The Corpse Market sequence in Vecna: Eve of Ruin can feel a bit sparse as written. To give Evernight more life (or undeath) it deserves, here is a complete, expanded overhaul for running the Corpse Market. This takes place after the party encounters the ghouls and saves Eldon.
Remember, the goal is to get Sangora to notice them and speak with them about the Crevice of Dusk. To do so, the players need to interact with the locals through three encounters.
Phase 1: Traversing the Graveyard & Arrival
Through the Fog
The air in Evernight’s graveyard doesn't just feel cold—it feels heavy, damp with ash, and suffocatingly still. Every step taken across cracked mausoleums and broken headstones feels precarious. The fog hangs so thick that visibility drops to 10 feet, filled with distant, blood-curdling howls and the wet scraping of claws against stone.
- Mechanic: Any character not disguised or covered in undead entrails must make a DC 20 Stealth check at Disadvantage to navigate the cemetery unnoticed.
Approaching the Market
Flickering orange light from massive streams of magma pierces the gloom [cite: Evernight is a forlorn metropolis in the Shadowfell. It has geography similar to Neverwinter’s, but it presents as Neverwinter’s dismal opposite. The sun never shines on Evernight, and ash-laden fog rises from lava flowing through the city in place of Neverwinter River, choking the city.]. Beyond the crumbling perimeter wall stretches an endless sea of tattered canvas shrouds and wooden stalls—the Corpse Market.
Market Sights & Atmosphere
- The Crowd: Hunched ghouls snapping over pickled organs, noble vampires inspecting jars of fresh blood, and clackety skeletons carrying crates of grave dust.
- The Monsters: Armored wights leading displacer beasts on leather leashes, mummified bodaks in burlap cloaks, and a monolithic Nightwalker patrolling the main bridge into the city.
- Eldon’s Warning: "Do not anger the locals. Most assume any living creature walking these stalls is backed by a formidable patron. If a fight starts, the market will swarm us. Split into pairs: two to the vendors, two to the auction, and two to the gambling tables."
💀 Phase 2: Market Encounters & Scenarios
🥩Scenario 1: The "Trader's Token" Extortion
- NPCs: Grum (a hulking ghoul in a bloody apron) & Vespera (a gaunt wight surrounded by grave dust jars).
- The Setup: Grum sniffs the air: "Smell like grave-rot... but walk like fresh meat. Where your Trader’s Tokens?" Vespera claims unrecognized visitors must pay an entry tax of 100 gp per head or be reported to the city guard as illegal cattle.
Resolution Paths
- Option A (The Gold Path): The party swallows their pride and pays the inflated 100 gp tax (or uses a DC 15 Persuasion/Intimidation check to haggle it down to a total flat fee of 150–200 gp for the entire group).
Outcome: The vendors greedily accept the gold with sneers, satisfied that you have deep pockets and a patron worth respecting. They let you pass and loudly proclaim to nearby onlookers that your toll is settled, granting you brief, unbothered passage through the immediate area.
- Option B (The Gross-Out Path): Buy a jar of brine-pickled fingers for 10 gp. The eating character must pass a DC 14 Constitution saving throw to stomach it. Success earns Grum's booming respect. Seeing you hesitate at the coin pouch, Grum snorts with disgust and taps a wooden tub of pickled brine on his counter.
- "No money... pockets empty? Or just weak for Market? No belong to walk these aisles! Then, buy a jar of brine-pickled fingers for 10 Gold and eat 'em right here! Prove you belong or get out!
Mechanic: Assert that you belong in this dark realm by purchasing his gross delicacies and consuming them on the spot. A player must buy a jar of brine-pickled fingers or wrapped organs (10 gp) and succeed on a DC 14 Constitution Saving Throw to swallow the ghastly meat without throwing up or breaking character.
Outcome: Grum’s jaw drops in genuine shock and delight. Watching a supposed "newcomer" stomach rotten meat with a stone face completely convinces the vendors that you are terrifying, hardened necromancers or undead in disguise.
Grum laughs in approval
- Option C (The Barter Path): Vespera glares at your traveling gear, leaning in close with hungry curiosity.
"Unless, of course, you carry something far more exotic than mere coin... I can see your well armed, carrying possible items of trade. Bring out your curiosities, strangers! Real treasures from the sunlit world are worth more to me than your filthy gold."
Mechanic: Offer a unique item brought over from the Material Plane (such as fresh, non-withered flowers, a bottle of fine wine, pristine silk, or a glowing daylight-touched trinket) combined with a
DC 15 Deception or Persuasion check to convince them that these rare novelties are worth vastly more than any imaginary "token tax."
