The Survivors’ story
As the characters approach the clearing, their coach Much like the characters, the survivors in the
gets stuck in creeping vines that have mysteriously courtyard have come under attack by tree-like
covered the road. A few rounds after the incident, creatures when approaching the forest, which,
the vines re-form into their proper shape, a horde of despite the presence of Orcs, has never been a
Blights and attack the characters. There are four problem for travelers on the road to Suzail. Gustav
Vine Blights and four Needle Blights attacking the found it abandoned. The door to the keep is locked,
coach. It is possible to notice the creeping vines the chapel is empty (and its backdoor is locked as
beforehand if a character sitting next to the driver well), and the sight tower makes him shiver.
succeeds on a DC 15 Wisdom (Perception) check,
potentially negating the Blights’ surprise. As if the forest itself wasn’t enough, they can
sometime hear echoes in the night, unholy cries
coming from the keep. Furthermore, a few hours
after someone dies, be it human or orc, they always
get back up and attack the living. Gustav used to
The Castle Courtyard have 12 workers, now 9 of them are zombies who
roam the area around the keep at night. As if this
The entrance to the courtyard has been blocked off wasn’t enough, travelers all over the region seem to
by wagons and carts, upturned, or on their sides. congregate towards the keep, and the blights
Before the barricade lie a mound of dry wood and prevent anybody from leaving.
the body of a few travelers and many orcs under it.
Smoke rises up from the courtyard, and the PC’s can Master Ozrick’s Emporium
hear voices coming from behind the barricade. Ozrick has the following items for sale:

Three Alchemist Fires


Two Acid flasks

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 3


Potion of Healing Ground Level
Healer’s kit Despite its rich interior, the tower gives off a vibe of
dread and dark foreboding. The walls are cold to the
He can also be persuaded to part with his Potion of touch, torches inside have long been extinguished
Hill Giant strength with a successful DC 20 Charisma and cannot be re-ignited. Food left on the table in its
check. center seems to be well preserved and barely shows
any sign of rot or mold. The entry door is stuck,
Gustav’s Inventory however, and before any character can get inside, a
Of all the items Gustav has in his inventory, few successful DC 16 Athletics (Strength) check is
could be of use to the characters. They are: needed to force it open.

Hunting Trap An iron ladder on the far wall of the room leads up to
Crowbar the second floor.
Lantern with enough oil for 2 hours
Shortsword Second Floor
Two Handaxes As the characters climb, the temperature drops
Shield rapidly, the rungs of the ladder are quickly covered
in frost, and snow seems to hang in the air. Furniture
on the second floor have been tossed around, and a
giant suit of armor lies destroyed on the floor. A
Exploring Castle Cardinal successful DC 13 Intelligence (Arcana) check is
enough to identify the suit as a Shield Guardian.
This next section of the adventure can be played in From the ceiling hangs icicles the length of a man’s
any order. The chapel provides a safe resting place arm. Similarly to the first floor, on the far wall is
(the blights will not try to open any doors at night, another iron ladder leading upwards.
but still need to be removed during the day if they
come in the courtyard), while the tower does shed a Third Floor
bit of light on the background of this adventure. The Any character climbing to the third floor must
keep is where most of the action is. succeed a DC 15 Constitution Saving Throw or take
1d6+4 cold damage each round while they are on the
The Chapel third floor. A creature dropped to 0 hit points is
The chapel consists of a main praying area with a frozen in place by the magic at work here.
heavy wooden door leading to the courtyard. It also
On the third floor are the frozen bodies of a handful
has a private chamber in back of the main room. The
of pale-skinned orcs. A DC 10 Wisdom (Medicine)
chamber’s door is locked, but can be picked with a
check reveals that the cause of death is not the
successful DC 20 Dexterity check with Thieves’
magical frost permeating the place, but wounds
Tools. Inside are three barrels filled with ale, and
suffered most likely in combat. Three humanoids,
one with pickled herring. There is also a bed, at the
two elves and a human, are frozen in various poses
foot of which lies a small chest containing a silver
of combat. One elf is suspended in mid-air, his bow
holy symbol of Helm, as well as a spare cleric’s
out and an arrow notched. He is looking angrily at
vestment and a healing potion. The praying area
whoever comes up the ladder. The other stands on a
itself is empty, many if its pews have been removed
dais, having knocked a chair aside and is extending
by the survivors to barricade the entrance to the
an arm out of desperation towards the ladder
courtyard.
leading to the fourth floor. The human is beside him,
slumped against the wall with an enormous icicle
The Tower protruding from his stomach. Frozen blood at his
Judging by the state of the other towers, it is a feet and around the wound.
miracle this one has weathered the centuries as it
did. Signs of repairs are evident as is a thin layer if The bodies break apart if touched, as does their
frost that covers the outer walls. The reinforced equipment except for their brass token.
wooden door leading to the tower is neither locked
not barred.

