Vol. 2 - Rise of Vecna

March 14, 2023 | Author: Anonymous | Category: N/A
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“N󰁯󰁴󰁨󰁩󰁮󰁧 󰁩󰁳 󰁥󰁡󰁳󰁩󰁥󰁲 󰁴󰁨󰁡󰁮 󰁴󰁯 󰁤󰁥󰁮󰁯󰁵󰁮󰁣󰁥 󰁴󰁨󰁥 󰁥󰁶󰁩󰁬󰁤󰁯󰁥󰁲; 󰁮󰁯󰁴󰁨󰁩󰁮󰁧 󰁩󰁳 󰁭󰁯󰁲󰁥 󰁤󰁩󰁦󰁦󰁩󰁣󰁵󰁬󰁴 󰁴󰁨󰁡󰁮 󰁴󰁯 󰁵󰁮󰁤󰁥󰁲󰁳󰁴󰁡󰁮󰁤 󰁨󰁩󰁭.”

CREDITS

 

Doomed Forgotten Realms  Lead

Scott McClintock Lead Developer  Scott McClintock Concept Scott McClintock Writing Scott McClintock Marc Altfuldisch Editing Kathleen Harrington Developer  Marc Altfuldisch Producer  Scott McClintock Marc Altfuldisch

Project Manager  Scott McClintock Layout, Graphic Design, and Product Engineering Marc Altfuldisch Art Direction Marc Altfuldisch Cover Illustrator  Raluca Marinescu (Vecna) Marc Altfuldisch (Backdrop) Creative Consultants Eric Tkachuk James Wright JVC Parry Mike Sell

Playtesters Balkohm Caebrek Damarius Sunstalker Drizlav Fakalyn Sylvaranth

Beta Readers Mark Lindner Spencer Hibnick Cartography Buck Wev

Chauntea's Graveyard Escape from the Goblet Gorna'ss Insanitarium Gorna' House of the Bright Blade The Maelstrom Thornhold Tomb of Dem'ghot'nec Xanathar's Lair Xantharl's Keep

Christian Zeuch Sword Coast

Daniel F. Walthall Triboar

James Wright Helm's Hold Mirabar

Interior Artwork Dean Spencer

Baba Harpell Colbornia Dem’ghot’nec Glumglum Racine Ramur Veteran of the Twenty Zepara's Perfect Blade

Harley Dela Cruz Corrupted Tree Zombies

Jimmy Nijs

Chief Guh Igor and Yip Lord Tyranax Pile of Bones Rain Giant Mummy The Krakolich Xanathar and Sylgar

Raluca Marinescu Vecna

FOREWORD 󰁨󰁡󰁮󰁫 󰁹󰁯󰁵 󰁦󰁯󰁲 󰁰󰁵󰁲󰁣󰁨󰁡󰁳󰁩󰁮󰁧 󰁴󰁨󰁥 󰁳󰁥󰁣󰁯󰁮󰁤  volume o the Domed Frgtten Realms  adventure path. Your players are about to step into a version o the Forgotten Realms where evil rules and Vecna reigns supreme. Some o the details regarding Vecna’s ascension are included within the adventure, and more will be included within uture titles. However,

ON THE COVER

Vecna stands victorious, his cosmic malevolence leaving Toril in ruins as he prepares to conquer all of reality

much has intentionally been let vague. We encourage you, the DM, to personalize your own campaign by adding these additional details. What does a  version o o the Forgotten Forgotten R Realms, ealms, where where evil evil ultimately triumphs, look like to you? you? What throwbacks and easter eggs would have the greatest impact on your players? Only you know or certain.   Although we have tried to be as detailed as possible  we encourage encourage you you to go off the rails. And when when you do so please share with us your own villainous twists so that we can then share them with others. — Scott McClintock 

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Quill & Cauldron and published under the Community Content Agreement for Dungeon Masters Guild. The artwork contained herein may not be used for any other works without the owner’s express written permission.

 

Cntents F󰁯󰁲󰁥󰁷󰁯󰁲󰁤 I󰁮󰁴󰁲󰁯󰁤󰁵󰁣󰁴󰁩󰁯󰁮

󰀴  󰀶

D󰁯󰁯󰁭󰁥󰁤 F󰁯󰁲󰁧 F󰁯󰁲󰁧󰁯󰁴󰁴󰁥󰁮 󰁯󰁴󰁴󰁥󰁮 R󰁥󰁡󰁬󰁭󰁳 R󰁥󰁡󰁬󰁭󰁳 ............ ........................ ........................ ........................ .............. 󰀷 A H󰁩󰁳󰁴󰁯󰁲󰁹 H󰁩󰁳󰁴󰁯󰁲󰁹 󰁯󰁦 D󰁯󰁯󰁭 ............. ......................... ........................ ........................ ........................ ............... ... 󰀷 D󰁲󰁡󰁭󰁡󰁴󰁩󰁳󰁳 P󰁥󰁲󰁳󰁯󰁮 D󰁲󰁡󰁭󰁡󰁴󰁩 P󰁥󰁲󰁳󰁯󰁮󰁡󰁥 󰁡󰁥 ............. ......................... ........................ ........................ ........................ ............... ... 󰀷 A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥 S󰁵󰁭󰁭󰁡󰁲󰁹 ..............................................................󰀸 A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥 A󰁤󰁶󰁥󰁮󰁴󰁵 󰁲󰁥 F󰁬󰁯 F󰁬󰁯󰁷󰁣󰁨󰁡󰁲󰁴 󰁷󰁣󰁨󰁡󰁲󰁴 ............ ........................ ........................ ........................ ..................... ......... 󰀱󰀰

󰀱 C󰁨󰁡󰁰󰁴󰁥󰁲 M󰁩󰁲󰁡󰁢󰁡󰁲

󰀱󰀱

T󰁨󰁥 C󰁩󰁴󰁹 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲 ..............................................................󰀱󰀲

C󰁨󰁡󰁰󰁴󰁥󰁲 󰀲

I󰁮 S󰁥󰁡󰁲󰁣󰁨 󰁯󰁦 󰁴󰁨󰁥 D󰁷󰁡󰁲󰁶󰁥󰁳

󰀲󰀶

T󰁨󰁥 G󰁲󰁥󰁡󰁴 U󰁮󰁤󰁥󰁲󰁧󰁲󰁯󰁵󰁮 U󰁮󰁤󰁥󰁲󰁧󰁲󰁯󰁵󰁮󰁤 󰁤 H󰁩󰁧󰁨󰁷󰁡󰁹........... H󰁩󰁧󰁨󰁷󰁡󰁹....................... ........................ .............. 󰀲󰀷 T󰁯󰁭󰁢 T󰁯 󰁭󰁢 󰁯󰁦 D󰁥󰁭’󰁧󰁨󰁯󰁴’󰁮 D󰁥󰁭’󰁧󰁨󰁯󰁴’󰁮󰁥󰁣 󰁥󰁣 ........... ....................... ........................ ........................ ......................󰀳󰀱 ..........󰀳󰀱

C󰁨󰁡󰁰󰁴󰁥󰁲 󰀳

R󰁥󰁴󰁵󰁲󰁮 󰁴󰁯 M󰁩󰁲󰁡󰁢󰁡󰁲

󰀳󰀳

B󰁡󰁣󰁫 󰁡󰁴 󰁴󰁨󰁥 G󰁯󰁢󰁬󰁥󰁴............ ........................ ........................ ........................ ........................ ............... ... 󰀳󰀳 T󰁨󰁥 A󰁭󰁢󰁥󰁲 H󰁵󰁬󰁫 ........... ....................... ........................ ........................ ........................ ..................... ......... 󰀳󰀴

C󰁨󰁡󰁰󰁴󰁥󰁲 󰀴

A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 A

S󰁥󰁣󰁲󰁥󰁴󰁳 󰁯󰁦 󰁴󰁨󰁥 W󰁨󰁩󰁳󰁰󰁥󰁲󰁥󰁤 O󰁮󰁥

󰀸󰀸

Artificially Accelerated Organisms .......................................󰀸󰀸 Dawn of a New Age A ge ............................ ........................................ ........................ ......................󰀸󰀹 ..........󰀸󰀹 Dwarfholds of the North .................... ................................ ........................ ......................󰀸󰀹 ..........󰀸󰀹 Life in Mirabar .......................................................................󰀹󰀰 Other Deities Deities........... ....................... ........................ ........................ ........................ ........................ ................ 󰀹󰀱 The Harpel Harpells ls........................ .................................... ........................ ........................ ........................ ................ 󰀹󰀱 The Ordning ..........................................................................󰀹󰀲 Vecna's Endgame ..................................................................󰀹󰀳

A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 B

M󰁯󰁮󰁳󰁴󰁥󰁲󰁳 󰁡󰁮󰁤 NPC󰁳

󰀹󰀴 

Artificer........................ .................................... ........................ ........................ ........................ ......................󰀹󰀴 ..........󰀹󰀴 Battlerager........... Battlerager ....................... ........................ ........................ ........................ ........................ ..................󰀹 ......󰀹󰀴󰀴 Bard ....................... ................................... ........................ ........................ ........................ ........................ ................ ....󰀹󰀵 󰀹󰀵 Blackguard .............................................................................󰀹󰀵 Blight, Algae ..........................................................................󰀹󰀶 Bullywug, Slime-Touched .....................................................󰀹󰀶 Catoblepas Catobl epas ........................ .................................... ........................ ........................ ........................ ................ .... 󰀹󰀷 Chief Guh ........................ .................................... ........................ ........................ ........................ .................. ...... 󰀹󰀷 Chwingaa ....................... Chwing ................................... ........................ ........................ ........................ ......................󰀹󰀸 ..........󰀹󰀸 Colbornia Colbor nia ....................... ................................... ........................ ........................ ........................ ....................󰀹󰀸 ........󰀹󰀸 Desiccated Shambler ............................................................󰀹󰀹 Elemental, Unified ................................................................󰀹󰀹 Fessler Fes sler ....................... ................................... ........................ ........................ ........................ ...................... .......... 󰀱󰀰󰀰

GaolliaMountain Gaollia ....................... ................................... ........................ ........................ ........................ ...................... .......... 󰀱󰀰󰀰 F󰁲󰁯󰁭 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬 󰁴󰁯 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 󰀳󰀵 󰀳󰀵 Giant, ...................................................................󰀱󰀰󰀱 E󰁶󰁥󰁲󰁮󰁩󰁧 E󰁶󰁥󰁲 󰁮󰁩󰁧󰁨󰁴 󰁨󰁴 ........... ....................... ........................ ........................ ........................ ........................ ................... .......

