The adventure ahead

Campaign Overview

The Codex of Flayed Whispers is a chaotic evil artifact bound in the skin of Archmage Vaelthar, who tried to swallow a shard of the Void Beyond. It whispers forbidden secrets, grants occult power, and slowly consumes its bearer. The cult known as the Unbound Choir seeks to use the Codex to open a rift and crown their leader, Magister Vaelen Mor, as a living vessel of the Void. The only way to destroy the Codex is to have every page read aloud backwards by a solar, who disintegrates upon finishing the last word.

The party must race from the village of Ashfen to the cult's stronghold, gather the ritual keys, summon a solar, and make an impossible choice. This campaign is for 1st- to 11th-level characters and takes about 24 sessions.

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Player Handout

You are adventurers in the borderlands of the Reach, a land of old ruins and older whispers. A sage named Elara Voss has sent for you. She carries a page of a forbidden book—the Codex of Flayed Whispers—and the cult known as the Unbound Choir will kill to get it back. The Codex is an artifact of chaotic evil, bound in the skin of a mad archmage. It whispers secrets, grants power, and devours the mind.

The only way to destroy it is to have a solar read every page backwards, a sacrifice that will unmake the solar. Elara believes you are the only ones who can gather the keys, summon the solar, and end the Codex before the Choir's leader, Magister Vaelen Mor, becomes its living vessel. The road begins in the village of Ashfen, where rain falls like a dirge and the first page is already whispering.

Playable Module
Levels 1 11 Sessions 24

The Codex of Flayed Whispers

Behind the screen

The Codex of Flayed Whispers is a chaotic evil artifact bound in the skin of Archmage Vaelthar, who tried to swallow a shard of the Void Beyond. It whispers forbidden secrets, grants occult power, and slowly consumes its bearer. The cult known as the Unbound Choir seeks to use the Codex to open a rift and crown their leader, Magister Vaelen Mor, as a living vessel of the Void. The only way to destroy the Codex is to have every page read aloud backwards by a solar, who disintegrates upon finishing the last word.

The party must race from the village of Ashfen to the cult's stronghold, gather the ritual keys, summon a solar, and make an impossible choice. This campaign is for 1st- to 11th-level characters and takes about 24 sessions.

Adventure Hooks

Hook 01

The Whispering Page

Elara Voss, a sage, hires the party to escort her and a single page of the Codex of Flayed Whispers from Ashfen to Highwatch. The page whispers secrets and the Unbound Choir will kill to reclaim it.

Hook 02

Black Feathers in the Rain

Choir agents have been seen in Ashfen wearing black feathers and gray robes. The local priest believes they are searching for something buried beneath the chapel.

Hook 03

The Drowned Bell's Debt

The innkeeper of the Drowned Bell owes a debt to a cultist named Sister Nira. She calls in the debt by demanding the party hand over any strange books or relics they carry.

Hook 04

A Solar's Sorrow

A blind astronomer in Highwatch dreams of a solar named Solarael who is trapped in a pocket dimension. He believes the solar can destroy the Codex, but only at the cost of its own existence.

Hook 05

The Flayed Skin Map

A tattooed skin map is found on a dead Choir courier. It shows the route to the Sunken Archive and marks three ritual keys needed to open the Rift of Flayed Sky.

Hook 06

Void-Touched Dreams

Each party member begins having the same dream: a black glass cathedral floating above a wound in the sky, and a voice reading backwards from a book bound in human skin.

Act Structure

The Whispering Page

Recommended level: 1-3

The party discovers a single page of the Codex in Ashfen. The Unbound Choir attacks to reclaim it. They learn the Codex is real, the cult is hunting all pages, and a sage named Elara Voss can identify the ritual needed to destroy it. They must survive, gather clues, and reach Highwatch.

Objectives

  • Recover the first page of the Codex
  • Survive the Choir's raid on Ashfen
  • Learn the Codex's history and the solar ritual
  • Reach Highwatch with the page

The Drowned Bell Inn

Ashfen, the Drowned Bell Inn

Read aloud

Rain hammers the shutters of the Drowned Bell. Inside, peat smoke and spilled ale fight for dominance. A hooded traveler sits alone, tracing a finger over a page of pale leather. When you enter, the page twitches like a trapped moth, and a whisper slides into your mind: 'Read me. Free me.'

Running this scene

The traveler is Elara Voss, a sage. She has the first page. She is being followed by Choir agents. She will ask the party to escort her to Highwatch. If the party examines the page, it whispers. The page is made of human skin and radiates abjuration magic. Elara is terrified but determined.

Checks
  • Investigation DC 12: Notice the page is human skin.
  • Arcana DC 13: Sense abjuration magic on the page.
  • Insight DC 14: See that Elara is terrified and hiding something.
Clues
  • The page has a single sentence in reverse script.
  • Elara mentions Archmage Vaelthar and the Void Beyond.
  • Choir agents wear black feathers and gray robes.
Where next
  • If the party agrees to help Elara, move to the Ashfen Chapel.
  • If they refuse, the Choir attacks the inn and forces them into the chapel.

The Ashfen Chapel

Chapel of the Dawn, Ashfen

Read aloud

The chapel's stained glass depicts a solar descending in flame. But now the windows are shattered, and black feathers drift in the holy water. Three cultists in gray robes stand over the bound priest, chanting. One holds a silver dagger to the priest's throat.

Running this scene

Choir agents (use the cultist stat block from the SRD) are interrogating the priest about the page. If the party intervenes, a fight breaks out. The priest can give a clue about the solar ritual. The cultists carry a map to the Sunken Archive.

Checks
  • Stealth DC 13: Surprise the cultists.
  • Athletics DC 12: Break the priest's bonds.
  • Religion DC 14: Recognize the solar iconography and its meaning.
Clues
  • The priest says, 'Only a solar's backward voice can unmake the Codex.'
  • A cultist carries a map to the Sunken Archive.
  • The chapel's altar has been defaced with a void symbol.
Where next
  • After the fight, the priest directs the party to the Sunken Archive for more pages.
  • If the cultists win, they take the page and flee to the archive.

The Sunken Archive

Ruins of the Sunken Archive, Blackfen Bog

Read aloud

The archive lies half-drowned in a bog. Broken pillars jut from black water. A stair spirals down into a flooded vault. From below, a chorus of whispers rises, each voice reading a different page at once.

Running this scene

The archive contains a fragment of Vaelthar's journal and a second page. A water weird (SRD) guards the vault. The whispers are the Codex's influence. The journal reveals Vaelthar's ritual and the solar's role.

Checks
  • Perception DC 15: Hear the whispers form a warning.
  • Arcana DC 16: Decipher the journal's magical cipher.
  • Athletics DC 14: Swim to the vault without drowning.
Clues
  • Journal reveals Vaelthar tried to swallow a shard of the Void Beyond.
  • Second page has a map to the Choir's Fane.
  • A note says, 'The solar must speak the last word willingly.'
Where next
  • The party can travel to Highwatch with the journal and second page.
  • If they linger, Choir scouts arrive and force a chase.

