For Whom the Void Calls
- An adventure for Level 5 characters.
- This adventure is designed to fill one or two sessions of play.
- It can take place in any canyon with a river flowing through it.
Key Plot Points
The following information is key to the adventure's story:
- Distress Call. The adventurers receive a telepathic distress signal. The signal's sender claims to be a sentient Bag of Holding recently stolen by an evil dragon. The bag begs for rescue.
- Far Realm Connection. Unknown to the adventurers, the sender of the distress signal is actually a Bag of Devouring. It's the feeding orifice of an evil extradimensional creature that resides in the Far Realm and can telepathically contact creatures within 1 mile of the bag.
- Starglass Waypoint. Characters who answer the telepathic distress call are led to x, which once housed a planar gateway and now serves as the lair of a young brass dragon named Ylagan. The Bag of Devouring lies amid the dragon's hoard. As they explore Starglass Waypoint, the characters might find themselves confronted by a stern githyanki knight, distraught modrons, and a dragon who is fed up with the way treasure keeps disappearing from his magic bag.
Preparation
Before running the adventure, prepare as follows:
- Step 1. Read the "x" section.
- Step 2. Review area x in "x." If you find it too complicated, feel free to skip this section.
- Step 3. Familiarize yourself with the Key NPCs table below. The characters will interact with these NPCs throughout the adventure.
- Step 4. Read about the Bag of Devouring in the Dungeon Master's Guide or on D&D Beyond. Optionally, look at the descriptions of the Astral Plane and the Far Realm.
- Step 5. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:
- Brass Dragon, Young
- Earth Elemental
- Githyanki Knight
- Invisible Stalker
- Kobold, Winged
- Mimic
- Modron Duodrone
- Modron Quadrone
- Modron Tridrone
- Shambling Mound
- Slaad, Blue
- Spectator
- Water Elemental
Key NPCs
| Name | Role | Stat Block | Location |
|---|---|---|---|
| Bobsin | Thief | Winged Kobold | x |
| Keliphron | Sentient Bag of Devouring that claims to be a Bag of Holding | — | x |
| Qaara Valreth | Defends the outpost's modrons | Githyanki Knight (Lawful Neutral) | x |
| Ylagan | Dragon whose hoard contains the Bag of Devouring | Young Brass Dragon | x |
Adventure Background
Over one hundred years ago, githyanki and modrons built x as a creche—a secure and isolated location to raise and train their young. A planar gateway deep within the outpost allowed the githyanki to come and go freely from the Astral Plane. Nine years ago, after an earthquake damaged the planar gateway, the githyanki abandoned the outpost but left the outpost's modron caretakers behind.
A year ago, a young brass dragon named Ylagan claimed the outpost as his lair.
The Bag of Devouring
When Ylagan arrived almost a year ago, the modrons accepted his leadership and set about repurposing the outpost to serve the dragon's needs. Ylagan, meanwhile, scoured the lands around Starglass Waypoint for treasure to add to his meager hoard. One week ago, he spotted the remains of an adventurer who had died of thirst. Among the adventurer's possessions was a magic bag that the dragon mistook for a Bag of Holding.
Ylagan brought the bag home and stored several of his favorite gemstones inside. The next day, he was horrified to find the bag empty. Unaware that it was actually a Bag of Devouring and had devoured the gemstones, Ylagan instructed the modrons to search the outpost for thieves. When no intruders were found, the dragon began harboring fears that one or more modrons might have stolen the gems.
Two days ago, Ylagan put his theory to the test by placing some less valuable treasure in the bag and leaving it unguarded while he stood watch at the outpost's entrance. A day later, the bag was empty! Ylagan accused the modrons of stealing his treasure and destroyed several of them in a rage. He then used rubble to seal off the tunnel leading to his hoard and began hunting down the remaining modrons.
The destroyed modrons disintegrated, leaving no trace. One of the modron survivors activated a silent alarm in the outpost's command center, which sent a signal to a githyanki fortress on the Astral Plane.
