Epic Trials for Epic Adventurers!
When writing the sequel to my homebrew campaign, at first I thought --- how on earth am I meant to challenge characters 18th level and above? I had the conflicts, factions and story ideas lockded down, but knew that the second half of this new campaign would see the characters advance beyond 20th level. At the same time, I didn't want to make every dungeon lethal, or every combat deadly. My answer? Epic Trials.
I chose half a dozen well-known, high level adversaries from the FORGOTTEN REALMS and made each into an optional, intentionally deadly encounter. The idea being the players could choose to attempt each, over the course of the campaign, if they wished. Only one was hardwired into the main quest, giving my players the freedom to skip them, or test their mettle. And in return for the toughest encounters of all, the greatest rewards. Half of all XP in the campaign is found in these Epic Trials, and more than half of all treasure, including a chance to acquire artifacts.
My players loved them. At least, the two they've played through so far. And so, I thought to celebrate Christmas and New Year, I'd make the first one available for other high level groups to try, if they so desired. And here we are: presenting Epic Trial I: Valindra Shadowmantle! If you decide to test it out, I'd love to hear how it went and what you and your players make of it.
Olster20 at Reddit; www.reddit.com/user/Olster20
Running the Epic Trial
This encounter comprises a very short dungeon delve (more a dungeon dip) and then the battle with Valindra herself. It's designed to be extremely portable --- that is, you can just lift and shift it into your campaign, without too much effort. If you want to expand on Valindra's lore and backstory, perhaps to tie it into your world or setting, there's endless information online to assist you. I'm not including that here, because the intent is for this to be as light-touch for the DM as possible.
The dungeon itself is Temple of the Old Ones, a purchasable product via the DrivethruRPG.com, by the magnificent Heroic Maps, and can be found here. I purchased the product, printed out all the pages and carefully sliced and stuck them together into the actual 20-inch-by-20-inch battle map. I can't recommend Heroic Maps enough if you want to delight and surprise your players, but if creating maps isn't your thing, you're free of course to skip the dungeon segment of the Epic Trial and just use the actual combat encounter itself.
I'd also like to thank Heroic Maps for kindly allowing me to reproduce the overall map here, to help set the scene for you.
A word of warning, in case it isn't already clear --- this encounter was designed for four 20th level characters, and even then, as an Epic Trial, was powered to pose a very deadly battle, far beyond what you'd expect to see elsewhere. Now, you can't say you weren't warned!
You're totally free of course to scale it back if it suits your group to do so. And with that --- onward!
The Temple of the Old Ones
I had the temple located at the end of a long, underground tunnel that was, in my campaign world, being used by a society of humanoids to bury their dead. Several mass graves occupied off-shoots of this tunnel, with the temple located at the very end of it.
The history behind the temple was left deliberately obscure, but I had Valindra take up residence of this long-forgotten temple, which had fallen into an extended period of disuse. As with anything else in this Epic Trial, you should alter what you need to make it suit your own campaign.
At the end of this long and winding passage you reach an open area. Rows of eerie totems line the path ahead and the keenness of the cool air apexes here. Something sets your teeth on edge as you draw closer and it isn’t long before you wonder whether proceeding is the most sensible option.
The back of this cavern is partially flooded with a foul-smelling water. Broad steps lead up to a smooth, stone totem, about which lethal-looking arcane energy cracks, snapping at heavy, stone doors to the left and right.
The cave stone is rough but hewn – long ago, some ancient building was carved clean out of the rock here.
The pylon is magical and almost impossible to destroy. The arcane energy bursts regularly, heightening when the living approach. When attempting to enter the temple through the right door, each creature entering a space in front of
either door needs to make a DC 18 Dexterity saving throw. On a fail, the energy rips through them for 5d10 necrotic damage and for the next hour, the creature has disadvantage on ability checks. This latter effect may not be immediately obvious! On success, a creature takes half damage and avoids the disadvantage effect. The left door is wedged shut from inside and can’t be opened from the outside.
Forbiddance
The entire temple is covered by forbiddance (centred on the altar). This blocks teleportation into the temple, but not teleportation (and similar) once inside. It is set to harm elementals, which take 5d10 necrotic upon entering the area and at the start of each of their turns.
Inside the temple (right door)
Ceilings here are 15 feet high, unless otherwise stated.
The interior is illuminated with a sickly green light: a pallid deathly luminance.
A short, branching passage leads north. Strange, living tentacles appear to protrude from the cave wall ahead, thrashing around as soon as your presence is detected. Bizarre indentations cover the ground, as though the earth occasionally bubbles, like horrid boils.