The Road to Highwatch

King's Road, Gallows Ford

Read aloud

The road climbs through wind-bent pines. At a ford, a gallows creaks with three hanged cultists—each with a black feather in their mouth. As you approach, the water stirs, and gray-robed figures rise from the reeds.

Running this scene

Choir ambush led by Sister Nira, a lieutenant. She offers to trade Elara for the page. If refused, fight. Nira uses void-touched spells and tries to capture Elara. She is not the main villain; describe her tactics without assigning a monster stat block.

Checks
  • Perception DC 14: Spot the ambush before it springs.
  • Persuasion DC 16: Make Nira hesitate and reveal information.
  • Acrobatics DC 13: Cross the ford safely under attack.
Clues
  • Nira mentions, 'Magister Mor will wear the Codex like a crown.'
  • She carries a sigil of the Unbound Choir.
  • The hanged cultists were deserters who tried to flee the Choir.
Where next
  • If the party wins, they reach Highwatch.
  • If Nira escapes, she reports the party's location to Mor.

Milestone: Reach Highwatch and deliver the page to Elara's contact. The party advances to 4th level.

The Unbound Choir

Recommended level: 4-7

In Highwatch, the party learns the Codex can only be destroyed by a solar reading every page backwards. They must recover three ritual keys: the Solar Sigil, the Void Anchor, and the Last Page. The Choir races them. They infiltrate the Gilded Asylum, the Choir's Fane, and the Observatory of Falling Stars.

Objectives

  • Recover the Solar Sigil from the Gilded Asylum
  • Steal the Void Anchor from the Choir's Fane
  • Find the Last Page in the Observatory
  • Defend Highwatch from the Choir's siege

The Gilded Asylum

Gilded Asylum, Highwatch

Read aloud

The asylum's marble halls are too clean. Patients sit in silent rows, their eyes stitched shut with silver thread. A matron in white glides between them, humming a lullaby that sounds like a spell.

Running this scene

The Solar Sigil is hidden in the asylum's basement. The matron is a Choir agent. Patients are victims of the Choir's experiments. The matron will resist the party and call for guards.

Checks
  • Medicine DC 15: Safely remove the silver stitches from a patient.
  • Insight DC 14: See that the matron is lying about the asylum's purpose.
  • Stealth DC 16: Sneak past the matron and guards to the basement.
Clues
  • The Solar Sigil is a disk of sunstone that can summon a solar.
  • The matron's ledger lists a 'Void Anchor' delivery to the Fane.
  • A patient whispers, 'The solar is not dead, only sleeping.'
Where next
  • With the Solar Sigil, the party can go to the Choir's Fane.
  • If the matron escapes, she warns the Fane of the party's approach.

The Choir's Fane

Unbound Choir Fane, beneath Highwatch

Read aloud

The fane is a natural cavern hung with flayed skins. Each skin is tattooed with a page of the Codex. At the center, a black iron anchor floats above a pit, humming with void energy. Choir members kneel in a circle, cutting their palms.

Running this scene

The Void Anchor is guarded by a gibbering mouther (SRD) and Choir cultists. Sister Nira is here. She will fight or flee. The anchor is key to opening the rift. The skins on the walls are copies of Codex pages.

Checks
  • Arcana DC 17: Disable the anchor's wards.
  • Deception DC 15: Pose as cultists to get close to the anchor.
  • Sleight of Hand DC 16: Steal the anchor without triggering its alarm.
Clues
  • The Void Anchor is key to opening the rift to the Void Beyond.
  • Nira has a map to the Observatory of Falling Stars.
  • A skin shows the solar ritual in full.
Where next
  • After obtaining the anchor, the party can travel to the Observatory.
  • If the alarm sounds, the Choir sends a strike team after them.

The Observatory of Falling Stars

Observatory of Falling Stars, Mount Kael

Read aloud

The observatory's dome is cracked, and a beam of starlight falls on a brass orrery. An old astronomer, blind and muttering, turns the spheres. 'The last page is not here,' he says. 'It is in the Whisperwood, where the trees remember.'

Running this scene

The astronomer is a former Choir member. He can reveal the Last Page's location. A Choir strike team arrives to silence him. The astronomer will help if the party protects him.

Checks
  • Persuasion DC 16: Convince the astronomer to reveal the Last Page's location.
  • Investigation DC 15: Find a hidden star chart that shows the Rift of Flayed Sky.
  • Perception DC 14: Hear the approaching Choir strike team.
Clues
  • The Last Page is in the Whisperwood.
  • The solar must be summoned at the Rift of Flayed Sky.
  • Magister Mor is preparing the vessel ritual.
Where next
  • The party travels to the Whisperwood.
  • If the Choir strike team wins, they take the star chart and race to the Whisperwood.

The Whisperwood

Whisperwood, ancient forest

Read aloud

The trees of Whisperwood have bark like gray skin, and their leaves murmur in reverse. A path of white stones leads to a hollow where a single page hangs from a branch, pinned by a silver dagger. As you approach, the trees sigh: 'Turn back. The last word is a death sentence.'

Running this scene

The Last Page is guarded by a treant (SRD) that has been corrupted by the Codex. The page is sentient and tries to tempt a spellcaster into reading it. The treant attacks if the party tries to take the page without calming it.

Checks
  • Wisdom DC 16: Resist the page's whisper and temptation.
  • Nature DC 15: Navigate the Whisperwood without getting lost.
  • Athletics DC 14: Climb to the page and remove the silver dagger.
Clues
  • The Last Page contains the final verse of the ritual.
  • The page warns that the solar will die.
  • A carving on the tree shows the solar's name: Solarael.
Where next
  • With the Last Page, the party returns to Highwatch for the siege.
  • If the Choir gets the page first, they take it to the Rift of Flayed Sky.

Milestone: Recover all three keys and survive the siege. The party advances to 8th level.

The Last Word

Recommended level: 8-11

The Choir opens the Rift of Flayed Sky. Magister Vaelen Mor prepares to become the Codex's vessel. The party must infiltrate the rift, confront Mor, summon the solar Solarael, and read the Codex backwards. The solar will disintegrate upon the last word. The party must decide if the sacrifice is worth it.

Objectives

  • Enter the Rift of Flayed Sky
  • Defeat Magister Vaelen Mor
  • Summon the solar Solarael
  • Read the Codex backwards to destroy it
  • Survive the aftermath

The Rift of Flayed Sky

Rift of Flayed Sky, floating fortress

Read aloud

The sky above the fortress is a wound. Violet lightning stitches the clouds, and a cathedral of black glass floats on a shard of broken earth. Choir members chant on the battlements, their voices echoing backwards. The Codex sits on an altar of bone, its pages turning by themselves.

Running this scene

The fortress is guarded by Choir cultists and void-touched beasts. The party must find a way in. The rift is unstable; void energy causes psychic damage to those who linger. The Codex is visible on the altar but protected by a barrier.

Checks
  • Arcana DC 18: Stabilize a teleportation circle to enter the fortress.
  • Stealth DC 17: Avoid patrols on the battlements.
  • Athletics DC 16: Climb the shard of broken earth to the main gate.
Clues
  • Mor is in the Vessel's Throne.
  • The solar can be summoned at the altar.
  • The Codex has 13 pages.
Where next
  • Enter the Hall of Mirrors.
  • If the party is detected, Mor sends Nira to intercept them.