Giant, Rain........... Rain....................... ........................ ........................ ........................ ........................ .................󰀱󰀰󰀱 .....󰀱󰀰󰀱 Giant Severed Severed Hand.............. .......................... ........................ ........................ ...................... .......... 󰀱󰀰󰀲 Hydroloth Hydr oloth ........................ .................................... ........................ ........................ ........................ ................ .... 󰀱󰀰󰀲 Ice Wyrm ..............................................................................󰀱󰀰󰀳 Igneous Knight .....................................................................󰀱󰀰󰀳 Iron Cobra ....................... ................................... ........................ ........................ ........................ ................ .... 󰀱󰀰󰀴 C󰁨󰁡󰁰󰁴󰁥󰁲 󰀵 Kamadan Kamad an ....................... ................................... ........................ ........................ ........................ .................. ...... 󰀱󰀰󰀴 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬 ’󰁳 K󰁥󰁥󰁰 󰀳󰀷 Krakolich Krakol ich........................ .................................... ........................ ........................ ........................ .................. ...... 󰀱󰀰󰀵 Living Spell Spells s ........................ ............ ........................ ........................ ........................ ........................ ............ 󰀱󰀰󰀶 G󰁯󰁲󰁮󰁡’󰁳 G󰁯󰁲󰁮󰁡 ’󰁳 I󰁮󰁳󰁡󰁮󰁩󰁴 I󰁮󰁳󰁡󰁮󰁩󰁴󰁡󰁲󰁩󰁵 󰁡󰁲󰁩󰁵󰁭 󰁭 ........... ....................... ........................ ........................ ....................... ........... 󰀳󰀹 Nilbog Nilbo g ............ ........................ ........................ ........................ ........................ ........................ ...................... .......... 󰀱󰀰󰀸 A M󰁡󰁤󰁤󰁥󰁮󰁩󰁮󰁧 C󰁯󰁮󰁣󰁬󰁵󰁳󰁩󰁯󰁮 ..................................................󰀴󰀶 Purple Wormling Wormling ........... ....................... ........................ ........................ ........................ .................. ...... 󰀱󰀰󰀸 Sea Elf........................ .................................... ........................ ........................ ........................ ...................... .......... 󰀱󰀰󰀹 C󰁨󰁡󰁰󰁴󰁥󰁲 󰀶 Skum............ Skum ........................ ........................ ........................ ........................ ........................ ........................ ............ 󰀱󰀰󰀹 I󰁮󰁴󰁥󰁲󰁭󰁥󰁤󰁩󰁡󰁲󰁹 L󰁯󰁣󰁡󰁬󰁥󰁳 󰀴󰀷 Teeth of the Maelstrom .......................................................󰀱󰀱󰀰 R󰁵󰁩󰁮󰁳󰁳 󰁯󰁦 L󰁯󰁮󰁧󰁳󰁡 R󰁵󰁩󰁮 L󰁯󰁮󰁧󰁳󰁡󰁤󰁤󰁬󰁥 󰁤󰁤󰁬󰁥............ ........................ ........................ ........................ ....................... ........... 󰀴󰀷 Tooth of Vecna .....................................................................󰀱󰀱󰀲 T󰁲󰁩󰁢󰁯󰁡󰁲 ...................................................................................󰀵󰀰 Tyrannosaurus Zombie ........................................................󰀱󰀱󰀲 T󰁥󰁭󰁰󰁬 󰁥󰁭󰁰󰁬󰁥󰁥 󰁯󰁦 E󰁬󰁥󰁭󰁥󰁮󰁴󰁡󰁬 E󰁬󰁥󰁭󰁥󰁮󰁴󰁡󰁬 U󰁮󰁩󰁴󰁹 U󰁮󰁩󰁴󰁹 ............ ........................ ........................ ........................ .............. 󰀵󰀴 Weev Weevilil ............ ........................ ........................ ........................ ........................ ........................ ....................... ...........󰀱󰀱 󰀱󰀱󰀳󰀳 Xanathar ar ........................ .................................... ........................ ........................ ........................ ................... ....... 󰀱󰀱󰀳 󰀱󰀱󰀳 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤 ..........................................................................󰀵󰀵 Xanath L󰁥󰁩󰁬󰁯󰁮 .....................................................................................󰀵󰀹 L󰁵󰁳󰁫󰁡󰁮 ............ L󰁵󰁳󰁫󰁡󰁮 ........................ ........................ ........................ ........................ ........................ ........................ ............󰀳󰀵 󰀳󰀵 N󰁥󰁶󰁥󰁲󰁷󰁩󰁮󰁴󰁥󰁲 N󰁥󰁶󰁥󰁲󰁷󰁩 󰁮󰁴󰁥󰁲 W󰁯󰁯󰁤 ........... ....................... ........................ ........................ ........................ ............... ... 󰀳󰀵 P󰁯󰁲󰁴 L󰁬󰁡󰁳󰁴.......... L󰁬󰁡󰁳󰁴...................... ........................ ........................ ........................ ........................ .................... ........ 󰀳󰀵 T󰁲󰁡󰁶󰁥󰁬 E󰁮󰁣󰁯󰁵󰁮󰁴󰁥󰁲󰁳 ...............................................................󰀳󰀶

C󰁨󰁡󰁰󰁴󰁥󰁲 󰀷 T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤

A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 C

󰀶󰀰

H󰁡󰁮󰁤󰁯󰁵󰁴󰁳

T󰁨󰁥 R󰁵󰁩󰁮󰁳 R󰁵󰁩󰁮󰁳 󰁯󰁦 T󰁨󰁯󰁲󰁮 T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤 󰁨󰁯󰁬󰁤 ........... ....................... ........................ ........................ ................. ..... 󰀶󰀱 A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 D X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 L󰁡󰁩󰁲 ....................................................................󰀶󰀴 M󰁡󰁧󰁩󰁣 I󰁴󰁥󰁭󰁳

C󰁨󰁡󰁰󰁴󰁥󰁲 󰀸

X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 G󰁵󰁩󰁤󰁥 󰁴󰁯 S󰁡󰁶󰁩󰁮󰁧 󰁴󰁨󰁥 W󰁯󰁲󰁬󰁤

A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 E

󰀷󰀰 I󰁮󰁦󰁥󰁲󰁮󰁡󰁬 W󰁡󰁲 M󰁡󰁣󰁨󰁩󰁮󰁥󰁳

T󰁲󰁩󰁢󰁯󰁡 󰁲󰁩󰁢󰁯󰁡󰁲󰁲 R󰁥󰁶󰁩󰁳󰁩󰁴 R󰁥󰁶󰁩󰁳󰁩󰁴󰁥󰁤 󰁥󰁤 ............. ......................... ........................ ........................ ........................ ................. ..... 󰀷󰀲 T󰁥󰁭󰁰󰁬 󰁥󰁭󰁰󰁬󰁥󰁥 󰁯󰁦 E󰁬󰁥󰁭󰁥󰁮󰁴󰁡󰁬 E󰁬󰁥󰁭󰁥󰁮󰁴󰁡󰁬 U󰁮󰁩󰁴󰁹 U󰁮󰁩󰁴󰁹 R󰁥󰁶󰁩󰁳󰁩󰁴󰁥󰁤................................ R󰁥󰁶󰁩󰁳󰁩󰁴󰁥󰁤..................... ........... 󰀷󰀲 S󰁴󰁲󰁯󰁮󰁭󰁡󰁵󰁳’ S󰁴󰁲󰁯󰁮 󰁭󰁡󰁵󰁳’󰁳󰁳 L󰁯󰁣󰁫󰁥󰁲 L󰁯󰁣󰁫󰁥󰁲............ ........................ ........................ ........................ ........................ .............. 󰀷󰀲 I󰁮 S󰁥󰁡󰁲󰁣󰁨 󰁯󰁦 󰁴󰁨󰁥 C󰁯󰁮󰁣󰁨 ......................................................󰀷󰀴 G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧 ...........................................................................󰀷󰀴

C󰁨󰁡󰁰󰁴󰁥󰁲 󰀹

L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨

󰀷󰀸

T󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭 ............ ........................ ........................ ........................ ........................ ..................... ......... 󰀷󰀸 C󰁯󰁮󰁣󰁬󰁵󰁤󰁩󰁮󰁧 󰁴󰁨󰁥 A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥 ...............................................󰀸󰀶

󰀱󰀱󰀴  󰀱󰀱󰀷 󰀱󰀲󰀱

 

INTRODUCTION a device called the Soulmonger, designed to devour the soul o any humanoid that dies anywhere on Toril. Few knew that the Soulmonger’s purpose was to eed a gestating atropal, the ghastly, unfinished creation o a long-orgotten evil god. Fewer still knew that this atropal was to serve as a corporeal vessel or the godly essence o Vecna.

