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The Night of Open Jars β€” DM Notes

Notes Β· 6 pages Β· letter portrait Β· black and white Β· festival games, then a page or pair per encounter Β· Oneshot Β· DM screen Β· Item cards

The Night of Open Jars

Overview

DM Notes Β· 1 / 6

6 PCs Β· Level 12 Β· ~3–3.5 hrs Β· 2 acts Β· Halloween haunt Β· festival β†’ rescue fight β†’ trapped descent β†’ boss

The Session in One Breath

Elpida keeps Anthesteria, the festival of opened jars, when the town feeds its dead and they go home. The party are honoured guests. They play the festival games, hear the story of Pandora's Jar by the hearth β€” and at midnight the dead come to the feast starving, with things walking among them nobody has seen before. The Jar under the hill is open, and the first evils it let out, Old Age and Sickness, have come home to keep it that way. The party saves the town, follows the dead uphill and down a trapped stair, and closes the Jar. Pandora is not the villain; she is the oldest ghost story on the island, and the saddest.

Win: drive off the hungry dead with as many villagers alive as possible; then close the Jar β€” seal the three Circles, return the Lantern's flame with the Closing Words, or reach Pandora through her grief. Pandora need not die.

Major Beats

  1. The invitation. Archon Kleio invites the party; Dios (Zeus) lights a grin-lamp for each guest at the gate.
  2. Festival games. The silent drinking contest, the swings, the masked procession, feeding the dead. Phaedon's story; the Lantern to the kindest guest. p. 2
  3. Enc. 1 β€” The Haunting (Hard). Shades, Wraiths, Keres, ghouls; twenty villagers. The Archon's offer and the Jug of First Wine. p. 3
  4. Enc. 2 β€” The Way Down (Hard). Clues, Acantha's grove, three traps, Kyros at the Door That Asks. p. 4
  5. Enc. 3 β€” The Open Jar (Deadly). Pandora, the Twin Sorrows, the Hollow Heroes; the d12 each round. pp. 5–6
  6. Dawn. The Jar closes; every lamp in Elpida flares once; Acantha laughs; Zeus reveals himself.

Who's Who

The Lamp-Count

Six grin-lamps (tea lights), one per PC, lit at the gate. Lamp-Count = lamps lit. Every lamp lit in the sanctum = 1 Hope. The Lantern is not one of the six.

LitStateEffect
6–4QuietCold only; no Omens.
3–2HushRoll the d8 Omen each scene and each time a lamp goes out.
1HauntingOn the way down: 2 Keres + 1 Wraith + 2 Shadows.
0Dark+2 Keres; the sanctum starts at 0 Hope, everything awake.

Unlit PC: disadv. on saves vs Frightened; undead have adv. to hit them; no Hope.

Snuffed: fail Breath of the Grave Β· fail Dirge-Cry by 5+ Β· 0 HP Β· a villager group wiped out Β· a trap save failed by 5+ Β· the Lantern out of the party's hands at round end Β· a bad Omen.

Relit: Lantern touch (action) Β· a True Story (1/PC/Act) Β· an offering (1/scene) Β· 18+ villagers saved Β· a good Omen.

Omens (d8, at Hush)

  1. A loved voice calls a PC: WIS DC 15 or Frightened (success: lamp burns higher).
  2. Cold breath: CON DC 14 or 2d10 cold.
  3. Shadows lean toward the Unlit. Let the table notice.
  4. A pale child, empty hands: any offering relights 1; ignored, a lamp gutters.
  5. Corpse-candles follow: group Stealth DC 16 or no surprise in the next fight.
  6. An open jar on the path: pitch it = relight 1; leave it = snuff 1.
  7. Silence for a round: the DM relights 1 (or the Lantern +10 ft.).
  8. A Ker sits ahead, watching. Go around by 30 ft.; speak and it answers in a voice you know.

Trackers

Lamps lit   True Stories

Villagers saved ____ / 20   Wine   Pitch

Clues   Traps passed   Hope

Circles Pestilence Despair Strife   Appeals

Heroes awake   Hope escapes

Jar d12 1 ___ 2 ___ 3 ___ 4 ___ 5 ___ 6 ___ 7 ___

Difficulty

TierAdjust
Easier (APL 10)Pandora 160 HP; Sorrows 100 HP, DC 15; Heroes 75 HP; DCs βˆ’1; βˆ’1 Wraith; min 2 Hope.
Library Std (6 PCs, L8)Act I: 6 Shades, 2 Wraiths, 2 Keres, 2 ghouls Β· traps βˆ’2 DC, half damage Β· Kyros 120 HP Β· Pandora 140 HP, DC 16 Β· Nosos only (90 HP) Β· βˆ’1 Hero Β· Circles 14 Β· Persuasion 15 (12).
APL 12 β˜…As written: the Haunting Hard; the Open Jar Deadly.
HarderPandora +20% HP; Sorrow cones recharge 4–6; +1 Wraith, +1 Ker; Circles 18; Hope max 4; Curiosity's Price as well.