The Hall of Mirrors

Hall of Mirrors, Rift fortress

Read aloud

Mirrors line the hall, but they do not reflect you. They reflect versions of you who read the Codex and became monsters. In the center, Sister Nira waits, her body half-transformed into a flayed thing. 'The Magister sees all,' she gurgles. 'You are already too late.'

Running this scene

Nira is a lieutenant. She fights with void powers and uses the mirrors to create illusory duplicates. The mirrors can be used to trap her. She carries a key to the throne room.

Checks
  • Charisma DC 17: Resist the mirror whispers that try to corrupt you.
  • Investigation DC 16: Find the mirror's weakness.
  • Attack roll vs AC 16: Shatter a mirror to disrupt Nira's duplicates.
Clues
  • Nira reveals Mor's true name: Vaelen Mor.
  • She carries a key to the throne.
  • A mirror shows the solar's prison in a pocket dimension.
Where next
  • Move to the Vessel's Throne.
  • If Nira escapes, she warns Mor and he prepares a trap.

The Vessel's Throne

Vessel's Throne, Rift fortress

Read aloud

Magister Vaelen Mor sits on a throne of flayed skin, the Codex open in his lap. His eyes are black pits, and his mouth moves in reverse. 'You are just in time,' he says, though his lips do not match. 'The Codex needs one more reader.'

Running this scene

Mor is the main villain. Use his generated character sheet. He fights with spells and void powers. He will try to dominate a spellcaster to read the Codex. He is arrogant and will monologue if given the chance.

Checks
  • Wisdom DC 18: Resist Dominate Person.
  • Arcana DC 18: Disrupt his connection to the Codex.
  • Persuasion DC 20: Make him hesitate by revealing the solar's sacrifice.
Clues
  • Mor's death will not destroy the Codex.
  • The solar must be summoned.
  • The Codex can be destroyed only by reading backwards.
Where next
  • After Mor is defeated, the altar activates and the solar can be summoned.
  • If Mor wins, he begins the vessel ritual and the party must interrupt it.

The Solar's Sacrifice

Altar of the Last Word, Rift fortress

Read aloud

The altar cracks open, and a pillar of sunlight pierces the rift. From it steps a solar, wings of gold and eyes of fire. 'I am Solarael,' it says. 'I have heard the Codex's whispers for centuries. I will read. But know that the last word will unmake me.' The Codex opens to the first page, and the solar begins to read backwards.

Running this scene

The solar reads each page backwards. Each page takes 1 round. The party must defend the solar from void creatures and Choir remnants for 13 rounds. If the solar is interrupted, it must restart. If the party fails, the Codex survives and Mor's soul enters it.

Checks
  • Combat rounds: Defend the solar from waves of enemies.
  • Arcana DC 17: Shield the solar from void backlash.
  • Religion DC 16: Bolster the solar's resolve.
  • Constitution DC 15: Withstand the void energy radiating from the Codex.
Clues
  • The solar's disintegration is inevitable.
  • The Codex screams as pages are read.
  • The rift begins to close as the Codex weakens.
Where next
  • After the last word, the solar disintegrates, the Codex burns, and the rift collapses.
  • The party must escape the collapsing fortress.

Milestone: Destroy the Codex and survive the collapse. The party advances to 11th level.

Villain Plans

Magister Vaelen Mor Character Sheet

Main villain and leader of the Unbound Choir

Motivation

Mor was once a mortal archmage who feared death. He believes the Codex can make him a living vessel of the Void Beyond, granting him immortality and godlike power. He is willing to sacrifice all of Highwatch to achieve this.

Personality

Arrogant, theatrical, and utterly convinced of his own destiny. He speaks in reverse sometimes and enjoys monologuing about the Void's beauty. He is cruel to his followers but genuinely believes he is saving them from mortality.

Resources

  • The Unbound Choir cult
  • The Codex of Flayed Whispers
  • The Rift of Flayed Sky fortress
  • Sister Nira and Matron Vela as lieutenants
  • Void-touched beasts and flayed zealots

Battle Plan

Mor begins combat by casting dominate person on the party's spellcaster, ordering them to read the Codex. He uses void powers to push characters toward the rift and summons flayed zealots to protect him. If reduced below half hit points, he retreats to the throne and activates the vessel ritual, forcing the party to interrupt him.

Defeat or Redemption

Mor cannot be redeemed. If defeated, his soul is drawn into the Codex, and he becomes a whispering voice within it. The only way to truly end him is to destroy the Codex.

Sister Nira Character Sheet

Choir lieutenant and enforcer

Motivation

Nira was saved from a flaying ritual by Mor and is fanatically loyal to him. She believes that serving the Void is the only way to avoid being consumed by it. She wants to prove herself worthy of becoming Mor's first flayed apostle.

Personality

Sadistic, patient, and utterly fearless. She speaks in a low rasp and enjoys psychological torment. She never forgets a slight and will hunt the party across the campaign.

Resources

  • A squad of Choir cultists
  • Void-touched spells
  • A sigil of the Unbound Choir
  • Knowledge of the party's movements

Battle Plan

Nira uses void-touched spells to frighten and restrain key targets. She focuses on capturing Elara or the party's spellcaster. If reduced below half hit points, she flees using misty step or a hidden passage, preferring to fight another day.

Defeat or Redemption

Nira is beyond redemption. If killed, her body dissolves into black feathers. If she escapes, she returns in Act III as a half-transformed flayed thing in the Hall of Mirrors.

Matron Vela Character Sheet

Choir lieutenant and administrator of the Gilded Asylum

Motivation

Vela is a former physician who lost her family to a plague. She believes the Void can erase suffering by erasing individuality. She stitches eyes shut to harvest psychic energy for the Codex, hoping to create a world without pain.

Personality

Soft-spoken, maternal, and utterly detached from the horror she inflicts. She hums lullabies while performing surgeries and genuinely believes she is helping her patients.

Resources

  • The Gilded Asylum staff and guards
  • Silver stitching tools
  • A ledger of Choir deliveries
  • The Solar Sigil in her basement

Battle Plan

Vela tries to charm or restrain intruders. She uses her guards as shields and calls for reinforcements if reduced below half hit points. She will not flee unless the Solar Sigil is taken, in which case she retreats to the Choir's Fane.

Defeat or Redemption

Vela can be redeemed if the party shows her the suffering she has caused and succeeds on a DC 18 Charisma (Persuasion) check. Otherwise, she fights to the death, whispering that the Void will forgive her.

Running Notes

Recommended party: Four to five characters, ideally including at least one spellcaster (wizard, sorcerer, warlock, bard, cleric, or druid) to interact with the Codex and ritual. A character with good Intelligence (Investigation) and Charisma (Persuasion) is useful. A divine caster or paladin helps with the solar. No evil-aligned characters unless the table wants a corruption arc.