󰁯󰁲󰁤 V󰁥󰁣󰁮󰁡 󰁨󰁡󰁳 󰁢󰁥󰁥󰁮 󰁫󰁮󰁯󰁷󰁮 󰁢󰁹 󰁭󰁡󰁮󰁹 names—The Maimed Lord, The  Whispered One, The Maker o  All That That is Secret. Secret. He was was a great great   It was agents o Vecna who corrupted the transla wizard, perhaps the greatest o all tion o Sammaster’s holy prophecies. This, in turn, t he Cult o the Dragon’ Dragon’ss Red Wyrmspeaker, Wyrmspeaker, time, tutored by the serpentine embodiment o magic inspired the Severin, to summon orth Tiamat rom her lair upon itsel. He was a supreme archlich o inestimable the Nine Hells. The Thayan illusionist and secret power, rumored to have stolen the secret o undeath  V  Vecnan ecnan disciple, disciple, Rath Rath Modar, Modar, worked worked with Severin Severin to rom the demon lord Orcus. He was an emperor, bring this mad plan to ruition.  worshiped  worshipe d as a god. god. Then, through orce orce o will, will, he became a god. And so the Soulmonger fed.   He was betrayed and slain by his closest lieutenant. To one such as Vecna, even the grandest plan is but He was imprisoned in the distant domains o the seed o an even grander plan. As part o Tiamat’s Ravenlot. None o this stopped him. summoning, a great treasure trove, one fit or the Nothing can stop Vecna. Queen o Dragons, was gathered in tribute. Vecnan

 Vecna  Vecna is more more than power power.. He is knowledge knowledge incarnate. He hoards secrets like Tiamat hoards treasure.  Vecna  Vecna’’s core belie belie is that that or every every person, or or every every city, or every world, there exists a secret so powerul that it can bring about their downall. He gathers such secrets to urther his divine ascendency.   As part o his quest or greater godhood, Vecna Vecna besieged the planar hub o the multiverse. Although his plans were ultimately thwarted, he nonetheless managed to plunder the hub’s many secrets. One o these secrets was the existence o worlds beyond that o his birth. O all these worlds, Vecna was most ascinated by the magic-rich realms o Toril. He was particularly obsessed by the eldritch ingenuity o allen Netheril. his s eye to conquest. Vecna set hi  With the patience patience and and restraint restraint o an expert expert stratestrategist, Vecna spent generations preparing Toril or his arrival. In the planar hub, Vecna learned o the existence o portals that allowed travel between worlds and communicated this inormation to his most de voted ollowers. ollowers. They They,, in turn, slowly slowly infiltrated infiltrated every every corner o the Sword Coast rom Candlekeep to Sil verymoon. Year Year ater ater year, year, V Vecna ecna’’s cultists gathered and obscured knowledge, subverted governments, and patiently corrupted the good-hearted champions o Faerûn, all in the name o their Maimed Lord.   At the same time, the archlich Acererak, one o  Vecna  Vecna’’s oldest and and most loyal loyal servants, traveled traveled to the jungles o Chult to build a hidden, deathtrap dungeon. In the heart o this dungeon, he secreted

agents, posing as cultists o some the dragon, stole relics o incredible power, including o Netherese origin, in service o their lord. Four such artiacts were later ound in the Dessarin Valley by cultists o Elemental Evil. This cult went on to raze and destroy much o the Valley. Valley. And so the Soulmonger fed.

Soon thereater, Vecna tricked Gromph Baenre, the archmage o Menzoberranzan, into summoning the many demon lords o the Abyss into the Underdark. Madness and decimation on a catastrophic scale soon ollowed. And so the Soulmonger fed. The breaking and reshuffling o Annam’s Ordning. Elturel and Baldur’s Gate’s descent into Avernus.  Auril’ss sel-imposed  Auril’ sel-imposed exile exile and the the subsequent subsequent eternal winter. In one way or another Vecna, the cosmic mastermind, had his hand in it all. And Finally the Soulmonger was full.

 V  Vecna ecna was was reborn. reborn. He gathered gathered to his his banner all that  was evil. evil. Not just just his cultists, cultists, but orcs rom Dark Arrow Keep, yuan-ti rom Najara, giants rom all across the Sword Coast, and liches rom Warlock’s Crypt, all ought at his bidding. The Realms, devastated by repeated calamity, ell quickly. In less than a year’s time, Vecna ensconced himsel within Waterdeep, declaring himsel the Lord o Toril. Evil has ruled the lands ever since.

 

Domed Frgtten Realms  Welcome to a dark chapter in  Welcome in the history o o the Forgotten Realms. A chapter in which your players are destined to play a starring role. Through their actions, the Realms will find salvation. Or doom.

the second volume o the Domed Frgtten Realms adventure path. Although the experience will be optimized i your players have completed the ACADEMY OF ADVENTURE, it is not required. The Rise Of Vecna is an epic, sel-contained story or three to five characters that will take your players rom 3rd to 10th level.

  The Domed Frgtten Realms imagines a world  where all all the various various catastrophes catastrophes threatened threatened in a Wizards o the Coast hardcover adventure have

Rise Of Vecna is

A Histry f Dom

come to pass.completed It is an acknowledgment or every Faerûn has changed dramatically in the years since successully campaign, likelythat a dozen  Vecna ecna’’s conquest. Tiamat holds holds court over over the dragdragmore have fizzled out or ailed. This adventure serves  V ons o the Realms rom atop her Soaring Citadel. as a tribute to these ailed campaigns. As described in Rise in Rise of Tiamat  Tiamat , “Nations and kingdoms shatter, civ- Zariel wages war over the cratered ruin that was once Baldur’s Gate. The drow el Jarlaxle, one o the ilization collapses into bloody war, and chaos reigns last hopes or a dying realm, rules over the sailing supreme... Such dark times need not mean the city o Qu’madosan Delmah. And the Frostmaiden end o your campaign, however... The new goal is  Auril’ss arctic grasp expands  Auril’ expands e ever ver outwards. outwards. For For a to bring peace to the world once more. more.” more detailed exploration o this brave new world see   In the Domed Frgtten Realms, the never-ending our supplemental product the Domed Frgtten Realms:  parade o apocalypses that have wracked the Sword Sword Coast Gazetteer. Coast are not an improbable coincidence. They have, instead, been purposeully masterminded or exploited by the archlich Vecna so that he might conquer the Forgotten Realms. For those not amiliar with Vecna, he is an iconic villain that has haunted Dungeons & The main members o the adventure’s cast o Dragons since its earliest days. His relevant backcharacters are ound in the Dramatis Personae table ground has been briefly summarized, but or those below, listed in alphabetical order or easy reerence. interested in a deeper exploration o Vecna’s history, it can be easily ound online.

Dramatis Persnae

Dramatis Personae

Major NPC

Description

Main Description

Baba Harpell Brigadier General Bawling Stibber The Clockwork King Colbornia

Oldest living matron of the Harpell family

Chapter 󰀶, area C󰀲

Member of the fallen Gutbuster Brigade

Chapter 󰀲, Tomb of Dem’Ghot’Nec

Dwarven artificer who mourns his fallen kin Undead dryad who believes she is the ghost of Chauntea

Dem’ghot’nec

Infernal presence haunting the Underdark

Gorna Guh Iron Viper Krakolich Maximus Racine Ramur Serissa

Green slaad infesting Xantharl’s Keep Mountain giant chief based in Grudd Haug Zhentil commander sent to investigate Xantharl’s Keep Undead aboleth lairing within the Maelstrom Paladin delivering mysterious cargo to Thornhold Secret leader of the Mirabarran resistance Missing queen of the rain giants

Chapter 󰀱, area A󰀵 Chapter 󰀱, area A󰀹 Chapter 󰀲, The Great Underground Highway Chapter 󰀵, area B󰀱 Chapter 󰀸, area I󰀵 Chapter 󰀵, Current Events Chapter 󰀹, area J󰀱 Chapter 󰀶, area F󰀵 Chapter 󰀱, area A󰀳 Chapter 󰀹, area J󰀱󰀵

Worvil “The Weevil” Forkbeard Xanathar Zephyrus

Megalomaniac leader of Xantharl’s Keep

Chapter 󰀵, area B󰀱󰀷

Paranoid beholder crime lord hiding beneath Thornhold Pseudonym for Uthor, uncle to Queen Serissa

Appendix B Chapter 󰀶, area D󰀳

 

Adventure Summary  The adventure begins in Mirabar (location A on the Doomed Sword Coast map), where the characters discover they are artificial lieorms living in a dark  version o the Sword Sword Coast that that is ruled by the archarchlich Vecna. In chapter 1, the characters learn more about this grim dystopia while exploring Mirabar and  joining the local resistance. resistance. Ater Ater proving themselves themselves by eradicating a gang o mephits, the characters are told about a missing dwarven courier who was supposed to deliver a magical gemstone (known as a shroudstone of the Ancients; Ancients; see appendix D) to the Mirabarran resistance. They learn that there are two other such gemstones and that destroying them   In Helm’ Helm’ss Hold the characters discover that Maxi will greatly greatly reduce reduce Vecna Vecna’’s powers. To track down down mus has been captured by Vecnan orces. Ater resthe courier, the characters need a clockwork key  that  that cuing the Hellrider, the characters board his inernal can only be obtained rom an artificer known as the  vehicle and use it to escape a heated pursuit. With  vehicle Clockwork King. Beore Beor e parting with his key, key, however, however, two gemstones in their possession, the characters the Clockwork King sends the characters to Chauntaccompany Maximus to Thornhold (location H). At ea’s Graveyard to etch him a gear. Thornhold, Maximus hopes to meet a mysterious   During chapter 2, the characters use the clockwork contact who might know how to destroy the magical Ancients. Ater passing through  key  to  to gain entrance to the Greater Mines o Mirabar. shroudstones of the Ancients. They then search the mines or the missing dwarven courier. This search quickly turns into a nightmarish trek along a dark, zombie-filled subterranean high way.. Going days  way days without sleep or sustenance, sustenance, the characters must vanquish Dem’ghot’nec, an ancient devil that can wear the flesh o zombies. Then, within a lost tomb, the characters revive the courier and retrieve the missing gemstone.

