Contents
- 1Introduction–A Collection of Heists
- 2The Murkmire Malevolence
- 3The Stygian Gambit
- 4Reach for the Stars
- 5Prisoner 13
- 6Tockworth's Clockworks
- 7Masterpiece Imbroglio
- 8Axe from the Grave
- 9Vidorant's Vault
- 10Shard of the Accursed
- 11Heart of Ashes
- 12Affair on the Concordant Express
- 13Party at Paliset Hall
- 14Fire and Darkness
- 15Credits
Reach for the Stars
An Adventure for 3rd-Level Characters
Markos Delphi's curiosity has taken a tragic turn. A Far Realm entity called Krokulmar has taken control of Markos, compelling him to commit evil acts. At Krokulmar's command, Markos is using a book called The Celestial Codex to bring part of Krokulmar into the world. The book's rightful owner hired adventurers to retrieve The Celestial Codex and prevent Markos from using it, but these adventurers fell prey to the horrors of Delphi Mansion. A new group of adventurers—the player characters—must now complete the task. Meanwhile, Markos is close to accomplishing Krokulmar's goal.
Acquiring The Celestial Codex is the primary goal of this adventure, but the characters also have a chance to free Markos from the Far Realm entity's control. Body horror is a recurring theme in this adventure; before running it, discuss with your players their level of comfort with these elements.
[image: A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion]
Adventure Background
Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the planes of existence. Raised in a family of scholars and academics, Markos wished to make a breakthrough discovery that would propel himself and his family to new heights.
This quest for understanding became Markos's obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally answered him: an entity that called itself Krokulmar. This entity made a pact with Markos, granting insight into the multiverse in exchange for influence on the Material Plane. Markos assumed Krokulmar's intentions were benign.
Krokulmar hails from the Far Realm. In making its pact with Markos, Krokulmar corrupted the mansion and its residents, then eroded Markos's sense of self until he became eager to commit evil acts in Krokulmar's service.
Acting under Krokulmar's control, Markos visited one of his peers, a sage named Vasil Talistrome. Markos incapacitated Vasil and stole The Celestial Codex from the sage's library. In addition to containing lore about stars and the planes of existence, the book describes rituals that can be used to summon extraplanar entities. Krokulmar needs Markos to perform one of these rituals to bind a fragment of Krokulmar to the Material Plane.
Without any knowledge of the profane entity influencing Markos, Vasil Talistrome hired a warrior named Elra Lionheart to retrieve The Celestial Codex. Elra and three other adventurers traveled to Markos's mansion, where they witnessed a number of peculiar magical effects caused by Krokulmar's growing influence. One by one, they fell prey to the mansion's sinister occupants.
Using the Golden Vault
If you're using the Golden Vault as a patron, a golden key is delivered to the characters in whatever manner you deem fit. When the characters use this key to open their music box, the lid pops open and a soothing voice says the following:
Closing the music box causes the golden key to vanish.
Adventure Hooks
If you're not using the Golden Vault as the characters' patron, choose one of the following adventure hooks instead.
Hired by Vasil
Vasil Talistrome, a human sage who lives in a city of your choice, hires the characters to retrieve The Celestial Codex from Delphi Mansion. Vasil doesn't want any harm to befall Markos, whom he still regards as a friend. Vasil is worried about what might've prompted Markos to steal the book and what he might do with the book's information.
The characters aren't the first group to receive this quest, as Vasil is quick to mention. The last group he hired was led by a human warrior named Elra Lionheart. Elra and her companions perished in Delphi Mansion. (Vasil paid for the casting of a divination spell that confirmed as much.)
Vasil's Reward
Vasil is prepared to pay 250 gp to each character if The Celestial Codex is safely delivered to him.
Hired by Markos's Family
Shortly after Markos stole The Celestial Codex from the library of Vasil Talistrome, the incident was reported to Markos's wealthy family. Several family members are concerned about Markos and fear his recent studies have led him down a troubled path. One of Markos's family members hires the characters to travel to Delphi Mansion and stop Markos from doing anything that might hurt himself or others. The family member asks the characters to return The Celestial Codex to its rightful owner, preferably without harming Markos.
