Annihilation Hold
Annihilation Hold
Annihilation Hold
Version 1
Playtesting:
Casey Bax, Travis Grant, Jeremy Kirsch, Bryan Stevens, Andrew Thompson
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2 | Annihilation Hold
Using this Supplement Skill Checks and Saving Throws
No specific location is mentioned in this Specific DCs are written for each of the
supplement, making it easy to insert into most encounters. You may wish to change these DCs
campaigns. based on the APL of the adventuring party. We
suggest the below range:
Text in these yellow boxes is to be read to
players. APL Check / Save DC
10 thru 12th
th
16
Text in grey boxes is for the DM only and should 13th thru 15th 18
not be read to players. 16th + 20
Most of the creatures in this adventure are In addition, if you feel a skill check or saving
found in the 5th Edition Monster Manual. Page throw DC is too low or too high, feel free to
numbers have been included for easy reference adjust the DC as you wish.
but depending on the printing edition of your
Monster Manual, they may not match. You Are the Dungeon Master
As mentioned above, you do not have to run
In addition, several new creatures have been this adventure as written. You are empowered
created for this supplement. They are noted in to make changes as you wish—adjusting the
BOLD with no Monster Manual reference. You encounters as the game is played, if you like. If
can find these creature stat blocks at the end of you think the dungeon is too large, cut out a
the adventure in the Creatures of Annihilation room or two. If the threats are too easy, give
Hold appendix. them additional hit points or an extra attack.
3 | Annihilation Hold
Adventure Overview fended off countless devil attacks, tomb
robbers, and would-be plunderers over the
Welcome to Annihilation Hold, a 2 to 4-hour centuries.
adventure for Dungeons & Dragons.
Plot Hooks
This short adventure is designed for five There are a number of possible ways to
characters of levels 10 through 16 and includes introduce this adventure:
combat, roleplay, and exploration; especially We Stumbled on It! The complex could lie
focused players may find that social interaction behind a waterfall or perhaps was recently
dramatically changes this adventure’s content. exposed beneath a sand dune. Regardless, the
characters happen across the entrance while
The adventure is the exploration of a complex journeying.
under the protection of undead orcs. These The Bard’s Tale. Some bards and loremasters
creatures guard a vase which imprisons the evil specialize in tales of the fantastic, and while the
djinni who destroyed their once-grand orc characters rest their bones in a tavern, the
civilization. performers weave a tale of the fallen orc
nation. They claim that they know the site of
Adventure Background Hasteth’s resting place, and gladly sell maps to
Beyond the western mountains, the orcs the place for 15 gp. The maps aren’t very
generally kept to themselves. Over the years specific and require two months or more of
they built their civilization. They enriched searching, but one of the bards will accompany
themselves through magic and music, and them for a mere 100 gp “and all the rights to
followed a doctrine of peace and acceptance the story of grand adventure.” If the bard
that was empowered by the dangerous accompanies the characters, they can find the
mountain range on one side and the swirling complex in two weeks.
seas on the other. Oh, We of Noble Blood. If there is an orc,
half-orc, or otherwise orc-blooded creature
Their quiet society was shattered when a djinni amongst the characters, they are plagued by
named Hasteth was summoned by their elder troubling dreams. In them, the character is
mages. Hasteth was a creature of pure evil and begged to “come home and take up their
perverted the wishes that it granted. In time, birthright”, and they are treated to a wispy
the orcs were able to trap the djinni within an vision that looks like a band of orc knights
enchanted ceramic jar called the Annihilation surrounding an ethereal creature, its face
Hold, but not before their entire way of life was locked in a silent scream. When they wake, they
torn asunder. Many centuries have gone by and find a crude map drawn or etched on their skin.
the orcs are scattered to the wind, with few
recalling their proud nation. Orc & Half-orc Characters
Orc and half-orc characters may have heard rumors
Today, bards and scholars argue tirelessly about or tales of the orc complex, though they would have
the legend of the lost nation of the orcs, and no knowledge of what the Annihilation Hold is, or
the tale of Hasteth and the Annihilation Hold what it contains. They have advantage on Arcana,
has passed into myth. In truth, the jar was History, and Religion checks made while in the
entombed inside a hidden complex and is said complex.