Leilon (location G), the characters eventually arrive at Thornhold.   Chapter 7 sees the characters fighting through savage, slime-worshipping bullywugs and navigating trap-filled catacombs to find their mysterious contact. They realize that the contact is none other than the beholder Xanathar, ormer crime lord o Waterdeep.

  In chapter chapter 8, Xanathar re-establishes its spy net  In chapter 3, when the characters return to Mirabar  work in hopes o determining determining how how to destroy destroy the to deliver the gemstone to their employer, Racine, shroudstones of the Ancients. Ancients. While doing so, it they find that the resistance has been compromised. also determines the location o the third and final  Ater battling battling a doppelgang doppelganger er assassin, assassin, the characcharacgemstone. The third gemstone is held within the ters must fight their way out o the city. Based on Maelstrom, the abandoned undersea ortress o the their final instructions rom Racine, they must deliver the gemstone to the rain giant, Zephyrus, in Triboar.   In chapters 4, 5, and 6 the characters begin a sweeping, overland journey that will take them up and down the Sword Coast. Along the way they have ample opportunities to see how Vecna’s conquest has transormed the Realms. At first they travel rom Mirabar to Triboar (location D). Along the way, they potentially visit Xantharl’s Keep (location B) and Longsaddle (location C). Once in Triboar, the characters meet the rain giant Zephyrus. Unbeknownst to them, Zephyrus is really Uthor, ormer storm giant royalty, who has adopted a new, simpler lie ater the all o his kin. Zephyrus inorms the  is characters second shroudstone of the Ancients Ancients is currentlythat helda by the Hellrider, Lord Maximus, who is hiding out in Helm’’s Hold (location F). Helm

allen storm giants. Also within the Maelstrom is an ancient relic known as the Wyrmskull Throne that Throne that can be used to destroy the gems. To activate the throne, the characters must reunite with Zephyrus and travel to the Elemental Plane o Water to obtain a ruling scepter  scepter . To then transport themselves to the Maelstrom, the characters must visit the hill giant steading Grudd Haug (location I) and steal a magical conch shell.   The adventure concludes with chapter 9. In this chapter the characters, aided by Zephyrus, must battle their way through the Maelstrom to eventually ace the Krakolich, an undead aboleth who now rules the Maelstrom. Upon deeatingThrone to the Krakolich thethe characters use the Wyrmskull Throne  to destroy three shroudstones of the Ancients, Ancients, precipitating the downall o the archlich Vecna.

 

Adventure Flwchart CHAPTER 1: MIRABAR 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 3󰁲󰁤 󰁬󰁥󰁶󰁥󰁬

The characters join the local resistance. Along the way they rid the town of a gang of mephits and confront an undead dryad who believes she is the ghost of Chauntea. ARVES ES CHAPTER 2: IN SEARCH OF THE DWARV 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 3󰁲󰁤–4󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

In search of a missing courier, courier, the characters begin a harrowing journey into the Mines of Mirabar where they face off against a devil, securing a gemstone that might bring about the downfall of Vecna.

CHAPTER 3: RETURN TO MIRABAR 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 4󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

Returning to Mirabar, the characters find that the resistance has been compromised. They flee Mirabar. Although their immediate destination is Triboar, Triboar, this starts off an epic journey that will ultimately end in Thornhold.

CHAPTER 4: FROM XANTHARL TO XANATHAR 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 5󰁴󰁨–6󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

This chapter lays the groundwork for the characters’ overland journey, describing potential side treks and random encounters.

CHAPTER 5: XANTHARL'S KEEP

CHAPTER 6: INTERMEDIARY LOCALES

󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 5󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 5󰁴󰁨–6󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

The characters can earn some extra coin by helping the Zhentarim put an end to an unexpected madness that has fallen upon Xantharl’s Keep. To To do so they must journey through the demented psyche of the keep’s keep’s commander.

The characters pass through Longsaddle, Triboar Triboar,, Helm’s Hold, and Leilon before reaching Thornhold. Helm’s Along the way the must rescue Lord Maximus, a knight who carries a second magical gemstone.

CHAPTER 7: THORNHOLD 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 7󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

After reaching Thornhold, the characters must tend to a tribe of slime-worshipping bullywugs and navigate trap-filled catacombs to recruit the aid of the reclusive beholder, Xanathar.

CHAPTER 8: XANATHAR'S GUIDE TO  SAVI VING NG  THE WORLD 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 8󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

Xanathar determines the third and final gemstone is located in an undersea fortress known as the Maelstrom. To get there the characters must secure a scepter from the Elemental Plane of Water and a conch from the mountain giant town, Grudd Haug.

CHAPTER 9: LAIR OF THE KRAKOLICH 󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 9󰁴󰁨 󰁬󰁥󰁶󰁥󰁬

Aided by the rain giant Zephyrus, the characters assault the Maelstrom. After defeating an undead aboleth known as the Krakolich, they use the Wyrmskull Throne to destroy Vecna’s Vecna’s three magic gemstones.

 

CHAPTER 1  M󰁩󰁲󰁡󰁢󰁡󰁲

T󰁨󰁩󰁳 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁰󰁲󰁯󰁶󰁩󰁤󰁥󰁳 󰁥󰁸󰁴󰁥󰁮󰁳󰁩󰁶󰁥 󰁤󰁥󰁴󰁡󰁩󰁬󰁳 󰁲󰁥󰁧󰁡󰁲󰁤󰁩󰁮󰁧 󰁴󰁨󰁥 󰁣󰁩󰁴󰁹 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲. S󰁵󰁣󰁨 󰁤󰁥󰁴󰁡󰁩󰁬󰁳 󰁡󰁲󰁥 󰁩󰁮󰁴󰁥󰁮󰁤󰁥󰁤 󰁴󰁯 󰁨󰁥󰁬󰁰 󰁳󰁥󰁴 󰁴󰁨󰁥 󰁣󰁡󰁭󰁰󰁡󰁩󰁧󰁮’󰁳 󰁧󰁲󰁩󰁭, 󰁤󰁹󰁳󰁴󰁯󰁰󰁩󰁡󰁮 󰁴󰁯󰁮󰁥. F󰁯󰁬󰁬󰁯󰁷󰁩󰁮󰁧 󰁣󰁬󰁵󰁥󰁳, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁥󰁥󰁴 R󰁡󰁣󰁩󰁮󰁥 R󰁡󰁭󰁵󰁲, 󰁴󰁨󰁥 󰁬󰁥󰁡󰁤󰁥󰁲 󰁯󰁦 󰁡 󰁬󰁯󰁣󰁡󰁬 M󰁩󰁲󰁡󰁢󰁡󰁲󰁲󰁡󰁮 󰁲󰁥󰁳󰁩󰁳󰁴󰁡󰁮󰁣󰁥. W󰁨󰁩󰁬󰁥 󰁰󰁥󰁲󰁦󰁯󰁲󰁭󰁩󰁮󰁧 󰁴󰁡󰁳󰁫󰁳 󰁦󰁯󰁲 R󰁡󰁣󰁩󰁮󰁥, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁨󰁡󰁶󰁥 󰁡󰁮 󰁯󰁰󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹 󰁴󰁯 󰁥󰁸󰁰󰁬󰁯󰁲󰁥 󰁴󰁨󰁥 󰁣󰁩󰁴󰁹. T󰁨󰁥󰁳󰁥 󰁴󰁡󰁳󰁫󰁳 󰁩󰁮󰁣󰁬󰁵󰁤󰁥 󰁥󰁲󰁡󰁤󰁩󰁣󰁡󰁴󰁩󰁮󰁧 󰁡 󰁧󰁡󰁮󰁧 󰁯󰁦 󰁭󰁥󰁰󰁨󰁩󰁴󰁳 󰁡󰁮󰁤 󰁰󰁲󰁯󰁣󰁵󰁲󰁩󰁮󰁧 󰁡 󰁣󰁯󰁬󰁬󰁥󰁣󰁴󰁩󰁯󰁮 󰁯󰁦 󰁧󰁥󰁡󰁲󰁳 󰁦󰁲󰁯󰁭

ics. Any treasure that was accumulated during that adventure is ound within their dressing room locker. Regardless o whether the characters have played the previous adventure, one o them immediately notices an unusual lump in their pouch. Looking closer,

󰁡 󰁧󰁯󰁤-󰁨󰁡󰁵󰁮󰁴󰁥󰁤 B󰁹 󰁴󰁨󰁥 󰁥󰁮󰁤 󰁯󰁦󰁧󰁡󰁲󰁤󰁥󰁮. 󰁴󰁨󰁥 󰁣󰁨󰁡󰁰󰁴󰁥󰁲, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁡󰁲󰁥 󰁴󰁡󰁳󰁫󰁥󰁤 󰁷󰁩󰁴󰁨 󰁨󰁥󰁡󰁤󰁩󰁮󰁧 󰁴󰁯 󰁴󰁨󰁥 G󰁲󰁥󰁡󰁴󰁥󰁲 M󰁩󰁮󰁥󰁳 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲 󰁩󰁮 󰁨󰁯󰁰󰁥󰁳 󰁯󰁦 󰁯󰁦 󰁦󰁩󰁮󰁤󰁩󰁮󰁧 󰁡 󰁭󰁩󰁳󰁳󰁩󰁮󰁧 󰁤󰁷󰁡󰁲󰁶󰁥󰁮 󰁣󰁯󰁵󰁲󰁩󰁥󰁲 󰁷󰁨󰁯 󰁷󰁡󰁳 󰁳󰁵󰁰󰁰󰁯󰁳󰁥󰁤 󰁴󰁯 󰁤󰁥󰁬󰁩󰁶󰁥󰁲 󰁡 󰁭󰁡󰁧󰁩󰁣󰁡󰁬 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥 (󰁫󰁮󰁯󰁷󰁮 󰁡󰁳 󰁡 S󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥 󰁯󰁦 󰁴󰁨󰁥 A󰁮󰁣󰁩󰁥󰁮󰁴󰁳) 󰁴󰁯 R󰁡󰁣󰁩󰁮󰁥. T󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁬󰁥󰁡󰁲󰁮 󰁴󰁨󰁡󰁴 󰁴󰁨󰁥󰁲󰁥 󰁡󰁲󰁥 󰁴󰁷󰁯 󰁯󰁴󰁨󰁥󰁲 󰁳󰁵󰁣󰁨 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥󰁳 󰁡󰁮󰁤 󰁴󰁨󰁡󰁴 󰁤󰁥󰁳󰁴󰁲󰁯󰁹󰁩󰁮󰁧 󰁴󰁨󰁥󰁭 󰁷󰁩󰁬󰁬 󰁧󰁲󰁥󰁡󰁴󰁬󰁹 󰁲󰁥󰁤󰁵󰁣󰁥 V󰁥󰁣󰁮󰁡’󰁳󰁳 󰁰󰁯󰁷󰁥󰁲󰁳. 󰁮󰁡’

they discover a strange wooden coin that they do not remember possessing. On one side o the coin is a goblet and on the other side is a carved gemstone.