On the Table

Act I: 4 water elementals = Keres Β· 2 spectres + 1 ghost = Unfed Wraiths Β· 8 ghosts = Hungry Shades Β· 4 zombies/skeletons = ghouls Β· 4 villager tokens. Act II: minotaur skeleton = Kyros Β· 2 spectres = Geras & Nosos Β· 4 haunted armors = Hollow Heroes (placed as statues) Β· a humanoid = Pandora Β· ghosts = Shadows/Specters Β· a Huge figure = the Jar-Wyrm. Props: six tea lights, a lighter, a small lantern, a cup and a d6.

The Night of Open Jars

Act I β€” The Festival Games

DM Notes Β· 2 / 6

Social Β· ~30–40 min Β· the agora of Elpida, last night of Anthesteria Β· arrival, four games, the Lantern, the story by the hearth

Arrival

Elpida sits on a terraced hill on the Isle of Anemos: whitewashed houses, an agora with a bonfire, a temple of Dionysus, and above it all a dark crown of ash trees where nobody goes. By dusk on the third day every door in town is daubed with pitch, every child is chewing buckthorn, and every street smells of honey and boiled seeds.

Running the Games

1 Β· The Choes β€” the Silent Drinking Contest

Everyone drinks a full jug in silence. Speaking or laughing disqualifies. Use a real cup and a d6 if you like.

RoundDrinkKeep a straight face
1CON DC 12Each round one rival tries to make you laugh: WIS DC 13 β€” or let the players try to make each other break.
2CON DC 15
3CON DC 18

Last one standing wins the Ivy Crown. Fail a CON save by 5+: Poisoned (drunk) until midnight β€” the cold sobers everyone up. Rivals: Thrasos the cooper (red-faced, enormous), old Myrrhine (has won eleven years running), a sailor who keeps humming.

2 Β· The Aiora β€” the Swings

Swings hung from three old plane trees for Erigone. Swing highest: Athletics or Acrobatics, contested by the town champion, Kallisto (+6). At the top of the arc the swinger sees over the wall: Perception DC 16 spots a line of pale lights coming down from the ash grove, hours early.

Spotted: the party can't be surprised at midnight and gets one free round to move villagers. It is also a clue for Act II (automatic tracking).

3 Β· The Masked Procession

Dionysus's ship-cart rolls through the agora with masked revellers behind. Best mask or best turn: Performance or Deception DC 15 wins the Mask of the Revel (advantage on one CHA check before dawn). Insight DC 15: one masked walker isn't breathing β€” a Ker, come early. Noticed, it slips away uphill. Phaedon, if asked, already knew.

4 Β· Feeding the Dead

Help the old women stir the chytroi, the black pots of seed-porridge for Hermes of the Underworld and the dead: Religion, or Survival to cook it right, DC 14. Success: a Pot of Panspermia (6 portions). In the Haunting a portion offered to a Hungry Shade (action) makes it eat instead; in Act II a portion left as an offering relights a lamp. Failure: a PC tastes it β€” roll an Omen.

The Lantern of Elpis

After the games Dios gives the Lantern and its note to the kindest guest (if nobody stood out: whoever asked him a question about himself). "It is the last light that was in the jar. When you stand where the first jar stands, say the old words." Then he is gone into the crowd. Hand over the Lantern card.

Phaedon's Story (read aloud by the hearth)

"Long ago the first woman was given a jar and told not to open it. Everyone tells you she was foolish. I tell you she was curious, and curiosity is how every light in the world was ever lit. She opened it. Out went every sorrow that ever walked: old age, sickness, violent death, the grief that has no body. We call them the Keres. Once a year, when the jars are opened, we feed them and our dead, so that they do not feed on us. On the last night we pitch the doors, we chew the thorn, and we say: Out, Keres. It is no longer Anthesteria. And they go. But the first jar was never closed. It is up there, under the ash trees. And she has not left the room. Remember what stayed in the jar when everything else flew. It was not strength. It was not cleverness. It was the smallest, quietest light that ever lived."

True Stories & the Closing Words

Festival Moments (d8, any time before midnight)

  1. A child in a too-big mask asks a PC what they're afraid of, and writes the answer on a clay sherd for the dead to read.
  2. An old man pours wine on the ground at the gate, three times, for his wife. "She liked the second jar best."
  3. Somebody's goat gets loose in the wine stalls. The owner offers a cup to whoever catches it (Athletics DC 12).
  4. A flute-girl plays the same tune over and over; every time she stops, the bonfire leans toward the hill.
  5. The priest of Dionysus paints pitch on every doorframe with a brush the size of a broom, muttering the Warding Rhyme.
  6. Two cousins argue about whether the dead come "up" the hill or "down" it. Nobody can remember.
  7. A honey-cake left on the temple steps is gone the next time anyone looks. Nobody saw anyone take it.
  8. Dios lights a lamp that won't take, frowns, and lights it again. It takes. He doesn't smile.

Rumors at the Feast

Games Tally

Choes ________   Aiora ________ (spotted the lights )

Procession ________ (spotted the Ker )   Feeding ________

Kindest guest (gets the Lantern) ______________   Drunk till midnight ________

Midnight

The town goes quiet to let the dead in, as it always does. The bonfire leans. A cold comes down the hill like water…

Turn to the Haunting (p. 3).