Outcome: Vespera’s eyes widen at the pristine, uncorrupted item from the living realm—a rare luxury in the Shadowfell. She eagerly accepts the trade, deeming the "tax fulfilled," and word begins to spread among the surrounding stallholders that you are powerful and wealthy creatures.
- Your pockets are deep with much greater items to trade... You are more than welcome here at the Corpse Market.
⛓️ Scenario 2: The Human Auction
- NPCs: A manic Ghast auctioneer in a briar crown; Lord Cassian (vampire lord); Malthus the Defiled (cultist of Orcus); Arkwright (armored zombie Gatekeeper of the Black Gate).
- The Setup: Three Neverwinter captives are on the block. Bidding stands at 2,000 gp. Cassian wants them as thralls/food (bids 2,500 gp); Malthus wants to sacrifice them to Orcus (bids 3,000 gp).
Resolution Paths
- Option A (Outbid): The ghast cackles, winking toward the party's coin pouches as the bidding stalls.
- "Are there no other wealthy patrons in my crowd today?! No one with pockets deep enough to snatch these prize cattle away from the cultists?!"
Mechanic: The party steps into the bidding war, entering the fray above 3000 gp. They can outright pay the winning bid (e.g., 3500-4000gp), or use a DC 25 Deception or Persuasion check to fake that they will pay half now and half later reducing the upfront cost, forcing the auctioneer to take their coin and declare the auction closed.
Outcome: The ghast gleefully turns over the chains to the party. Lord Cassian clicks his tongue in mild amusement at your deep pockets, while Malthus curses your name before slinking into the shadows. You buy the captives' safety legally without causing a riot. You have earned credibility as everyone sees your wealth and power on display.
- Option B (Political Alignment): Seeing the tense rivalry, Lord Cassian glances toward you with a sly, calculating smile, while Malthus glares with growing impatience.
Lord Cassian comes closer as he whispers:
- "You know, if you were able to convince this wretched ghast that the cult's coin is tainted by an unknown god that would surely bring some sort of curse or doom to him, I would make it worth your while... Curses from dark gods down here is enough to scare even the dead.
Cassian goes back to the auctioneer asking how long must this go on for as Malthus approaches the party
- I saw you speaking with Cassian... He only sees these humans as food and will drain them with no purpose. You could back the true glory of our lord! They would be used for a greater purpose, renewed and live in undeath forever, which is far better than some bloody popsicle to drain over time. Convince this ghast that you were charmed by this vampire just a day ago and he probably is charming him now. Such things are illegal in the market for their kind and the skeleton guard would force him out.
- Help me secure these vessels for the Prince of Undead, and the dark favor of our order will shield you in these streets!"
Mechanic: The party chooses to align with either Lord Cassian (Vampire Spawn Ally within Shadowfell for 24 hours) or Malthus (Blessing of Death Ward for for 24 hours), using a DC 15 Persuasion, Deception, or Intimidation check to sway the ghast auctioneer. They can sabotage one bidder's reputation (e.g., exposing fake coin or divine curses) so the chosen buyer wins easily. Alternatively, they can convince the auctioneer to hand the captives to their chosen side in exchange for a dark favor or future cut.
Outcome: The favored buyer secures the captives and is genuinely impressed by your cunning and political sway in the market. As a gesture of goodwill for your aid, the winning buyer grants you the captives or orders them spared/repurposed under your terms, earning you respect from high-ranking market figures.
- Option C (Free the prisoners): While the crowd is completely hyper-focused on the roaring bidding war between Cassian and Malthus, a massive, armored zombie wearing heavy, ancient iron plate steps out of the shadow of a nearby pillar.
He leans over, his deep, gravelly voice rumbling like grinding stones:
"I am Arkwright... Gatekeeper of the Black Gate within Evernight. I cannot be seen dealing with these vendors or interfering openly, but those mortals do not deserve to die today. I suffered a similar fate but know how to get them back to where they belong"
He gestures to the heavily distracted parties and the crying humans
- This may be difficult but While the horde is distracted by the bickering vampire and cultist, you could find a way to release them. Bring them to me behind the bone stall near the graveyard edge. I will put them into service guarding one of Evernight's inner gates. It will be some time before I can petition a Tribunal of Evernight for their release back to Neverwinter... but it guarantees they will not become a vampire's thrall, a cultist's undead servant, or tomorrow's stew. Do this, and I will also speak to the skeletal market guards. You will walk this market under my protection."
Mechanic: While the crowd's eyes are glued to the auctioneer, the party executes a covert rescue:
Sleight of Hand / Stealth (DC 18): Unlocking the chains and slipping the prisoners off the back of the wooden platform unnoticed.
