The Madhouse of Tasha's Kiss
The Madhouse of Tasha's Kiss
The Madhouse of Tasha's Kiss
Version 2
Background: Nimgyu
Cartography: Mobral Rox
@mobralrox
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All other original material in this work is Copyright ©2018 by Jeff C. Stevens and published
under the Community Content Agreement for Dungeon Masters Guild
1 square = 10 feet
The Wardrobe
The wardrobe is empty of clothing. Instead, a flight
of stairs leads down and into darkness. The stairs
are not visible from outside the wagon.
The Stairwell
Using the stairwell leads the party to the entrance
to Tasha’s madhouse and to the first room of her
personal dimension – The Sorting Room. The en-
trance is a one-way portal. Once someone enters,
they can’t leave unless they destroy the fiend.
Developments
After the party passes through the brass door, it
disappears.
When a creature sits at the table, the Dream Weav- The portal is false. Instead, the floor the creatures
er begins to weave its magic. Each creature sitting are standing on dissolves. They find themselves
at a table must roll a DC 12 Wisdom saving throw. falling for several minutes and then appear in Area
3: The Mirror Room, landing prone and suffering 1
On a failed save, the creature is overcome by the point of bludgeoning damage.
feelings of joy, love, and happiness. They find their
current situation pleasant and they can’t wait to These portals are one-way. They cannot be used to
experience more of this new, exotic place. They return to Area 1: The Sorting Room.
happily move to Portal A when they are directed.
Bart
On a successful save, the creature is unaffected by
the weaving and may continue as it likes, though it Bart (L/N, commoner) from Gentry’s village. His
is directed to stand at Portal B. weaving was successful and he’s happy to be
here, excited to see what else is in store for them.
Creatures the refuse to sit at the table for a weav-
ing are directed to stand in front of Portal B. If Bart is used as an NPC throughout the adven-
ture, he is consistently happy and curious. His
weaving was very successful, and he sees every-
thing as an interesting, new experience. He won’t
understand why the adventurers are attacking
creatures and he may even fight against the ad-
venturers.
Gram
Gram (N/G, Thug, MM, p 350) from Gentry’s
village. She has sixteen grandchildren who all call
her Gram. She heard the nickname so often that
she decided to use it all the time. She does not
know what is going on in here, but she doesn’t
like it. Not one bit!
Humor and hate clash in your head as a stench of But now he works for Tasha’s Kiss and uses a differ-
dry, barren rot fills this stone room. Several crates ent set of skills.
lie stacked in a corner. Glass jars rest on top of
them. A man laughs in the distance—the same No longer a simple trader of outlawed clerical work,
man weeps. Deggmir’s existence is chained to the plane where
Tasha’s Kiss makes her home. He doesn’t hold back
in his skills. He tears entire souls out of bodies, no
Bart Developments
When Bart sees the above, he becomes excited, The party may attempt to exit the room without de-
raises his hand, and says, “Oh, that looks like fun! feating Deggmir. The portal in the room leads them
I’m next!” to Area 4: The Hallway.
Madness
The Townsfolk Any creature that can see Deggmir and his actions
If the townsfolk’s soul notices the party, it begs must succeed on a DC 12 Wisdom saving throw
them to “not let him take me out!” The laughing, or suffer the effects of short-term madness for
mortal villager argues to “let him keep going!” 1d10 minutes.
Deggmir doesn’t pay the party any mind until he
is done with the separation, which takes 1d4+1 That creature also gains one point of continuing
rounds after the party witnesses the scene. madness.
Memory Bank
Area 5: Chimaera Chron ● Party of One. In a fight, Chimaera Chron,
stat-wise, is every party member. Choose a
As the adventurers enter this room, read or sum- PC at random—Chimaera Chron’s stats are
marize: a copy of that PC’s character sheet. When
Darkness extends in every direction. The only defeated, Chimaera Chron is “reborn” as a
light source is a beam of light illuminating a different PC. Only when all incarnations of
seated creature in front of you. Imagine a culmi- it are killed is Chimaera Chron defeated.
nation of everyone in your party, as though you Combat
all somehow had a child with a bit of everyone’s During combat, Chimera Chron continues asking for
characteristics. Now imagine that child was an a memory. Once a creature does so, Chimera Chron
adult with all the training, knowledge, and gear breaks off combat with that creature and says, “You
your party has at this moment. Now imagine that shall pass.”
creation sitting in a chair, staring at you. Finally,
imagine there is no way out. The truce is lifted if that creature attacks Chimera
Chron again.