The Night of Open Jars

Encounter 1 β€” The Haunting

DM Notes Β· 3 / 6

Hard Β· ~30–40 min Β· the agora at midnight, 80Γ—80 ft Β· a rescue fight for twenty villagers, then the Archon's offer

The dead come through the gates and over the walls: the Hungry Shades, grey and thin β€” somebody's grandmother, somebody's son β€” with their mouths open and their eyes on the living, not the porridge. Behind them glide the Unfed Wraiths, the oldest unburied dead on the island, and the Keres, who have never come to Elpida before. Someone screams. The children are on the swings.

The Agora

Forces (β‰ˆ 12,200 XP)

Shades, Wraiths and Keres resist nonmagical B/P/S β€” which is why the Archon hands over the Jug afterwards. In the Lantern's bright light, Shades, Shadows and Keres have disadv. to hit, and Keres can't Dirge-Cry.

The Crowd β€” Twenty Villagers

Four groups of five: wine stalls Β· swings Β· hearth Β· cart. They cower; no turns.

The dead feed: end of each round, each Shade adjacent to a group takes one villager. A Wraith or Ker that attacks a villager instead of a PC takes one. Each ghoul drags one villager 15 ft. toward the gate per turn; at the gate, taken.

Taken villagers fall grey and cold; any magical healing before the fight ends brings one back.

Rally (action, 30 ft.): Persuasion/Intimidation DC 14 β€” the group moves 30 ft. now. Reaching the temple doors = safe.

Guard: a PC adjacent to a group β€” no Shade takes from it that round. Feed (action): panspermia, honey-cake or wine β€” the Shade eats instead.

A whole group lost: snuff one lamp.

How It Ends

All three Wraiths destroyed, or the end of round 6 when the temple bell tolls. The remaining dead pour back uphill toward the ash trees, carrying what they took. Let the party see where they go.

SavedResult
18–20The town cheers itself hoarse: +50% fee, relight one lamp.
12–17The fee as offered. A few doors stay shut and dark tonight.
0–11The grief is loud: snuff one lamp. Kleio makes her offer with wet eyes.

The Archon's Offer

In the wreck of the feast, Kleio counts the dead and the living in her ledger, then shuts it. "Every year we feed them and they go home. This year they came hungry. Something up that hill has changed. I'll pay you to go and find it, and stop it, before the children have to see this again."

Stat Blocks

Hungry Shade β€” Γ—8

Medium Undead (Unfed Dead), Neutral Evil Β· CR 1 (200 XP)

AC 12 | HP 33 (6d8+6) | Speed 0 ft., Fly 30 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 βˆ’2 βˆ’214 +2 +212 +1 +16 βˆ’2 βˆ’210 +0 +08 βˆ’1 βˆ’1

Resistances: Cold; nonmagical B/P/S Β· Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10 Β· Languages: understands Ancient Greek

The Unfed. One of the town's own dead, come for the honey-cakes and panspermia every Anthesteria β€” and this year the Jar is open, so they came hungry. At the end of each round, a Hungry Shade adjacent to a villager group takes one villager (see Act I: The Crowd). Offered food (an action), it eats instead and does nothing else that turn.

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Starving Touch. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic, and the target can't regain HP until the start of the shade's next turn.

Unfed Wraith β€” Γ—3

Medium Undead, Neutral Evil Β· CR 5 (1,800 XP)

AC 13 | HP 67 (9d8+27) | Speed 0 ft., Fly 60 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 βˆ’2 βˆ’216 +3 +316 +3 +312 +1 +114 +2 +215 +2 +2

Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S

Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 12 Β· Languages: Ancient Greek

Lord of the Unfed. The town's oldest unburied dead. Hungry Shades within 30 ft. of it have advantage on attack rolls.

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. Disadvantage on attack rolls and Perception checks in sunlight.

Actions

Life Drain. +6 to hit, reach 5 ft. Hit: 21 (4d8+3) necrotic. The target makes a DC 14 CON save or its HP max is reduced by the damage taken until it finishes a long rest.

Breath of the Grave (Recharge 5–6). 15-ft cone. Each creature makes a DC 14 CON save, taking 18 (4d8) necrotic damage on a failure (half on a success). A PC who fails has their grin-lamp snuffed.

Ker β€” Γ—4

Medium Undead (Fate-Spirit), Chaotic Evil Β· CR 4 (1,100 XP)

AC 15 | HP 104 (16d8+32) | Speed 0 ft., Fly 50 ft. (hover)

STRDEXCONINTWISCHA
sc md sv8 βˆ’1 βˆ’118 +4 +414 +2 +28 βˆ’1 βˆ’114 +2 +212 +1 +1

Skills: Perception +4, Stealth +6

Vulnerabilities: Radiant Β· Resistances: Cold, Necrotic; nonmagical B/P/S

Immunities: Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 14 Β· Languages: understands Ancient Greek, cannot speak

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object. Suppressed while the Circle of Strife is sealed.

Light-Shy. While in the bright light of the Lantern of Elpis, the Ker has disadvantage on attack rolls and cannot use Dirge-Cry.