󰁥󰁧󰁩󰁮 󰁢󰁹 󰁲󰁥󰁡󰁤󰁩󰁮󰁧 󰁴󰁨󰁥 A󰁣󰁣󰁥󰁬󰁥󰁲󰁡󰁴󰁥󰁤  Artificial Organisms rom appendix A. Then read or paraphrase

  The characters also notice their own identiying mark on the wrist o their let hand. This could be something impersonal, like a number, or a tattoo that embodies their personality. I the characters have played the Academy o Adventure, then the mark might reflect the name o their adventuring group. Finally, any character who plays a cleric or paladin notices that they eel coldly estranged rom their deity. They cannot cast spells, Channel Divinity, Lay on Hands, or Divine Smite. These restrictions are to

the text below. It is written with help set encounters. the tone andCharacters should be resolved any combat will havebeore an opporthe intent o thrusting your characters immediately into the adventure. For groups that enjoy role-playing, tunity to restore their abilities when they visit area  A4. Should they overlook overlook this opportunity opportunity,, be sure to to consider drawing out the experience and allowing a provide another one as soon as possible. greater degree o interaction. Also, consider having   The Sign o the Forgehammer is a large compound the gnome bioengineer reer to the characters by used by newly manuactured AAOs. The boarding their names, rather than numbers, i you think that house is immediately visible to the characters, and they might find the depersonalization off-putting. its entrance is easily ound by ollowing Fibblestib’s   I the characters have have played the ACADEMY OF directions. For more details on the Sign o the ForgeADVENTURE , then they recognize the corpses that were hammer see area A1. floating in the vats as their ellow students, the IconAll is warm. And secure. You You are floating in the liquid ether.. You ether You have awakened from a previous life and find yourself, curiously, curiously, in another ano ther.. There is a sound. A door opening? And then your old world is turned upside down as you fall into a cold, harshly lit new one. It takes time for your eyes to adjust, but you seem to be in a vast, underground chamber. Your Your friends are nearby, shivering, naked, and equally confused. The white-tiled chamber is full of indistinct shapes and reeks of disinfectant. There is a disorienting cacophony of beeps. Eventually you realize that these beeps are coming from hundreds of upright vats. The vats appear to be made of o f glass, filled with bubbling liquid, and have various humanoids floating within them. Gnomes dressed in black walk through the laboratory, laboratory, squinting into the vats and scribbling notes onto parchment. Some of them wear pendants bearing the symbol of a broken anvil. “AAO “AA O numbers 1154, 1155, 1156, 1157,gnomes welcome to life. I am Bioengineer Fibblestib.” Oneand of the is talking to you, gesturing for you to stand up. The gnome continues, “Life only through Death,” and then gestures to some nearby vats. The fluid of the vats is tinged red with blood.

Somehow, you know the bodies floating within those vats are dead and that it was only through their deaths that you were brought to life. The other gnomes, walking through the laboratory, echo in unison, “Life only through Death.” The gnome ushers you from the laboratory into a smaller dressing chamber. chamber. He points poi nts toward a footlocker, footlocker, filled with your possessions, and continues talking as you dress. “You are in Mirabar. The year is 5 VR. You are fortunate to be born into such an auspicious era.” The gnome leads you out of the dressing room to a spiral staircase that goes up and up and up. He unlocks and then opens a large, iron door doo r. A blast of freezing wind tears into the stairwell as you are unceremoniously shoved into the glaring daylight. You You find yourself on a cobbled street of cold, grey stone surrounded by slate-roofed buildings. “Report to the Sign of the Forgehammer for quartering. You can find it down the street and to the right. rig ht. They should be able to answer any of o f your questions there.” The gnome then slams shut the iron door, locking it behind him.

 

The City f Mirabar  Area A

A󰀱. S󰁩󰁧󰁮 󰁯󰁦 󰁴󰁨󰁥 F󰁯󰁲󰁧󰁥󰁨󰁡󰁭󰁭󰁥󰁲 This compound is used to temporarily house newly crated AAOs. Mirabar currently has more homes than inhabitants, so resettlement is typically a oregone conclusion. These new homes are bestowed by the Ministry o Secrets whenever the AAOs coness the last o any secrets that they may be harboring.

Mirabar was once the greatest mining center o the northern Sword Coast, although most o its mines are now in disuse. The land around the city is still surrounded by slag heaps, broken rock, and abandoned quarries. Mirabar was built atop a knoll along   The compound is run by a genial AA AAO O named the northern bank o the Mirar river, and its interior is Robear (LN male human commoner commoner). ). Robear walks enclosed within thick, protective walls. Within these  walls are are row upon row o rowning rowning buildings buildings lining  with a stoop stoop requires reqauires a cane cane to stand. stan d. Although Althoug he looks to beand near hundred years o age, he was,hin ever-narrowing cobblestone streets. For more on lie truth, born just last year. Robear welcomes the charin Mirabar, see appendix A.

   

acters and shows them to their quarters. The rooms are tiny and dirty, filled almost entirely by a pallet that is presumably meant to serve as a bed.   Robear can provide the characters with any any relerele vant inormation inormation rom the introduction introduction section. section. F For or detailed questions regarding Vecna, Robear reers the characters to the Temple o Truth (area A2). I the characters show Robear their wooden token, he responds with immediate suspicion, questioning how the characters received the token. At the end o this interrogation, he reveals that it is a drinking token rom the Goblet and Gems (area A3). He can provide basic inormation regarding the establishment, as  well as directions directions or getting getting there. there. I the character characterss do not show their token to Robear, then once they are alone they receive a mysterious telepathic message urging them to deliver their token to Racine at the Goblet and Gems.

A󰀲. V󰁥󰁣󰁮󰁡’󰁳 T󰁥󰁭󰁰󰁬󰁥 󰁯󰁦 T󰁲󰁵󰁴󰁨 This temple was once a grungy, dust-covered warehouse that stored manure. Now, years later, it has been converted into a mockery o a temple. This “temple” consists o a small library filled primarily  with the latest latest edition edition o Volo’s Guide to Vecna. Vecna. Visible rom the library is a large scriptorium where hundreds o floppy-hatted Volos work at mass-producing their latest guide. Near the entrance to the library is a shat reerred to as the Pit o Falsehoods. The temple is tended by our clergy (cult (cult fanatics) fanatics) reerred to as Memories o Vecna.   The Pit o Falsehoods Falsehoods connects to a sealed section o the Mirabarran undercity. Any book predating the Age o Vecna—and hence filled with alsehoods and heresies—is required to be thrown into the pit. Bookworms, some o gargantuan proportion, prowl through these lightless tunnels (use the statistics or swarm of insects (centipedes), (centipedes), purple wyrmlings  wyrmlings  (appendix B), and purple worms) worms) consuming the discarded tomes. The tunnels are also haunted by ghosts,, rumored to be created by the release o psyghosts chic energy accompanying the destruction o powerul texts such as sacred scriptures and other arcane  writings.

W󰁲󰁯󰁮󰁧 S󰁩󰁤󰁥 󰁯󰁦 󰁴󰁨󰁥 L󰁡󰁷

At some point during the adventure the characters might engage in suspicious activities. In this case, two Fingers of Vecna (spies) station themselves at the Sign of o f the Forgehammer,, covertly observing the characters. A third Finger hammer of Vecna attempts to secretly shadow the characters. This surveillance can be discerned by any character with a paspa ssive Perception of 14 or o r higher. The Fingers can be circumvented or eluded with a successful DC 12 group Dexterity (Stealth) check.   Similarly Similarly,, at some point during the adventure the characters might be chased by goblin guards or Blood of Vecna (bandits). Possible ways the characters can escape their pursuers include trying to outrun them by making a successful Strength (Athletics) check, or trying to evade them by making a successful Dexterity (Stealth) check. Any such check is DC 12. In the event of a failed check, the pursuers catch up to the characters and engage in i n melee attacks.

A󰀳. T󰁨󰁥 G󰁯󰁢󰁬󰁥󰁴 󰁡󰁮󰁤 G󰁥󰁭󰁳 Beore Vecna, this esthall was, according to Volo’s Guide to the North, North, “the only exciting and impressive-looking tavern in Mirabar.” Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally estive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because o its ample supply o cheap alcohol and live entertainment, as well as the act that it is avoided by goblin patrols. It has a stage or live music, a gambling hall in its basement, and plenty o side booths and back rooms or private meetings. Secret tunnels connect many o these locations.   The drinks are strong, but expertly crated, so that they go down smooth. They are served by gregarious male and emale AAOs reerred to as “the Gems.” These AAOs provide an attentive ear and sympathetic shoulder to the townsolk o Mirabar, even going so ar as to reserve time in the side booths or back rooms or deeper conversations. What is not readily known, is that most o the Gems are spies or the  V  Vecnan ecnan clergy clergy and report back back to them regularly regularly..