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 4


Fourth Floor Navigating the dungeon
The fourth floor is littered with magical Light: There are no light sources unless specified
paraphernalia. Runes are drawn at the foot of the in the dungeons.
walls, and a lectern holding a crystal-like object Doors: Unless specified, each room has an iron
covered in silvery dust takes up the center of the door leading out of it.
floor. Intense cold radiates from this object and Coleus, Lazaren and the orcs are not on high alert
picking it up deals 3d6 points of cold damage. If in the dungeon. Having easily dispatched whatever
stored safely in a container, while it will still radiate resistance they met, and because infighting is
extreme cold (around -40 degrees), it will not deal common among orcs, sounds of combat do not
any more damage. The crystal is what allows the alarm them. If an encounter lasts more than four
cambion Lazaren to remain safely on the material rounds, however, it will attract the attention of
plane. The crystal has 30 hit points and is immune to Lazaren, who will leave his room and investigate.
cold and fire damage. For more information on the
crystal and Lazaren, refer to his stat block in the The following room are all part of the dungeon, feel
appendix. free to arrange them as you like.
A character searching the fourth floor may find, with Supply room
a DC 15 Intelligence 9Investigation) check, a spell In this room are packed various spell components,
book containing the following spells: Magic Missile, for a total worth of 150gp. In addition, there are 5
Protection from Evil, Magic Mouth, Melf’s Acid Arrow, gems worth 100gp: a Pearl, an Amethyst, an Amber
and Fireball. and 2 Jade stones. The supply room is always
guarded by 2 Stygian Orcs (See Appendix).
The Keep
The entrance to the keep has been locked from the Gibbering Mouther Lair
inside by Coleus’ lackeys and they have taken upon This room is roughly 20ft by 30ft and appears to
themselves to loot it as thoroughly as they could. have been a jail in a time long past. Sounds of piping
While the ground level and second level have no and wheezing can be heard from beyond the door.
items of value, tracks and evidence points to As a measure of precaution, Coleus’ master left him a
extensive looting by humanoid creatures heading present. This pathetic creature was fed the bodies of
towards the dungeon under the keep. any unruly orc, and has assimilated their eyes and
mouth. The creature, a Gibbering Mouther, has not
eaten in days and is so hungry it will attack anything
The Dungeon that enters the room.
When Coleus came to Castle Cardinal, he was
accompanied by a band of Orcs he seduced to his Treasure: Among the things the gibbering mouther
master’s ways. In contrast to their kin, these orcs has not eaten is a single coin of brass with Willem’s
have bluish-white skin and yellow eyes. They are coat of arms etched on it.
perfectly acclimated to cold climate, and are more
vicious, if such a thing can exist. They are loyal to a Harvest Chamber
fault, and will only balk at intimidation if their lives Pinned to the door to this room is a note that reads:
are in great danger, and even then. Statistics for
these new orcs can be found at the end of this “Lazaren, this is the room I told you
adventure. about. If you need to see me in a hurry,
you know what to do. The riddle isn’t
Coleus found, in the dungeon, the shrine he had been that hard, but needs more than one to
looking for. To make sure he would not be disturbed, complete, take one of the dimwits with
he created a magical ice wall that can only be you.”
dispelled by using a pair of attuned runestones. One,
he entrusted to his second-in-command, the
Cambion Lazaren. The other, he hid in the Harvest
Chamber after finding the riddle to get past the In the middle of this 30ft by 30ft room stands a
illusory garden quite amusing. humongous mushroom-tree hybrid. Thick roots
crawl out from underneath and get lost within the

