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Boughs of Eternity

Other WhereEvilLives Livello Five 20th-level characters Where Evil Lives 2023-09-21

Boughs of Eternity

Content Warning: Body Horror

High Mage Vairae's Machinations of Bone action is gruesome and visceral. Not everyone enjoys that kind of body horror. If anyone at your table is uncomfortable with bone extraction, feel free to describe this action as spectral blades pressing in around Vairae's foes.

The Gael Wode has been home to elves for thousands of years, including High Mage Vairae (veh-RYE). They excelled at school and easily made friends—which meant no one challenged them when they bullied the weaker children.

As an adult, Vairae joined the Gael garrison as a battle mage to round out their skills. Again they performed admirably and were showered with admirers and promotions.

But after discovering a cryptic tome on the corpse of an enemy wizard, Vairae set their sights even higher—for the tome contained a ritual to keep their vigor and power forever. After many late nights spent deciphering the text, Vairae succumbed to the irresistible pull to complete this ritual ... and sacrificed their best friend in the process.

Their heart now sealed in a sphere of everlasting ice, Vairae returned to Gael Wode in disguise and ambitiously rose to the rank of High Mage. Today, the centuries-old Vairae is as spry and handsome as ever, with loyal followers at their command. But the world outside the wode is large and doesn't belong to Vairae—yet.

High Mage Vairae, self-proclaimed exemplar of the ancient arcane traditions of the Gael Wode, conducts their machinations from a giant tree made into a tower called the Boughs of Eternity. Ever the egotist, Vairae constructed their tower to celebrate their prowess, chronicling their life through the springtime of their youth, the summer of their martial victories, the autumn of their great discoveries, and the winter of their eternity.

Tower Story Hooks

You can use one of the following story hooks to integrate this lair into an adventure:

  • Broken Alliance

    The treants of Gael Wode turn feral and attack any creature they encounter. A circle of druids believes the treants are being corrupted by an unnatural magic emanating from the Boughs of Eternity. The druids ask the characters to investigate. If the characters destroy Vairae's soulstone—the cause of this magic—the druids give them a ring of invisibility.

  • Forbidden Knowledge

    Rysaen, an elf and Vairae's former apprentice, asks the characters to steal a dangerous spellbook from the library of the Boughs of Eternity (area L5). Unaware of the High Mage's true nature, Rysaen believes the adventure to be a simple heist. She just wants the book, and she tells the characters of other objects of power within the tower that they can keep for themselves.

  • Unraveling History

    Eruvel Sennat, an elf scribe from Gael Wode, recently stumbled across ancient records that hint at Vairae's lichdom. Eruvel asks the party to investigate his findings—and if true, to put down the lich. If the characters do the deed, Eruvel gives them a luck blade for their trouble.

Tower Features

Unless otherwise noted, each area of the Boughs of Eternity has the following features:

  • Ceilings

    The vaulted halls of Vairae's tower have 30-foot-high ceilings.

  • Doors

    All doors are made from exquisitely decorated adamantine. They are 10 feet high and 1 foot thick.

  • Illumination

    On the bottom three levels of the tower (areas L1–L6), glowing flowers grow from the walls, filling each area with bright light. On the top level of the tower (areas L7–L9), icy crystals take the place of the flowers, filling each area with dim light.

  • Living Tower

    The tower's ceilings, walls, and floors are shaped from living wood and foliage. Any damaged walls and floors immediately regrow and repair themselves at the start of the next turn of the creature who damaged them.

  • Noise

    Vairae has designed their tower to prevent travel of sound, both to ensure a productive study environment and prevent eavesdropping. Creatures in one area can't hear creatures outside that area.

  • Protective Ward

    Except for Vairae, creatures can't teleport into the tower from outside it or pass through the tower doors or walls using supernatural means (such as a passwall spell).

High Mage's Retinue

Vairae keeps a retinue of fiendish soldiers who are vigilant against intruders. The guards attack with military precision, cooperating to the best of their ability. Characters who present themselves at the antechamber with appropriate pageantry are treated as honored guests—though they aren't permitted to explore beyond the Spring Gallery (area L2) without the High Mage's permission.

Illusions of Grandeur

Vairae takes great care to maintain their reputation as High Mage of Gael Wode. To hide their nature from guests, Vairae's guards are magically disguised to look like the finest elven soldiers by a permanent seeming spell (save DC 22).