Beginning the Adventure
The adventurers are traveling through a canyon when they receive a telepathic distress signal. Read or paraphrase the following to set the scene:
The telepathic signal originates from the extraplanar creature attached to the Bag of Devouring, which can sense other creatures within 1 mile of the bag. It relays the following information:
After receiving Keliphron's message, a character can take a Search action and make a DC 20 Wisdom (Insight) check. On a success, a character senses that Keliphron is being truthful but vague.
Questions and Answers
Keliphron answers three questions before severing telepathic contact with the characters. Under no circumstances does Keliphron reveal its true nature. Here are some likely questions the characters might ask and Keliphron's answers:
- Who Are You?. "I'm a Bag of Holding imbued with sentience. Rescue me and I'm yours!"
- Where Are You?. "If you continue on your present course, you will find a shimmering crystal bridge spanning the river that runs through the canyon. The bridge leads to the entrance of the dragon's subterranean lair, deep within the canyon wall."
- Who Is Argus?. "Argus was my previous owner."
- Did the Dragon Kill Argus?. "No, Argus died of thirst shortly before the dragon found us."
What Can You Tell Us about the Dragon? "The dragon hungers for treasure and is big enough to carry a person on its back." (Keliphron can't perceive colors, so it can't discern the color of the dragon's scales.)
What Can You Tell Us about the Dragon's Lair? "It doesn't look like a dragon's lair. Someone else probably built it. The lair is also home to peculiar metallic creatures—they obey the dragon's commands." (Keliphron is referring to modrons but doesn't know how else to describe them.)
If the characters decide not to rescue Keliphron, it reestablishes telepathic contact one last time and urges them to reconsider. It then describes other treasures in the dragon's hoard (see area x), hoping the characters' greed gets the better of them. If that doesn't work, Keliphron tells them the dragon is harming the metallic creatures that inhabit its lair and urges the characters to intercede on the creatures' behalf.
Approaching Starglass Waypoint
After the characters have resumed their trek and made their way along the canyon for almost a mile, read or paraphrase the following aloud:
The canyon is 200 feet deep, though the river is only 10 feet deep. The crystal bridge is safe to cross and leads to the double door (area x). During the day, the bridge blazes with the golden light of the sun; at night, it glows with the moon's pale illumination (Dim Light).
Starglass Waypoint
When Starglass Waypoint's gateway to and from the Astral Plane was damaged by an earthquake and began to malfunction, the githyanki couldn't repair it, so they abandoned the outpost. Soon after, the outpost became a forgotten ruin inhabited only by the modrons the githyanki left behind.
Until recently, Ylagan the brass dragon relied on the modrons to help build his lair. He has since destroyed many of them.
Starglass Waypoint Features
Unless otherwise specified, Starglass Waypoint has the following features.
Glassteel Doors
All doors in the complex are made of a magical substance called glassteel, which has the texture and transparency of glass and tremendous resilience. The doors have Immunity to all damage.
Certain doors are sealed by magic (as indicated on Map: Starglass Waypoint Lower Level and x). Each of these is engraved with an asterisk-shaped glyph that feels warm to the touch. Unlocking a sealed door requires either a Glyph Card or a Knock spell.
Glyph Cards
A Glyph Card is a ceramic tile roughly the size of a playing card, engraved with an asterisk-shaped glyph and inlaid with blue crystal. The glyph on the card matches the glyph on the Starglass Waypoint's sealed doors. Outpost staff and guests used Glyph Cards as passkeys. The cards can now be found in various locations inside the outpost.
Touching a Glyph Card to a sealed door unlocks it; the door remains unlocked for 1 minute. Once opened, such a door can be propped open to keep it from locking again.
Levels and Elevators
The outpost has an upper level and a lower level; the Astral gate chamber (area x) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears.
Elevators
Each elevator consists of a mechanical lift inside a two-story housing with sealed, sliding glassteel doors (see "Glassteel Doors" above). Once inside the elevator, a creature can command it to ascend or descend as a Magic action by saying or signing "up" or "down" in any language. The elevator's doors must be opened and closed manually. It takes 6 seconds to move from one floor to another.
Lighting
Unless otherwise noted, magical crystal sconces affixed to the walls light all locations in the complex with Bright Light. A creature can turn a sconce on or off by tapping it.