Bubble corridor area
Spellcasting doesn't work inside this whole area. Creatures in this area targeted by spells from outside have advantage on saving throws against the magic. Magical effects are suppressed whilst within the area and magical items that are not artifacts become mundane whilst inside.
Spectral tentacles
There are four large spectral tentacles reaching, seemingly, out of space, by the north wall here. They are only partially corporeal and are harmless and effectively dormant, until a creature steps into the doorway of this room. At this point, they awaken and lash out.
Temple atrium
This is the inner shrine of the temple, and where Valindra has taken to calling her home. The intent here is to creep out the players and lean on atmosphere --- so if you have some spooky music or can dim the lights a little, all the better!
A sweeping atrium opens up, bathed in the green light. The smooth floor of this place has an alien motif set within the stone. A blood-stained altar fashioned of rock stands about 40 feet away towards the back of this area and a mound of skulls is piled along its edge, all of them catching the eerie light.
At first, nobody seems to be around. Valindra only appears once a creature comes within 10 feet of or passes by the altar.
You spot four similar piles of these dotted around. In the far corner, a stonehenge stands, with arcane energy swirling within the space, occasionally seeping out further and beyond, a starry night sky. Straight ahead, rough steps lead down into an area dark and flooded with more of that wretched water.
Perhaps most odd of all: a large statue of a crouched toad dominates an alcove facing the altar.
As you press further inside, the light seems to dim slightly – enough to notice, if not enough to prevent visibility, and a female, horrid, spectral laughter rings out in echoes.
The image of a figure swims into sight, hovering above the altar. She’s about 6 foot tall and slim.
‘What filth dares disturb my realm? Not that it matters. I am Valindra Shadowmantle and you have made your final mistake!’
You hear the sound of crunching stone and a heavy door slamming shut behind you. ‘Arise, my minions!’
She raises her arms in a flash, and five stinking ghasts burst through the earth and make a beeline for you.
Valindra Shadowmantle and her 5 ghasts attack all trespassers. The ghasts are wholly under her command and she can issue each with a telpathic command (no action required).
What I did was have one of the ghasts appear behind the party! The door leading out (that slammed shut) is held fast with arcane lock at 6th level, and glows with worrying magical energy (AC 13, 60 hit points, damage threshold: 12).
The vision then takes more solid form – even if just barely – and you see a tall, imposing-looking elf, her features harsh and stern and her dark skin pulled taut over her bony cheekbones. Something doesn’t look right about her. With her long, silver hair flapping wildly about her as she prepares to begin casting a spell, she screeches.
‘Slay these mortals, and bring me their skulls!’
The Atrium's Specifics
Ceiling. 80 feet high.
Wall of Force. Blocking the area to the steps and bookcase.
Magic circle. Has a symbol spell on it (death; 10d10 necrotic) – DC 20 Intelligence saving throw to detect. Symbol activates upon crossing the area.
Toad statue. Non-undead creatures have disadvantage on attacks whilst within 10 feet of the statue.
Portal. Requires DC 15 Wisdom saving throw to step through, owing to its force, pushing away anyone who isn't
Valindra. If entered, roll 2d6:
- 2-3: leads to the magic circle
- 4-6: leads back outside in front of pylon
- 7-9: leads to the space in front of all 4 spectral tentacles
- 10-12: leads up through the starry night hole at the centre of all 4 staircases. The creature appears within 5 feet of the hole, on the steps.
Valindra can choose where she emerges if she uses the portal.
Starry night hole. If dropped through from the steps, leads to the space in front of the portal.
Validnra's Special Legendary Action
This activates immediately after the turn when Valindra’s hit points drop to half or less, and once again when her hit points drop to a quarter or less.
The first time, up to two area of effect (AoE) templates can be used; the second time, up to 3 of the AoE templates. See page 6 for mechanical details. Read out the below descriptor each time this special legendary action activates.
All of a sudden, the sickly green light dims and the place becomes a mixture of black and dark greys as the shadows rush to fill the light vacuum. A fell wind washes over you and what remaining colour you can see drains away, replaced by a menacing greyscale, tinged lurid cyan.
Valindra rises some 60 feet off the ground and a black, miasmic globe springs up around her.
‘NOW, YOU DIE!’
Place the AoE templates on the map immediately, then continue the combat in the initiative order. The sickly, green ('normal') light returns at the beginning of Valindra's next turn, when she levitates back down, the blackness around her seeping away.
Note
On page 6, after Valindra's stat block, this Special Legendary Action entry refers to area of effect (AoE) templates. I created a series of blackish-blue AoE templates, such as a pair of 5-foot wide, 30-foot lines (straight) and another couple of diagonal ones (almost like commerically available spell effect markers). During gameplay, at the appropriate time, I laid them out on the battle map, beginning from the edge of the circular motif on the floor, trying to position them so they were under as many PC miniatures as possible.