to be guarded by the unyielding spirits of the
brave orcs that swore an oath to keep the vile
djinni locked away for eternity. These orcs,
known as the Order of the Eternal Oath, have
4 | Annihilation Hold
Alternate Hook – Quickplay Devil Table Round 1
D6 Devil CR Found
Protect the Annihilation Hold 1 Nupperibo ½ MToF, p 168
Should you only have limited time to play, give 2 Imp 1 MM, p 76
3 Spined Devil 2 MM, p 78
one player a copy of the lich stat block and each
4 Bearded Devil 3 MM, p 70
of the remaining players a copy of the Paladin
5 Merregon 4 DiA, p 238
of the Eternal Oath stat block. Show them the
6 Barbed Devil 5 MM, p 70
map and allow them to place themselves
wherever they like. Explain the Order of the
Eternal Oath to them, their status as undead
Devil Table Round 2
protectors of the Annihilation Hold, and that
devils are assaulting the citadel in an attempt to D6 Devil CR Found
gain access to it. 1 Nupperibo ½ MToF, p 168
2 Imp 1 MM, p 76
When play begins, place a devil of CR 5 or less in 3 Spined Devil 2 MM, p 78
any room where at least one player is present. 4 Bearded Devil 3 MM, p 70
Starting on the second round, on initiative 5 Merregon 4 DiA, p 238
6 Barbed Devil 5 MM, p 70
count 20 add another devil of CR 5 or less in any
room where at least one player-controlled
undead orc is present. All of the traps and
environment effects are present, including the Devil Table Round 3+
smoke from the Annihilation Hold. On initiative D12 Devil CR Found
count 1, if there are fewer devils than player 1 Nupperibo ½ MToF, p 168
characters present in the complex, add devils of 2 Imp 1 MM, p 76
CR 10 or less to any room you choose until 3 Spined Devil 2 MM, p 78
there is an equal number of devils and undead 4 Bearded Devil 3 MM, p 70
orcs. 5 Merregon 4 DiA, p 238
6 Barbed Devil 5 MM, p 70
Each time a devil is destroyed, roll a d20. On a 7 White Abishai 6 DiA, p 241
roll of 18 or higher, replace that devil with a 8 Black Abishai 7 MToF, p 160
9 Chain Devil 8 MM, p 72
devil of CR 10 or less. For every five devils
10 Bone Devil 9 MM, p 71
destroyed, add one devil of your choosing to a
11-12 Orthon 10 MToF, p 169
room of your choosing.
Placing Devils
When placing devils, you may roll to determine
which devil is placed, or you may choose devils as
you like.
5 | Annihilation Hold
The Complex
6 | Annihilation Hold
Adventure Primer Room 1 – Grand Entrance Hall
Read or summarize:
The devil’s voice is sweet to hear.
- Stephen King After descending the slick stairs, you can see
what was once a grand entrance hall. Small
grates in the floor at the base of the steps
But We Want to Talk! capture any water that comes through and
This adventure assumes that the characters proceed deposits it back outside, leaving the floor ahead
through the complex in an aggressive manner. If this fairly dry. Despite exposure to the elements for
is not the case, consider meshing your chosen story many years, remnants of colorful frescoes still
hooks with the Alternate Hook – Quickplay detailed decorate the opposing walls. The far wall sports
above. Should the characters win the trust of the
a heavily-corroded statue.
undead orcs, a fiendish horde assaults the complex,
leaving the characters to choose a side or face the
consequences! The Statue
Upon inspection and with a successful DC 18
Intelligence (Religion) check it can be identified
The Adventure as Karzag the Radiant, an ancient deity of the
The main adventure begins when the party sun and harvest that was revered by orcs.
reaches the complex holding the Annihilation
Hold. Colorful Frescoes
The fresco begins on the left wall, depicting a
grand orc civilization of wooden huts and
General Features of the Complex
intricate wooden buildings, with noble-looking
Smoke: The Annihilation Hold (located in Area 13)
orcs. It slowly changes as it moves across the
continuously produces smoke, which lays close to
the floor and is first noticed in Area 4. The smoke area. The civilization appears ruined, while
becomes more present as the characters get closer several orcs wearing decorated armor battle a
to Area 13. large, blue creature.
Lighting: Unless otherwise noted, all rooms a dark
Terrain: Unless otherwise noted, all floors are A character succeeding on a DC 15 Intelligence
marble tiles, and all walls and ceilings are cut stone (History) or Intelligence (Arcana) check
blocks. recognizes the blue creature as a djinni.
Doors and Archways: Most rooms are accessed by a
door, which may be locked or unlocked. A few Once recognized, a character may attempt a DC
archways are found in Area 6.
20 Intelligence (History) or Wisdom (Religion)
check. On a success, they identify the orcs as
Main Entrance being from the Order of the Eternal Oath—a
The entrance to the orc complex is group dedicated to guarding an evil relic. They
underground, with a stone staircase covered in also recall a story about the orcs battling a
slippery mold and splotches of water, requiring djinni who destroyed a once magnificent orc
a successful DC 14 Strength (Athletics) or civilization. Orc bards and half-orc bards have
Dexterity (Acrobatics) check to safely descend. advantage to this check.