Bound Devils

The devil soldiers in Vairae's retinue are magically bound to serve the lich to the utter end. If the magic circle in the mortuary (area L6) is dispelled or destroyed, a character can attempt to convince a member of Vairae's retinue to betray the lich with a DC 25 Charisma (Deception, Intimidation, or Persuasion) check. On a successful check, the devil stops battling the characters, but won't directly act against Vairae. If the check succeeds by 5 or more, the devil informs the character about the secret door in the autumn library (area L5) or provides one of the passwords to open the soulstone sanctum (area L8).

Defeated Characters

Vairae instructs their soldiers to take defeated intruders alive if convenient. Defeated intruders are taken to the mortuary (area L6) for interrogation by the High Mage. A character who ceases to be useful is killed by Vairae and raised as a wraith permanently under the lich's command.

Resting in the Tower

If the characters rest in an area of the tower, there is a 30 chance that High Mage Vairae finds them halfway through their rest. If the lich has been destroyed, the characters can rest without interruption in any area once it is clear of enemies.

Entering the Tower

The Boughs of Eternity are well known to the upper classes of Gael Wode. Though there are no roads to Vairae's tower, characters who have learned its approximate location notice the tower rising above the forest canopy.

Grand Entrance

Keeping up appearances is of utmost importance to High Mage Vairae; they are always prepared to receive important guests. The grand arches at the base of the tree trunk present an open doorway into the arboreal tower, leading directly to the willow's welcome (area L1), the only entrance.

Boughs of Eternity Areas

The following areas are keyed to the Boughs of Eternity Map.

L1. Willow's Welcome

This blossom-filled antechamber welcomes the High Mage's esteemed guests. It has the following features:

  • "The walls of this circular chamber are decorated in delicate wooden filigree, and glowing flowers bathe the room in gentle light."

  • "An adamantine door shimmers on the east wall, flanked by a pair of enormous willow trees in full blossom. Elvish hymns emanate from within their boughs."

  • (Secret) The willows are home to a pair of dryads.

  • (Secret) Despite appearances, the willow trees are rotten at their cores.

  • (Secret) A dirt mournling is buried in the ground in front of the tower entrance.

Dryads

Sealh and Salix, twin swamp dryads, act as Vairae's gatekeepers. They treat all arrivals in the antechamber as honored guests but are secretly skeptical of unexpected parties. A character can convince the dryads to grant them entry without an appointment by succeeding on a DC 25 Charisma (Deception, Intimidation, or Persuasion) check. If the character fails the check or is caught trying to sneak further into the tower, the dryads attack, fighting until destroyed. When the dryads use Entangling Roots, they can avoid affecting their allies.

Dirt Mournling

If combat breaks out here, the dirt mournling bursts through the ground to engage enemies, fighting until destroyed or ordered to stop by the dryads. This dirt mournling is Large instead of Huge.

Rotten Cores

Having been corrupted by Vairae's magic, the dryads' willow trees are showing signs of sickness. A character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check notices blackened sap and rotten bark at the willows' bases and knows the lich's magic is the cause.

A creature can remove the trees' corruption by casting dispel magic as a 9th-level spell, or by casting that spell at any level and succeeding on a DC 19 ability check using their spellcasting ability.

If a character reveals this corruption to the dryads or remove it, they gain advantage on Charisma checks made to influence the dryads. The thankful dryads also urge the characters to remember the name "Aethilen" as "a key to Vairae's true nature" (see area L8).

L2. Spring Gallery

The door to this area from the willow's welcome (area L1) is locked by the arcane lock spell and trapped. The door has no mechanical locks, but it can be forced open with a successful DC 25 Strength check. Vairae and the dryads in the willow's welcome can unlock the door. The door has AC 23, 36 hit points, a damage threshold of 10, and immunity to poison and psychic damage.

The symbol spell with the death effect (save DC 22) has been cast on the side of the door facing the willow's welcome. When a creature who isn't one of the dryads or Vairae touches this side of the door, the symbol is triggered.

This area has the following features:

  • "This chamber contains a lush garden rich in fragrant pink and white springtime blossoms. Vines stretch out from the walls, curling into loose, decorative tunnels that frame paved walkways."

  • "The tunnels open into three intimate reception areas with benches, tables, and light refreshments. A prim elf servant stands with a tray of glasses at the ready."

  • "The sound of childish laughter fills the halls, as spectral images of young elves chase each other through the tunnels."