Reward
Markos's family is prepared to pay 100 gp to each character for delivering The Celestial Codex safely to Vasil Talistrome, plus an extra 150 gp each if the characters bring Markos home. (The family strongly prefers him to be alive but pays to have him raised from the dead if necessary.)
Meeting Elra
The journey to Delphi Mansion can be as eventful as you wish. When the characters get within 1 mile of the mansion, they encounter a manifestation of the late Elra Lionheart.
Elra's spirit manifests as a disembodied head. In this form, Elra reaches out to the characters and provides some helpful information:
The characters have a choice: go to Elra's camp or to the mansion.
At your discretion, Elra's spectral head can float alongside the characters as they explore Delphi Mansion. In this form, Elra can't be harmed, nor can she physically interact with her surroundings in any way. Moreover, Elra can't stray more than a few feet from the characters. But she can provide helpful advice if the characters get stuck and don't know what to do.
If you choose not to have Elra accompany the characters, her head fades away.
Elra's Camp
Elra and her companions camped on a bluff that has an unobstructed view of the south wall of Delphi Mansion. The characters can locate the camp without difficulty.
A quick search of the camp yields a backpack containing a rolled-up map of Delphi Mansion. Give your players a copy of map 3.1 at this time.
Accompanying the map are some scraps of paper with notes written on them in Common. Elra and her companions obtained the map and notes from one of Markos's cultists, whom they caught leaving the mansion. The notes are as follows:
- "Markos has a room on the third floor where he performs rituals."
- "A cavernous room underneath the basement contains four large crystals—purpose unknown."
- "Mansion windows can be unlocked using the password 'Krokulmar.'"
[image: Map 3.1: Players' Map]
Delphi Mansion
Members of the Delphi family are nobles known for their academic studies of the multiverse. Markos's ancestors built Delphi Mansion in a forest away from civilization so they could study in peace.
Arriving at the Mansion
Once the characters are within sight of the mansion, read or paraphrase the following:
Delphi Mansion Features
The mansion has the following features:
- Ceilings. The ceilings throughout the mansion are 20 feet high.
- Doors. The mansion's doors and secret doors are unlocked unless the text states otherwise.
- Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls.
- Windows. Each window is under the effect of an arcane lock spell. The password to circumvent the magical locks is "Krokulmar."
Eldritch Surges
Since the day Markos contacted Krokulmar, its presence has slowly warped Delphi Mansion and its residents. Krokulmar's influence is strongest in certain rooms. When a room's description calls for it, or whenever a creature casts a spell in Delphi Mansion, roll on the Eldritch Surges table to see how Krokulmar's influence manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end.
Eldritch Surges
| d4 | Surge Effect |
|---|---|
| 1 | The air becomes heavy and malleable. The space in the room becomes difficult terrain. While in the room, creatures have a flying speed equal to their walking speed. |
| 2 | Doors and windows in the room grow biting teeth. A creature that passes through a door or window in the room must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage. A creature can take this damage only once per turn. |
| 3 | Illusory magic causes one to perceive objects and creatures a short distance from their actual locations. While in the room, a creature has disadvantage on attack rolls. |
| 4 | An animated shadow of the creature that caused the surge appears in its space while it is in the room. Until the creature leaves the room, immediately after it makes an ability check, an attack roll, or casts a spell on its turn, the shadow makes a melee spell attack (+4 to hit) against a random creature within 5 feet of it, dealing 5 (2d4) necrotic damage on a hit. |
Delphi Mansion Locations
Locations in Delphi Mansion are keyed to map 3.2.
D1: Foyer
The stairs climb to a balcony (area D10). The ceiling here rises 30 feet from the floor. The owlbear rug weighs 50 pounds.
D2: Dining Hallway
A character who examines the armor in the paintings and succeeds on a DC 10 Intelligence (History) check recalls that the knights belong to an order of paladins that battles extraplanar threats.