On a failed check, the creature slips on the
stairs, tumbles to the bottom, and suffers 1d6
bludgeoning damage.
7 | Annihilation Hold
Orc Ghost • the ancient orc civilization.
If the characters dwell here for more than a few • its wonderous childhood.
moments, an orc ghost named Jakar Nog’thog • its strong warrior lineage (both mother
(CR 4; MM, p 147; knows only Orcish) wearing and father were great warriors).
ornate plate armor tears across the room,
screaming a dire warning. If any of the Room 2 – Main Hall
characters speak Orcish, they understand the
When entered, read or summarize:
phrase as “Leave the Annihilation Hold to these
dusty halls—our sacred duty binds us, and it, for
Four wall sconces fill this room with a soft,
eternity!”
orange glow. A pedestal on the far wall holds a
bust of an orc.
It has no interest fighting the characters and
seeks to scare them.
The Statue
A cobweb-covered bust of a regal-looking orc
stands on a pedestal here. Engraved on the
base in ancient Orcish is the name
Battlewarden Orralthum.
Door to 3C
This iron-banded wooden door is warped in the
frame and deadbolted from the inside; it can be
unlocked with a DC 24 Dexterity check using
thieves’ tools. Once unlocked, the door must be
opened with a DC 18 Strength (Athletics) check;
this check can be made with disadvantage if the
door is still locked.
Doors to Area 4
These stone doors are braced from this side. No
check is needed to remove the braces, but if the
braces are replaced, a creature in Area 4 must
succeed on a DC 30 Strength (Athletics) check
to break the door down. It appears that this
brace was added after construction was
finished, and the characters may quite likely—
and correctly—deduce that the braces were
added to trap something inside.
The ghost may converse with the party, sharing
information found in Adventure
Background. However, it does not speak of
the Annihilation Hold, other than to say it holds
a great and evil power. Rather, the ghost
prefers to reminisce about the old days, telling
stories about:
8 | Annihilation Hold
Room 3A – Mask Trap Rotating Floor Trap
These iron-banded wooden doors are unlocked. The floor of this room rests on an axel and is held in
place with counterweights. Once activated, the floor
quickly rotates 90 degrees and then slowly resets.
Read or summarize:
Trigger. A creature that walks on either side of the
This room is completely empty save for an floor triggers the trap.
ornately colored mask of an orc hanging on the Effect. The floor rotates 90 degrees, opening to a 10-
far wall. foot-deep pit with a teleportation circle at the
bottom. A creature landing in the pit is teleported to
The Mask the ceiling of Room 8 – Refuse Room and dropped
The mask is a minor cursed magic item used to into the zombie otyugh pit.
Countermeasures. A successful DC 15 Wisdom
coerce treasure hunters into the room. The
(Perception) check reveals a gap between the floor
mask radiates an aura of transmutation magic if
and walls. A successful DC 15 Dexterity check using
the detect magic spell is cast. thieves’ tools disables the rotating floor, and a check
with a total of 5 or lower triggers the trap.
Mask of the Orc Trigger. A creature that walks on either side of the
Wondrous item, rare, cursed floor triggers the trap.
Reset. Once activated, the floor quickly rotates 90
An ornately carved and decorated wooden mask of an orc. degrees. If not disabled, it then slowly resets after
two rounds (12 seconds), becoming flat again 18
While wearing the mask, you gain darkvision out to 60 seconds later (3 rounds). The total reset time is 30
feet, you know the Orcish language, and you gain the seconds (5 rounds).
Aggressive orc racial feature.
Curse: Once you don this cursed mask, you can't remove it
unless you are targeted by the remove curse spell or
similar magic. While wearing the mask, you can read,
write, speak, and understand only Orcish.
The Floor
The floor of the room is a Rotating Floor
Trap and is constructed of smooth stone,
painstakingly painted to resemble the stone
tiles found throughout the complex. A creature
actively searching and succeeding on a DC 20
Wisdom (Perception) check notices the floor
has been painted.
9 | Annihilation Hold
Room 3b – Scroll Room Room 3c – Orc Lich
These iron-banded wooden doors are unlocked. This iron-banded wooden door is warped in the
frame and deadbolted from the inside; it can be
Read or summarize: unlocked with a DC 24 Dexterity check using
thieves’ tools. Once unlocked, the door must be
The side walls of this room are lined with tall opened with a DC 18 Strength (Athletics) check;
shelves filled with leather scroll cases. A small this check can be made with disadvantage if the
writing desk, complete with an ink pot and quill, door is still locked.
stands along the far wall.