Tunnels

The vines that form the walls of the tunnels aren't closely woven and characters can see through them. The tunnel walls offer creatures half cover (+2 to AC and Dexterity saving throws) against attacks and effects originating on the other side of a wall. The spaces between the tunnels are difficult terrain.

Hanaphaen

Three reception areas are served by a disguised devil retainer named Hanaphaen, who Vairae has tasked with eavesdropping on guests. He serves drinks to any creature who enters the area. Hanaphaen doesn't attack, and if harmed, he flees. The devil resents Vairae for the role the lich gave him but can't betray them while bound to the magic circle in the mortuary (area L6). A creature who succeeds on a DC 20 Wisdom (Insight) check senses Hanaphaen is miserable. If a creature succeeds on a DC 20 Charisma (Persuasion) check, Hanaphaen shares what little he can, saying, "Vairae's circle in the mortuary is of the utmost importance to the wizard's safety." If the characters destroy the magic circle and return to this area, Hanaphaen happily joins their cause.

Spectral Children

The illusions depict Vairae's fondest memories of childhood, acting out a scene every 5 minutes. In the first reception area, the illusion depicts Vairae at school with other elf children; Vairae raises a hand to answer their teacher's question before anyone else. In the second, Vairae leads a recital of an ancient elven play. In the final area, a teenage Vairae whispers a promise while holding their best friend's hand. A character who succeeds on a DC 22 Wisdom (Perception) check overhears the illusionary Vairae whisper, "We'll seize eternity together, Aethilen." The name Aethilen is one of the passwords used to open the soulstone sanctum (area L8).

L3. Summer War Room

The war room celebrates Vairae's martial accomplishments. It has the following features:

  • "A company of elf soldiers stand guard along the walls."

  • "The walls of this chamber are alive with flowers and verdant leaves."

  • "A 15-foot-diameter table with an intricately detailed map of the continent stands at the center of the room. Miniature figures mark the locations of the militaries of Gael Wode and neighboring nations."

  • "Statues of elves ready for battle stand around the room. Most depict the same elf in various heroic poses, but one statue shows a different elf, bowing to the other statues."

Guards

Two devil magistrates and two devil legates, all disguised as elves, guard this chamber. If the characters have permission to be in the tower, the devils tell the characters to wait below in the spring gallery (area L2) for High Mage Vairae to see them. If the characters refuse to leave the area, the devils attack. Before attacking, the magistrate opens the door to the armory (area L4) and calls for reinforcements, allowing the devil adjudicator and devil legate there to join the fray.

Map Table

The miniatures depict Vairae's plan for conquest. A character who inspects the table can make a DC 16 Intelligence (History) check. On a success, they realize whoever set up this map is planning an invasion with far more forces than Gael Wode has at its disposal.

Statues

Most of the statues depict Vairae. A character who succeeds on a DC 18 Intelligence (History) check recognizes the bowing statue as General Phadanar, a renowned Gael Wode noble who died in battle defending her queen from an invasion of devils. The name Phadanar is one of the passwords used to open the door to the soulstone sanctum (area L8).

L4. Armory

The tower armory has the following features:

  • "A statue of an armored elf mage wearing a gold medal and wielding a spear and shield stands at the north end of the chamber."

  • (If the devils from this area weren't pulled into combat in area L3) "Two armored elves inspect racks of swords, polearms, and longbows."

Quartermasters

Unless the magistrate in the summer war room (area L3) called for reinforcements, a devil adjudicator and a devil legate inspect the weapons in this chamber.

Statue

A detect magic spell reveals that the statue radiates an aura of necromancy magic. When a creature who isn't a Fiend or Undead looks at the statue, they must make a DC 20 Constitution saving throw. On a failed save, the target becomes powerfully hexed. Whenever a creature hexed in this way takes damage, they take an extra 11 (2d10) fire damage. Only a heal spell or similar magic can remove the hex. On a successful save, the target is immune to the statue's effects for 24 hours.

Treasure

The weapon racks contain twenty longswords, twenty longbows, twenty quivers that each hold twenty arrows, ten halberds, and ten pikes. The statue holds a spellguard shield bearing the crest of Gael Wode. The statue's gold medal is worth 500 gp and embossed in Elvish text that reads, "Given by General Phadanar in recognition of the valor of Vairae, now named High Mage." The name Phadanar is one of the passwords used to open the soulstone sanctum (area L8).