D3: Dining Room
A mimic disguised as a stuffed deer head has attached itself to a blank wooden plaque mounted on a secret door in the south wall. Markos trained the mimic to guard the secret door, which leads to a hidden room (described below). The mimic attacks if a character comes within 5 feet of it.
Hidden Room
The wooden plaque behind the mimic is a lever of sorts. A character who inspects the wall and succeeds on a DC 11 Wisdom (Perception) check spots scratches around the plaque that suggest the plaque can be rotated in either direction. Doing so causes the secret door to swing inward, revealing a dusty room with several shelves. Lining the shelves are jars, most of which contain harmless liquids. Among these are six specimen jars, each containing one slaad tadpole.
Hiding in the dark corners of the hidden room are two crawling claws. If one or more characters enter the hidden room, the claws start pushing the jars with slaad tadpoles off the shelves and onto the ground, releasing the tadpoles. On its turn, a crawling claw can move to a specimen jar and take an action to release the slaad tadpole trapped within.
Treasure
On the shelf along the dining room's west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing.
D4: Kitchen
The kitchen is in shambles. The half-eaten food on the cookery and plates has begun to rot.
Chimney. A fireplace in the middle of the east wall contains a black iron pot hung on a hook. The chimney is too narrow for Medium or Small characters to climb, but a Tiny creature could fit.
D5: Pantry
The pantry is well stocked, and the foodstuffs here haven't spoiled yet. A sack of potatoes rests against the east wall next to stairs that lead to the wine cellar (area D23).
D6: Parlor
The two suits of animated armor on the west side of the room attack if a character comes within 5 feet of either of them. They fight until destroyed.
D7a: Empty Sitting Room
All furnishings and decorations have been removed from this room, leaving nothing but dust and cobwebs.
D7b: Room with a Secret
The rug is a rug of smothering, and the sword is a flying sword. They both attack if a character comes within 5 feet of either.
Hidden Room
A secret door in the north wall (where the flying sword hangs when it isn't attacking) leads to a hidden room. A character who examines the north wall and succeeds on a DC 10 Intelligence (Investigation) check finds the secret door, which pushes inward easily enough.
The hidden room has a pair of cobwebbed chairs at one end and a dusty table at the opposite end. Tucked under the table is a small wooden chest with handles.
Treasure
The wooden chest is unlocked and holds three spell scrolls (arms of Hadar, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each.
D8a: Tower Ground Floor
The stairs here climb 20 feet to area D8b.
D8b: Tower Stairs
The stairs here descend 20 feet to area D8a and climb 20 feet to area D8c.
D8c: Stargazer's Roost
[image: Zala Morphus]
The cloaked figure is Zala Morphus, a human mage who has been transformed into a nothic. Zala helped Markos contact Krokulmar and blames this Far Realm entity for her transformation. Now she anxiously turns to the stars, hoping to find a way to return to her human form. Zala has no interest in Markos's current activities and little knowledge about them.
Zala speaks Common, Deep Speech, and Elvish. If the characters attack her, Zala responds in kind. If they claim to be looking for The Celestial Codex, Zala advises them to search Markos's office (x) or his bedroom (area D15).
Zala wants a map of the Great Snake constellation from the star-map room (area D21). If the characters retrieve the map for her, Zala tells characters about the locked secret door in the wine cellar (area D23) along with the password ("farrl'v hrak").
Treasure
Zala carries two spell scrolls (crown of madness and sleep) and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion.
D9: Guest Bedrooms
These two adjacent rooms are furnished identically:
The first character to enter the westernmost bedroom triggers a roll on the x.
The easternmost bedroom contains a gibbering mouther. It attacks any character who opens the door and fights to the death.
D10: Balcony
This balcony overlooks the foyer (area D1), the floor of which is 20 feet below.
D11a: Empty Office
All furnishings have been removed from this room, leaving nothing but dust and cobwebs.
D11b: Markos's Office
The first character to enter the office triggers a roll on the x.
Correspondence
The file cabinet in the northeast niche is unlocked and contains correspondence between Markos and other nobles. You can decide if these letters are addressed to or written by anyone of significance to the characters.