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 5


vines that sprout from its top. Knee-high grass compartment inside a wall containing an amulet of
covers the whole room. A decrepit scarecrow hangs Proof against detection, Bracers of Archery, and a
from the tree-thing in a posture suggesting it is Sentinel Shield.
holding something missing. Clearing the vines from
the walls reveals eight alcoves spaced about 10 feet Coleus’ chambers
apart, one of which is closed by a stone slab bearing While this room was normally inhabited by one of
Chauntea’s symbol on it. Once cleared, the vines the resident of Castle Cardinal, Coleus has made it
cover the alcoves back almost immediately, leaving his bedroom. Inside are volumes on travel between
enough time for one action. Inside each alcove is a planes, history of Cormyr, and various tomes on how
miniature version of a farming implement (a flail, a to summon and bind extraplanar beings. With a
shovel, a scythe, a bag of seeds, a plow, a harrow and successful DC 20 Intelligence check and about an
a wicker basket). In order to get the runestone hour to peruse the tomes, a character can deduce the
behind Chauntea’s sigil, the characters must reason for Coleus’ takeover of the keep. Castle
simulate a year of farming in 6 consecutive rounds Cardinal stands on the site of a planar eruption that
or less. To do this, they must gather the tools, and took place in the far past. The entire forest around
use them (by taking an action) in the proper fashion the castle is soaked in magical energy, and with the
so as to simulate farming. They must, in order, use proper skills and powers, one could use this energy
the plough on the floor (which transforms the for just about any means, though it seems Coleus’
ground into a fallow field), sow the seeds (which goal is to merge the region with Stygia.
creates sprouts), use the harrow on at least two five
foot squares of ground (which makes the sprouts Mess Hall
grow, but so do weeds), dig with the shovel (which The Orcs use this 30ft by 40ft room to eat, and the
dispels the weeds), use the scythe to harvest the smell of half rotten meat permeates the room. They
crops, and finally use the flail to thresh the grain have emptied the castle larders, and stuffed their
from the stalks, put the grains in the basket, and face whenever they could with food and beverages.
hand the basket to the scarecrow. Doing so There is a 50% chance that a lone Stygian Orc is
successfully withers the mushroom-tree to a husk, lingering in the room scrounging for food.
leaving only the scarecrow, and unlocks Chauntea’s
alcove. The room resets itself if the characters fail to Cambion’s Quarters
use the tools in the right order, or if they cannot Three linked rooms that used to make up the
succeed within the allowed time frame. Due to the barracks have been turned over to Lazaren. The
highly magical nature of the room, a Detect Magic southernmost one is used as a jail of sorts, where
spell cast in the room causes the caster to suffer Luke is currently detained. Aside from him, two
headaches and nausea as the vivid auras of multiple bodies hang limp from shackles hung from the
illusions and complex patterns come into view. ceiling. Another room is used as a torture room, for
Lazaren’s amusement. The body of Jani Thorngage is
Treasure: Inside the alcove is a solid ice block upon in this room, her eyes burnt out with fire pokers and
which is inscribed an eldritch rune. A character can, her skin lashed and burned in multiple places.
with a DC 20 Intelligence (Religion) identify the rune
as belonging to a cult of Levistus. The last room is his chamber itself, where the
Cambion can be found when not torturing prisoners.
Armory He is flanked by a charmed Lady Elsimer, her robes
The door to the armory is locked. The lock can be torn in multiple places so as to reveal as much as
picked by a character using thieves’ tools and possible. When the PC’s enter his room, read the
making a DC 15 Dexterity check. This 20ft by 15ft following:
room was used by Stormwaters Company as a
repository for arms and armors taken from the orcs.
Now the room is mostly barren, Coleus having taken
anything he saw fit. However, he left a runestone on
a small lectern protected by a Glyph of Warding
spell.

Treasure: A DC 20 Intelligence (Investigation) or


Wisdom (Perception) check reveals a secret

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 6


In front of you is an imposing blue- Luke story is not as long, as he has been unconscious
skinned man with bulging muscles and a most of the time he spent down here. He remembers
dark mane. His head is crowned by two ram being pulled towards the forest as he was making his
horns that protrude from his forehead and trip with his grandmother. They spent a few days
circle around the top of his skull. He with the refugees, trying to find a way to escape the
wears a black chainmail and is fiddling forest when he dreamt, one night, that the answer
with a wicked looking spear. When he sees lied in the keep. Surprisingly enough, the doors were
you enter, he looks up from the half- unlocked and he made his way in. Unfortunately, he
naked woman next to him long enough to was knocked out from behind as he made his way
sigh. downstairs in the dark.
“How many times must I lock the door? You
people really do have a death wish, do Dormitory
you not? Let me cut you a deal; leave Since they have been ordered by Coleus not to go
this place at once, and I’ll pretend I’ve outside and slaughter the refugees, the orcs use this
never seen you anywhere. Don’t, and you room to sleep in when they are not up doing menial
will be my next playthings.” tasks for Lazaren or Coleus. 1d4+1 Stygian Orcs
sleep in the room at any given time. They wake up if
an alarm rings, or if anybody makes enough noise
Despite his nonchalant attitude, Lazaren (See while in the room.
Appendix) is more than ready to fight, and has a Cold
Ray readied against the first person to make a move Loot room
against him. Furthermore, one his first turn of In this room are packed most of the valuables stolen
combat, he opens a secret door behind him, from the keep. Aside from food, silverware and other
revealing 1 zombie for every 2 characters in the valuable items, there is also a Potion of Healing and a
party. Spell Scroll (Longstrider). The loot room is always
guarded by 2 Stygian Orcs.
Treasure: Adamantine Chainmail.