Walls, Floors, and Ceilings
The walls, floors, and ceilings are made of smooth gray stone and thick panels of frosted blue glass. Ceilings are 20 feet high in two-story areas (areas x, x, x, and x), 60 feet high in the Astral gate chamber (area x), and 10 feet high everywhere else.
Lower Level Locations
The following locations are keyed to map 4.1.
S1: Doors of Glass and Brass
The front doors leading to the atrium (area S2) are unlocked and unobstructed. They swing open easily on well-oiled hinges.
S2: Atrium
The fountain is described in area x. The balcony is described in area x. "x" offers information about the sconces and elevator.
S3: Fountain Court
The sliding glass door leading to the supply room (area x) requires a Glyph Card to open (see "x"). The merchants' concourse is described in area x, and the balcony is described in areas x and x.
Crystal Fountain
Closer examination of the fountain reveals stagnant, murky water. If the water is disturbed, a Hostile Water Elemental lurking in the fountain ambushes the characters.
As a Study action, a character can examine the fountain's statue and make a DC 15 Intelligence (History) check. On a success, the character recognizes that the statue depicts Gith, the legendary warrior who helped liberate her people—the githyanki and the githzerai—from the tyranny of mind flayers.
Treasure
Characters who spend 10 minutes sifting through the fountain's basin find a Glyph Card and 25 GP in loose coins.
S4: Forge
Githyanki smiths crafted tools and armor here. The stove's interior can hold one Medium creature or two Small creatures; its pipe is too narrow for Small or Medium creatures to enter.
The rattling comes from a nervous Modron Duodrone cowering inside the stove. Characters who open the stove's iron doors spot the Indifferent modron, which knows Modron and Common Sign Language.
The duodrone is hiding from Ylagan and prefers to be left alone. If the characters pester it, the duodrone produces a Glyph Card (see "x") from a slot in its body, hands the card to them, and indicates that it has no other information or treasure to offer. The duodrone fights only in self-defense.
S5: Library
The floating creature is an alert Spectator, which was mistakenly summoned to guard the bookcases, not the books. When the githyanki abandoned x, they removed all the books so they wouldn't be stolen or damaged. The spectator is Indifferent initially but becomes Hostile toward and fights creatures (other than githyanki or modrons) that disturb the bookcases.
The creature telepathically shares the following information if questioned:
- Old Outpost. Starglass Waypoint was built by githyanki and modrons around a planar gate. (The spectator has never left this room and doesn't know the gate's location.)
- Modron Caretakers. The githyanki abandoned the outpost years ago but left modrons behind to maintain it.
- Draconic Newcomer. A dragon with brass scales arrived at the outpost almost one year ago and made itself at home. The modrons in the outpost have trouble communicating with the dragon but try to keep it happy.
S6: Secured Supplies
The stairs ascend to the security station (area x).
Crates
The locations of the crates are shown on x. Four crates (marked 1 through 4) are real. The crates marked with a Q are actually four Modron Quadrones with their legs retracted and weapons hidden from view. (They aren't present if they were previously drawn to area x.) Any character who has a Passive Perception of 14+ recognizes a disguised quadrone once the character gets within 5 feet of it. The crate marked with an M is actually a Mimic hoping for a good meal, since it doesn't eat modrons.
If anyone other than a modron or githyanki tampers with any of the real crates or with the mimic, the quadrones attack. They are otherwise Indifferent toward intruders and fight only in self-defense. They know Modron and Common Sign Language.
Treasure
The four real crates contain goods the githyanki left behind; Ylagan hasn't realized there are valuables in these crates and so hasn't claimed them for his hoard:
Crates 1 and 2 each contain one hundred Rations, which have been magically preserved to make them edible despite being decades old.
Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it's in the sinkhole in area x).
Crate 4 contains clockwork gears, springs, chains, and other replacement parts for the outpost's elevators. Amid this loose junk is a flat pine box containing a Clockwork Amulet.
S7: Merchants' Concourse
See areas x and x for descriptions of the balcony.
Treasure
A character who rummages through a stall for 1 minute (or 1 hour for a stall buried under rubble) can take a Search action to make a DC 13 Wisdom (Perception) check, finding treasure on a success. Once a stall's treasure has been found, nothing else of value remains there.