  The owner and bartender o the tavern is Racine Ramur (LG emale hal-el veteran hal-el  veteran). ). Although she eigns allegiance to Vecna, readily acilitating the Gems’ subteruge, she is the leader o the local Mi  Volo’s Guide to Vecna is Vecna is ull o propaganda and dubious acts. It talks, in superlative allegory more than rabarran resistance, the Silent Axes. She is a young who wears wears plain, w wine-stained ine-stained clothing that that actual history, about Vecna’s liberation o the Sword  woman who contrasts sharply with the flashier ashions worn by Coast rom the tyranny o its many oppressors such the Gems. Her only touch o style is a gem-studded as the Lord’s Alliance and Emerald Enclave. The telepathy  (unctionally   (unctionally equivalent to a guide then praises Vecna or protecting the small olk  hair comb of telepathy  o the Reams rom the dragons, giants, demons, and  helm of telepathy  telepathy ). ). She appears wrapped up in her own world, not responding to conversation or traildevils that still run rampant because o the previous ing off in mid-sentence. This pensive demeanor is a actions’ ineptitudes. The guide also contains a passage regarding Vecna’s early years (see handout C1 in cover or the act she is oten concentrating on other telepathic talks. appendix C).

 

  I the characters ask any o the Gems about their  wooden coin, coin, they they politely reer the characters characters to Racine. I the characters ask Racine about their coin, she inorms them that it entitles its bearer to a VIP experience. Shortly thereater a slight AAO, dressed in layers o stunning blue silk robes, glides up to the characters and invites them into a backroom or con versation.. I the character  versation characterss accept his his invitation, invitation, then then he takes them into a richly urnished backroom decorated in vivid shades o blue. He introduces himsel as Lapis (LN male human commoner commoner), ), extending his let hand or a handshake. I the characters shake his hand they can’t help but notice his identiying mark, a sparkling blue gemstone. Ater ormalities conclude, Lapis begins to politely inquire about the characters, asking them to “open their minds to intimate con versation..” At this  versation this point, Racine Racine tries, repeatedly i necessary, to use her hair comb to make telepathic conversation with whichever character asked about the coin. Read or paraphrase the ollowing: “Please forgive my secrecy. One can’t be too careful these days. My name is Racine, owner o wner of the Goblet and head of the local resistance known as the Silent Axes. By now, you have likely learned much of your nature. However, what you probably don’t know is that your technician, Fibblestib, also works for the resistance. At our request, he sabotaged your incubation to give you a greater degree of freedom and autonomy than most AAOs possess. You are our only hope.”

  Racine continues the conversation with the characters, answering any questions that they might have.  As a trueborn trueborn who has has lived lived her whole whole lie in Mirabar Mirabar, she can vouch first-hand as to the darkness and suering that Vecna has brought to the city. Examples o inormation she might provide include:

J

the exception exception o Lapis, atrusted. ll the Gems Gems are VecVec  With nan spies and should not be all

J The Eyes o Vecna are not actual maniestations o Vecna but, rather, undead creatures known as will-o’-wisps that serve as spies or the local clergy.

J Much o the ormer wealth o Mirabar is scattered throughout the Hall o Sparkling Stones. The place is ull o goblins and impervious to direct assault. However, the goblins are lazy and inattentive, and it is occasionally possible, albeit dangerous, to sneak in and steal rom them.

J The town’s central garden once supplied enough ood to eed the entire city. Now it is a cursed, blighted place known as Chauntea’s Graveyard. It is called this because, years ago, the earth goddess Chauntea rose up rom the garden to protect

Mirabar. Ater a titanic struggle, she was slain by  V  Vecna. ecna. Ever Ever since, since, the garden garden has been been a haunthaunted, orsaken place. Racine also has the ollowing two requests or the characters:    Malicious Mephits. Racine’s first request is or the characters to exterminate a gang o mephits that has taken up residence in an abandoned weapon shop known as the House o the Bright Blade. She can share the background inormation provided in area  A6. Racine Racine emphasizes emphasizes the act act that the mephits wi will ll continue to respawn until the orge’s fire is permanently extinguished. She is unsure how to extinguish the fire, suggesting that the characters visit the Clock work King King or help help (see area area A5).    Delving for Dwarves. Ater the successul eradication o the mephits, Racine makes a second request. Read or paraphrase the ollowing: “Over the years, we have determined that Vecna draws power from three gemstones. Our agents have been trying to steal these gemstones in hopes of bringing about the lich’s downfall. We determined determined that one of them was withintothe Underdark and allied withsequestered the dwarvendeep resistance secure it. Recently we received word that they succeeded. However, However, their envoy was supposed to deliver it to us twelve days ago and has yet to do so. We fear the worst and want you to track him down and secure the stone.” ston e.”

  Inormation within the resistance is highly compartmentalized. Because o this Racine does not know the name o the contact, only that he is a male dwar. She does know that he was traveling along an abandoned underground highway that connects Mithral Hall to Mirabar’s mines. Racine can supply directions to the mines’ entrance but warns that the doors to the mines arethe likely locked. To circumvent this, she recommends characters visit the Clockwork King,  who is rumored rumored to have have a skeleton skeleton key that that might open the doors.   Racine offers our our 100 gp gemstones gemstones or or compl compleetion o the first task and eight 100 gp gemstones or completion o the second. Any checks to persuade Racine to increase the reward are made at disadvantage, due to the difficulties o negotiating telepathically.   I an anyy obvious clerics or paladins are in the group, then Racine consoles them or the loss o their deity. She, like most in Mirabar, alsely believes that Vecna has the Realms’s entire pantheon. However, she still slain suggests that they visit one o the city’s ew temples, area A4, to try and find some peace with their god’s passing.

 

B󰁲󰁥󰁡󰁫󰁩󰁮󰁧 B󰁡󰁤

The characters might decide to sell out Racine and her resistance. This need not end the adventure. Brien, a Finger of Vecna, becomes the characters’ new contact. Brien encourages the characters to investigate the dwarven mines and to then report back to him. Afterward, Brien uses the characters to arrest Racine. While torturing Racine, Brien learns that Zephyrus might know about the whereabouts of a second shroudstone. After learning this, he sends the characters to investigate further. further.

Racine Ramur

A󰀴. T󰁹󰁭󰁯󰁲󰁡 This C󰁨󰁵󰁲󰁣󰁨 church is a 󰁯󰁦 small, stone building surrounded by

still live. This divine revelation is sufficient to restore any missing abilities.

a dozen abandoned shops. The church, as well as the surrounding buildings, is filled with trash and debris. The only outward sign o its ormer unction is the small carving o a ace-up coin on the lintel o the entryway. A crude skull has been carved over the coin, partially obscuring it. The Church o Tymora was once popular with Mirabarran merchants seeking Tymora’s blessing beore undertaking a risky venture. However, since the alleged death o Tymora, it has allen into disuse and is now shunned as a cursed site that brings bad luck to visitors.

  Characters who take time to search the debris debris find an overturned altar and battered offering bowl.  A successul successul DC 10 Intellig Intelligence ence (Religion) (Religion) check is is sufficient to know that it was common practice to toss a coin into the bowl beore undertaking a risky  venture. I the coin landed ace-up, then then it indicated indicated Tymora’s blessing. Any coin tossed into the bowl by a character lands ace-up. The first character to do this receives the benefit o the Lucky eat, although their luck points can only be spent while in Mirabar.

  Anygod pious character who takes theThe time to pray their receives a aint response. details o to this response are let to the DM and should be tailored to  your character character and and their deity deity.. The response response should, should, at the least, indicate to the character that the gods

discretion, i the temple is cleared o debris. Unless special precautions are taken, however, this draws the attention o a patrol o 1d4 + 1 goblins goblins mounted  mounted atop their wolves their wolves or  or possibly a will-o a  will-o’’-wisp -wisp (25  (25 percent chance).

  Further blessings might be bestowed, at the DM’s DM’s

 

A󰀵. L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 C󰁬󰁯󰁣󰁫󰁷󰁯󰁲󰁫 K󰁩󰁮󰁧 The Clockwork King presides over a neighborhood o abandoned houses. These houses, themselves filled  with a bewilde bewildering ring hoard o garbage, garbage, are connected connected  via a teetering teetering maze maze o junk and debris. debris. A trapdoor trapdoor in one o these houses leads into a section o the undercity, urther filled with useless bric-a-brac. The maze and houses are ceaselessly patrolled by our iron cobras (see cobras  (see appendix B).   The Clockwork (LN male dwarremaining artificer,, see artificer appendix B) is oneKing o the ew dwarves in Mirabar. He keeps his beard shaved in remembrance o his missing kin. He talks at a slow, deliberately measured pace, oten using his fingers to seemingly count his words while speaking. He is guarded by two  javelin-wie  jave lin-wielding lding monodrones monodrones whom  whom he reers to as Null and Prime. Since the Clockwork King does not speak Modron, he knows little o his bodyguards. They showed up on his doorstep a year ago, seemingly attracted to his junkyard, and have been with him ever since. The modrons are escaped test subjects rom Luskan’s Hosttower o the Arcane. I the characters manage to communicate with them, they remember little o their ormer lives, talking only o a “bad tower” and “mean  wizards.” I this inormation inormation is communicated communicated to the Clockwork King, then he iners that they likely came rom Luskan. The Clockwork King was originally a successul artificer who crated clockwork items or the wealthier amilies o Mirabar. Because o his success, he  was able able to buy more more and more more houses to hold all o the accumulated junk that he could not bring himsel to part with. This hoarder’s mentality has served him  well in the Age Age o Vecna, Vecna, and and he has has made significant significant  wealth selling normally worthless worthless items items rom his  junkyard  junkya rd kingdom. kingdom. He now now sees himsel himsel as as more o a merchant than a crater. He preers to sell his wares or coin or gemstones but can occasionally be persuaded to trade or unusual items, even i these items are ultimately useless.   I the characters express interest in trade, then he takes them into one o his homes, which he reers to as the Clockwork Bazaar. This bazaar includes a  wide variety variety o mundane mundane items items as well well as the ollowing unique items:

J  A small, handheld handheld device device called the clockwork quantifier  (worth  (worth 100 gp). I a character uses an action to wave the quantifier beore a group o items, the quantifier announces, in a loud dwar ven voice, voice, the exact exact number number o items in the group. The quantifier has ten remaining charges.