Scent of Ending. Advantage on attack rolls against creatures that are Frightened or at half their HP or fewer.

Bound to the Jar. When the Jar is sealed, or the Closing Words are spoken at the Jar, every Ker within 120 ft. vanishes.

Actions

Multiattack. Makes two Rending Claws attacks.

Rending Claws. +6 to hit, reach 5 ft. Hit: 9 (2d6+2) slashing plus 3 (1d6) necrotic.

Dirge-Cry (Recharge 5–6). 20-ft cone. Each creature makes a DC 14 WIS save, taking 10 (3d6) psychic damage and becoming Frightened until the end of the Ker's next turn on a failure, or half damage and no Frightened on a success.

Graveyard Ghoul β€” Γ—4, round 3

Medium Undead, Chaotic Evil Β· CR 1 (200 XP)

AC 12 | HP 22 (5d8) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv13 +1 +115 +2 +210 +0 +07 βˆ’2 βˆ’210 +0 +06 βˆ’2 βˆ’2

Immunities: Poison; Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10 Β· Languages: Ancient Greek

Backup Wave. Clawing up out of the old cemetery at the edge of the festival from round 3. They go for the villagers first.

Actions

Multiattack. One Bite and one Claw.

Bite. +2 to hit, reach 5 ft. Hit: 9 (2d6+2) piercing.

Claw. +4 to hit, reach 5 ft. Hit: 7 (2d4+2) slashing. A creature other than an undead makes a DC 10 CON save or is paralyzed for 1 minute, repeating the save at the end of each of its turns.

The Night of Open Jars

Encounter 2 β€” The Way Down

DM Notes Β· 4 / 6

Hard Β· ~30–40 min Β· clues, the ash grove, three traps, the Door That Asks Β· fail a trap save by 5+ and lose your lamp

Finding the Jar (need 2 clues)

Each clue past two: advantage on one check below. Fewer than two: an hour lost in the cold β€” roll an Omen; the Lamp-Count can't rise before the grove.

The Ash Grove β€” Acantha

The ash trees on the crown of the hill are older than the town. Their roots have broken through the roof of something stone: column-drums in the leaf-litter, a black stairwell between two roots. A thin figure with a long taper looks at your small flames. "You brought your own."

Trap 1 Β· The Weeping Stair

Two hundred steps spiralling down, water running upward along the treads. Notice Perception/Investigation DC 16: hinged treads halfway. Trap: the treads fold into a slide β€” DEX DC 16 or slide 60 ft., 4d10 bludgeoning, prone. Bypass: rope and spikes (Athletics DC 14), flying, spider climb, or pitch on the hinge.

Trap 2 Β· The Breathing Jars

A 100-ft. corridor of open jars breathing like a sickroom; noise wakes them. Notice: automatic; Medicine/Nature DC 15 knows noise wakes it. Trap: group Stealth DC 16 (half must pass); fail β†’ CON DC 16, 5d8 necrotic + Poisoned 1 hour (half, not poisoned, on success). Bypass: buckthorn = adv.; silence = auto; pitch seals 30 ft.; gust of wind = adv.

Trap 3 Β· The Hall of Bronze Faces

Bronze plates; in each, the face of someone the viewer lost, mouthing their name. Between them the floor is an illusion over a 40-ft. shaft. Notice: Investigation DC 17, truesight, or Phaedon. Trap: WIS DC 17 or Charmed, walk to the face and fall: 4d6, Athletics DC 15 to climb out. Bypass: speak to the face β€” a True Story or a goodbye β€” automatic success and relight your lamp. Blindfolded PCs are immune but must be led.

The Dark Between the Lamps (Lamp-Count 1)

2 Keres + 1 Unfed Wraith + 2 Shadows (4,200 XP); +2 Keres at 0. Ends at 3 lamps lit. Lantern relights (action), True Story (bonus action, one sentence), pitch lines. The Closing Words do nothing here.

The Door That Asks β€” Kyros

A door of black, pitch-soaked oak, too tall for the lamps to reach its top. Before it stands a minotaur's body made of a scholar's bones, lamplight showing through his ribs. "I have not been spoken to by the living in four hundred years. Please. Don't make me do the other thing."

The lintel (History DC 10): "Born from a god's first gift to humanity, carried by the first woman, containing all suffering and one salvation β€” what am I?" (Pandora's Jar.)

Way throughHow
RiddleHistory/Arcana/Religion DC 15 (adv. if they heard Phaedon)
GiftSomething that costs the giver; relights a lamp. Worthless to the giver β†’ Persuasion DC 15
ShowPerformance DC 16; he laughs or weeps (adv. if the players perform)
PersuadePersuasion DC 16 (adv. with the Mask of the Revel)
AutoThe lit Lantern ("Only those sent with Hope dare enter") or the Sprig
LieDeception DC 17; fail β†’ he attacks with adv., snuff 1

Fight: Kyros + any surviving Wraiths (max 2) behind him (Intercept). Below 40 HP: "Answer the riddle and I yield!" Defeated, he folds into grave dust with a relieved sigh.