Session Zero

Before play, discuss the campaign's themes: body horror, madness, sacrifice, and cosmic dread. Establish boundaries around flaying, eye trauma, and mind control. Create characters with ties to Ashfen or Highwatch. Ensure at least one character can cast spells and one has good Intelligence (Investigation) or Charisma (Persuasion). Decide whether the party wants a corruption arc; if not, make it clear the Codex is a temptation to resist. Explain that the solar's sacrifice is inevitable and that the campaign ends with a bittersweet victory. Provide a list of safety tools and allow players to change the tone if needed.

Scaling Guidance

The campaign is designed for four to five characters from 1st to 11th level. For a larger party, add one or two minions to each encounter. For a smaller party, remove one minion or reduce a boss's hit points by 20. If the party lacks a spellcaster, Elara Voss can provide ritual support, but she will not read the Codex. If the party is struggling, allow them to find extra potions of healing in treasure parcels. If the party is steamrolling encounters, have villains use better tactics, such as focusing fire on the healer or using terrain to split the party.

DM Advice

Keep the Codex's whispers present but not overwhelming. Use them to tempt spellcasters with secrets and power. Portray the Choir as a genuine threat, not a faceless horde. Give villains clear motivations and let them monologue. Use the rift's psychic damage to create urgency. Track the 13 rounds of the solar's reading carefully. If the party tries to save Solarael, remind them that the ritual requires the solar's disintegration. Reward creative solutions, such as using the mirrors to trap Nira or negotiating with the water weird. Keep the pace moving; this campaign has 24 sessions, so each act should take about 8 sessions.

Failure States

  • If the party fails to protect Elara in Act I, she is captured and the Choir takes the first page. The party must rescue her from the Choir's Fane in Act II.
  • If the party fails to recover the Solar Sigil, they cannot summon Solarael. They must find an alternative solar or convince the Order of the Dawn to sacrifice one of their own.
  • If the party fails to recover the Void Anchor, the Choir opens the Rift of Flayed Sky without them. The party must infiltrate the rift through a dangerous planar shortcut.
  • If the party fails to recover the Last Page, the ritual cannot be completed. The Codex survives, and Mor becomes a living vessel of the Void. The campaign ends in a dark victory for the Choir.
  • If the party fails to defend Solarael during the Solar's Sacrifice, the solar is interrupted and the Codex survives. Mor's soul enters the Codex, and the party must hunt it across the planes in a sequel campaign.
  • If the party fails to escape the collapsing rift, they are scattered across the Reach but survive. They lose their treasure and must find their way back to Highwatch.

Secrets & Clues

  • The Codex of Flayed Whispers is bound in the skin of Archmage Vaelthar, who tried to swallow a shard of the Void Beyond.
  • The only way to destroy the Codex is to have a solar read every page aloud backwards. The solar disintegrates upon the last word.
  • The Unbound Choir seeks to open the Rift of Flayed Sky and crown Magister Vaelen Mor as the Codex's living vessel.
  • The Solar Sigil is hidden in the Gilded Asylum's basement and can summon Solarael.
  • The Void Anchor is a black iron shard that opens the Rift of Flayed Sky. It is kept in the Choir's Fane.
  • The Last Page is in the Whisperwood, pinned by a silver dagger and guarded by a corrupted treant.
  • Sister Nira was saved from a flaying ritual by Mor and is fanatically loyal to him.
  • Matron Vela stitches eyes shut to harvest psychic energy for the Codex.
  • Orin the astronomer was once Vaelen Mor's mentor and knows the solar's true name.
  • The Codex has 13 pages, each bound in a different strip of Vaelthar's skin.
  • Mor's true name, Vaelen Mor, can be used to make him hesitate for one round.
  • The rift collapses after the Codex is destroyed, giving the party 10 rounds to escape.

Appendix

Downtime

Research the Codex

Spend time in a library or with Elara Voss to learn the Codex's history, properties, and the solar ritual.

Requirements: Access to a library or Elara Voss, and a successful DC 15 Intelligence (Arcana) check.

Rewards: Advantage on the next Arcana check related to the Codex or the ritual.

Time: 3 days

Location: Highwatch library or Elara's study in Ashfen.

Each additional day grants another piece of lore, up to three pieces.

Remove Silver Stitches

Carefully remove the silver stitches from a patient's eyes without causing permanent blindness.

Requirements: A healer's kit and a successful DC 15 Wisdom (Medicine) check.

Rewards: The patient can reveal a secret about the Gilded Asylum or Matron Vela.

Time: 1 hour per patient

Location: Gilded Asylum or a safe house in Highwatch.

Failure causes the patient to lose 1d4 hit points and remain blind.

Train with the Solar Sigil

Meditate with the Solar Sigil to strengthen your connection to solar magic.

Requirements: Attunement to the Solar Sigil and a successful DC 15 Charisma (Religion) check.

Rewards: You can cast bless once per day without expending a spell slot for the next 3 days.

Time: 2 days

Location: Any consecrated altar, such as the Chapel of the Dawn.

If the check fails, you gain no benefit and must wait a week to try again.

Scout the Rift

Use the Astronomer's Star Chart to scout the Rift of Flayed Sky from a distance.

Requirements: The Astronomer's Star Chart and a successful DC 16 Wisdom (Perception) check.

Rewards: You learn the layout of the Rift fortress and the location of one hidden entrance.

Time: 1 day

Location: Mount Kael or any high vantage point.

If the check fails, you are spotted by a Choir patrol and must flee.

Fortify Highwatch

Help the Highwatch Council prepare defenses against the Choir's siege.

Requirements: A successful DC 14 Charisma (Persuasion) check to coordinate volunteers.

Rewards: Highwatch gains +2 to its defense rolls during the siege.

Time: 5 days

Location: Highwatch walls and gates.

This activity can be repeated, but each repetition after the first requires a higher DC.

Commune with Solarael

Pray to Solarael for guidance. The solar is sleeping but can send dreams.

Requirements: A successful DC 16 Wisdom (Religion) check and a holy symbol.

Rewards: You receive a vision of the solar's prison and a clue about the Last Page.

Time: 1 night

Location: Any chapel or high place under the stars.

If the check fails, you have nightmares and gain no benefit.

Rumors

  • The Choir is buying up all the silver thread in Highwatch.
  • A blind astronomer on Mount Kael has been predicting the end of the world.
  • The Gilded Asylum is not a hospital; it is a farm.
  • Three cultists were hanged at Gallows Ford for trying to desert.
  • The Codex can grant any wish, but the price is your skin.
  • A solar was seen weeping over the Whisperwood.
  • Magister Mor was once a kind man who lost his family to plague.
  • The Void Beyond is not a place; it is a hunger.

Random Events

  • A black feather drifts down from the sky and bursts into a whisper.
  • A stitched patient wanders into camp, begging for death.
  • A Choir patrol crosses the party's path, carrying a flayed skin.
  • The Codex page in the party's possession grows warm and whispers a secret.
  • A solar's feather falls from the rift and glows with warm light.
  • A rift wretch claws its way out of a shadow and attacks.
  • A Highwatch councilor offers to buy the Codex page for 1,000 gp.
  • A group of Order of the Dawn knights asks the party to join a raid.

