Locations
Great Dungeon Gate
A monumental primordial door marked with runes, growing larger and pulsing with light as tremors shake the city. Holt, Molokite elves, and cultists encamp before it; beyond lies the dungeon where He Who Slumbers waits.
Featured In Modules
This lore entry is featured in the following adventure modules:
- A City on EdgeGuildmaster Elrin Veymar tasks adventurers with investigating the disappearance of farmers in Evenfell, where nobles, merchants, and tradesmen have already vanished without a trace. Following clues about missing grain deliveries, they discover a warehouse where twenty people, including the farmers and two Unbound guardsmen from Kingdom Grand, are held captive in a secret underground chamber. After freeing the captives, the group is ambushed by Slumber Cultists who whisper "What slumbers soon awakes" with their dying breath. The rescued Unbound agents promise to investigate further disappearances.
- A Minister Most FowlGuildmaster Elrin Veymar sends adventurers to infiltrate Silas Drenn's fortified manor to capture the Minister of Trade. They discover a hidden passage behind a painting in his study that leads to a secret chamber where Silas is communing with a strange orb alongside Slumber Cultists. When discovered, Silas shatters the orb, unleashing a psychic shockwave, and flees while the cultists drink dark elixirs that warp them into monstrous forms. The adventurers pursue Silas to a ruined courtyard where they find him fighting Galen Lamiur, who is barely holding his own. After capturing or defeating Silas, they learn that the glass and copper devices found in Kdor were manufactured in New Arcanum, pointing to their next destination.
- Ancient SecretsMaster Thalin Fernstride sends adventurers to investigate newly discovered ancient tunnels beneath Kingdom Grand that predate mortal civilization. The tunnels are infested with ankhegs, whose acid burns through the old stone. After fighting through the ankheg colony, they discover a sealed stone door marked with indecipherable primoridal runes, surrounded by the remains of a failed cult expedition. They recover an ancient shield similar to ones Holt discovered weeks earlier, and scattered journals which speak of "the one that came first" and "the one that slumbers."
- Bliss UnmadeWith He Who Slumbers re-subdued in the caverns beneath Kingdom Grand, the four guilds send adventurers back down to clean up the aftermath. The surviving Cinder Guard stand masterless in a Bliss-Leeched stupor, and the coven that stole Molokite youth-magic has withered into bitter Witchlings and Withered Crones. Guided by Guildmaster Teyla Coalmaker and the hidden medicine woman Raphira, the party brews an Antidote of the Wardens, cleanses a corrupted cistern, and frees the Cinder Guard en masse—restoring the memory and name of one guard, Veyl.
- Cold Case GrimoireSage Elbera of the Arcane Conservatory urgently hires the Adventurer's Guild to recover a stolen ancient Grimoire of Tyre and Merrick that belonged to Arcane Registry founder Tyre and was expanded by the leader Merrick.
- Evil from the PastThe four guildmasters of Kingdom Grand, Evenfell, Kdor, and New Arcanum send adventurers to Holt's abandoned laboratory beneath the temple of Vitalia, discovered through Sage Elbera's final intelligence. A magic mouth delivers Holt's farewell before vents release shimmering Lullwater that floods the chambers. Navigating rising water and failing magic, they recover Holt's journal revealing his childhood among the Molokite, his manipulation of their ancient desires, and his belief that their "god" was one of The Evil One's experiments—a creature grown from a tarrasque corpse through biomancy, controllable by the Lullwater. They escape the drowning ruin as the guildmasters prepare a full strike on Holt's camp at the dungeon gate.
- Finding the MolokiteWith Holt missing and Sage Elbera dead, Guildmaster Thalin Fernstride sends adventurers to the dwarven mountains to learn what Holt's notes mean by "Molokite." They travel by carriage—teleportation circles remain unreliable—and meet Durven MeadAnvil, who knows of no such ore but points them to an ancient sealed forge deep below the mountain, guarded by a demonic Armanite. After slaying the beast, they find no Molokite metal, only records of elves who sought ever-greater power, were corrupted, and were driven underground by the dwarves and other mortal races.