Peaceful: the Amulet of the Labyrinth (card) and a warning: "Three wards glow in the deep room. Old Age and Sickness stand beside her; while their wards burn they cannot stay dead. Steel will not touch them unless a god's wine is on it." Short rest on the landing.

Lamps β†’ Hope

LitPandora + Geras + Nosos, plus…
6–5Heroes stay statues
4–3+1 Hollow Hero, +1 Shadow
2–1+2 Hollow Heroes, +2 Shadows
0+4 Hollow Heroes, +2 Shadows, +2 Keres; 0 Hope

Stat Block

Kyros, the Hollow Warden β€” the Door

Large Undead (Cursed Revenant), Lawful Neutral Β· CR 8 (3,900 XP)

AC 17 (Natural Armor) | HP 161 (17d10+68) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +511 +0 +018 +4 +712 +1 +116 +3 +612 +1 +1

Skills: History +4, Insight +6, Perception +6

Resistances: Necrotic Β· Immunities: Poison; Exhaustion, Frightened, Poisoned

Senses: Darkvision 60 ft., Passive Perception 16 Β· Languages: Common, Ancient Greek

Hollow. A scholar cursed into a minotaur's body, who went down to close the Jar four hundred years ago, died at its door and kept standing. Lamplight shows through his ribs; his own bones hang on him like armour, and his voice comes from somewhere behind them.

Charge. If Kyros moves 10+ ft. straight toward a target and hits with a Gore attack, the target takes an extra 13 (3d8) piercing and must succeed on a DC 17 STR save or be pushed 10 ft. and knocked prone.

Guardian's Challenge. On first contact, Kyros asks for a riddle answered, a gift, or a show rather than attacking. The lit Lantern of Elpis or the Sprig of Asphodel also makes him stand aside. If reduced below 40 HP, he offers the riddle again.

Unquiet (1/day). When reduced to 0 HP, Kyros makes a DC 10 CON save. On a success, his bones pull themselves back together and he drops to 1 HP instead.

Actions

Multiattack. Makes one Gore attack and two Greataxe attacks.

Gore. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.

Greataxe. +9 to hit, reach 10 ft. Hit: 18 (2d12+5) slashing.

Reactions

Intercept. When an ally within 10 ft. of Kyros is targeted by an attack, he moves up to 10 ft. (no opportunity attacks) to interpose himself, becoming the target instead.

Shadow β€” the Dark Between the Lamps; Pandora’s summons

Medium Undead, Chaotic Evil Β· CR 1/2 (100 XP)

AC 12 | HP 16 (3d8+3) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv6 βˆ’2 βˆ’214 +2 +213 +1 +16 βˆ’2 βˆ’210 +0 +08 βˆ’1 βˆ’1

Skills: Stealth +4 Β· Vulnerabilities: Radiant

Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S

Immunities: Necrotic, Poison; Exhaustion, Frightened, Grappled, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Amorphous. Moves through spaces as narrow as 1 inch without squeezing.

Shadow Stealth. In dim light or darkness, takes the Hide action as a Bonus Action.

Sunlight Weakness. Disadvantage on attacks, ability checks, and saves in sunlight.

Actions

Strength Drain. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic; the target's STR is reduced by 1d4. STR 0 = death. The reduction lasts until a short or long rest. Humanoids slain rise as new Shadows at next dusk. (Disadvantage on attack rolls while the Circle of Pestilence is sealed.)

Unfed Wraith and Ker: p. 3.

The Night of Open Jars

Encounter 3 β€” The Open Jar (1 of 2)

DM Notes Β· 5 / 6

Deadly Β· ~60–75 min Β· round sanctum 60 ft. across, dim Β· the set-up, Hope, the Twin Sorrows, closing the Jar, the d12, and dawn

Behind Kyros's door the passage goes down farther than it should. The sanctum is a round room carved from the island's dark root, its walls lined floor to ceiling with jars β€” thousands, each empty, each open, each turned slightly toward the door. The only light bleeds from the pithos at the centre, the colour of an old bruise. Three rune-circles pulse around it: green, blue, red. Pandora paces at the far wall, three steps left, three steps right, her feet not quite touching the floor; in the jars behind her, her reflection is a skeleton. Beside the Jar stand two thin grey figures you know from the story: Old Age, stooped and familiar, and Sickness, sweating and coughing. The door seals behind you.

She does not choose to attack; the evils compel her the way pain compels a flinch. If anyone speaks instead of drawing steel: "Go away." She means it. She says it twice more before she stops meaning it.

The Room

Hope

Each lamp lit on arrival = 1 Hope (max 6). Write it where the table can see it.

Spend 1 (no action, once per round): a PC within 30 ft. of the Lantern rerolls a failed d20 Test. Spend 2: Pandora rerolls the Jar's d12.

Regain 1 per successful appeal and per True Story told to Pandora; an Unlit PC relit by the Lantern (action) adds 1.

Hope 0: the Lantern shrinks to a pinprick (5/5 ft.); the Closing Words need 1 Hope regained first.