Treasure Parcels

  • Parcel A: 50 gp, a potion of healing, and a silver dagger.
  • Parcel B: 100 gp, a scroll of bless, and a black feather token.
  • Parcel C: 200 gp, a potion of greater healing, and a ring of water walking.
  • Parcel D: 500 gp, a +1 weapon, and a flayed skin cloak.
  • Parcel E: 1,000 gp, a potion of superior healing, and a solar sigil fragment.
  • Parcel F: 2,000 gp, a +2 shield, and a mirror of unbroken self.
  • Parcel G: 5,000 gp, a +3 weapon, and a codex-bound tome.
  • Parcel H: 10,000 gp, a solar's tear, and a legendary wondrous item.

Spare Names

  • Elara Voss
  • Father Alden
  • Marla Fen
  • Magister Vaelen Mor
  • Sister Nira
  • Matron Vela
  • Orin the Blind
  • Solarael
  • Archmage Vaelthar
  • Highwatch Councilor Harwin
  • Captain Lysa Dawnward
  • Brother Kaelen
  • Innkeeper Torren
  • Patient Mira
  • Cultist Jorn
  • Cultist Sella
  • Scout Riven
  • Guard Captain Thorne
  • Astronomer's Apprentice Pella
  • Whisperwood Treant

Starting Location

Ashfen and the Blackfen Bog

A rain-soaked borderland of peat bogs, old ruins, and suspicious villagers. The Unbound Choir has infiltrated Ashfen and the surrounding bog, hunting for pages of the Codex.

Secrets

  • The first Codex page is made of Archmage Vaelthar's skin.
  • The Choir's black feathers are taken from a void-touched raven that nests in the Sunken Archive.
  • Father Alden secretly kept a copy of the solar ritual's first verse in the chapel's altar stone.
  • Marla Fen's brother was flayed by the Choir for refusing to join.

Key Locations

The Drowned Bell Inn

A sagging timber inn with a bell tower that rings underwater during storms. Elara Voss first meets the party here.

Additional Notes

The innkeeper, Marla Fen, is neutral but terrified of the Choir. She hides a silver dagger under the bar.

Chapel of the Dawn

A small stone chapel dedicated to a solar. Its stained glass is shattered and its altar defaced with a void symbol.

Additional Notes

Father Alden is bound in the vestry. He knows the solar ritual's first verse.

Sunken Archive

A half-drowned library in Blackfen Bog. Broken pillars jut from black water, and a spiral stair leads to a flooded vault.

Additional Notes

A water weird guards the vault. Vaelthar's journal and the second Codex page are here.

Gallows Ford

A shallow ford on the King's Road where three hanged cultists creak in the wind, each with a black feather in its mouth.

Additional Notes

Sister Nira ambushes the party here. The ford is difficult terrain for Medium creatures.

Highwatch and the Whisperwood

A fortified hill town that guards the mountain pass to Mount Kael. Highwatch is home to the Gilded Asylum, the hidden Choir Fane, and the Observatory of Falling Stars. The Whisperwood lies east, its trees murmuring in reverse.

Secrets

  • The Solar Sigil is a disk of sunstone that can summon Solarael.
  • The Void Anchor is key to opening the Rift of Flayed Sky.
  • The Last Page contains the final verse of the ritual and warns that the solar will die.
  • Matron Vela stitches eyes shut to harvest psychic energy for the Codex.
  • Orin the astronomer was once Vaelen Mor's mentor.
  • The Whisperwood treant was corrupted by reading a single Codex page.

Key Locations

Gilded Asylum

A marble asylum where patients sit in silent rows with silver thread stitched through their eyelids. Matron Vela glides between them.

Additional Notes

The Solar Sigil is hidden in the basement. The matron's ledger lists a Void Anchor delivery to the Fane.

Unbound Choir Fane

A natural cavern beneath Highwatch hung with flayed skins tattooed with Codex pages. A black iron anchor floats above a pit.

Additional Notes

A gibbering mouther guards the anchor. Sister Nira commands the fane.

Observatory of Falling Stars

A cracked dome on Mount Kael. A brass orrery turns under a beam of starlight. The blind astronomer Orin mutters about the Last Page.

Additional Notes

Orin is a former Choir member. A Choir strike team arrives to silence him.

Whisperwood

An ancient forest where bark is gray and leaves murmur in reverse. A white stone path leads to a hollow where the Last Page hangs from a branch.

Additional Notes

A corrupted treant guards the page. The page is sentient and tempts spellcasters to read it.

The Rift of Flayed Sky

A floating fortress of black glass on a shard of broken earth, suspended beneath a wound in the sky. Violet lightning stitches the clouds, and void energy causes psychic damage to those who linger.

Secrets

  • Mor's death will not destroy the Codex; only the solar's backward reading can.
  • The solar Solarael will disintegrate upon the last word.
  • The Codex has 13 pages, each bound in a different strip of Vaelthar's skin.
  • The rift collapses after the Codex is destroyed, giving the party 10 rounds to escape.
  • Mor's true name, Vaelen Mor, can be used to make him hesitate for one round.
  • A mirror in the Hall of Mirrors shows the solar's prison in a pocket dimension.

Key Locations

Rift Battlements

Black glass walls patrolled by Choir cultists and void-touched beasts. The rift above pulses with violet light.

Additional Notes

A teleportation circle can be stabilized with a DC 18 Arcana check. Patrols include cultists and a rift wretch.

Hall of Mirrors

A long hall lined with mirrors that reflect corrupted versions of the party. Sister Nira waits here, half-transformed.

Additional Notes

The mirrors can be shattered to disrupt Nira's duplicates. Each mirror has AC 16 and 10 hit points.

Vessel's Throne

A throne of flayed skin where Magister Vaelen Mor sits with the Codex open in his lap. His eyes are black pits.

Additional Notes

Mor is the main villain with a generated character sheet. He will try to dominate a spellcaster to read the Codex.

Altar of the Last Word

A cracked altar in an open dome. A pillar of sunlight can pierce the rift here to summon Solarael.

Additional Notes

The solar reads each page backwards over 13 rounds. The party must defend it from waves of void creatures.

Villain Plans

Magister Vaelen Mor Character Sheet

Main villain and leader of the Unbound Choir

Motivation

Mor was once a mortal archmage who feared death. He believes the Codex can make him a living vessel of the Void Beyond, granting him immortality and godlike power. He is willing to sacrifice all of Highwatch to achieve this.

Personality

Arrogant, theatrical, and utterly convinced of his own destiny. He speaks in reverse sometimes and enjoys monologuing about the Void's beauty. He is cruel to his followers but genuinely believes he is saving them from mortality.

Resources

  • The Unbound Choir cult
  • The Codex of Flayed Whispers
  • The Rift of Flayed Sky fortress
  • Sister Nira and Matron Vela as lieutenants
  • Void-touched beasts and flayed zealots

Battle Plan

Mor begins combat by casting dominate person on the party's spellcaster, ordering them to read the Codex. He uses void powers to push characters toward the rift and summons flayed zealots to protect him. If reduced below half hit points, he retreats to the throne and activates the vessel ritual, forcing the party to interrupt him.