When the room is entered, read or summarize:
The Shelves
A character searching the shelves and Remnants of beautiful furniture are scattered
succeeding on a Wisdom (Perception) check around the room, victims of time and exposure
finds the items below. The results are to air. The corpse of an orc dressed in a black
cumulative: robe is sprawled on the remains of a crumbled
bed.
DC Item
10 A spell scroll of protection from evil and good. Orc Lich
12 Five acorn-sized balls of bat guano. If the characters investigate the corpse, they
14 A spell scroll of hold monster. find that it is a lich (CR 21; MM, p 202. Male,
16 Five small, straight pieces of iron. lawful neutral) that is simply pretending to be
18 A spell scroll of greater restoration. dead while it assesses the characters and their
20 A diamond worth 510 gp. intentions.
10 | Annihilation Hold
It has long since forgotten its name, but if the Five sheets of brittle parchment paper and two
characters understand Orcish, it can impart any copper pieces are found in the nightstand if is it
of the information in the Adventure searched.
Background section, including that it
barricaded the doors in Room 2 to keep the Room 4 – Champions
Annihilation Hold contained. The lich speaks in These stone doors are braced from this side. No
an ancient dialect of Orcish and may have check is needed to remove the braces, but if the
trouble understanding more modern usage. braces are replaced, a creature in Area 4 must
succeed on a DC 30 Strength (Athletics) check
The lich refuses to enter anything beyond Room to break the door down. It appears that this
2 and is bound by a sacred oath from leaving brace was added after construction was
the complex. If attacked, the lich has an finished.
enraged celestial owlbear (CR 3; MM, p 249)
familiar that it can summon as one of its lair When the room is entered, read or summarize:
actions.
Four statues stand near the center of the room.
Protect the Annihilation Hold They each depict a different orc champion, and
The orc lich’s sacred oath is broken if the their backs are to each other so that they may
Annihilation Hold is touched or removed from the face out, ever-vigilant for intruders.
complex, allowing it to:
• Rush to protect the relic
The statues are exquisitely carved and feature
• Wait for the adventurers in Room 2 as they
an orc champion in a battle-ready stance. While
leave
unlabeled, it is clear that they stand ready for
• Re-barricade the doors from Room 4 to Room 2
any threat that may arrive. A circle of runes
• Pursue it outside of the complex.
measuring 20 feet across surrounds the statues.
The lich doesn’t mind if the characters
Odd black, shadow-like shapes fly about the
investigate the complex. Their main concern is
circle and around the statues. Characters
the safety of the Annihilation Hold. If the
proficient in Religion might believe the shapes
characters have the item, the lich is not against
to be spirits, though the exact number can’t be
bargaining for it. They may even offer safe
determined. If the characters move the
passage out of the complex if the item is left
weapons into the statues’ hands, attack the
behind. Or, perhaps offer a trade, which may
spirits, or otherwise interact with them, the
include giving the characters one of the undead
spirits (use invisible stalkers: CR 6; MM, p 192
(most likely the zombie otyugh).
but are considered undead) are released and
attack the adventurers.
Room 3D – Guest Chambers
These iron-banded wooden doors are unlocked. Champion Trap
11 | Annihilation Hold
Treasure Scaling the Battle
Each statue holds one of the objects below. Below are suggestions for scaling the battle:
• A pair of silvered, serrated short
swords. APL 10–11: Battlewarden and one orc wraith.
• A silvered great axe covered in barbs. APL 12–13: Battlewarden and two orc wraiths.
• A pike +1, decorated with holy symbols APL 14: Battlewarden and one orc dire wraith for
every three characters.
of Karzag the Radiant.
APL 15–16: Battlewarden and one orc dire wraith
• A spiked shield +2 and a gem-encrusted for every two characters.
mace worth 450 gp.
•
Treasure
Scaling the Battle When the Battlewarden is defeated, her bone
Below are suggestions for scaling the battle: longsword and plate armor of resistance
APL 10–11: one invisible stalker for every two
(slashing) clatters to the floor.
characters.
APL 12: one invisible stalker with 120 HP for every Bone Longsword
two characters. Weapon (longsword), very rare (requires
APL 13–14: one invisible stalker with 160 HP for attunement)
every two characters.
APL 15–16: one invisible stalker for every character. You gain a +2 bonus to attack and damage rolls
made with this magic weapon. In addition, the
The invisible stalkers are representations of the weapon deals bludgeoning damage instead slashing
champions’ spirits. Therefore, they are considered damage.
undead.
When you hit a humanoid with this weapon, the
Room 5 – Battlewarden’s humanoid takes an extra 1d6 necrotic damage.