The Twin Sorrows β€” Geras & Nosos

Ways to Close the Jar

A Β· Seal the Circles (1 action each; a pitch mark = auto): Pestilence β€” Medicine DC 16 (Shadows disadv.; Nosos stays dead) Β· Despair β€” Arcana DC 16 (no Shade/Exhale; Geras stays dead) Β· Strife β€” Athletics DC 16 (no Incorporeal). All three: Vessel suppressed, Lamentation, the lid rises; set it with Athletics DC 16 or pitch.

B Β· Return the Flame: the Lantern-bearer within 30 ft., β‰₯1 Hope, able to speak β€” action: open the shutter, speak the Closing Words. Keres vanish, summons dismissed, Sorrows pulled in, the lid grinds shut. Pandora WIS DC 18: fail = Stunned 1 round, then non-hostile; success = Lamentation. Single use.

C Β· Three appeals (action, Persuasion DC 17; DC 14 in Lamentation): 1st β€” she skips her legendary actions; 2nd β€” she skips her turn; 3rd β€” she closes the Jar herself. Each success +1 Hope; a failure costs the speaker's lamp and draws Jar's Ward or a legendary action. A True Story told to her = adv. (once per PC). Phaedon = adv. once.

D Β· 0 HP: she does not die; the Jar seals itself around her. Weaker reward.

Lamentation

At 40 HP, all three Circles, or the Closing Words. She stops attacking (Vessel still works unless suppressed); Persuasion is DC 14; a True Story answering "Hope is not enough" is an automatic success.

"I did not choose this. I never chose this. They made me curious β€” and then punished the world for it. What would you have me do? Hope is not enough. Hope was never enough."

The Pedestal

History DC 17, or Phaedon free: "First to leave were Pestilence and Pain. Last to remain was Hope. The jar closes when hope returns."

What Comes Out of the Jar (d12)

Start of each of Pandora's turns while the Jar is open, roll in the open. Effects last until her next turn. Each sealed Circle steps the die down: d10 β†’ d8 β†’ d6. Spend 2 Hope = reroll. A skipped turn = the lid stays shut.

d12What comes out
1Elpis β€” Hope escapes. The room stops: every PC and ally takes a free short rest in a moment that lasts an hour for them. Relight every lamp (+1 Hope each, max 6). Once; later 1s give +1 Hope.
2Feast of the dead. Each PC regains 4d8+4 HP; Frightened ends.
3The lid slips. No Vessel of Sorrows, no legendary actions until her next turn.
4Long shadows. Every creature is enlarged (+1d4 weapon damage, adv. STR).
5Silence of the tomb. Silence, 20-ft. radius on the Jar β€” no appeals or Closing Words inside.
6The Jar breathes black. Magical darkness 15 ft. around the Jar; the Lantern's bright light suppresses it.
7Whispers. WIS DC 17 or Frightened of the Jar.
8A Hollow Hero steps down (all awake: 2 Shadows rise).
9Grave-rot. 30 ft., CON DC 17, 6d6 poison + Poisoned.
10Possession. WIS DC 17 or reaction-attack the nearest creature.
11The Keres ride. 2 Keres rise, ignoring the cap.
12The oldest thing in the Jar. A skeletal claw grips the lip; next turn the Jar-Wyrm climbs out β€” unless the Jar closes first. Already out: recharges; collapsed: rises at half HP.

Curiosity's Price (variant): the first creature each round to attack Pandora rolls the d12 instead. Mercy never lifts the lid.

Dawn

The pale glow gutters and goes out. The Keres pour back into the Jar like smoke up a flue, and the lid sets with a sound like a door closing in the next room. Pandora sits down on the floor by the pedestal and cries β€” the first time in two thousand years she has been allowed to. The jars along the wall fill with soft gold light, one by one. Down in Elpida, every lamp in every window flares once.

Hollow Hero β€” Γ—4, statues until woken

Medium Undead (Haunted Armor), Lawful Neutral Β· CR 5 (1,800 XP)

AC 18 (bronze panoply) | HP 93 (11d8+44) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +411 +0 +018 +4 +46 βˆ’2 βˆ’212 +1 +15 βˆ’3 βˆ’3

Resistances: Necrotic; nonmagical B/P/S Β· Immunities: Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Blindsight 60 ft. (blind beyond), Passive Perception 11 Β· Languages: understands Ancient Greek, cannot speak

Those Who Came Before. The empty panoply of a hero who came to close the Jar and failed. Four of them stand around the sanctum walls. Until one moves it is indistinguishable from a statue; a DC 15 Perception check catches lamplight moving behind the eye-holes of its helmet.

Possessor. When it drops to 0 HP, its spirit leaps into the nearest PC within 15 ft. who wears medium or heavy armor (or the nearest PC, if none does). That PC makes a DC 15 WIS save or is possessed until the end of its next turn: on that turn it attacks the nearest ally with its weapon. An ally who tells the possessed PC a True Story (action) ends it.

Stand Down. A PC within 10 ft. who tells it a True Story (an action; one to three honest sentences) reaches whoever is left inside: the Hollow Hero lowers its spear and kneels, and takes no actions until someone attacks it. Pandora watches every time.

Laid to Rest. When the Jar closes, every Hollow Hero kneels and falls apart into dull bronze.