The first stall the characters search is empty. The characters discover the other stalls' treasures in the following order:
- Crystal box (worth 20 GP) containing four Potions of Comprehension
- Gold ring set with bloodstones (worth 250 GP)
- Tapestry depicting a red dragon (worth 750 GP)
- Potion of Healing (greater)
- Fire opal (worth 1,000 GP)
- Mithral Armor (Breastplate)
Windows
Windows overlook the concourse 13 feet above the western floor. They are made of glassteel (see "x"). The windows allow a view into two luxury suites (areas x and x).
S8: Ylagan's Watch
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area x) telepathically contacts them again:
Ylagan the Young Brass Dragon watches the group from inside the wall of rubble (area x).
S9: Maintenance Corridor
When githyanki inhabited the outpost, modrons used this corridor to circumvent crowded areas. The corridor is Lightly Obscured by the rainbow-colored gas, which is an unexplainable phenomenon.
While in the area of the gas and for 1 minute after exiting, a creature has the Poisoned condition, which manifests as acute nausea and disorientation. The gas doesn't spread to other areas of the outpost. It can be cleared temporarily using the control panel in the security station (area x).
S10: Dragon in the Rubble
Ylagan erected a 10-foot-thick wall of rubble 20 feet high and wide to seal off access to his hoard in the Astral gate chamber (area x). Using his Burrow speed, Ylagan can pass through the rubble easily, and he's adept at quickly rebuilding the wall behind (or around) him to prevent others from getting through it.
When the characters first arrive, the Young Brass Dragon has buried himself in the rubble along with an Earth Elemental he summoned from the Stone of Controlling Earth Elementals in his hoard. The elemental obeys the dragon's commands. Both have Total Cover. While buried, Ylagan uses Blindsight and the elemental uses Tremorsense to perceive what's happening outside the wall.
Roleplaying Ylagan
The Hostile young dragon assumes the characters are returning to the Astral gate chamber (area x) to steal more of his treasure, having succeeded at least once already. As an Influence action, a character can try to convince Ylagan they aren't responsible for the thefts, doing so with a successful DC 17 Charisma (Persuasion) check.
Once convinced the characters aren't the thieves he's after, Ylagan fights them only if they endanger him or his hoard. Furthermore, he asks them to help find the thief stealing gems from his hoard. If the characters demand a reward, Ylagan says he has a magical cloak (the Cloak of Many Fashions from his hoard) he's willing to part with in exchange for their help.
Ylagan seems skeptical of any claim that the characters were lured to x by a telepathic bag, but he's smart enough to know that some magic items are sentient, so he doesn't dismiss the claim. If the characters offer to buy the bag, Ylagan is willing to sell it to them for 2,000 GP in coins or other valuables. (If they strike such a deal, the dragon insists the characters remain where they are while he fetches the bag.)
Ylagan in Combat
If the characters say or do anything to suggest they intend to kill him or plunder his hoard, Ylagan uses his Sleep Breath on them from his hiding place, trying to catch as many characters in its area as possible. He then bursts from the rubble and fights any characters not put to sleep by the gas.
In combat, whenever Ylagan starts his turn Bloodied, he makes a DC 10 Wisdom saving throw. On a failed save, Ylagan's instinct for self-preservation kicks in, and he flees by the safest route, either returning to his hoard (area x) or leaving the outpost. The dragon values his own life more than his hoard. He holds a grudge against those who force him to flee, however.
Clearing the Rubble
A character can clear one 5-foot cube of rubble in 10 minutes. Multiple characters working together can shorten the time proportionately.
Hidden Door
The rubble obscures a door in the south wall, behind which a staircase leads up to a hallway (area x).
S11: Access Way
Two floor-to-ceiling stone turnstiles block the way to the Astral gate chamber (area x). The turnstile walls can be manually rotated counterclockwise to allow a Large or smaller creature to pass through. The turnstiles are Difficult Terrain for Large creatures (including Ylagan).
West of the turnstiles, creatures can descend 10 feet to the Astral gate chamber (area S12) via a glass-walled elevator or the staircases that flank it (see "x").