12 | Annihilation Hold
Room 7 – Kitchen the other fallen paladins, they are aware they
are undead but do not know of events from
Read or summarize: outside the complex nor how much time has
elapsed.
A thin haze of smoke covers the broken shelves
and cabinetry which line the walls, and a large The undead orcs allow the party to investigate
cookpot, unused for centuries, has been this area, but they defend themselves if
overturned in the center of this ancient kitchen. attacked.
Orc wraiths (see Appendix A)—oathbound orcs
that weren’t fully committed to their charge
Room 10 – Bound Devil
and have become mindless, hate-filled The closed doors have kept the smoke from the
undead—rise from the rubble when the Annihilation hold from entering this room.
characters enter. They attack after one round When entered, read or summarize:
but can’t leave this chamber unless the
Annihilation Hold is touched. Amidst the scattered debris of this large room
stands one notable thing: a very angry demon.
that is currently bound in a magic circle.
Scaling the Battle
Below are suggestions for scaling the battle:
A nalfeshnee (CR 13; MM, p 62) named
APL 10–11: Two orc wraiths. Gathellizan is currently bound within a magic
APL 12–13: Three orc wraiths. circle. Gathellizan cycles through spoken
APL 14: Three orc dire wraiths. languages until it finds one that the characters
APL 15–16: Four orc dire wraiths. understand, and then proceeds to plead with
them with increasingly potent deals and
Room 8 – Refuse Room promises.
Smoke from the Annihilation Hold has not
entered this room save for a few wispy DM’s Note:
portions. This place once served as a refuse If the lich from Room 3A is asked about the demon
room, and waste of all types filled the 10-foot- and is willing to communicate, it shares that the
demon led an incursion here several decades ago,
deep cesspit below the floor. The pit is now
and while the orcs couldn’t defeat it, they were able
empty, save for a rare otyugh zombie at the
to trap it.
bottom. The beast lies dormant until a potential
meal comes within 15 feet of it.
Gathellizan and the Annihilation Hold
Teleportation Circle Gathellizan, knowing the greed that most
adventurers possess, may speak of the
A creature succeeding on a DC 15 Wisdom
Annihilation Hold to persuade the adventurers
(Perception) check notices a set of arcane runes
to release it, though it does not speak of the evil
written on the ceiling, above the pit. This is the
djinni inside. He says there is an item in the
teleportation circle from Room 3A.
complex that can provide an adventurer with a
wish. If he is released, he provides them with
Room 9 – Outer Hallway the command word for the Annihilation Hold
A thin layer of smoke lightly covers the floor. (“yas’ta’phree”), potentially going so far as to
blurt it out if it becomes clear that the
Two undead orc Paladins of the Eternal Oath characters won’t deal with it or simply plan to
(lawful neutral; Appendix A) patrol the area and kill it.
are sworn to protect the Annihilation Hold. Like
13 | Annihilation Hold
Gathellizan’s Deals In addition, the character finds a letter written
Gathellizan is willing to: in Orcish, though it appears to have only been
• Create a magic item of very rare or partially completed, and reads:
lower rarity.
• Increase a character’s chosen attribute Father, I hope to bring you and our ancestors’
by 2 to a maximum of 20. glory while serving with the Paladins of the
• Help them find “one true happiness.” Eternal Oath. My heart beats with the power of
• Anything else that guarantees its Karzag the Radiant.
escape.
Room 12 – Storage
Gathellizan’s Escape Faint fingers of smoke have seeped into this
The demon’s escape requires that a living room. When entered, read or summarize:
creature deface the sigils that surround the
binding circle. It bends any deal to its benefit if Bulging walls, black with soot, and a buckled
possible, but if released is true to its word. ceiling surround two orc skeletons: one wearing
Upon fulfilling the request, it disappears, plate mail and the other wearing robes and
returning to wherever it came from, no doubt holding a wand.
plotting revenge against the orcs.
The two orcs were killed by a horned devil
Room 11 – Crumbling Barracks raiding the complex. It was unsuccessful and
Read or summarize: banished but its attacks weakened the
structural integrity of this room.
The remnants of what were once racks of
sleeping bunks line the southern wall, and a Any excessively loud noise or sharp, strong
large section of the northern wall has collapsed. impact on the weak surfaces here causes a 10-
foot-radius section of the roof to collapse.
This cave-in caused substantial damage to the Creatures caught in a collapse take 55 (10d10)
walls and ceiling; the corpses of three orcs lie bludgeoning damage, or half as much on a
mangled under the debris. The incident successful DC 15 Dexterity saving throw.
happened quickly, as the orcs appear to have
died in their beds, crushed beneath untold tons Treasure
of stone. The orc dressed in robes holds a wand of
binding, which it attempted to use on the
Treasure horned devil.