Defeat or Redemption

Mor cannot be redeemed. If defeated, his soul is drawn into the Codex, and he becomes a whispering voice within it. The only way to truly end him is to destroy the Codex.

Sister Nira Character Sheet

Choir lieutenant and enforcer

Motivation

Nira was saved from a flaying ritual by Mor and is fanatically loyal to him. She believes that serving the Void is the only way to avoid being consumed by it. She wants to prove herself worthy of becoming Mor's first flayed apostle.

Personality

Sadistic, patient, and utterly fearless. She speaks in a low rasp and enjoys psychological torment. She never forgets a slight and will hunt the party across the campaign.

Resources

  • A squad of Choir cultists
  • Void-touched spells
  • A sigil of the Unbound Choir
  • Knowledge of the party's movements

Battle Plan

Nira uses void-touched spells to frighten and restrain key targets. She focuses on capturing Elara or the party's spellcaster. If reduced below half hit points, she flees using misty step or a hidden passage, preferring to fight another day.

Defeat or Redemption

Nira is beyond redemption. If killed, her body dissolves into black feathers. If she escapes, she returns in Act III as a half-transformed flayed thing in the Hall of Mirrors.

Matron Vela Character Sheet

Choir lieutenant and administrator of the Gilded Asylum

Motivation

Vela is a former physician who lost her family to a plague. She believes the Void can erase suffering by erasing individuality. She stitches eyes shut to harvest psychic energy for the Codex, hoping to create a world without pain.

Personality

Soft-spoken, maternal, and utterly detached from the horror she inflicts. She hums lullabies while performing surgeries and genuinely believes she is helping her patients.

Resources

  • The Gilded Asylum staff and guards
  • Silver stitching tools
  • A ledger of Choir deliveries
  • The Solar Sigil in her basement

Battle Plan

Vela tries to charm or restrain intruders. She uses her guards as shields and calls for reinforcements if reduced below half hit points. She will not flee unless the Solar Sigil is taken, in which case she retreats to the Choir's Fane.

Defeat or Redemption

Vela can be redeemed if the party shows her the suffering she has caused and succeeds on a DC 18 Charisma (Persuasion) check. Otherwise, she fights to the death, whispering that the Void will forgive her.

NPCs in Ashfen and the Blackfen Bog

Elara Voss

Open Character Sheet

A middle-aged sage with ink-stained fingers and haunted eyes. She carries the first page of the Codex in a lead-lined scroll case.

Role: Quest giver and lore source

Other Details: She is terrified of the page but believes she is the only one who can identify the ritual. She will sacrifice herself if needed.

Father Alden

Open Character Sheet

A kindly priest of the Dawn with a broken arm and a stubborn faith.

Role: Ally and ritual lore

Other Details: He knows the solar's name, Solarael, but will only share it if the party saves his chapel.

Marla Fen

Open Character Sheet

The innkeeper of the Drowned Bell, a broad-shouldered woman with a sailor's vocabulary.

Role: Information broker

Other Details: She will trade rumors for protection. She knows the Choir uses the bog to move pages.

NPCs in Highwatch and the Whisperwood

Sister Nira

Open Character Sheet

A Choir enforcer with a scarred face and a black feather braided into her hair. She is fanatically loyal to Magister Mor.

Role: Choir lieutenant and recurring antagonist

Other Details: She is a villain with a generated character sheet. She fights with void-touched spells and tries to capture Elara.

Matron Vela

Open Character Sheet

A tall woman in white robes with silver thread wound around her fingers. She speaks in a soothing lullaby.

Role: Choir lieutenant and asylum administrator

Other Details: She is a villain with a generated character sheet. She will not flee unless reduced below half hit points.

Orin the Blind Astronomer

Open Character Sheet

An old man with empty eye sockets and ink-stained hands. He turns the orrery by memory.

Role: Lore source and potential ally

Other Details: He knows the Last Page is in the Whisperwood and that Solarael is sleeping in a pocket dimension.

NPCs in The Rift of Flayed Sky

Sister Nira

Open Character Sheet

Nira appears in the Hall of Mirrors, her body half-transformed into a flayed thing. She gurgles threats and fights with void powers.

Role: Choir lieutenant and final obstacle before Mor

Other Details: She is a villain with a generated character sheet. She carries a key to the throne room.

Solarael

Open Character Sheet

A solar with wings of gold and eyes of fire. It has heard the Codex's whispers for centuries and will read it backwards willingly.

Role: Ritual sacrifice and ally

Other Details: Solarael disintegrates upon finishing the last word. It cannot be saved by mortal magic.

Magister Vaelen Mor

Open Character Sheet

The leader of the Unbound Choir, a tall man with black pits for eyes and a mouth that moves in reverse. He wears the Codex like a crown.

Role: Main villain

Other Details: He is a villain with a generated character sheet. He is arrogant and will monologue if given the chance.

Factions

The Unbound Choir

A chaotic evil cult that worships the Void Beyond and seeks to crown Magister Vaelen Mor as its living vessel. They wear gray robes and black feathers.

Goals

Open the Rift of Flayed Sky, recover all Codex pages, and transform Mor into a vessel of the Void.

Relationships

With Other Factions
They are hunted by the Order of the Dawn and manipulate the Highwatch Council through bribes and fear.
With Players
They are the primary antagonists. They attack the party on sight and will kill to reclaim the Codex.

The Order of the Dawn

A lawful good knightly order dedicated to solar celestials. They are weakened but still fight the Choir from hidden chapels.

Goals

Protect the innocent, destroy the Codex, and summon Solarael to end the void threat.

Relationships

With Other Factions
They oppose the Unbound Choir and distrust the Highwatch Council's neutrality.
With Players
They can provide healing, shelter, and lore if the party proves trustworthy.

The Highwatch Council

A neutral governing body of merchants and retired adventurers. They want to keep Highwatch safe and profitable.

Goals

Maintain order, avoid open war with the Choir, and protect Highwatch's trade routes.

Relationships

With Other Factions
They tolerate the Order of the Dawn but secretly fear the Choir's reach.
With Players
They can offer supplies and information, but they will not openly aid the party against the Choir unless the party exposes the Choir's presence.

Main Questline

Recover the Whispering Page

Given by: Elara Voss
Elara Voss hires the party to protect her and the first page of the Codex of Flayed Whispers. The Unbound Choir attacks Ashfen to reclaim it. The party must survive, learn the Codex's history, and reach Highwatch.

Goals

Escort Elara to Highwatch, defend the page from the Choir, and learn the solar ritual.

Reward

100 gp each, Elara's favor, and the first page of the Codex.

Secrets

  • The page is made of Archmage Vaelthar's skin.
  • The Choir can track the page through the void.
  • Elara has hidden a second page in her boot.

DM Notes

This quest spans Act I. The party should reach 4th level by the end.

Gather the Ritual Keys

Given by: Elara Voss and Orin the Astronomer
To destroy the Codex, the party must recover three ritual keys: the Solar Sigil, the Void Anchor, and the Last Page. The Choir races them through the Gilded Asylum, the Choir's Fane, the Observatory, and the Whisperwood.