Desk. The desk contains a complete set of calligrapher's supplies.
D12: Gallery
Treasure. Two of the busts and five of the framed paintings are well made and in good condition, and each could fetch 50 gp from a collector. Each bust weighs 30 pounds, and each framed painting weighs 15 pounds. The ivory dragonchess set is worth 150 gp.
D13: Alchemy Lab
One of the cloaked figures is Markos's head researcher, Xander (lawful evil, human cult fanatic). The other figure is an apprentice named Kura (lawful evil, human cultist). Both have embraced the Far Realm entity and the power it offers. Xander and Kura are indifferent toward intruders and don't attack unless the intruders aim to harm them or hinder their research.
Xander and Kura don't keep track of Markos's movements, but they know he has been spending a lot of time in the caves below the basement (area D27). They assume The Celestial Codex is with Markos or in his bedroom (area D15).
Treasure
Characters can assemble two sets of alchemist's supplies (50 gp each) from the contents of this lab. Among the various concoctions found throughout the room are four potions of healing, a potion of gaseous form, a vial containing oil of slipperiness, and a vial with one dose of assassin's blood poison (see the Dungeon Master's Guide).
D14: Meditation Room
There's no obvious source for the horrible smell that lingers here. The first character who enters the room triggers a roll on the x.
Markos used to sit on the rug and meditate while pondering the forces of the multiverse, but he hasn't used this room in a while.
Trapdoor
The trapdoor in the ceiling leads to the master bath (area D17). An unfolding wooden ladder allows easy access.
D15: Markos's Bedroom
Behind the headboard of the bed is a secret door to a hidden walk-in closet. A character who examines the wall and succeeds on a DC 15 Intelligence (Investigation) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet.
Hidden Closet. This closet contains clothing on hooks and shelves, plus an assortment of footwear. On a small table against the east wall sits an iron lockbox. A character using thieves' tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check.
Treasure
The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping.
D16: Student Quarters
These rooms were set aside for Markos's pupils, who shared his drive for knowledge but didn't share in their master's reward for contacting Krokulmar. The pupils fled the mansion after Markos made his pact. Each room now contains two psychic gray oozes (see the "Variant: Psychic Gray Ooze" sidebar in the Monster Manual) that mill about. They attack intruders on sight.
Treasure
Characters who search the northernmost room find a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha's hideous laughter, and unseen servant.
D17: Bathroom
The tub and sinks have pipes that draw rainwater from cisterns on the roof. Further, each basin is equipped with a plugged drainpipe and two faucets: one that magically heats water and one that magically cools it.
Treasure
Four bottles of perfumes and scented oils (25 gp each) sit on the small table.
[image: Alchemy is afoot in Delphi Mansion]
D18: Third-Floor Hall
This hallway has become a lair for stirges—two per character. The stirges entered the mansion through the hole in the roof above x. They attack anyone who tries to cross the hall.
D19: Eldritch Observation Room
The first character who enters the room triggers a roll on the x.
Circle of Symbols
A detect magic spell reveals an aura of divination magic around the circle on the floor. A creature standing fully inside the circle feels the unsettling presence of a Far Realm entity and can choose to receive an omen from that entity, as if the creature had cast an augury spell. After receiving such an omen, the creature can't receive another one for 24 hours but still feels the otherworldly presence while inside the circle.
Esquire
The hook-handed figure is Markos's former butler, Esquire (use the hook horror stat block). Esquire isn't bound inside the circle and attacks intruders on sight. He doesn't know the cause of his transformation. If the characters explain that an evil entity is responsible for Esquire's transformation or that Markos might be in danger from this entity, Esquire lets them live if they vow to save Markos.
Esquire's tattered butler uniform has a pocket containing a locket and a note. The locket is under the effects of a magic mouth spell; when opened, it speaks the password to the temple (area D24), "farrl'v hrak," which is Deep Speech for "forever changing." The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out. (The circles represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.)