A character who succeeds on a DC 14 Wisdom
(Perception) check while searching the orcs and
rubble finds a leather pouch containing five
odd-looking platinum coins, each stamped with
the face of an orc woman with massive tusks.
The coins are relics from the lost orc civilization
and have a gold value of 10 gp each. However,
to a collector of historical orc items, each coin is
worth 200 gp.
14 | Annihilation Hold
Room 13 – Relic Room Magical Rune Traps
The smoke in this room is thick, completely Four magical traps are built into the floor, each
obscuring the floor, courtesy of the smoking activated by stepping on a magical rune of an orc
face.
Annihilation Hold resting on a center pedestal.
Detection. The floor is covered in a 2-foot cloud-like
When entered, read or summarize: layer of grey smoke, making detecting the traps
difficult.
Flickering wall sconces cast an orange glow on a Noticing. The runes are easily noticed if the layer
low hanging layer of smoke which obscures the of smoke has been removed.
floor of this room. The walls hold busts of orcs, Detect Magic. Though the runes are magical, so
weapons, scrolls, and other relics. are several items in the room.
Find Traps. The layer of smoke obscures line-of-
A center pedestal holds a smoking vase. sight.
Searching. Searching for traps requires a
successful DC 15 Wisdom (Perception) check. This
Smokey Floor check is made with disadvantage as long as the layer
The smoke lingers on the floor, creating a 2- of smoke remains.
foot-tall grey cloud, completely concealing the Arcana. If the runes are visible, a successful DC 15
floor and its traps. Characters can attempt to Intelligence (Arcana) check reveals they are magical.
remove the smoke in many ways; such as a gust
Disabling. The magic rune traps can be disabled with
of wind spell, forcing the smoke out through
the use of dispel magic or with a successful
any open doors. However, the smoke from the Intelligence (Arcana) check with the DC equal to the
Annihilation Hold replenishes the floor covering trap’s save DC.
in two rounds.
Smiling Orc Face: Polymorph Rune
Traps When activated, the character must succeed on a DC
Four Magical Rune Traps are built into the 18 Wisdom saving throw. On a failure, the character
suffers the effects of the polymorph spell and is
floor, each activated by stepping on a magical
transformed into a blue baboon (CR 0; MM, p 318).
rune of an orc face.
Snarling Orc Face: Biting Rune
Treasure When activated, the character must succeed on a DC
The following treasure is found displayed on the 18 Dexterity saving throw. On a failure, the rune
walls of this room: animates: a stone orc head extends from the rune
and bites the character’s foot, dealing 21 (6d6)
bludgeoning damage and the character is grappled
• A longbow +2. (escape DC 18).
• A quiver of twelve arrows +2.
• A longsword with a jagged blade (vorpal Small Orc Face: Shrinking Rune
sword). When activated, the character must succeed on a DC
18 Constitution saving throw or be targeted by the
• A battleaxe +2 with a haft made of
reduce effect of an enlarge/reduce spell.
human teeth.
• Several leather and bamboo canisters Exploding Orc Face: Feeblemind Rune
containing spell scrolls and maps, When activated, the character takes 14 (4d6) psychic
chosen as you see fit. damage and must succeed on a DC 18 Intelligence
saving throw. On a failure, the sound of a faint
explosion is heard, originating from the character’s
head and it suffers the effects of the feeblemind
spell.
15 | Annihilation Hold
Annihilation Hold
If the jar is disturbed, every remaining undead
orc arrives at the beginning of the next round in
an attempt to destroy those that trespass into
this chamber. If all of the orcs are already
destroyed, devils attack instead (see Alternate
Hook – Quickplay and We Want to Talk!
sidebar)
Annihilation Hold
Wondrous Item, legendary, cursed
16 | Annihilation Hold
Player Option: Oath of the Channel Divinity
When you take this oath at 3rd level, you gain
Eternal Order the following Channel Divinity options.
Universal Truths. You can use your Channel
If the characters reach an amicable resolution with Divinity to create a zone of truth as per the
the orcs, they may be invited to join the ranks of the spell. When you do this, you may extend the
paladins of the Oath of the Eternal Order. duration of this effect by one hour for each hit
die that you expend.