Lazaren will use his Plane Shift ability to flee is Primordial Temple
brought below 15 hp. Lady Elsimer, provided she The entrance to this room is sealed by a thick,
survived, is a skilled cleric and will heal the party indestructible wall of infernal ice that bears 2 hand-
with her Prayer of Healing spell in recognition. sized depressions in its center. Inserting the
runestones melt the wall of ice, which is recreated
Elsimer and Luke’s Story by uttering a command word known only to Coleus
Elsimer can recount the events leading to her and Lazaren. This room 40ft across by 50ft long,
imprisonment, though her memory is fuzzy, and the deep beneath the keep, was built around the site of a
trauma at the hands of Lazaren have left her planar explosion and the death of a powerful
traumatized. The company had begun sighting the extraplanar being. A deep crack in its center is filled
blue-white orcs a few tendays before the attack on with brackish liquid and emanates foul green vapors.
the keep, but they did not consider the orcs more Behind it is Coleus, bent over tomes and
than perhaps albino or sick members of the race, as parchments. He is flanked by two Stygian Orcs.
they always traveled alone and seemed lost. Then Unless alerted of the characters presence, he simply
one night, roughly a month ago, snow began falling mutters, without even looking up:
inside the tower, as if the ceiling itself was the
winter sky. From the snow materialized two “Lazaren, I do sincerely hope you have a
humanoid figures, Coleus and Lazaren. At once, the good reason for bothering me.” If it’s
blue-white orcs sprang from the woods and assailed about any intrusions again, know that I
the keep. The company got separated during the do not care at this point. Do with them
attack, with herself, Bree, Jani and Vauchères forced as you please, I am almost finished!”
into the dungeons by the advancing orcs. They were
soon captured by the cambion, and she was forced to Behind Coleus, chained to a column, is a bloody and
watch her friends be tortured to death, a sick joke beaten Aaron Black, half conscious. If he notices the
played on her as a follower of the Watcher. characters approaching (Passive Perception 12) he

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 7


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

Boon of Stygia
Coleus was guided to Castle Cardinal by visions from
Levistus, who wants him to use the fissure to cement
Lazaren’s connection to the material plane; the first step in
a complex and convoluted plan of his. In order to better his
chances, Levistus has granted Coleus the opportunity to
bestow a boon upon any willing subject in a ritual that
would forever bind them to the will of Stygia’s ruler. The
boon does the following:
 Increases the target’s Strength and Intelligence score by
2
 Changes its alignment to evil
 Grants the Devil’s Sight Invocation
 The subject knows how to speak, read and write
Infernal
 Grants the Breath of Stygia ability. Once per long rest,
the subject may exhales a cloud of stygian-infused air.
One target within 5ft. of the subject must make a
Constitution saving throw or have its speed reduced by
10ft. and not be able to use any reactions. The target
may make a new saving throw at the end of each of its
turns to end the effects. Constitution is the ability for
this feature.
 The subject becomes a devout follower of Levistus and
will do everything in its power to further his agenda.

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

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 8


Appendix – Monsters
LAZAREN
Medium fiend, Lawful Evil
STYGIAN ORC Armor Class 19 (adamantine chainmail)
Medium humanoid (orc), chaotic evil
Hit Points 82 (11d8 + 33)
Armor Class 13 (hide armor)
Speed 30 ft., fly 60 ft.
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 18 16 14 12 16
(+4) (+4) (+3) (+2) (+1) (+3)
STR DEX CON INT WIS CHA
18 12 16 9 11 10
(+4) (+1) (+3) (-1) (+0) (+0) Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4,
Skills Intimidation +2 Stealth +7
Damage Resistances cold Damage Resistances cold, fire, lightning, poison,
bludgeoning, piercing, and slashing from
Senses Darkvision 60 ft., passive Perception 10
nonmagical weapons
Languages Common, Orc, Infernal
Immunities critical hits
Challenge 1 (200 XP)
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Infernal
Challenge 5 (1,800 XP)
Aggressive. As a bonus action, the orc can move up
to its speed toward a hostile creature it can see.