L5. Autumn Library

This area has the following features:

  • "Foliage grows deep red and orange over shelves filled with hundreds of books and scrolls."

  • "Fallen leaves form a rustling blanket across the floor."

  • "A desk covered in candles and a century's worth of melted wax dominates the west side of the room."

  • (Secret) The melted wax conceals a trapped drawer in Vairae's desk.

  • (Secret) A secret door in the north wall hides a staircase that leads to area L7.

Desk

A character who inspects the desk notices that the melted wax covers a desk drawer. The wax can be cleared away with 10 minutes of work. The drawer is trapped with a canister of flesh-melting gas connected to the bottom and front of the drawer by a chain. When the drawer is pulled open, the canister is pulled apart. A creature who succeeds on a DC 19 Intelligence (Investigation) check notices the chain. A character who succeeds on a DC 19 Dexterity check using thieves' tools disarms the trap, but on a failed check, the trap triggers.

If the trap is triggered, the canister releases its gas, and each creature in the library must make a DC 20 Constitution saving throw. On a failed save, a creature takes 55 (10d10) necrotic damage and spends ten Hit Dice, if available, without any benefit. On a successful save, a creature takes half as much damage and suffers no other effect.

The drawer contains Vairae's diary from before their obsessions set them on the path to undeath. The final few pages discuss Vairae's defeat of Shadow Witch Geherel and her discovery of the Soulstone Grimoire. The name Geherel is one of the passwords necessary to open the soulstone sanctum (area L8).

Secret Door

A character who succeeds on a DC 23 Intelligence (Investigation) check notices the outline of the secret door.

Treasure

Most of the books discuss arcane theory and the history of Gael Wode. A character who searches the collection for 10 minutes finds a spell scroll of forbiddance, a spell scroll of mirage arcane, and a spell scroll of scrying.

L6. Mortuary

Vairae conducts their necromantic experiments in this chamber. It has the following features:

  • "The north of this chamber is filled with alchemical and arcane tools and supplies scattered over several tables."

  • "A blanket of red and orange leaves covers much of the floor, but where the floor is bare, glimpses of a circle of magical runes peek through."

  • "To the south, four beds hold corpses in varying states of decay, and beside them stand tables of dissection tools and embalming jars. Plants growing along the walls have enveloped one of the corpses."

  • (Secret) One of the corpses is a vampire and another has been implanted with a cursed seed.

Necromancy Tables

When a living creature gets within 5 feet of the corpses, the vampire awakens and attacks. This new vampire has no resting place and is destroyed when reduced to 0 hit points. At the same time, the corpse engulfed by plants erupts into a thornblood and attacks.

Alchemical Experiments

A creature who examines the supplies on the tables in the north end of the chamber and succeeds on a DC 15 Intelligence (Arcana) check notices the supplies are unstable and explosive. The first time any of the tables take force, fire, lightning, or thunder damage, the supplies on all of them explode. Each creature within 20 feet of an exploding table must make a DC 20 Dexterity saving throw, taking 44 (8d10) force damage on a failed save, or half as much damage on a successful one.

Magic Circle

Vairae uses this circle to summon and bind their devil soldiers. A character who succeeds on a DC 20 Intelligence (Arcana) check knows that the circle keeps the devils in the tower loyal to the lich.

If a creature casts dispel magic on the circle as a 9th-level spell, or if they cast that spell at any level and succeed on a DC 19 ability check using their spellcasting ability, the circle loses its magic (see "High Mage's Retinue").

The circle has AC 19, 50 hit points, and immunity to fire, poison, and psychic damage. If destroyed, the circle unleashes a wave of magic. Each creature within 10 feet of the circle must make a DC 20 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.

Treasure

The north tables hold a potion of flying, a potion of invisibility, and a potion of mind reading.

L7. Vairae's Treasures

This area has the following features:

  • "Four exquisite wooden chests, each decorated in golden filigree, sit in this hall."

  • "At the south end of the hall, a thick adamantine door is carved with intricate Elvish script."

  • (If any characters can read Elvish) "The inscription reads, 'Speak three names that made me.'"

  • (Secret) The chests are trapped and teleport creatures to Vairae's winter throne (area L9).