- Forge FireThe freed Cinder Guard need weapons, and only a sunsteel blade forged in divine fire can permanently harm He Who Slumbers's tentacles. Guided by Guildmaster Alyndor "Aly" Marvale and the ghost of Captain Kaelen, the party relearns the lost forging sequence at the Sunsteel Forge and uncovers the Book of Molok, Chapter IX, a prophecy naming the Living Seal needed to hold the Beast forever. The first new Sunsteel Blade is forged for Veyl.
- Masks and MasqueradesGuildmaster Elrin Veymar sends adventurers to meet Galen Lamiur, the flamboyant Minister of Civil Projects, who may know where the missing nobles are hidden. Despite his peacock-like demeanor, Galen reveals his cunning when Crown officials interrupt their meeting, and he cleverly passes the adventurers off as actors in a play about The Evil One. He suspects the Minister of Trade, Silas Drenn, is behind the disappearances and has discovered blueprints revealing a hidden dungeon beneath Drenn's mansion. The adventurers infiltrate a masquerade party at the manor, navigate the secret dungeon to rescue the captive nobles, and escape disguised as performers with the rescued nobles hidden beneath elaborate costumes.
- Sound the Horns of WarThe four great guilds unite to stop Holt and the Molokite from awakening He Who Slumbers. Their combined forces march on the ancient gate beneath Kingdom Grand, where the final dungeon has opened and Holt's army has already entered. Adventurers join the vanguard, clearing Molokite cultists, mind-controlled adventurers from Evenfell, and remaining defenders to establish a forward operating base before the assault on the dungeon proper.
- The Black Sand BeachesA teleportation spell from Kdor to Evenfell goes awry, stranding adventurers on the black-sand beaches beneath stormy skies instead of the guildhall. Surrounded by black-cloaked Slumber Cultists, they must fight their way through the eerily silent city streets, facing ambushes and cultists that vanish and reappear at random. Upon reaching the Adventurers Guild of Evenfell, they find the cultists gone and the city returned to normal, meeting Elrin Veymar, the city's embittered guildmaster who hopes they can restore life to the declining city.
- The DungeonThe tremors beneath Kingdom Grand intensify again. Guildmaster Thalin Fernstride orders adventurers back into the caverns to find the source, survive collapsing passages and Slumber Cultist patrols, and report on cultist numbers and whether the ancient door has been opened. From a cliff overlooking the monumental gate—now larger and pulsing with light—they spy Holt among pale-skinned elves marked with glowing green veins, kneeling with hundreds of cultists as he forces them to drink from water skins.
- The Living SealThe Liturgy of Binding holds He Who Slumbers, but with the Molokite civilization gone it needs a permanent living anchor. Led by Guildmaster Elrin Veymar, the party descends to the Sealing Chasm, fights off Dreamleechers at the threshold, and sings the Liturgy while the Beast's Dread tempts each of them with their deepest desire. Veyl steps through the arc of light to become the Living Seal, sealing himself into the binding forever as Captain Kaelen's century-long vigil finally ends.
- Trade and CircumstanceFollowing intelligence from Unbound guardsmen, Guildmaster Elrin Veymar sends adventurers to investigate an underground fighting ring in Evenfell's undercity that may be connected to missing merchants. They meet Gaius, the charismatic tiefling ring master, who offers information in exchange for surviving three rounds in the pits. After the adventurers succeed, Gaius releases the missing merchants but betrays them by unleashing a Kamadan before fleeing with his profits.
- Welcome to the Adventurers GuildAn introductory trial for new members of the global Adventurer's Guild. Adventurers are tasked with hunting one of five magical creatures and returning with a trophy to earn their starting rank of Tin, Copper, or Brass. The hunts take place across three regions: the Whispergrove Forest (for Cockatrice), the Old Sewers of Kingdom Grand (for Gazers and Gibbering Mouthers), and the Fangridge Peaks (for Rust Monsters). Harpys are also hunted in the forests or mountains.