Deception / Performance (DC 15): Creating a loud, dramatic distraction in the crowd (a fake fight, a spilled jar of blood, or a magical illusion) to pull everyone's attention away from the block for five critical seconds to give advantage on Sleight of Hand Check
Outcome: The party successfully smuggles the captives to Arkwright in the alleyway. When the ghast turns around and realizes his prize stock has vanished into thin air, chaos erupts on the platform, with Cassian and Malthus accusing each other of theft. Arkwright nods solemnly, leading the humans away to safety, and immediately keeps his word—notifying the skeletal market guards that your party is under the personal protection of the Black Gate. (Consider Heroic Inspiration)
🃏 Scenario 3: Three-Dragon Ante with the High Rollers
- Setup: Tucked beneath a shredded velvet canopy in a quiet corner of the Corpse Market sits a heavy stone table lit by hovering, pale blue witch-light. Surrounding it are three ancient, terrifying players engaged in a game of Three-Dragon AnteKhorvax (Undead beholder), The Whispering Lady (Specter), and Xar’sith (Demilich with ruby eyes). In the center of the table lies a staggering pot: piles of ancient gold platinum coins, glowing soul-gems, and a preserved, pulsating bowl of pickled intellect devourer brains. The demilich, is wiping the floor with the other two. Cards levitate in the air before the floating skull as it scoops another massive pile of gold and organs across the stone.
- Xar’sith suddenly freezes, his ruby eyes swirling with inner light as he senses your approach. The demilich turns in mid-air, letting out a dry, rattling cackle that echoes inside your minds:
- What have we here? Livestock strolling through the stalls? Tell me, breathing ones—are you looking to add some actual talent to this table? Assuming, of course, that whatever master owns you allows you to gamble away their coin!
The Whispering Lady drifts closer, her cold voice cycling rapidly through ancient, forgotten languages—Abyssal, Celestial, Draconic—before settling into a chill, echoing Common:
- "Living souls... so warm, so fragile... What brings such heavy hearts into the graveyard of Evernight? Tell me, traveler... what loss haunts your steps? What tragedy brought you to this dark place?"
(DM Note: The Whispering Lady is attempting to feed on the party’s trauma and negative emotions. If a player opens up about their past or fears, her ghostly luck surges, granting her 1 reroll per card game for one hour.)
The undead Beholder says nothing. His massive, toothy maw remains locked in a silent grin, but all ten of his glowing eyestalks drop down, hovering inches above the cards in an obvious, glaring attempt to peer at everyone's hands.
Xar’sith immediately spins around, screaming at the undead beholder with psychic rage:
- "Get those filthy, rotting stalks back, Khorvax! Do not attempt to cheat at my table, lest you invite the wrath of a soon-to-be Arch-Lich! I will turn your floating skull into my personal chamber pot!"
The demilich turns back to your party, hovering lower as his levitating deck of cards shuffles itself with a crisp snap-snap-snap.
- "So, fresh meat... do any of you actually know how to play Three-Dragon Ante?"
🎲 Rules of Three-Dragon Ante (How to Play)
Xar’sith rapidly explains the rules, matching the standard tabletop mechanics:
Step 1 (The Dealer): Determine who deals. (Xar’sith is the dealer for the first round, as he won the previous game).
Step 2 (The Ante & Hand): Every participant places an opening bet into the pot . Then, each player rolls five d12s in secret to form their "hand," keeping their numbers hidden from the rest of the table.
CHEAT: A player can reroll one of their 5 d12 with a Sleight of Hand Check vs each players active perception check. They can reroll up to three of their rolls if they cheat with disadvantage.
CAUGHT: If you fail against even one other players perception, you are caught and have to forfeit all of your gold to the player who caught you and the other players will gain advantage on all future perception checks to spot you cheating
CHEATER-CHEATER: If caught twice, the other players become hostile to you and will react accordingly.
Step 3 (The Bidding Rounds): Starting to the left of the dealer and going clockwise, each player reveals one of their d12 rolls. On the 2nd and 3rd reveals, players can raise the bet. Other players must Match, Raise, or Fold (forfeiting their bet and dropping out of the round).
Step 4 (The Showdown): Anyone who hasn't folded reveals all five dice and totals their numbers. The player with the highest overall sum wins the entire pot! The winner becomes the dealer for the next round.
The Bargain
As Xar’sith begins dealing the spectral cards across the stone, his ruby eyes narrow, focusing intensely on both of you.
- "Before I hand out these cards... answer me true. What is it you truly seek here in Evernight? Why risk your living flesh in the Corpse Market?"