J  A mechanical mechanical crab crab called a clockwork familiar   (worth 200 gp). I a character places a drop o blood into a receptacle within the crab, then the crab bonds with the character as per the find fafind fa miliar spell  spell . The crab can use an action to transorm, with a rumbling o gears, into a seahorse. Similarly, it can use an action to transorm rom a sea horse into a crab. I reduced to 0 hit points, the clockwork amiliar is permanently destroyed.

J  A small, toy coffin (worth (worth 10 gp). Any Any character character  who succeeds succeeds at a DC 12 Wisdom Wisdom (Perception) (Perception) check can hear what sounds like dozens o tiny fists pounding to get out o the coffin. The coffin is locked. Although too delicate to be orced open  without destroying destroying it, the the lock can can be picked picked by a character who makes a successul DC 10 Dexterity check using thieves’ tools. Once opened, dozens o miniature mechanical crawling claws  claws  scuttle orth. Inside the coffin is a charred silver  wedding ring with a small blood blood diamond diamond in it. The ring is worth 100 gp. Engraved on the bottom o the coffin are the words, “Is no un, is no Blinsky!” I asked, the Clockwork King indicates that he thinks the coffin came rom Luskan.

J  A  A mind-sha  mind-sharpened rpened armor armor (chain shirt) (worth shirt) (worth 250 gp) (see appendix B). This inused armor can send a jolt to the wearer to reocus their mind. The armor has 4 charges. When the wearer ails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 o the armor’s charges to succeed instead. The armor regains 1d4 expended charges daily at dawn.

J  A clockwork amulet  (see  (see appendix B) (worth 150 gp). When a character makes an attack roll while  wearing the amulet, amulet, they can can orgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

J  A musician musician’’s clockwork companion (worth companion (worth 250 gp). This bundle o gears and string still needs to be completed by the Clockwork King. Given 1d4 days, he can turn it into a clockwork instrument unctionally equivalent to an instrument an instrument of the bards.. It can be turned into either a lute, bandore, bards or cittern, depending on the purchasing character’s preerence. Once this configuration has been completed it is irreversible.

J The ollowing potions brewed rom a clockwork alchemist’s set that looks similar to a modern-day coffee maker: three viscous potions of healing  healing  (worth 50 gp each), one v   iscous potion of greater healing healing (worth 100 gp), two viscous potions of resistance resistance (fire) (worth 100 gp each), and a

 

viscous potion of vitality  (200  (200 gp). Viscous potions are thick and syrupy, taking longer than normal to consume. I imbibed during combat, then their effect does not occur until the character’s turn on the ollowing round.

J  A clockwork key  (see  (see below or pricing). This large, multi-pronged key can be used to open the gates to the Greater Mines o Mirabar. More generally, it works as a set o thieves’ tools that gives +2 to any check made while using them.

J  A dimensional nullifier  (see  (see below or pricing). The nullifier is an indestructible, translucent box that appears to contain a model replica o the multiverse within it. Atop the box is a big, red button. Above the button, written in Dwarvish runes, are the words, “DO NOT PUSH.” Pushing the button immediately closes any dimensional portals within 5 eet o it. All creatures, objects, or magical effects within 5 eet o it are subject to a dispel magic effect magic effect that has +6 to any required checks. Upon activation, the box turns darkly opaque and the button no longer unctions. On the 1st day o the next month, the box regains its translucence and the button unctions yet again. I the characters inquire about the orge rom the House o the Bright Blade, the Clockwork King gets  visibly excited excited.. He offers offers the one-time one-time use o his dimensional nullifier  i  i the characters characters promise to first use the orge’s flames to straighten an adamantine axle rod or him. I the character agree to this, then he supplies them with the necessary tools, including including a leather apron and gloves, as well as instructions on how to perorm the straightening. The Clockwork King also loans them the dimensiona dimensionall nullifier .

A󰀶. T󰁨󰁥 H󰁯󰁵󰁳󰁥 󰁯󰁦 󰁴󰁨󰁥 B󰁲󰁩󰁧󰁨󰁴 B󰁬󰁡󰁤󰁥 Beore the Vecnan occupation, The House o the Bright Blade was widely regarded as the preeminent establishment or customized daggers and swords. Its proprietor and blacksmith, Zespara Alather, was one o the finest blacksmiths o the Sword Coast. Now, this abandoned shop serves as the sweltering lair o a gang o abusive mephits. The mephits picked this particular location or their lair because o its ever-burning orge. This orge, connected to the Elemental Plane o Fire, was a major contributor to Zespara’ss success Zespara’ succe ss as a smithy smit hy.. The mephits are crude and abusive. The Vecnan clergy tolerate the mephits’ existence because they serve as unwitting guardians to the shop’s small fissure into the Elemental Planes. However, the mephits are despised by goblins, trueborns, and AAOs.  As such, these groups turn a blind blind eye eye to any any actions the characters take against the mephits.   The mephit gang is sizable, comprising seven magma mephits, mephits, twelve smoke mephits, mephits, and twelve steam mephits. mephits. The mephits detest the cold o night and so only leave their lair during the daytime hours.  When they they do so, they they prowl th the e streets in in groups o three (one mephit o each type) with the sole purpose o sadistically terrorizing townsolk. Six such groups are typically active between the hours o noon and midaternoon. The number o patrols diminishes the closer it gets to either dusk or dawn.   I a mephit patrol encounters meaningul resistance, then urther patrols increase to include one magma mephit, mephit, two smoke mephits, mephits, and two steam mephits.. Should these larger patrols encounter mephits continued resistance, then the gang remains holed up within the smithy or a ew days beore resuming their patrols. Any mephit that is slain respawns 24 hours later in area A6c.   Their lair includes the ollowing rooms:

  The clockwork key  is  is one o the Clockwork King’s earliest devices. Because o this, it has sentimental  value and the Clockwork Clockwork King is unwilling unwilling to sell sell it or coin. He is willing to trade or it, but only i the characters have already done something, such as A6󰁡. A󰁢󰁡󰁮󰁤󰁯󰁮󰁥󰁤 S󰁴󰁯󰁲󰁥󰁦󰁲󰁯󰁮󰁴 S󰁴󰁯󰁲󰁥󰁦󰁲󰁯󰁮󰁴 straightening his axle rod, to gain his avor. In this The floor o this storeront is coated in ash. The air is case, he is willing to trade his clockwork key  or  or an filled with soot and smoke. The interior has been gutintact set o gears, a critical component or one o his ted, exposing scorched walls. Some counters, a ew current inventions. He tells any interested characters  weapon racks, and and a row o empty crates crates are structhat a large well in the town’s central garden used to turally intact but everything else has been reduced be powered by gears. I asked, he inorms the charto charred kindling. A stone hallway, rom which can acters that these gardens are now little more than be seen the glow o flame, leads to the smithy (area  weeds, rumored to be haunted by ghosts. Finally Finally,, he  A6c). can provide the characters with directions to the Bou  The mephits preer the warmth o area A6c, so prilevard o Religious Freedom (area A7) and tell them marily congregate there. Three mephits (one o each how to access the gardens rom there. type) are typically in this room during the day and six   I the characters return with a set o gears, then the mephits (two o each type) during the evening. These Clockwork King honors his request, begrudgingly mephits are inattentive, despite being on guard duty, trading his clockwork key or them. giving them a passive Perception o 7.

 

  I attacked, the mephits call or help and reinorcements rom area A6c arrive two rounds later. The mephits speak Common but are nonetheless difficult to reason with. They attempt to ridicule, righten, torture, and then kill any intruders. This process quickly attracts the attention o the mephits in area A6c.   A ew ew dozen swords and daggers are scattered throughout the ash that covers the floor. Despite prolonged exposure to magma, smoke, and steam, parts o these weapons still gleam and hold their relative shape, making their expert cratsmanship evident.   I any character enters the shop and makes a successul DC 15 Wisdom (Perception) check, then they notice a large trapdoor in the hallway. A light sheen o

ice can be seen repeatedly orming and then melting, creating a puddle o lukewarm water around the trapdoor. The trapdoor is locked but may be picked by a character who makes a successul DC 15 Dexterity check using thieves’ tools. Alternatively, it can be orced open with a successul DC 20 Strength check. Opening the trapdoor immediately releases a blast o rigid air that fills the hallway and shop. Until the trapdoor is closed, any fire damage taken in either location inflicts hal damage (rounded down). Below the trapdoor is a ladder leading to area A6d.

A6󰁢. O󰁦󰁦󰁩󰁣󰁥

This spacious office is filled with the wreckage o broken urniture. The room is generally avoided by the mephits, who preer the suffocating heat o area A6c.