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


Fiendish Blessing. The AC of Lazaren includes its
orc’s darkvision.
Charisma bonus.
ACTIONS
Innate Spellcasting. Lazaren’s spellcasting ability is
Charisma (spell save DC 14). Lazaren can innately
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., cast the following spells, requiring no material
one target. Hit: 10 (1d12 + 4) slashing damage. components:
Javelin. Melee or Ranged Weapon Attack: +6 to hit, 3/day each: alter self, command, detect magic
reach 5ft. or range 30/120ft., one target. Hit: 7 1/day: plane shift (self only)
(1d6 + 4) piercing damage.
Frozen life force. Lazaren’s stay on the material
Breath of Stygia (1/Day). The orcs exhales a cloud plane is tied to the crystal-like gem. Each point of
of stygian-infused air. One target within 5ft. of the damage done to the gem also damages Lazaren,
orc must make a DC 13 Constitution saving throw and upon its destruction, Lazaren must make a DC
or have its speed reduced by 10ft. and not be able 20 Charisma saving throw of be stunned for 1
to use any reactions. The target may make a new turn. As soon as the gem is damaged, Lazaren
saving throw at the end of each of its turns to end knows the exact location and name of the person
the effects. who damaged the gem.

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 9


ACTIONS Spellcasting. Coleus is a 5th level spellcaster. His
spellcasting ability is Charisma (spell save DC 14,
Multiattack. Lazaren makes two melee attacks or +6 to hit with spell attacks). Aside from cantrips,
uses its Cold Ray twice. Coleus has 2 spell slots to cast the following spells:

Cantrips (at will): Eldritch Blast, Mage Hand, Minor


Spear. Melee or Ranged Weapon Attack: +7 to hit,
Illusion
reach 5ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
1st level: Armor of Agathys, Burning Hands,
4) piercing damage or 8 (1d8 + 4) piercing damage if
Command, Expeditious Retreat, Hex
used with two hands to make a melee attack plus 3
2nd level: Blindness/Deafness, Hold Person, Invisibility,
(1d6) cold damage.
Scorching Ray
3rd level: Fireball, Hunger of Hadar, Stinking Cloud
Cold Ray. Ranged Spell Attack: +7 to hit, range 120
ft., one target. Hit: 10 (3d6) cold damage. Invocations. Coleus knows the following
invocations: Armor of Shadows, Agonizing Blast,
Fiendish Charm. One humanoid Lazaren can see Eyes of the Rune Keeper.
within 30 feet of it must succeed on a DC 14
Wisdom saving throw or be magically charmed for Dark One’s Blessing. Whenever Coleus reduces a
1 day. The charmed target obeys Lazaren’s spoken hostile creature to 0 hit points, he gains 8
commands. If the target suffers any harm from temporary hit points.
Lazaren or another creature or receives a suicidal
command from Lazaren, the target can repeat the Envoy of Levistus. Coleus has the maximum amount
saving throw, ending the effect on itself on a of hit points possible for every hit die he gains.
success. If a target’s saving throw is successful, or
if the effect ends for it, the creature is immune to ACTIONS
Lazaren’s Fiendish Charm for the next 24 hours.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
COLEUS, THE WARLOCK OF HIGH
PEAK
Medium humanoid (human), Lawful Evil
Using the adventure elsewhere
Armor Class 12 (15 with mage armor)
While set in Cormyr, Evil of Castle Cardinal may be set in any
Hit Points 45 (5d8 + 5) area of the Forgotten Realms. There are hundreds off
abandoned keeps in the realms, and while the adventure
Speed 30 ft. states that there was a magical anomaly that took place
where the keep is now, you can easily modify it to fit an
extended campaign, or keep it as is. Who knows just how
many times the realms have been visited by extraplanar
STR DEX CON INT WIS CHA
beings in the distant past?
9 14 12 12 12 17
(-1) (+2) (+1) (+1) (+1) (+3)

Saving Throws Wis +4, Cha +6


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

Not for resale. Permission granted to print or photocopy this document for personal use only .

The Evil of Castle Cardinal 10

You might also like