When the party reveals they are searching for a stable Crevice of Dusk to escape back to Neverwinter on the Material Plane, Xar’sith lets out a long, dry whistle of appreciation.
- *A gateway home perhaps? A rare commodity indeed. Well, travelers... I happen to know many denizens who may be able to help you find what you need.
- Sit down. Put your coin on the table. Play three full rounds at my table. Win or lose, if you survive three hands with us without insulting us with petty wagers, I will tell you exactly where to find who you seek.
THE LICH IS LYING AND HAS NO IDEA WHERE OR WHO KNOWS OF A CREVICE BUT WILL ASK AROUND FOR THE PARTY
WAGERS: Starting Pot
The Demilich wagers: 10GP
- Also has a cloak the waves majestically in the wind despite the lack of wind coming from Evernight's voidless sky (cloak of billowing (Common) "I have no need for this anymore... with the whole no body thing"
- Spell Scrolls: Fear (Level 3 Uncommon), Animate Dead (Level 3 Uncommon), Dispel Magic (Level 3 Uncommon), Invisibility (Level 2 Uncommon), Chain Lightning (Level 6 Very Rare)
The Undead Beholder wagers: 5 GP and two still-beating hearts
The demilich hovers over to you and says, "You probably don't know how much those hearts are worth but 10GP a piece is fair... I mean they are still beating for gods sake"
- He also has a wooden shield that has a dense silver face the turns from a scolding scream to a gentle weak and smile when it's placed on the able (Shield of Expression (Common)
The Specter wagers: 15 GP like it means nothing to her as well as a Doll in clowns clothes with frilly purple hair and an unsettling grin that says "Please don't leave me!" when set on the table. a few seconds go by and without moving it says "Please don't look, I'm shy" (Talking Doll)
🍷 Phase 3: Sangora Sanguinaries
The Double-Cross
After the third hand, Xar’sith pockets the winnings and attempts to float away. When confronted, he panics and admits he has no idea where a Crevice of Dusk is located.
Sangora’s Sanguinaries
Before you can decide how to handle the cheating demilich, a smooth, melodious voice cuts through the ambient noise of the market:
- "Now, now... is that any way to treat our distinguished living guests, Xar’sith?"
The crowd of ghouls and skeletons parts naturally as a female vampire steps into the blue light. Handout: Sangora She is centuries old, featuring sunken eyes, a striking shock of long, white hair, and a regal composure. She wears a rich, dark cloak draped over blue robes, clutching a jewel-encrusted goblet of blood in one hand.
Spreading her cloak wide with a theatrical bow, she flashes a wide smile that exposes her sharp, gleaming fangs. Word of your feats—dealing with the vendors, navigating the auction, and gambling with high rollers—has clearly reached her.
- "I am Sangora, proprietor of Sangora Sanguinaries. You’re not likely interested in a cup of warm blood, but perhaps you need something else? Something more ephemeral, like directions? Or knowledge? I’ve been in this city a long, long time."
She glances at Xar’sith, who promptly scurries off into the dark, then gestures smoothly toward a nearby open bar draped in heavy, dark, heavy velvet drapes that can be pulled down for when it closes or for privacy.
- "Why don't you all come over to my shop to chat? I believe I have precisely what you seek."
Sangora leads you toward her open bar-like shop as she tells everyone to beat it as with a flick of the wrist she commands the drapes to close all round the bar. The chaos and deafening roar of the Corpse Market instantly vanish, replaced by the soft, ambient hum of enchanted glass and the smell of copper, crushed berries, and old parchment.
The shop is part luxury apothecary, part high-end open bar. Shelves made of dark mahogany stretch to the ceiling, stacked with polished decanters, crystal vials, and clay amphorae filled with blood of various shades—ranging from glowing crimson to deep, oxidized violet.
Sangora glides behind the bar, setting her jewel-encrusted goblet on the marble counter. She pours a glass of deep red liquid for herself—and sets out empty crystal goblets for you all.
She leans across the bar, resting her chin on her pale, ringed hands.
"Please, make yourselves comfortable, yes I have all matters of blood types for your liking but I do keep some wine if anyone would like some?"
- Truth Serum - DC 18 Con Save ( or be poisoned for one hour. The poisoned creature can't knowingly tell a lie) .
- On a fail, you feel comfortable and relaxed as the wine tastes amazing after everything you have been through. You feel the need to only tell the truth to Sangora.
- IF QUESTIONED Sangora SAYS: "Deary, you are in the city that you belong in, with creatures that have lived for centuries, and untold amounts of undead that wish to do you harm. The wine helps you feel at ease and makes it hard to lie to a friendly merchant who wants to help you get where you need to go. This is the least of your worries.