If they accept the offer, their original Paladin oath is Divine Inquiry. You can use your Channel
immediately replaced with the Oath of the Eternal
Divinity to ask a creature a single, specific
Order and they lose all benefits of their previous
oath.
question. If you do, that creature must answer
quickly and truthfully unless they succeed on a
Wisdom saving throw. The DC for this saving
The Oath of the Eternal Order rose from the
throw is equal to 8 + your proficiency bonus +
orcs of a once-great kingdom. These people
your Charisma modifier. A creature that
sought honor above all, and knew that a
succeeds on this saving throw and chooses to
promise made was to be a promise kept. Their
lie or mislead takes an amount of radiant
numbers were small as the tenets of devotion
damage equal to your paladin level in d6s. For
required a dedication that most couldn’t truly
example, a 5th level paladin of the Oath of the
support, for it followed them into death and
Eternal Order that uses this feature would inflict
beyond. They are attached to the subject of
16 (5d6) radiant damage to a creature.
their oath and often adorn their gear and
quarters with reminders of this pledge. They
Oath Spells
rarely retain familial relationships upon
You gain oath spells at the paladin levels listed.
swearing their commitment oaths.
Oath of the Eternal Order Spells
Tenets of the Eternal Order
Paladin Level – Spells
The tenets of the Oath of the Eternal Order
3rd –expeditious retreat, mage armor
have not been shared with the outside world 5th – calm emotions, enhance ability
for many centuries, but the faithful excel at
9th – clairvoyance, speak with dead
spending their time wisely. Their core principles
13th – freedom of movement, Mordenkainen’s
are: faithful hound
Strive for Truth. Every action you take and 17th – greater restoration, legend lore
statement you make is in pursuit of truth,
regardless of pain or displeasure.
Aura of Resolute Will
Adherent to Oaths. Any promise made is a
Beginning at 7th level, you find that your will has
permanent one. These bonds are stronger than
been steeled by faith and experience. If you
any legal document and must be protected at
would fail a Wisdom saving throw, you may
all costs.
choose to succeed on that saving throw instead.
Eternity Personified. Nothing can ever be
If you do, you also gain one level of exhaustion.
truly forgotten, and no one ever really dies. You
will be eternal, passing your stories and
At 18th level, when one of your allies within 30
responsibilities to future generations.
feet would fail a Wisdom saving throw and you
are aware of the effect that caused the saving
throw, you may instead choose to have them
succeed. If you do, you also gain one level of
exhaustion.
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Into Eternity You March An Oath Fulfilled
Starting at 15th level, you begin to exhibit At 20th level, you fulfill your oath and become a
aspects of undeath, including gaining a physical manifestation of that promise. Your
phylactery as if you were a lich. When you are type changes to undead, but your physical form
reduced to 0 hit points and are not killed does not necessarily change. Your hair may turn
outright, you can choose to have your soul grey, white, or even fall out, and your skin may
escape into your phylactery. If you do, and your become brittle or leathery; these details are
phylactery is not destroyed while your soul is yours to determine.
inside of it, you gain a new body in 1d10 days Additionally, you gain the following powers:
and return to it. When you do, you regain all of • Limited Turn Immunity. If you would be
your hit points. Your new body appears within 5 turned (such as by a cleric’s ability to
feet of the phylactery. turn undead), you may choose to ignore
If your phylactery is destroyed, you can that effect. Once you use this ability, it
beseech your deity for a new one. This may can’t be used again until you complete
require a quest or special holy mission; work a short or long rest.
with your DM for details. • Orb of Faith. You hurl a magical ball of
manifest faith that explodes at a point
you can see withing 120 feet. Each
creature in a 20-foot-radius sphere
centered on that point must make a DC
Dexterity saving throw with a DC equal
to 8 + your proficiency bonus + your
Charisma modifier. The sphere spreads
around corners. A creature takes 35
(10d6) force damage and 35 (10d6)
radiant damage on a failed save, or half
as much damage on a successful one.
Creatures that fail this saving throw by
5 or more are also stunned for a
number of rounds equal to your
Charisma modifier (minimum 1). Once
you use this ability, it can’t be used
again until you finish a long rest.
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Appendix A: Creatures of Annihilation Hold
Battlewarden Orralthum succeed on a DC 15 Wisdom saving throw or be
frightened for 1 minute. If a frightened target ends
Medium undead, neutral evil its turn more than 30 feet away from the undead
orc, the target can repeat the saving throw, ending
Armor Class 18 (magical plate with resistance to
the effect on itself on a success.
slashing damage)
Hit Points 171 (18d8 + 90)
Reactions
Speed 30 ft.
STR DEX CON INT WIS CHA
Parry. The Battlewarden adds 2 to its AC against one
19 (+4) 11 (+0) 20 (+5) 5 (-3) 10 (+0) 15 (+2) melee attack that would hit it. To do so, the
Battlewarden must see the attacker and be wielding
Saving Throws Wis +3 Cha +3 a melee weapon.