Actions

Multiattack. Makes two Rusted Spear attacks.

Rusted Spear. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing plus 7 (2d6) necrotic.

Reactions

Shield Wall. When it is hit by an attack while another Hollow Hero is within 5 ft. of it, it adds 3 to its AC against that attack, possibly causing it to miss.

The Night of Open Jars

Encounter 3 β€” The Open Jar (2 of 2)

DM Notes Β· 6 / 6

Deadly Β· the sanctum's stat blocks Β· Hollow Hero: p. 5 Β· Shadow: p. 4 Β· Ker: p. 3

Pandora, the Opened One β€” BOSS Β· need not die

Medium Humanoid (Divinely Crafted, Haunted), Chaotic Neutral Β· CR 13 (10,000 XP)

AC 17 (Veil of Sorrows) | HP 190 (20d8+100) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +220 +5 +1016 +3 +314 +2 +722 +6 +11

Skills: Arcana +8, History +8, Insight +7, Persuasion +11

Resistances: Psychic Β· Immunities (cond.): Charmed, Frightened (while the Jar is open within 30 ft.)

Senses: Truesight 30 ft., Passive Perception 12 Β· Languages: All

Two Thousand Years in the Dark. She is not dead; she has only forgotten how to be alive. Her feet do not quite touch the floor, her hair drifts as if under water, and in the wall of jars her reflection is a skeleton.

Vessel of Sorrows. While the Jar of Pandora is open and within 30 ft., Pandora can use her Bonus Action to summon one Shadow or Specter in an unoccupied space within 30 ft. Suppressed if all three Sealing Circles are sealed.

Sorrow's Embrace. Pandora has advantage on saving throws while she can see at least one summoned creature or Twin Sorrow within 30 ft.

Relentless Grief. When first reduced to 40 HP or fewer, Pandora enters her Lamentation Phase: she pleads aloud each turn but may still summon; the Persuasion DC drops from 17 to 14.

The Lid Lifts. At the start of each of her turns while the Jar is open, Pandora lifts its lid (no action) and the DM rolls on the What Comes Out of the Jar d12 table (Act II). Each sealed Circle steps the die down (d10, d8, d6). If she skips her turn, the lid stays shut that round.

Actions

Multiattack. Makes two Lament Bolt attacks, or one Lament Bolt and casts one spell of 3rd level or lower.

Lament Bolt. Ranged Spell Attack +11 to hit, range 90 ft. Hit: 22 (4d8+4) psychic. The target makes a DC 18 WIS save or is Frightened until the end of their next turn.

Spellcasting (CHA, DC 18, +11 to hit). Cantrips: Toll the Dead (3d12 vs. wounded), Vicious Mockery (3d6 + disadv.). 1st (4 slots): Charm Person, Inflict Wounds. 2nd (3): Hold Person, Misty Step. 3rd (3): Bestow Curse, Counterspell, Dispel Magic. 4th (3): Banishment, Compulsion. 5th (1): Hold Monster.

Bonus Actions

Vessel of Sorrows. Summons one Shadow or Specter in an unoccupied space within 30 ft. (see Trait; suppressed by all three Circles).

Reactions

Jar's Ward. When targeted by an attack or spell, if Pandora has a summoned creature or Twin Sorrow within 5 ft., she redirects the attack to that creature, which becomes the new target.

Legendary Actions (3 per round)

Lament (Cost 1). Makes one Lament Bolt attack.

Shade (Cost 1). Summons one Shadow in an unoccupied space within 30 ft. Only available while Vessel of Sorrows is active; unavailable if the Circle of Despair is sealed.

Wail of Ages (Cost 2). All creatures within 30 ft. make a DC 18 CON save. Fail: 14 (4d6) psychic damage and disadvantage on saving throws until the end of their next turn.

The Jar Exhales (Cost 2). A Ker rises from the Jar in an unoccupied space within 10 ft of it. No more than two Keres can exist at once. Only available while Vessel of Sorrows is active; unavailable if the Circle of Despair is sealed.

Geras, Old Age (Twin Sorrow) β€” Twin Sorrow

Medium Undead (Evil of the Jar), Neutral Evil Β· CR 8 (3,900 XP)

AC 15 | HP 136 (16d8+64) | Speed 0 ft., Fly 40 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 βˆ’2 βˆ’216 +3 +318 +4 +812 +1 +116 +3 +716 +3 +3

Skills: Perception +7

Immunities: Necrotic, Poison; bludgeoning, piercing and slashing from attacks not anointed or magical; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 120 ft., Passive Perception 17 Β· Languages: understands all, speaks in the voice of whoever the listener lost

First Out of the Jar. One of the evils Pandora let out, the shape of every old age that ever came too soon β€” a stooped grey figure whose face is always a little familiar.

Returns to the Jar. While the Jar is open, Geras re-forms beside it at the start of Pandora's next turn with half its HP after being destroyed β€” unless the Circle of Despair is sealed.

Weight of Years. Creatures within 15 ft. of Geras regain only half as many HP from any healing.

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. Two Withering Touch attacks.