Though creating the templates isn't strictly necessary, I think it's much easier than mentally making a note. That said, you could just allocate a couple of PCs to be affected each time, and just tell them that there's this blackish-blue light streaking under their feet, and that they feel the light tingling them, as though with the promise of some horrendous pain to follow.
My group uses maps and minis for major battles (like this one) and adding in custom effects such as this helps make not only what's going on much clearer for everyone, but also more memorable afterwards. I can certainly attest to my players remembering this special effect strongly, months later!
Valindra's hoard
Valindra's treasure was all piled up in front of the ransacked-looking bookcases by the western edge of the map. I gave considerable loot for this Epic Trial:
- Coins, gems/art, magic items (CR 17+), DUNGEON MASTER'S GUIDE, pg.139
- Valindra's Crown (a homebrew artifact; see back cover)
- 1 x legendary magic item
- 1 x very rare magic item
- Plus a few bits and bobs I homebrewed, including an epic spell scroll (vampiric feast) - see Epic Magic
Be generous, for this was a tough fight!
Appendix A: Monsters
Ghast. See the MONSTER MANUAL, pg 148.
Spectral tentacles
Large, unaligned
- Armor Class 15
- Hit Points 40
- Speed 0
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 20 (+5) 2 (-4) 5 (-3) 5 (-3)
- Damage Resistances All damage
- Condition Immunities charmed, exhausted, frightened, poisoned, prone
- Senses truesight 60 ft.
- Languages none
- Challenge 0 (0XP)
Actions
Tentacle lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (1d12) bludgeoning plus 4 (1d8) necrotic damage. The target must make a DC 15 Constitution saving throw, or become paralyzed for 1 minute. A paralysed creature can repeat the save at the end of each of its turns, ending the effect on success.
Retreat. The tentacle retreats into the wall and out of harm's way once its hit points are reduced to 0.
Valindra Shadowmantle
Medium undead, neutral evil
- Armor Class 17 (natural armour)
- Hit Points 231 (21d8 + 63)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 19 (+4)
- Saving Throws Con +10, Int +12, Wis +9
- Skills Arcana +18 History +12 Insight +9 Perception +9
- Damage Resistances cold, lightning, necrotic
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses truesight 120 ft., passive Perception 19
- Languages Abyssal, Common, Draconic, Elvish, Infernal
- Challenge 23 (50,000 XP)
Epic Spellcasting. Valindra is a 21st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, shocking grasp, toll the dead
1st level (at will): expeditious retreat, ray of sickness, shield
2nd level (at will): arcane lock, blindness/deafness, knock
3rd level (3 slots): counterspell, dispel magic, lightning bolt
4th level (3 slots): blight, ice storm
5th level (3 slots): cone of cold, spell shield*, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): delayed blast fireball, finger of death, plane shift
8th level (2 slots): feeblemind, maze, mind blank
9th level (2 slots): power word kill, psychic scream, wail of the banshee*
Epic (1 slot): shades of terror*
Legendary Resistance (3/Day). If Valindra fails a saving throw, she can choose to succeed instead.
Magic Resistance. Valindra has advantage on saving throws against spells and magical effects.
Rejuvenation. If destroyed, Valindra gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of her phylactery.
Turn Resistance. Valindra and any undead she can see have advantage on saving throws against any effect that turns undead.
Twilight Aura. Valindra can fly for up to 1 hour per day. In addition, when a creature comes within 5 feet of Valindra, or starts its turn within 5 feet of Valindra, if Valindra chooses, the creature takes 4 (1d8) necrotic damage. This damage ignores necrotic resistance.
Vengeful Backlash. If a creature successfully counterspells one of Validra’s spells, vicious necrotic energy lashes out and the creature must make a DC 20 Dexterity saving throw. On a fail, it takes 44 (8d10) necrotic damage and is stunned until the start of Valindra’s next turn. On success, it takes half damage and isn’t stunned.
Actions
Paralysing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spectral Claws (2 Attacks). Melee Weapon Attack: +12 to hit, reach 10ft., all creatures of Valindra’s choice. Hit: 23 (5d8) necrotic damage. Roll two attacks rolls. Every creature whose AC is matched or beaten takes the damage and must succeed on a DC 18 Strength saving throw or be knocked back 10 feet. If a creature is hit by both claws, it automatically fails the save.
Legendary Actions
Valindra 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. Valindra regains spent legendary actions at the start of her turn.
Cantrip. Valindra casts a cantrip.
Frightening Gaze. Valindra fixes her gaze on one creature she can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Valindra's gaze for the next 24 hours.