[image: A bubbling green potion contains a Far Realm surprise]
D20: Component Storage
This walk-in closet contains four cabinets, each one filled with carefully organized material components.
Treasure. Characters who search the cabinets can find a material component for any 1st- or 2nd-level spell, provided the component has a value less than 1 gp. Characters also find a potion, its bubbling green liquid stained by a drop of some dark substance (octopus ink).
The alchemists in area D13 concocted the potion, which functions as a potion of poison but has an additional property. When the poison effect ends, the imbiber sprouts a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus action, the potion's imbiber can use the tentacle to make a melee weapon attack (+4 to hit) against a creature the imbiber can see within 5 feet of itself. On a hit, the target takes 4 (1d8) necrotic damage.
D21: Star-Map Room
The walls and floor of this room are covered with star maps. The ghost of an elf researcher named Farenhel wanders the room, looking through the maps and searching for an answer the ghost will never find. The ghost is harmless and attacks only in self-defense or if a character tries to steal a star map. The ghost stops attacking as soon as the stolen map is returned.
Characters who examine the maps closely find one that depicts a constellation called the Great Snake. This is the map sought by the nothic Zala Morphus (see x).
D22: Storage Rooms
Each of these unfurnished rooms contains two ghouls that were attracted to the mansion by Far Realm energies. The ghouls are hostile.
D23: Wine Cellar
Three of the wine casks contain varying amounts of wine. The fourth cask is empty and positioned in front of a secret door in the west wall. Characters who examine the empty cask see handprints on it, suggesting it has been moved multiple times. The characters also feel cold air coming from the wall, suggesting the presence of a secret door. The wine cask must be moved aside to access the secret door.
Secret Door. An arcane lock spell has been cast on the secret door. The password to bypass the spell is "farrl'v hrak," which is Deep Speech for "forever changing." Esquire's locket (see area D19) speaks the password when opened.
Alternatively, a character can use an action to try to force open the locked secret door, doing so with a successful DC 20 Strength (Athletics) check.
D24: Temple
The arcane energies in this room are particularly volatile. The first character who enters the room triggers a roll on the x. After the surge begins, on initiative count 20 (losing initiative ties), roll again on the Eldritch Surges table.
Cloaked Figures
The cloaked figures are four neutral, human cultists who are taking notes on the eldritch surges that occur in this area. These cultists defend themselves if attacked but otherwise pose no threat. They know Markos is performing a ritual in area D27 but won't share this information until the statue is destroyed.
Statue. The statue depicts Krokulmar and was created with the aid of a spell scroll of stone shape. Any creature that touches the statue for the first time on a turn must succeed on a DC 11 Wisdom saving throw or take 3 (1d6) psychic damage.
The statue amplifies the eldritch surges, which a character can ascertain by examining the statue and then succeeding on a DC 15 Intelligence (Arcana) check. If the statue is destroyed, the eldritch surges stop occurring throughout the mansion. The statue is a Medium object with AC 17, 36 hit points, and immunity to poison and psychic damage.
D25: Storage
The severed heads and decapitated bodies belong to Elra Lionheart and her three human adventuring companions. The body of one of Elra's companions is missing (and can be found in area D27).
If Elra is with the characters (see "x" earlier in this adventure), she mourns her dead companions and hopes there might be a way to bring her and her friends back from the dead.
Treasure
Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a wand of magic missiles hidden in a pile of straw. The third contains 20 days' worth of edible rations. The final crate contains a dozen torches and three flasks of alchemist's fire.
D26a: Vestry
This dusty chamber contains four unlocked wooden trunks, each of which contains four dark-purple silk robes.
D26b: Ceremony Room
The spiral staircase descends 20 feet to area D27. The voice rising up the stairs is chanting in Deep Speech, calling to an entity named Krokulmar.
D27: Ritual Room
This location consists of two roughly circular caves joined by an opening. The staircase from area D26b leads to the southern cave, which is empty. From the stairs, characters can see activity in the northern cave:
Markos Delphi is performing a ritual that will allow a fragment of Krokulmar (see their x at the end of the adventure) to attach to the headless body of one of Elra's adventuring companions, thus enabling a piece of Krokulmar to exist outside the Far Realm. The headless body is stunned and remains so until the ritual is complete. It is possible to attack the fragment without harming the headless body.