S12: Astral Gate
[image: Astral Gate]
The piles of rubble are Difficult Terrain.
Astral Gate
The purple arch used to be a two-way portal to a githyanki city on the Astral Plane. The gate has been irreparably damaged and no longer functions properly. Any creature that moves into the space between the two halves of the arch or starts its turn there takes 11 (2d10) Psychic damage.
Dragon's Hoard
Unless Ylagan has retreated to this chamber, the dragon's trove is unguarded. It consists of the following:
- 600 GP, 9,000 SP, and 45,000 CP in loose coins
- Bronze urn containing eight flawed rubies (worth 50 GP each) and a silver necklace with moonstone teardrops (worth 750 GP)
- Seven jade orbs (worth 100 GP each), each engraved in Infernal with the name of a layer of the Nine Hells (Avernus, Dis, Minauros, Phlegethos, Malbolge, Maladomini, and Cania; the orbs for Stygia and Nessus are missing from Ylagan's collection)
- Bag of Devouring that appears to be an empty Bag of Holding (see "Keliphron" below)
- Cloak of Many Fashions that's neatly folded
- +1 Spear
- Stone of Controlling Earth Elementals
Keliphron
Once found, Keliphron behaves like any other Bag of Devouring. Objects the bag consumes and later spits out are ejected into the Far Realm and lost.
Upper Level Locations
The following locations are keyed to Map: Starglass Waypoint Upper Level.
S13: Balcony
This 10-foot-high balcony overlooks the eastern end of the outpost's lower level (areas x, x, x, and x). Made of smoothly sculpted stone, the balcony has 3-foot-high railings that consist of taut metal cables strung between brass posts spaced 5 feet apart.
Earthquakes caused the balcony to collapse in two places—see areas x and x for details.
S14: Abandoned Garden
Closer inspection of the plant bed reveals two rusty protrusions among the vines; these are the heads of water sprinklers that now merely drip rusty water.
If any character comes within 5 feet of the plant bed, read:
The vines become two Shambling Mounds that fight intruders. The creatures pursue fleeing prey but collapse into inanimate vegetation after 1 hour if not destroyed before then.
S15: Teleportation Circle
The circle on the floor is a permanent teleportation circle (see the Teleportation Circle spell in the Player's Handbook).
S16: Collapsed Balcony
Part of the balcony has collapsed at this point, creating a 10-foot gap. A creature that tries and fails to jump the gap falls 10 feet into area x.
S17: Collapsed Balcony
A 15-foot-long stretch of balcony has collapsed here. A creature that tries and fails to jump the gap falls 10 feet into area x.
S18: Security Station
This is a complex location, so review it carefully before reading the following text to the players to set the scene:
The creature next to the console, a Modron Duodrone, is Indifferent toward intruders. The duodrone knows Modron and Common Sign Language. If assailed, the duodrone emits an audible cry for help, prompting the four Modron Quadrones in the supply room below (area x) to move up to defend it. For more information about the console, see "Using the Console" below.
Using a Glyph Card (see "x"), the duodrone retreated to this location to avoid the enraged brass dragon. The duodrone then activated a silent alarm and caused the light bulb on the console to flash red.
Qaara's Arrival
The silent alarm triggers a response from a githyanki outpost on the Astral Plane. At a moment of your choosing, a Lawful Neutral Githyanki Knight named Qaara Valreth teleports into the room, appearing in an unoccupied space as close to the console as possible. Describe her arrival as follows:
Qaara knows Gith and Common Sign Language. She uses the latter to try to communicate with any creature she encounters that doesn't know Gith, hoping to learn what's going on.
Qaara is initially Indifferent toward the characters unless they're fighting one or more modrons or admit to ill intentions against the modrons; in that case, she is Hostile toward the characters and defends the modrons.
Civil but unhelpful, Qaara wants to find out why the alarm was triggered, then return to the Astral Plane. She has no interest in the characters' quest or the dragon's claim to the outpost. If the characters describe Ylagan's violence against the modrons, Qaara says she will report the dragon's behavior to her allies on the Astral Plane, but she makes no promises the githyanki will interfere. She refuses to take orders, and if the characters treat her badly, she tries to frighten them into leaving the outpost—but stops short of fighting them without provocation.