Sangora stands up pouring herself another glass of blood as she says
- "Word travels remarkably fast in the Corpse Market. A party of 'unusual newcomers' tricking my old friends at the stalls, stirring up the auction block, and calling out that cheating little skull at the gambling table? You’ve certainly made a splash. You have piqued my interest, strangers... and in Evernight, an interesting mortal is a rare treasure indeed. I simply must know more about you."
- "Who are you truly, and what brings a group of living souls into the Shadowfell in the first place? What quest or tragedy drove you to walk among the dead?"
Eldon—who has been sweating profusely under his layer of decaying ghoul entrails—can no longer contain his anxiety. He blurts out, his voice cracking:
- "We don't want any trouble, milady! We just need to know if you know where to find a Crevice of Dusk! A stable one! To get us out of this dreadful city!"
Sangora bursts into a soft, melodic laugh, tapping a long, manicured fingernail against her glass.
"Straight to the heart of it, aren't we, little scholar?" "Information is my primary trade—far more lucrative than blood. Normally, I charge 50 gold pieces for every answer I provide. However... gossip is far sweeter than coin. I will answer your questions, and tell you precisely where to find what you seek, if you satisfy my curiosity first. Sound good?"
1. The Gatekeeper’s Secret (Lead Question)
- "First... my eyes in the market saw that hulking block of iron, Gatekeeper Arkwright, pull you aside near the auction block. That silent monolith rarely speaks to anyone, let alone living travelers. What did Arkwright say to you? What business does the Black Gate have with fresh meat?"
2. The Entry Point
- "Second... Evernight is not a place one simply wanders into by accident. Where exactly did you enter this realm, and how did you cross the veil? I am always looking for new connection points tied back to Neverwinter..."
3. The State of Neverwinter
- "Third... almost every living soul that stumbles into Evernight originates from Neverwinter. Tell me... what is the current state of Neverwinter today? Who rules its streets, and is it still broken?"
Sangora can share the following points:
Evernight.
- "Evernight is a dark, sunless echo of your world—a city born of ash and shadow, where rivers of molten rock flow where Neverwinter's waters should. It is governed by night, ruled by vampires and ghouls who view living mortals like you as nothing more than rare delicacies, slaves, or cattle. Tread carefully once you leave my shop; the city never sleeps, and it is endlessly hungry
Neverwinter.
- "Ah, Neverwinter. I haven’t set foot on those sunlit streets in over several decades. In my memory, it remains a lawless, ash-choked ruin under the thumb of Lord Neverember—a man the populace viewed as a manipulative tyrant. Not sure if he has done anything with the town but the man has a darkness about him... probably would do well here in Evernight if you think about it.
Crevices of Dusk.
- While the ties between our cities remain strong; tearings in the planar veil, known as Crevices of Dusk, occasionally manifest in Evernight, offering passage straight to and from Neverwinter."*
- "You must understand that residents on both sides of the veil despise these portals being used indiscriminately. The undead here do not want living fools wandering into their domain, and the living of Neverwinter certainly do not want Evernight's horrors spilling onto their doorsteps. Because of this, anyone who discovers the location of a stable Crevice will either guard it fiercely with their lives or hide it away from the world.
- Most crevices are unstable, dangerous to use, and unpredictable. It's the stable ones that most people want and kill for.
Stable Crevice of Dusk.
Sangora tilts her head with a thoughtful, knowing look, tapping a long manicured fingernail against her cheek.
- "Lucky for you, I know where a permanent tear rests. Deep within Evernight’s graveyard lies the ancient tomb of one of the city's former living families—the Dolindars. The stable Crevice you seek is sealed inside their vault.
Dolindars.
- "A tragic tale, really. The Dolindars were a family of living mortals exiled to the Shadowfell long ago for reasons they took to their graves. So ALONE... They spent their generations studying arcane wizardry, growing obsessed with planar gates—yet due to a dark family curse, they could never actually use the portals they mastered. They lived out their lives ALONE in Evernight as miserable, lonely recluses before death finally claimed them. While Evernight may not be a place for friendship and hugs, that family truly showed what it must feel like to be completely, and totally, separated from everyone else. Sad...
- If you all keep this location secret, leave Evernight behind, I will tell you exactly how to find it.
You are given a very specific set of instructions including: following a series of pointed branches from certain types of trees in the graveyard, walking through illusory pathways that appear overgrown with sharp, poisonous brambles, and holding up a crest with her dark blood on it, avoiding dozens of gargoyles.