Chests

A detect magic spell reveals that each chest radiates an aura of conjuration magic. A creature who succeeds on a DC 23 Intelligence (Investigation) check finds that each chest has a minuscule arcane symbol carved into its side. If a creature casts dispel magic on a chest as a 9th-level spell, or if they cast that spell at any level and succeed on a DC 19 ability check using their spellcasting ability, the chest loses its magic and its trap is disarmed. Alternatively, a creature who succeeds on a DC 23 Dexterity check using carpenter's or thieves' tools carefully scratches the symbol out and disables the chest's trap. On a failed check, or if a creature other than Vairae opens a chest, the chest's trap is triggered.

When a creature triggers a chest's trap while Vairae is alive, the creature is teleported to the winter throne (area L9). When a creature triggers a chest's trap once Vairae is destroyed, they are teleported 300 feet directly up into the air outside the tower.

Vault Door

The door to the soulstone sanctum is magically sealed and immune to all damage. It can be opened only by speaking the three names Vairae has chosen as the password: Aethilen, Phadanar, and Geherel. The characters can learn the name of Aethilen, Vairae's best friend, in areas L1 and L2. They can learn the name of Phadanar, Vairae's commander, in areas L3 and L4. Finally, they can learn the name of Geherel, from whom Vairae learned about lichdom, in area L5.

Vairae's Treasures

The wooden chests contain the bulk of Vairae's collected wealth. See "Vairae's Hoard" for more information.

L8. Soulstone Sanctum

This area has the following features:

  • "This octagonal chamber has sheer icy walls."

  • "A stone pedestal in the room's center bears a sphere of ice."

  • (Secret) The icy sphere and pedestal are protected by a glyph of warding.

One Last Horror

Vairae cast a 9th-level glyph of warding spell on the soulstone. It triggers when a creature touches the soulstone and succeeds on the Constitution saving throw to avoid dropping to 0 hit points, casting the true polymorph spell (save DC 22) on the creature and turning them into a camel. The glyph also triggers if a creature other than Vairae touches the stone when the lich's soul isn't within it.

Soulstone

The pedestal in the center holds Vairae's soulstone. Inside the soulstone's ice sphere are the frozen hearts of Vairae and their best friend Aethilen.

If Vairae is destroyed but their soulstone is intact, their soul retreats into the stone. While Vairae's soul is in the stone, a creature who can see the stone at the start of their turn must succeed on a DC 20 Charisma saving throw or be charmed by the stone until the end of their next turn. While charmed in this way, the creature must do everything in their power to move toward and touch the stone, avoiding obvious hazards.

If a creature touches the stone while Vairae's soul is inside, the creature must make a DC 20 Constitution saving throw. On a failed save, the creature drops to 0 hit points and Vairae reforms with all their hit points in an unoccupied space within 5 feet of the soulstone. On a successful save, the creature loses half their hit points and Vairae reforms with half their hit points in an unoccupied space within 5 feet of the soulstone.

The soulstone has AC 19, 50 hit points, and immunity to all damage except force and thunder.

L9. Winter Throne

This area has the following features:

  • "Dead boughs twist up from the floor at the north end of the chamber, forming a wooden throne."

  • "A handsome and youthful elf sits atop the throne."

  • "A reflective, frozen pool shimmers in the center of the chamber."

  • (Secret) The hallow spell affects this room.

Vairae

Confident in their own immortal power, High Mage Vairae attacks intruders who come here. If their soulstone is intact, Vairae fights to their body's destruction. If their soulstone has been destroyed, they attempt to flee the tower when reduced to 100 hit points.

Frozen Pool

This 20-foot-diameter pool of magic ice is used by Vairae to cast the scrying spell, thereby gathering the intelligence necessary to plan their conquests. The pool is difficult terrain, and a detect magic spell reveals that it radiates necromancy magic. When a creature who isn't Vairae touches the pool for the first time on a turn or starts their turn touching it, they must succeed on a DC 22 Constitution saving throw or take 19 (3d12) necrotic damage and fall prone.

The ice has AC 21, 100 hit points, and immunity to necrotic, poison, and psychic damage. If a creature casts the dispel magic spell as a 9th-level spell, or if they cast that spell at any level and succeed on a DC 19 ability check using their spellcasting ability, the ice loses its magic and melts into a puddle of water.

Hallow Spell

Vairae has cast the hallow spell on this chamber, except it allows Fiends and Undead to enter. In addition, any creature who isn't a Fiend or Undead who enters the chamber is subject to the spell's Energy Vulnerability effect (save DC 22), giving them vulnerability to necrotic damage.

Vairae's Hoard

The most valuable spoils of the lich's conquests are kept in the chests in area L7. The hoard contains the following items: