“When in danger or in doubt, run in circles, scream, and shout.”
― Herman Wouk

Continue reading “SESSION FIVE”



The Dracobeelzebufo is the undead version of the huge dinosaur-eating froghemoth species found in Chult named Beelzebufo.  It is a form of dracolich because the Beelzebufo is believed to be tied to a draconic bloodline, specifically a blue dragon bloodline. Creating this strange dracolich requires the magical tome called THE TOME OF THIAM which contains the spells and rituals needed to create the undead horror.

Huge undead, neutral evil

Armor Class 21 (natural)

Hit Points 225 (18d12+108)

Speed 40 ft.

Standing Leap (Movement: The monster’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Phasing (Movement)  The creature can move through solid obstacles (walls, terrain) as long as its movement can end in an unoccupied space.

25 (+7) 10 (0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +5, Con +11, Wis +7, Cha +9

Skills Perception +12, Stealth +5

Damage Resistances necrotic

Damage Immunities lightning, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses blindsight 60 ft., darkvision 120 ft.

Languages Common

Challenge 17 (18,000 XP)

Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.

Magic Resistance. The monster has advantage on saving throws against spells and other magical effects.


Multiattack. The monster can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Jagged Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Swallow Whole. On a successful Jagged Bite Action, the victim must succeed at a DC 15 or be swallowed. The victim tumbled down through the creature’s boney throat into its ribcage. The rib cage bones are sharp and jagged, doing 2d6+2 damage on the first round. Every round afterwards when the victim moves within the ribcage, the sharp bones inflict another 2d4 damage as they tear and rend flesh. The swallowed victim is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target. Succeeding a the DC 13 Grapple allows the victim to slip out of the ribcage gaps, escaping the boney prison.
Flipper Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7)  damage.

Frightful Presence. Each creature of the monster’s choice that is within 120 feet of the monster and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the monster’s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The monster exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The adult blue dracolich regains spent legendary actions at the start of its turn.

Detect. The monster makes a Wisdom (Perception) check. This allows it to determine which enemy has the lowest AC.

Grappling Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target.

Fetid Cloud: A 10-foot radius of disgusting green gas extends out from the creature. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a Bonus Action on its turn, not both, and can’t take reactions.


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Loral Mezzaleereryie discovered seven paintings in the  Pesheour Cache on the second level of Castle Adikos. The set of seven paintings depict seven unknown and forgotten gods. Each is signed by the renown bard and sage named  Tvash Prull. Each is valued at 5000 gold. Rather than taking them for himself, Loral chose to study them and make sketches of each in his journal.




“Danger was the grindstone on which the swordsman whetted his spirit.” —  Eiji Yoshikawa

Continue reading “SESSION FOUR”



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Leilith del’Orn tells her tale to the heroes as they settle down for a rest.

“I am a Harper agent, working with the Emerald Enclave. About a month ago, you employer, Syndra Silvane, contacted my superiors in Silverymoon, seeking help in gathering information about a magical disease called “The Death Curse.” Our organization was already aware of the disease, but all we knew was that it was widespread and afflicted only those who had ever been magically returned from the dead. Our network of spies looked everywhere for information, finally finding it is the unlikeliest of places: Maccath The Crimson, a tiefling working with the Arcane Brotherhood. She told us to seek out a floating citadel called Castle Adikos. She explained that the answers lay within the castle.”

“I tell you this only because I feel that you all are trustworthy. I do not believe that this castle holds a device that can cure the Death Curse. My superiors believe that this castle is still inhabited by the Mad King, Pesheour, who is now a lich. We all know that the castle was a Vault, holding the most precious artifacts of all the gods. This is where magical items like The Eye of Vecna were stored before they were unleashed upon our world. But we believe that this Death Curse is being caused by a newly introduced artifact, possibly recently recovered from Castle Adikos.”

Pesheour and his faithful are undead creatures in service to the Raven Queen now. However, they are not evil. They simply follow the code of the goddess of death. The answers will not come easily, but if you can convince Pesheour to tell you what foul artifact has been causing the Death Curse, we will be one step closer to solving this mystery and saving those who we love.”

The druid nods that the door with the red glow behind it. “The answers lay behind that door.”



Once upon a time, the gods created a fabulous floating castle, built of gleaming marble and darkest obsidian. Here they housed their most powerful relics and artifacts hidden from the mortal world. To guard this precious warehouse, the gods chose a champion named Pesheour (PESH-ur) to protect the castle endlessly. He willing swore a pact with the gods: Neither he nor his descendants would ever remove the artifacts from the castle or reveal the nature of the secrets held within its walls to any other being or beast, lest a terrible curse befall his line forever.

The Pesheour family swore an oath to all the gods, but their patron was Tyr. As such, the paladins who came to protect the castle to uphold the law and punish lawbreakers. This made the betrayal of Garlond Pesheour even more severe. What few know is that had Garlond’s father chosen to hunt his son down and bring him to justice, the pact would have been restored. However, Garlond’s father (although mortally wounded) ordered the paladins not to punish his son, thus breaking the pact with the gods to protect the castle and its contents. From that day forward, the castle was renamed Castle Adikos, and became the domain of the gods of Death. The paladins were transformed into undead creatures, oathbreakers now bound forever to protect the castle from the living.

Among the items stored within the castle were the offerings made by the paladins to their patron god Tyr. Members of the church acted as lawyers and judges in law courts throughout the civilized lands – charging fees that they donated to the church. They lectured others on their lax observances of the law and reported those they found wanting to lawmakers, regardless of potential reprisals. Priests kept Books of Lawgiving to make detailed notes on such individuals and submitted reports on those whose punishments were commuted through genuine ignorance, just to make sure that they did not try to claim ignorance in the future. Though they tended toward mercy for many minor offenses, members would seek reprisal against serious criminals or repeat offenders. When offenders were hunted down and brought to justice, the paladins would return with treasure and magical devices to be added to the cache.

The cache found by our heroes during their search of the castle was such a collection, intended to be used to fight the wicked. Offered to Tyr as a sacrifice, the items have remained in the cache for centuries. The cache contains the following, split among chests, urns, coffers, crates, and loose mounds of coins.

  • 2,500,000 copper coins
  • 360,000 silver coins
  • 48,000 gold coins
  • 2500 platinum coins
  • A single sapphire the size of a fist worth 12000 gold
  • Dozens of gemstones worth a total of 48000 gold
  • A dark wood violin with silver strings and inlays of platinum and pearl
  • A petrified T-Rex skull carved with Druidic runes detailing three spells: dinosaur stampede, the essence of the raptor, and hungry gizzard.
  • A set of seven paintings depicting seven unknown and forgotten gods. Each is signed by the renown bard and sage named  Tvash Prull. Each is valued at 5000 gold.
  • A tattered book called Winter’s Path detailing the virtues of a long forgotten monastic order. To the correct collector, the book is valued at 6000 gold.
  • A scandalous scarlet silk dress emblazoned with gold and silver thread woven into the symbol of Wee Jas. This exotic courtier’s outfit is worth 3500 gold to the proper buyer.
  • Fifteen different wizard’s spellbooks.
  • A cleverly constructed clockwork songbird crafted of mithral and redwood. It cannot fly, but hops around and plays two dozen different soothing songs.
  • A chain shirt +5
  • An adamantine Fire Resistant Breastplate +3
  • A light wooden shield +2
  • An adamantine Vorpal Greataxe +2
  • A Morningstar of Spell Storing +3
  • A rapier of puncturing
  • A Sun Blade
  • A Ring of Air Elemental Command
  • A Ring of Spell Storing
  • A Staff of the Woodlands (34 charges)
  • A Wand of Fireballs
  • A Wand of Lightning Bolts
  • Bracers of Armor +6
  • A Folding Boat
  • A strand of Prayer Beads
  • An Apparatus of Kwalish
  • A Staff of the Magi
  • A Staff of Thunder and Lightning
  • A wooden coffer containing three Talismans of Zagy


What’s Next? Back to the Campaign Page!




“A gentle hand may lead even an elephant by a hair.” — Iranian Proverb

Continue reading “SESSION THREE”


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“There’s no tragedy in life like the death of a child. Things never get back to the way they were.” — Dwight D. Eisenhower

Continue reading “SESSION 2.5”


Ubtao (pronounced oob-TAY-oh ) is the patron deity of Chult. He is also known as The Father of the DinosaursCreator of ChultFounder of Mezro, and The Deceiver. He stays distant from both mortals and other deities, and he seems to be above the daily doings of the world and his followers. This may be partly due to his origin as a primordial , and in fact it’s not fully known if he is a deity in the traditional sense. Only since the Time of Troubles has he begun to show interest in his followers again. The many jungle spirits worshiped in Chult are all aspects of Ubtao. But due to this he only has power in and around the jungles of Chult.




“Fate leads the willing and drags along the unwilling.” — Seneca

Continue reading “SESSION TWO”