Skills Athletics +7, Deception +5, Intimidation +5
Damage Immunities poison
Damage Resistances slashing
Condition Immunities exhaustion, poisoned
Senses passive Perception 12
Languages Understands the languages of its creator
but can't speak
Challenge 8 (3,900 XP)
Actions
Multiattack. The undead orc paladin makes three
attacks with her bone longsword, which she wields
with two hands.
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Orc Wraith Orc Dire Wraith
Medium undead, neutral evil Large undead, neutral evil
Armor Class 13 Armor Class 14
Hit Points 67 (9d8 + 27) Hit Points 114 (12d10 + 48)
Speed 0 ft., fly 60 ft. (hover) Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 6 (-2) 16 (+3) 19 (+4) 12 (+1) 14 (+2) 15 (+2)
Damage Resistances acid, cold, fire, lightning, Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing thunder; bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren’t damage from nonmagical attacks that aren’t
silvered silvered
Damage Immunities necrotic, poison Damage Immunities necrotic, poison
Condition Immunities charmed, exhausted, Condition Immunities charmed, exhausted,
grappled, paralyzed, petrified, poisoned, prone, grappled, paralyzed, petrified, poisoned, prone,
restrained restrained
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages Orc Languages Orc
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP)
Incorporeal Movement. The wraith can move Incorporeal Movement. The wraith can move
through other creatures and objects as if they were through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object. ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Actions Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 Life Drain. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. ft., one creature. Hit: 26 (5d8 + 3) necrotic damage.
The target must succeed on a DC 14 Constitution The target must succeed on a DC 15 Constitution
saving throw or its hit point maximum is reduced by saving throw or its hit point maximum is reduced by
an amount equal to the damage taken. This an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point The target dies if this effect reduces its hit point
maximum to 0. maximum to 0.
Create Specter. The wraith targets a humanoid Create Specter. The wraith targets a humanoid
within 10 feet of it that has been dead for no longer within 10 feet of it that has been dead for no longer
than 1 minute and died violently. The target's spirit than 1 minute and died violently. The target's spirit
rises as a specter in the space of its corpse or in the rises as a specter in the space of its corpse or in the
nearest unoccupied space. The specter is under the nearest unoccupied space. The specter is under the
wraith's control. The wraith can have no more than wraith's control. The wraith can have no more than
seven specters under its control at one time. seven specters under its control at one time.
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Paladin of the Eternal its turn more than 30 feet away from the undead
orc, the target can repeat the saving throw, ending
Order the effect on itself on a success.
Actions
Multiattack. The undead orc paladin makes three
attacks with its glaive or its shortbow.
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Zombie Otyugh Actions
Multiattack. The zombie otyugh makes three
Large undead, neutral attacks: one with its bite and two with its tentacles.
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 12 (2d8 + 3) piercing damage. If the
STR DEX CON INT WIS CHA
target is a creature, it must succeed on a DC 15
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2) Constitution saving throw against disease or become
poisoned until the disease is cured. Every 24 hours
Saving Throws CON +7 that elapse, the target must repeat the saving throw,
Damage Immunities poison reducing its hit point maximum by 5 (1d10) on a
Condition Immunities exhaustion, poisoned failure. The disease is cured on a success. The target
Senses passive Perception 11 dies if the disease reduces its hit point maximum to
Languages Otyugh 0. This reduction to the target's hit point maximum
Challenge 5 (1,800 XP) lasts until the disease is cured.
Limited Telepathy. The otyugh can magically Tentacle. Melee Weapon Attack: +6 to hit, reach 15
transmit simple messages and images to any ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
creature within 120 feet of it that can understand a plus 4 (1d8) piercing damage. If the target is Medium
language. This form of telepathy doesn't allow the or smaller, it is grappled (escape DC 13) and
receiving creature to telepathically respond. restrained until the grapple ends. The otyugh has
two tentacles, each of which can grapple one target.
Undead Fortitude. If damage reduces the otyugh to
0 hit points, it must make a Constitution saving Tentacle Slam. The otyugh slams creatures grappled
throw with a DC of 5 + the damage taken, unless the by it into each other or a solid surface. Each creature
damage is radiant or from a critical hit. On a success, must succeed on a DC 14 Constitution saving throw
the otyugh drops to 1 hit point instead. or take 10 (2d6 + 3) bludgeoning damage and be
stunned until the end of the otyugh's next turn. On a
successful save, the target takes half the
bludgeoning damage and isn't stunned.
22 | Annihilation Hold
Please check out our other adventures.
Alan Patrick
Jeff C. Stevens
23 | Annihilation Hold