Goals

Recover all three keys and defend Highwatch from the Choir's siege.

Reward

The three keys, 500 gp each, and the alliance of Highwatch.

Secrets

  • The Solar Sigil can summon Solarael.
  • The Void Anchor opens the Rift of Flayed Sky.
  • The Last Page contains the final verse and warns of the solar's death.

DM Notes

This quest spans Act II. The party should reach 8th level by the end.

The Last Word

Given by: Solarael
The Choir opens the Rift of Flayed Sky. Magister Vaelen Mor prepares to become the Codex's vessel. The party must infiltrate the rift, confront Mor, summon Solarael, and read the Codex backwards. The solar will disintegrate upon the last word.

Goals

Defeat Mor, summon Solarael, read the Codex backwards, and survive the collapse.

Reward

The destruction of the Codex, 1,000 gp each, and a boon from the Dawn.

Secrets

  • Mor's death does not destroy the Codex.
  • Solarael cannot be saved.
  • The rift collapses after the Codex is destroyed.

DM Notes

This quest spans Act III. The party should reach 11th level by the end.

Side Quests in Ashfen and the Blackfen Bog

The Stitched Shut

Given by: Father Alden
A patient from the Gilded Asylum escaped to Ashfen with silver stitches over his eyes. He babbles about a matron who flays minds.

Goals

Protect the patient from Choir agents and learn what he saw.

Reward

A potion of healing and the matron's name, Vela.

Secrets

  • The patient saw the Solar Sigil in the asylum basement.
  • Matron Vela is a Choir lieutenant.

DM Notes

The patient dies if the stitches are removed without a DC 15 Medicine check.

The Hanged Deserters

Given by: Marla Fen
Three Choir deserters were hanged at Gallows Ford. Their families want the bodies cut down and buried.

Goals

Cut down the bodies and return them to Ashfen.

Reward

A silver dagger and a map to the Sunken Archive.

Secrets

  • One deserter hid a page fragment in his boot.
  • The Choir punishes desertion by flaying.

DM Notes

Nira watches the ford. If the party lingers, she attacks.

The Bogwalker's Ring

Given by: Elara Voss
Elara believes a ring of water walking lies in the Sunken Archive's flooded vault. She needs it to reach a lower shelf of pages.

Goals

Recover the ring from the flooded vault.

Reward

The ring itself, plus Elara's favor.

Secrets

  • The ring is guarded by a water weird.
  • The vault contains Vaelthar's journal.

DM Notes

The water weird can be negotiated with if the party offers it a magic item.

Side Quests in Highwatch and the Whisperwood

The Silver Stitches

Given by: A patient's family
A family begs the party to rescue their mother from the Gilded Asylum. She has been stitched and is being drained.

Goals

Infiltrate the asylum and free the mother.

Reward

A potion of greater healing and the family's gratitude.

Secrets

  • The mother overheard Matron Vela discussing the Void Anchor.
  • Removing the stitches safely requires a DC 15 Medicine check.

DM Notes

If the party is caught, Matron Vela calls four guards and two cult fanatics.

The Astronomer's Star Chart

Given by: Orin
Orin needs his stolen star chart back from a Choir courier. It shows the Rift of Flayed Sky.

Goals

Intercept the courier and recover the chart.

Reward

A star chart that grants advantage on navigation checks to the Rift.

Secrets

  • The chart marks a hidden teleportation circle in the Rift fortress.
  • The courier is a cult fanatic.

DM Notes

The courier travels with two cultists.

The Whisperwood Bargain

Given by: Elara Voss
Elara believes the Whisperwood treant can be calmed with a ritual of reversed names. She needs rare bark from the tree.

Goals

Calm or defeat the treant and take the Last Page.

Reward

A bark shield that protects against psychic damage.

Secrets

  • The treant is corrupted by a Codex page.
  • The page can be removed without killing the treant if the party succeeds on a DC 16 Nature check.

DM Notes

If the treant is killed, the Last Page is destroyed and the ritual fails.

Side Quests in The Rift of Flayed Sky

The Mirror's Prison

Given by: Solarael
A mirror in the Hall of Mirrors shows Solarael trapped in a pocket dimension. The solar asks the party to shatter the mirror to free a fragment of its power.

Goals

Find and shatter the correct mirror.

Reward

A solar's tear that can cast revivify once.

Secrets

  • The mirror is guarded by two flayed choir zealots.
  • Shattering the mirror alerts Mor.

DM Notes

The correct mirror is the only one that does not reflect the party.

The Codex's Last Temptation

Given by: The Codex
The Codex whispers to a spellcaster in the party, offering to spare Solarael if they read one page aloud forward.

Goals

Resist or accept the Codex's temptation.

Reward

A dark boon: +2 Intelligence or Charisma, but the character gains a form of indefinite madness.

Secrets

  • Reading a page forward strengthens Mor.
  • The Codex is lying; it cannot spare Solarael.

DM Notes

This is a roleplaying challenge, not a combat encounter.

Escape the Rift

Given by: Elara Voss
After the Codex is destroyed, the rift collapses. Elara has a scroll of teleportation circle, but it needs one round to activate.

Goals

Survive 10 rounds of collapse and escape.

Reward

Survival and the campaign's resolution.

Secrets

  • The scroll can only take four creatures.
  • A rift wretch will try to drag a party member into the void.

DM Notes

If the party fails, they are scattered across the Reach but survive.

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Encounters

Chapel of the Dawn Desecration

Suggested Level: 2

Choir cultists interrogate Father Alden at the defaced Chapel of the Dawn.

Creatures

Terrain Features

Broken pews, shattered stained glass, a defaced altar, and a vestry with a locked door.

Treasure

A potion of healing on the altar, a map to the Sunken Archive, and 25 gp in the collection box.

DM Notes

The cult fanatic carries the map. Father Alden can reveal the solar ritual's first verse if saved.

The Sunken Archive Vault

Failed Difficulty unavailable

Suggested Level: 3

A water weird guards the flooded vault containing Vaelthar's journal and the second Codex page.

Creatures

Encounter enemies are unavailable.

Terrain Features

Flooded vault, slippery stairs, broken pillars, and a magical darkness in the lower shelves.

Treasure

Vaelthar's journal, the second Codex page, and a ring of water walking.

DM Notes

The water weird can be negotiated with if offered a magic item. The journal reveals the solar's role.

Gallows Ford Ambush

Suggested Level: 3-4

Sister Nira ambushes the party at Gallows Ford, demanding Elara and the page.

Creatures

Terrain Features

Shallow ford, reeds for cover, a creaking gallows, and three hanged cultists.

Treasure

Nira's sigil of the Unbound Choir, a potion of invisibility, and 40 gp.

DM Notes

Nira fights with void-touched spells and tries to capture Elara. She flees if reduced below half hit points.

Gilded Asylum Break-In

Suggested Level: 4-5

Matron Vela and her guards protect the Solar Sigil in the asylum basement.

Creatures

Terrain Features

Marble halls, rows of stitched patients, a locked basement door, and a surgical theater.