The entry the characters used to enter this room
exists no more. There are no immediate exits. There Madness
is only the creature in front of them that uncannily Any creature that sees itself defeated must
resembles the party as one entity. The creature is succeed on a DC 14 Wisdom saving throw or
armed with their weapons, knows their spells, and suffer the effects of short-term madness for 1d10
is privy to every memory they have. minutes.
It uses all of these tools against them, typically in That creature also gains one point of continuing
the following fashion: madness.
1. Incite Dissention. What secret does the
party’s half-orc sorcerer have about her Developments
past life? Has the party’s tiefling fighter Once Chimera Chron has been dealt with, either by
been stealing gold pieces from the party’s trading memories or by defeat in combat, the party
community chest? Did the party’s halfling is free to use the other portals in this room.
Note to the Dungeon Master Monk – use Martial Arts Adept (CR 3)
In the event physical character sheets are not avail- Rogue – use Master Thief (CR 5)
able, you may substitute the below to represent Ranger – use Archer (CR 3)
each of the party members. Once one of the below
Bard – use Bard (CR 2)
falls, another of these creatures takes its place
until all PCs have been represented and defeated. Cleric – use Priest (CR 2)
Wizard – use Illusionist (CR 3)
Fighter – use Veteran (CR 3)
Paladin – use Gladiator (CR 5)
Sorcerer – use Transmuter (CR 5)
Druid – use Druid (CR 2)
Warlock – use Enchanter (CR 5)
Barbarian – use Berserker (CR 2)
When used in combat, the sword sings loudly, break- Gift from the Souls
ing out into a massive chorus of multiple voices. The The souls bestow a gift on the creature who freed
emeralds in the hilt light up, pulsing with the rhythm them. Until the end of the adventure, that creature
of the song. gains the following blessing:
Madness
The scene of the machine being fed with human-
oids and the bizarre-looking chefs may be too
much for some creatures. Any creature that can
see and enters this room must succeed on a DC
12 Wisdom saving throw or suffer short-term
madness for 1d6 minutes.
1 square = 10 feet
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Jeff C. Stevens
Multiattack: The hybrid humanoid makes two attacks, one with Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
its cleaver and one with its special attack Hit: 11 (2d6 + 4) slashing damage. The target is grappled
(escape DC 14) if Deggmir isn’t already grappling a creature.
Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one Until this grapple ends, the target is restrained and takes 7
creature. Hit: 4 (1d4 + 2) slashing damage. (2d6) piercing damage at the start of each of its turns.
Depending on the hybrid, the humanoid has the following Animate Chains. (Recharges after a Short or Long Rest). Up to
special attack. three chains Deggmir can see within 60 feet of him magically
sprout razor-edged barbs and animate under his control,
Pig – Belly Bump. Melee Weapon Attack. +4 to hit, reach 5 ft.,
provided that the chains aren’t being worn or carried.
one creature. Hit: 4 (1d4 + 2) bludgeoning damage. On a hit,
Each animated chain is an object with AC 15, 20 hit points,
the target must succeed on a DC 10 Strength saving throw or
resistance to piercing damage, and immunity to psychic and
be pushed back 5 feet.
thunder damage. When Deggmir uses Multiattack on his turn,
Chicken – Beak. Melee Weapon Attack. +4 to hit, reach 5 ft., he can use each animated chain to make on additional attack.
one creature. Hit: 4 (1d4 + 2) piercing damage. An animated chain can grapple one creature of its own but
can’t make attacks while grappling. An animated chain reverts
Cow – Kick. Melee Weapon Attack. +4 to hit, reach 5 ft., one to its inanimate state if reduced to 0 hit points or if Deggmir is
creature. Hit: 4 (1d4 + 2) piercing damage. incapacitated or dies.
Goat – Head Butt. Melee Weapon Attack. +4 to hit, reach 5 ft., Reactions
one creature. Hit: 4 (1d4 + 2) piercing damage. On a hit, the
Soul Scent. When a creature that Deggmir can smell starts
target must succeed on a DC 10 Strength saving throw or be
its turn within 30 feet of him, Deggmir can know the
knocked prone.
creature’s “purpose” in life. If that creature is a PC, then
Deggmir knows that PC’s ideals and bonds as listed on the
Red Tile player’s character sheet.
Medium construct, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 6 (–2) 10 (+0) 6 (–2)
Senses Truesight 120 ft., passive Perception 10
Languages Abyssal
Challenge 1/4 (50 XP)
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) bludgeoning damage.