Using the Console
The console is a quirky piece of modron technology. Any character who spends 1 minute examining it as a Study action can make a DC 15 Intelligence (Arcana) check. A character who succeeds on the check knows which switches and dials to manipulate to activate each function below (the alarm that summoned Qaara can't be triggered again). If a character who hasn't succeeded on this check manipulates any switches or dials, roll on the Console Mishaps table to determine what happens.
The console is a Large object with AC 18 and HP 27; the screen above it is a Medium object with AC 11 and HP 4. Both have Immunity to Poison and Psychic damage and Vulnerability to Lightning damage.
The switches and dials on the console govern the following functions:
- Activate Loudspeaker. You can utter a short message (up to twenty-five words) that is broadcast in every location throughout x. The message can be in your own voice or delivered by a mechanical voice that translates your message into Modron.
- Create Sensor. You create an invisible sensor in one of the following locations (your choice): the atrium (area x), fountain court (area x), merchants' concourse (area x), Astral gate (area x), or apartment hallway (area x). The sensor is situated to provide an unobstructed view of the location, which displays on the glass screen above the console. Things can be seen but not heard through the sensor, which lasts for 10 minutes or until this console function is used again.
- Enable Flight. You activate a magical effect. For the next 10 minutes, every creature in x gains a Fly Speed equal to its Speed and the ability to hover, but only while inside the outpost. When the effect ends on a creature that has no way to stay aloft, it falls gently and lands safely.
- Vent Gas. You vent the gas in the maintenance corridor (area x), and a deep voice emanating from the console says in Gith, "Gas vented!" The corridor remains clear for the next 24 hours, after which the gas returns.
Console Mishaps
| 1d12 | Mishap |
|---|---|
| 1 | The console powers down. It can't be turned back on, and none of its functions can be activated henceforth. |
| 2–3 | Creatures within 5 feet of the console take 3 (1d6) Lightning damage as sparks erupt from it. |
| 4–6 | The sound of a blaring siren fills areas x and x for 1 minute or until the console is destroyed. All creatures in these locations have the Deafened condition while the siren blares. |
| 7–9 | One of the console's functions is triggered accidentally. Roll 1d4 to determine which one: on a 1, Activate Loudspeaker; on a 2, Create Sensor (in area x); on a 3, Enable Flight; on a 4, Vent Gas. |
| 10–12 | A Hostile Blue Slaad, released from an extradimensional space, appears in an unoccupied space as close to the console as possible. It fights any creature it encounters. If this mishap has already happened, roll again. |
S19: Apartment Hallway
Touching the flickering sconce extinguishes its light permanently. The other crystal sconces keep the hall bathed in Bright Light.
S20: Privy
This room contains a pair of wooden benches, each one situated above a stone hatch that covers a 2-foot-wide, 30-foot-deep cesspit in the floor. The room holds nothing else of interest.
S21: Pristine Luxury Suite
This suite is unoccupied. The door between areas S21a and S21b, like the other doors in the complex, is made of glassteel (see "x"); it slides open whenever a creature comes within 1 foot of it. The glassteel window overlooking the merchants' concourse (area x) doesn't open.
Treasure
Each 5-foot-section of wall contains 100 GP worth of inlaid gold that takes a character 1 hour to pry out. Other valuables include two crystal decanters (worth 250 GP each) and eight crystal goblets (worth 25 GP each).
S22: Luxury Suite Retreat
This two-room suite looks identical to area x and has identical treasure. In addition, the west room contains three Modron Tridrones, which retreated here to escape the dragon's wrath. The tridrones are Indifferent toward the characters, and each one has its own Glyph Card (see "x").
The tridrones know Modron and Common Sign Language. Using the latter, they beg the characters to protect them from Ylagan's wrath. Although they don't know the dragon's current location, the modrons share the following information:
- Starglass Waypoint Lore. Starglass Waypoint was built by githyanki and modrons. For nearly one hundred years, the githyanki used the outpost as a creche—a secure and isolated location to raise and train their young. A planar gateway deep within the outpost allowed the githyanki to come and go freely from the Astral Plane. Nine years ago, after an earthquake damaged the planar gateway, the githyanki abandoned the outpost but left its modron caretakers behind.