Treasure

The Solar Sigil, Matron Vela's ledger, and 100 gp in surgical tools.

DM Notes

Matron Vela calls for guards if she spots the party. The ledger lists the Void Anchor delivery to the Fane.

Choir's Fane Anchor Heist

Suggested Level: 5-6

The party must steal the Void Anchor from the Choir's Fane while fighting a gibbering mouther and Sister Nira.

Creatures

Terrain Features

Natural cavern, flayed skin tapestries, a black iron anchor floating over a pit, and kneeling cultists.

Treasure

The Void Anchor, a flayed skin cloak, and 200 gp in ritual offerings.

DM Notes

The anchor is warded with a DC 17 Arcana check. If the alarm sounds, a strike team arrives in 3 rounds.

Whisperwood Treant

Suggested Level: 7

A corrupted treant guards the Last Page in the Whisperwood.

Creatures

Terrain Features

Gray-barked trees, murmuring leaves, a white stone path, and a hollow with a silver dagger pinning the page.

Treasure

The Last Page, a bark shield, and a silver dagger.

DM Notes

The treant can be calmed with a DC 16 Nature check. If killed, the Last Page is destroyed and the ritual fails.

Hall of Mirrors

Suggested Level: 9-10

Sister Nira, half-transformed, guards the Hall of Mirrors with flayed zealots and wraiths.

Creatures

Terrain Features

Mirrors that reflect corrupted versions of the party, a black glass floor, and a locked door to the throne.

Treasure

Nira's key to the throne, a mirror of unbroken self, and 500 gp in void-touched gems.

DM Notes

Nira uses the mirrors to create illusory duplicates. Shattering a mirror (AC 16, 10 hp) disrupts her duplicates for 1 round.

Vessel's Throne

Suggested Level: 10-11

Magister Vaelen Mor waits on his throne of flayed skin, the Codex open in his lap.

Creatures

Terrain Features

Throne of flayed skin, black glass pillars, a void rift in the ceiling, and a spiral stair.

Treasure

The Codex of Flayed Whispers, a codex-bound tome, and 1,000 gp in void pearls.

DM Notes

Mor tries to dominate a spellcaster to read the Codex. He monologues if given the chance. His death does not destroy the Codex.

Solar's Sacrifice

Suggested Level: 11

The party must defend Solarael for 13 rounds while it reads the Codex backwards.

Creatures

Terrain Features

Cracked altar, open dome, pillar of sunlight, and a collapsing rift.

Treasure

A solar's tear, the destroyed Codex's ashes, and 1,000 gp in celestial relics.

DM Notes

Each page takes 1 round. If Solarael is interrupted, it must restart the current page. After the last word, the solar disintegrates and the rift collapses.

Ambush at the Drowned Bell

Suggested Level: 1-2

Choir agents attack the Drowned Bell Inn to seize Elara Voss and the first Codex page.

Creatures

Terrain Features

Crowded common room, overturned tables, a roaring hearth, and a rain-slick back door.

Treasure

A silver dagger under the bar, 15 gp in the till, and a black feather token on a cultist.

DM Notes

The cultists focus on Elara. If she is reduced to 0 hit points, they grab the page and flee.

Magic Items

Whispering Page Fragment Whispering Page Fragment Completed

Whispering Page Fragment

uncommon
A single page of pale leather that whispers secrets in reverse. While held, you have advantage on Intelligence (Arcana) checks to identify void magic, but you hear whispers for 1 hour after.

Location

Act I - Drowned Bell Inn, in Elara Voss's scroll case

Attunement

none

Dawnwarden's Silver Dagger Dawnwarden's Silver Dagger Completed

Dawnwarden's Silver Dagger

uncommon
A silvered dagger etched with a solar's wing. It deals an extra 1d4 radiant damage to fiends and undead. Once per dawn, it can cast light.

Location

Act I - Chapel of the Dawn, hidden under the altar

Attunement

requires attunement

Bogwalker's Ring Bogwalker's Ring Completed

Bogwalker's Ring

uncommon
A tarnished silver ring set with a black pearl. While worn, you can walk on water as if it were solid ground.

Location

Act I - Sunken Archive, in the flooded vault

Attunement

requires attunement

Solar Sigil Solar Sigil Completed

Solar Sigil

rare
A disk of sunstone engraved with a solar's true name. It can be used as a spellcasting focus and can summon Solarael when activated at the Altar of the Last Word.

Location

Act II - Gilded Asylum, in the basement reliquary

Attunement

requires attunement by a spellcaster

Void Anchor Shard Void Anchor Shard Completed

Void Anchor Shard

rare
A shard of black iron that hums with void energy. It can anchor a portal or rift, preventing it from closing for 1 minute. It also opens the Rift of Flayed Sky.

Location

Act II - Choir's Fane, floating above the pit

Attunement

requires attunement

Astronomer's Star Chart Astronomer's Star Chart Completed

Astronomer's Star Chart

uncommon
A brass-bound chart of the night sky. It grants advantage on Wisdom (Survival) checks to navigate and reveals the location of the Rift of Flayed Sky.

Location

Act II - Observatory of Falling Stars, in Orin's orrery

Attunement

none

Whisperwood Bark Shield Whisperwood Bark Shield Completed

Whisperwood Bark Shield

rare
A shield made from the bark of the Whisperwood treant. While wielding it, you have resistance to psychic damage.

Location

Act II - Whisperwood, in the treant's hollow

Attunement

requires attunement

Flayed Skin Cloak Flayed Skin Cloak Completed

Flayed Skin Cloak

rare
A cloak of stitched human skin tattooed with Codex pages. While worn, you can cast dissonant whispers (save DC 15) once per dawn. The cloak whispers to you.

Location

Act II - Choir's Fane, on a cult fanatic's shoulders

Attunement

requires attunement

Riftglass Blade Riftglass Blade Completed

Riftglass Blade

very rare
A sword forged from black glass that cuts through reality. It deals an extra 1d8 force damage. Once per dawn, it can cast dimension door.

Location

Act III - Rift of Flayed Sky, on the battlements

Attunement

requires attunement

Mirror of Unbroken Self Mirror of Unbroken Self Completed

Mirror of Unbroken Self

very rare
A hand mirror that shows your true self. Once per dawn, it can cast greater restoration on you, but you must succeed on a DC 15 Charisma save or be frightened of your reflection for 1 minute.

Location

Act III - Hall of Mirrors, in Nira's possession

Attunement

requires attunement

Codex-Bound Tome Codex-Bound Tome Completed

Codex-Bound Tome

legendary
A blank tome bound in the same skin as the Codex. It can hold one spell of 5th level or lower. While attuned, you can cast that spell without expending a spell slot once per dawn.

Location

Act III - Vessel's Throne, on Mor's lap

Attunement

requires attunement by a spellcaster

Solar's Tear Solar's Tear Completed

Solar's Tear

legendary
A crystal tear left by Solarael. It can cast revivify once. After use, it crumbles to dust.

Location

Act III - Solar's Sacrifice, at the Altar of the Last Word

Attunement

none

Player Characters

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