[image: The Celestial Codex]
On each of his turns in combat, Markos defends himself while taking a bonus action to continue the ritual. If he's able to take this bonus action three more times, the fragment of Krokulmar takes control of the headless body, at which point the body is no longer stunned.
The fragment of Krokulmar and the body to which it is attached are considered two creatures occupying the same space. Neither can be separated from the other until one or both of them drop to 0 hit points, at which point the fragment of Krokulmar returns to the Far Realm. While under the fragment's control, the body uses the knight stat block, has blindsight within a range of 30 feet, is blind beyond this radius, and acts immediately after the fragment in the initiative order. The fragment determines what the body does on the body's turn.
The fragment uses the body to protect itself from harm and to destroy the characters.
Helping Markos
As an action, a character can make a DC 14 Charisma (Persuasion) check to try to convince Markos he's being controlled. If the check fails, nothing happens and the action is wasted. If the check succeeds, Markos has disadvantage on attack rolls and ability checks until the end of his next turn as he wrestles with the possibility that he's not in control of his actions.
Crystals. As a bonus action, a character can make a DC 15 Intelligence (Arcana) to ascertain the purpose of the large crystals sprouting from the floor. These crystals focus the ritual's extraplanar energy, allowing the fragment of Krokulmar to remain on the Material Plane long enough for it to bond with the headless body. A character who succeeds on the check also knows that destroying all four crystals stops the ritual. Each crystal is a Large object with AC 13, 10 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage.
Each time a crystal is destroyed, Markos has disadvantage on attack rolls and ability checks until the end of his next turn as he confronts the possibility that he might not be in control of his actions.
Ending the Threat. If all four crystals are destroyed, if Krokulmar or the body it's attached to drops to 0 hit points, or if Markos drops to 0 hit points before the ritual is completed, the fragment of Krokulmar returns to the Far Realm. Sending the fragment back to the Far Realm ends the eldritch surges in Delphi Mansion, frees Markos from Krokulmar's influence (see "Conclusion" below), restores Zala Morphus and Esquire to their former human selves, and causes the cultists in area D24 to flee.
Treasure
The book resting on the crate is The Celestial Codex. A mage hand spell can easily lift the book. An invisible character can sneak across the room and try to steal the book without Markos noticing, doing so with a successful DC 14 Dexterity (Stealth) check. On a failed check, Markos detects the theft. Although he no longer needs the book to complete the ritual, Markos won't give it up without a fight while he's under Krokulmar's influence. Once free of that influence, Markos is horrified by his actions and gladly gives up the book (see "x").
The Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book's pages are two spell scrolls (armor of Agathys and arms of Hadar).
Conclusion
If the characters obtain The Celestial Codex, they can return the book to its rightful owner and claim their reward.
Markos Dies
If Markos dies, the characters can return his body to his family. The Delphi family gives each character 150 gp for bringing Markos home and pays to have Markos raised from the dead.
Markos Lives
Defeating the fragment of Krokulmar frees Markos from the evil entity's influence, at which point Markos is eager to make amends for the trouble he has caused. He allows the characters to keep whatever treasure they found in the mansion.
If Markos is reunited with his family, the family gives 150 gp to each character as a reward.
Dead Adventurers
If the characters recount the horrors of Delphi Mansion to Markos's family, the family makes arrangements to rid the mansion of any remaining monsters. The bodies of adventurers who were killed in the mansion (including Elra and her companions) are brought to a temple, where they are raised or resurrected at the Delphi family's expense. If the characters are present when Elra's life is restored, she congratulates them on their heroism and looks forward to one day repaying the favor.
For the Golden Vault
If the characters are working for the Golden Vault, the organization's representative approaches them after their harrowing experience at Delphi Mansion. For returning The Celestial Codex to its rightful owner, the characters are promised an uncommon magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day.