- Ylagan's Arrival. When Ylagan arrived a year ago and made the outpost his lair, the modrons set about repurposing it to serve the dragon's needs.
- Ylagan's Rage. The dragon keeps his treasure in the room with the planar gate (area x). Very recently, treasure started disappearing from the dragon's hoard. After failing to locate the thief, Ylagan accused the modrons of stealing his treasure and destroyed several of them in a rage. He then used rubble to seal off the tunnel leading to his hoard and began hunting down the remaining modrons. These tridrones tried and failed to reach the security station (area x), hoping to use a console there to send a distress signal to a githyanki fortress on the Astral Plane. The dragon blocked the way, so the tridrones retreated to this luxury suite, hoping the dragon takes his remaining treasure and departs the outpost.
S23: Trashed Luxury Suite
The door between areas S23a and S23b is made of glassteel (see "x"); it slides open whenever a creature comes within 1 foot of it.
A Hostile Invisible Stalker dwells in the western room. If the characters enter the suite, the invisible stalker flies toward them, the opening of the sliding glassteel door betraying its presence. The githyanki used bound air elementals to help clean the luxury suites. After the githyanki abandoned x, these elementals coalesced into the invisible stalker and became uncontrollable. The stalker fights until destroyed.
Sinkhole
Beyond the collapsed wall lies a naturally formed sinkhole (see area x).
Treasure
Each 5-foot-section of wall contains 100 GP worth of inlaid gold that takes a character 1 hour to pry out. The suite contains no other valuables.
S24: Robbed Suite and Sinkhole
Close examination of the walls reveals that someone used a knife, chisel, or similar tool to remove the gold inlay from the geometric engravings. Only a few worthless bits of gold remain. A thorough search of the furnishings in the eastern room yields nothing of value and no clues about the robber.
The door between areas S24a and S24b is made of glassteel (see "x"); it slides open whenever a creature comes within 1 foot of it.
Sinkhole
An earthquake caused a 60-foot-deep sinkhole to form here. Scaling its walls without climbing gear requires a successful DC 15 Strength (Athletics) check.
At the bottom of the sinkhole, a Winged Kobold named Bobsin has built a makeshift abode out of cloth and broken pieces of wood and ceramic furniture. Bobsin crept into the outpost a week ago, avoided the modrons, and stole a Glyph Card. Using the card, he entered this suite and started looting it. He keeps his treasure inside the makeshift abode and defends it with his life. He is otherwise Friendly toward other creatures.
Characters who know the cause of Ylagan's distress might assume the winged kobold is the thief the dragon seeks. However, Bobsin has never laid eyes on the dragon's treasure hoard (though the greedy winged kobold certainly would like to learn more about it). If the characters deliver the winged kobold to Ylagan for questioning, the dragon interrogates Bobsin and quickly concludes the kobold is a thief—but not the thief he's looking for.
Treasure
Bobsin's collection of treasure consists of the following:
- Dagger
- Glyph Card (see "x")
- 5-pound silver trade bar (worth 25 GP)
- 22-pound ball of gold inlay (worth 1,100 GP)
- Ring of Jumping
Conclusion
Should the characters obtain the Bag of Devouring, they eventually discover its true nature. What they do with it at that point is up to them.
If they tell Ylagan that the bag devoured his precious gemstones, the dragon is relieved to learn the truth and regrets his behavior toward the modrons. Contrite, he vows to protect the remaining modrons and watch over them.
Ylagan allows the characters to keep treasure they found in x, except items from his personal hoard.
History of Brass Dragons
AURAJ DARASTRIX
[image: Dragons of Hope (1984)]
[image: Monstrous Manual (1993)]
[image: Monster Manual (1977)]
[image: Draconomicon (2003)]
[image: Draconomicon (2003)]
[image: Commander Legends: Battle for Baldur's Gate (2022)]
[image: Concept Art (2023)]
[image: Monster Manual (2025)]