Withering Touch. +7 to hit, reach 5 ft. Hit: 18 (4d8) necrotic. The target makes a DC 16 CON save or gains 1 level of Exhaustion as its hair greys and its hands spot.

Years upon Years (Recharge 5–6). 30-ft cone. Each creature makes a DC 16 CON save, taking 36 (8d8) necrotic damage on a failure (half on a success). On a failure its speed is halved and it has disadvantage on Strength and Dexterity checks and saves until the end of its next turn.

Nosos, Sickness (Twin Sorrow) β€” Twin Sorrow

Medium Undead (Evil of the Jar), Neutral Evil Β· CR 8 (3,900 XP)

AC 15 | HP 136 (16d8+64) | Speed 0 ft., Fly 40 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 βˆ’2 βˆ’216 +3 +318 +4 +812 +1 +116 +3 +716 +3 +3

Skills: Perception +7

Immunities: Necrotic, Poison; bludgeoning, piercing and slashing from attacks not anointed or magical; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 120 ft., Passive Perception 17 Β· Languages: understands all, speaks in the voice of whoever the listener lost

First Out of the Jar. The other evil that left first: every fever and plague the world has known, a sweating, coughing shape that smells of a sickroom.

Returns to the Jar. While the Jar is open, Nosos re-forms beside it at the start of Pandora's next turn with half its HP after being destroyed β€” unless the Circle of Pestilence is sealed.

Contagion. A creature poisoned by Nosos that ends its turn within 5 ft. of an ally makes that ally roll a DC 16 CON save; on a failure the ally is poisoned too (same duration).

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. Two Fever Touch attacks.

Fever Touch. +7 to hit, reach 5 ft. Hit: 13 (3d8) poison plus 9 (2d8) necrotic. The target makes a DC 16 CON save or is poisoned until the end of its next turn; while poisoned this way it can't regain HP.

Plague Breath (Recharge 5–6). 20-ft cone. Each creature makes a DC 16 CON save, taking 36 (8d8) poison damage and becoming poisoned for 1 minute on a failure (save again at the end of each of its turns), or half damage on a success.

The Jar-Wyrm (Dracolich) β€” Jar roll of 12 only

Huge Undead (Dragon), Chaotic Evil Β· CR 14 (11,500 XP)

AC 18 (Natural Armor) | HP 225 (18d12+108) | Speed 40 ft., Fly 60 ft.

STRDEXCONINTWISCHA
sc md sv25 +7 +710 +0 +523 +6 +1116 +3 +315 +2 +719 +4 +9

Skills: Perception +12, Stealth +5

Resistances: Necrotic Β· Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22 Β· Languages: Ancient Greek, Draconic

The Oldest Thing in the Jar. A dragon that crawled into the Jar to die before the first woman was made. It appears only on a roll of 12 on the What Comes Out of the Jar table, climbing out at the start of Pandora's next turn.

Bound to the Jar. It cannot leave the sanctum. When the Jar closes, or the Closing Words are spoken at the Jar, it collapses into bone dust.

Undying While Open. If reduced to 0 HP while the Jar is open, it falls apart into bones. On a later roll of 12 it rises again from those bones with half its HP instead of a new one coming out.

Legendary Resistance (2/Day). If it fails a saving throw, it can choose to succeed instead.

Burned by Hope. When it takes radiant damage, or starts its turn in the Lantern of Elpis's bright light, it cannot use Grave Breath until the end of its next turn.

Actions

Multiattack. Uses Frightful Presence if available, then makes one Bite and two Claw attacks.

Bite. +12 to hit, reach 10 ft. Hit: 18 (2d10+7) piercing plus 14 (4d6) necrotic.

Claw. +12 to hit, reach 5 ft. Hit: 14 (2d6+7) slashing.

Frightful Presence. Each creature of its choice within 120 ft. that can see it makes a DC 17 WIS save or is Frightened for 1 minute, repeating the save at the end of each of its turns. A creature that succeeds is immune for 24 hours.

Grave Breath (Recharge 5–6). 60-ft cone. Each creature makes a DC 19 CON save, taking 63 (14d8) necrotic damage on a failure or half as much on a success. If any PC fails, the party loses 1 Hope.

Reactions

Tail Lash. When a creature it can see moves within 15 ft. of it: +12 to hit, reach 15 ft. Hit: 16 (2d8+7) bludgeoning, and the target makes a DC 20 STR save or is knocked Prone.

Specter β€” summoned

Medium Undead, Chaotic Evil Β· CR 1 (200 XP)

AC 12 | HP 22 (5d8) | Speed 0 ft., Fly 50 ft. (hover)

STRDEXCONINTWISCHA
sc md sv1 βˆ’5 βˆ’514 +2 +211 +0 +010 +0 +010 +0 +011 +0 +0

Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S

Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object. Suppressed while the Circle of Strife is sealed.

Sunlight Sensitivity. Disadvantage on attack rolls and sight-based checks in sunlight.

Actions

Life Drain. Melee Spell Attack +4 to hit, reach 5 ft. Hit: 10 (3d6) necrotic. The target makes a DC 10 CON save or its max HP is reduced by the damage dealt until a long rest. It dies if its max HP reaches 0.