Paralyzing Touch (Costs 2 Actions). Valindra uses her Paralyzing Touch attack.
Spell (Costs 2 Actions). Valindra casts a spell from 1st to 6th level.
Spectral Claws (Costs 3 Actions). Valindra uses her Spectral Claws attack.
Special Legendary Action - Eviscerate the Living. Activates twice at set points in the battle. See page 6.
*Homebrew spells. See page 6.
Special Legendary Action
Below is Valindra's Special Legendary Action, that triggers when her hit points first are reduced to half or lower. It triggers a second time when her hit points are first reduced to a quarter or lower.
Eviscerate the Living. Valindra becomes ethereal and levitates up to the ceiling (70 feet off the ground) until the start of her next turn, at which point she re-emerges on the Material Plane and levitates back down her previous position. While ethereal in this manner, she is immune to damage and all conditions.
Starting from any point touching the circle in the centre of the map, lay out any 2 of the area of effect (AoE) markers, at least one of which must be touching the circle; all must be contiguous.
The ground underneath these areas begins to vibrate and any creature standing in the AoE feels a rising, tingling sensation. As soon as each creature on its turn that round inside the AoE moves 5 feet or more, the creature must make a DC 20 Dexterity saving throw in order to jump out of the way of a vicious blast of necrotic energy. If a creature inside the AoE doesn’t move on its turn, or moves into a space under the effect of the AoE, the creature is automatically caught in the blast. Any creature caught in the blast drops to 0 hit points and begins dying.
If a creature starting its turn inside the AoE magically moves away, it gets advantage on the save. If a creature causes the particular AoE it is standing in to trigger, any other creature inside the AoE must make the save immediately, with disadvantage.
When this lair action repeats (when Valindra’s hit points drop to a quarter or less), this time it takes the form of up to 3 separate AoEs.
This has no effect on undead creatures.
Appendix B: Homebrew Spells
Two homebrew spells from my published collection.
Spell Shield
5th-level abjuration, sorcerer, wizard
- Casting Time: 1 reaction, which you take when targeted by a spell
- Range: Self
- Components: S
- Duration: Until the start of your next turn
You draw a fleeting curtain of the Weave about yourself to help protect you from a spell that targets you. Spells of 5th level or lower are automatically blocked and you are unaffected. For spells 6th to 9th-level, you must succeed at on spell check using your spellcasting modifier. The DC is equal to 10 + the incoming spell’s level. If successful, the incoming spell is blocked; otherwise, it bypasses the shield.
The exceptions, which are always absorbed by spell shield regardless of the level of casting, are assay spell resistance, dispel magic, mind duel and pierce shield.
Spell shield does not protect you from area effects that
are not centred directly upon you. Spell shield can't be counterspelled.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, spell shield blocks an incoming spell if that spell’s level is equal to or less than the spell slot level used for spell shield.
Wail of the Banshee
9th-level necromancy, sorcerer, wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
This terrifying spell emits a dreadful, soul-chilling scream. Each creature within range, excluding you, takes 1d4 x 10 hit points of psychic damage and must make a Constitution saving throw. On success, the creature suffers no further effect.
On a fail, if the creature has 50 hit points or fewer remaining, the creature dies. If the creature has 51 or more hit points remaining, it takes 8d6 necrotic damage and its hit point maximum also reduces by this amount.
This maximum hit point reduction lasts until the end of a long rest.
Creatures that can’t hear are unaffected, as are constructs and undead.
Epic Spell
One epic spell from my Epic Magic collection.
Shades of Terror
Epic illusion (sorcerer, wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Up to 1 minute
You draw on the deepest fears of a group of creatures, allowing you to create illusory creatures in their minds, visible only to them.
Each creature of your choice in a 30-foot-cube centred on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 10d10 psychic damage and becomes frightened for the duration. While frightened by this spell, the creature’s speed becomes 0 and it can't cast spells.
For each creature affected, the illusion manifests as its worst nightmare, posing as an implacable threat.
At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage.
On a successful save, the spell ends for that creature. If something causes the frightened creature to move out of the spell’s range, the spell ends for the creature.
Credits
My sincere thanks to
- na sun Alicedie for Valindra
- Heroic Maps for Temple of the Old Ones
Earn Your
Epic
In Epic Trials
This encounter was the first of six Epic Trials written for a high level campaign (18th-26th). Epic Trials are optional and deadly set pieces, designed to challenge your amped-up party and reward them for their courage.
Valindra Shadowmantle has taken residence in a spooky, otherworldly temple and only the bravest adventurers can hope to defeat her.
Inspired by doing battle with Valindra in Neverwinter Online, this is how it's done, 5E-style.
Cover Art: na sun Alicedie
In the hope that your players enjoy this as much as mine.