   

A6󰁤. T󰁥󰁭󰁰󰁬󰁥 󰁯󰁦 󰁴󰁨󰁥 F󰁲󰁯󰁳󰁴 M󰁡󰁩󰁤󰁥󰁮 M󰁩󰁮󰁯󰁲 B󰁬󰁥󰁳󰁳󰁩󰁮󰁧 󰁯󰁦 󰁴󰁨󰁥 F󰁲󰁯󰁳󰁴 M󰁡󰁩󰁤󰁥󰁮

Your eyes become icy blue. You You gain resistance to cold damage. In addition, you can cast the gust of wind  spell  spell (save DC 12) once without expending a spell slot, using Intelligence, Wisdom, or Charisma as your spellcasting ability (choose when you gain this blessing). You You regain the ability to cast this spell in this manner on the first day of each month.

Characters who search through the debris find eight black iron spindle-shaped trade bars with squared ends weighing about two pounds each. These trade bars are worth 10 gp within Mirabar, and 5 gp else where.

A6󰁣. S󰁭󰁩󰁴󰁨󰁹 This gutted chamber is little more than heaps o ash and fire-blackened stone walls. Along the northern  wall is a orge. The fire raging raging within within the orge orge is unnaturally hot. Near the orge are a couple o warped anvils and a useless wheelbarrow.

The ladder descends 30 eet beore ending in a large, rozen chamber. The walls, floor and ceiling are all made o ice. They have been gouged in hundreds o places by what looks to have been shovels or ice picks. A glowing six-pointed snowflake has been emblazoned along the entirety o the room’s northern  wall. Two iron doors doors lead out out o the room. room.   A successul DC 12 Intelligence (Religion) check is required or a character to determine that the snowflake is the symbol o Auril, goddess o winter. This room is a long-abandoned temple o Auril rom centuries past. Ancient rumors persisted across the years o a hidden treasure and so the temple routinely attracted worshippers o the Frost Maiden, much to the annoyance o the shop owner above. The gouges represent their unsuccessul search or this treasure. The iron doors are locked and also sealed with an  arcane lock  lock  spell.  spell. A sheet o ice covers both doors and fills the lock mechanisms, making them impossible to open by mundane means. Should the characters manage to open them, they lead to the abandoned Mirabarran undercity.

  Any character who stands within 10 eet o the orge takes 3 (1d6) fire damage per round. The fire, due to its connection to the Elemental Plane o Fire, burns ceaselessly. So long as it burns, any slain I the orge rom area A6c is lit, then the room is mephit reorms within its flames 24 hours later. intensely cold but does not inflict any damage to the  A successul successul DC 12 Intellig Intelligence ence (Arcana) (Arcana) check check is characters. The ice on the ceiling shimmers and required or a character to determine that the fire can droplets o water drip rom it, turning into long, spinbe permanently doused i it takes 15 or more points dly icicles beore reaching the floor. Any character o cold damage within a single round. It can also be  who makes makes a successul successul DC 12 Intelligance Intelligance (Inves(Invesextinguished by the dimensional nullifier . Once the tigation) check notices the aint outline o illegible fire is extinguished, the temperature within the entire  words within within the ceiling ceiling’’s ever-melting ever-melting ice. I the the shop and smithy drops noticeably. orge has been extinguished, roll initiative when the characters enter the temple. The room is painully   Buried within the piles o ash are hammers, tongs, cold, inflicting 2 (1d4) cold damage on every initiative and other smithing implements, as well as more count 20 to every creature inside it that isn’t protectblades. All o these items are warped beyond use, ed by cold weather clothing or resistant to cold dam with the excepti exception on o Zespara o Zespara’s ’s perfect perfect blade blade (see appendix D). Zespara D). Zespara’s ’s perfect perfect blade blade is also covered in soot and superficially charred, requiring a successul DC 20 Wisdom (Perception) check to find it and another to determine that it is still serviceable. I the characters successully deeat the mephits, then  Zespara’s  Zespara ’s perfect blade blade,, impressed by their heroism, introduces hersel to them telepathically.

age. The ceiling’s shimmering ice solidifies, revealing an inscription that reads, “Speak my name to court my blessing, though death you may find in its stead.”   Any character who speaks the name Auril Auril must succeed on a DC 15 Constitution saving throw. On a ailed save, the character reezes rom the inside out, taking 14 (4d6) cold damage. On a successul save, the character gains the minor the minor blessing of the Frostmaiden, Frostmaiden, which  Auril can rescind at at any time while while she is alive. This blessing also ends i Auril dies. It otherwise adheres to the rules or blessings as described in chapter 7 o the  Dungeon Master’ss Guide Master’ Guide. .

Zespara's Perfect Blade

 

A󰀷. B󰁯󰁵󰁬󰁥󰁶󰁡󰁲󰁤 󰁯󰁦 R󰁥󰁬󰁩󰁧󰁩󰁯󰁵󰁳 F󰁲󰁥󰁥󰁤󰁯󰁭 This broad avenue is a broken, weed-strewn corpse o its ormer sel, littered with wol dung and coated in chalky rock dust. Piles o rubble line the sides o the street, behind which is an impenetrable tangle o thorns. Following the boulevard leads to the Hall o Sparkling Stones, a sad, dust-covered ortress.   Upon inspection, it is easy to discern that the piles o rubble were once finely crated statues. A successul DC 10 Intelligence check is required to determine that they (Religion) were statues o gods and that nearly every major deity was represented. A dusty plaque is affixed to the road near each broken statue. The plaque reads, “THERE IS NO [GOD NAME]. ONLY VECNA.” The gods named upon the plaques range rom Azuth to Waukeen.   Any character who inspects the tangle o thorns and makes a successul DC 20 Wisdom (Perception) check notices a small path leading into the briars. This path can be discovered without such a check i the character has already been inormed o its existence. The hidden pathway leads to area A9.

characters’ levels at this point. However, the Hall o Sparkling Stones is also filled with vast piles o discarded treasure; gemstones, in particular, are present in abundance. Because o this, the Hall o Sparkling Stones makes or an excellent heist location or stealth-minded characters   I the characters wish to attempt a heist, determine how your players wish to approach the situation, as laid out below below..    Heist Recon. I the characters wish to reconnoiter the Hall, they must move around the area unseen. Have them make a group Stealth check. At a distance, they are hard to discover, making the starting DC 5. However, or every 2 hours the characters remain, they must attempt another group Stealth check. The DC increases by 1 with each attempt.   Consult the Heist Heist Recon Recon table to determine what inormation they gather along the way. What is learned may go a long way when planning the actual heist. Heist Recon

Hours

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A󰀸. H󰁡󰁬󰁬 󰁯󰁦 S󰁰󰁡󰁲󰁫󰁬󰁩󰁮󰁧 S󰁴󰁯󰁮󰁥󰁳 The Hall o Sparkling Stones is built upon a large

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knoll. The ortress was built to look like a giant guard in ull plate and helm, with a shield held beore its ace. Thousands o rusted greataxes have been hammered into the ront o the building. A successul DC 10 Intelligence (History) check is required to determine that the greataxes belonged to the Axes o Mirabar, shield dwar veterans who once served as part o the city’s elite guard.

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The Hall o Sparkling Stones was once the seat o the Mirabarran government. Now, it serves as the barracks or the goblin clan Kreeth and their

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bald, nearsighted chietain, Mayor Maroo. The Hall  was once an architectural architectural marvel marvel o the world, world, with stained glass windows, black marble tables, and inlaid traceries o gold, silver, and platinum. Now, it is the world’s prettiest dung heap.   Mayor Maroo is an avid cat lover and, consequently, the Hall o Sparkling Stones is ull o hundreds o stray cats that he has adopted over the years. Most o these cats are harmless but a eral ew have banded together into hunting packs. Maroo is guarded by a trained kamadan kamadan (see  (see appendix B). Maroo also passionately hates all dogs. He reuses to allow his goblins to stable their wolves in the Hall o Sparkling Stones, the city’smaking stables.them, instead, quarter their steeds in    Hall Heist. The Hall o Sparkling Stones is a large building filled with ogres, goblins, hobgoblins, and cats. Such a orce should be unassailable, given the

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󰀱󰀷 󰀱󰀷󲀓󰀲 󲀓󰀲󰀴󰀴 󰀲󰀵 󰀲󰀵+ +

Intel G Gaathered

There are windows from the 󰀲nd story and upwards, and a cellar entrance with a portcullis. The cellar entrance is always guarded by a lone ogre. A duergar arrives, an axe lying flat across his outstretched hands. He talks with a group of hobgoblin guards, is let in, and comes back out 󰀲󰀰 minutes later with a small, bald goblin. The duergar hammers the axe into the side of the building, and is then given a small pouch by the goblin (containing 󰀵󰀰 gp). The duergar bows respectfully and walks away as the goblin reenters the Hall. The goblins sometimes bicker and argue among themselves. The hobgoblins are disciplined, with no obvious weaknesses to exploit. Ogres sometimes fall asleep on the job. There is likely an entrance on the roof, as a goblin appears from there during guard rotations. Three goblins arrive, each carrying a sack that seems to be moving. As they reach the entrance, words are exchanged and one of the goblins pulls a cat from one of the sacks, only to put it back into the sack. They are let into the Hall, exiting again half an hour later later,, this time carrying a small chest (which contains 󰀳󰀰󰀰 gp as a reward for bringing new cats to Mayor Maroo). Guar Guard d rot rotat ation ionss hap happe pen n eve every ry 󰀸 h hou ours rs.. The The n num umbe berr of of gua guard rdss is is d dou oubl bled ed at nigh night. t.

  Tools. In preparation o the heist, the characters might wish to spend some time searching Mirabar or  various tools tools to assist them. them. Finding Finding an item item rom the Heist Tools table below takes 4 hours o work and requires successul DC 10grants Intelligence (Investigation) check. aAny tool acquired its bonus only when used in conjunction with the corresponding infiltration method as shown in the Infiltration Modified column.

 

Heist Tools

Heist Scheme

Tool

A 󰀱󰀰󰀰-foot rope and a grappling hook A dwarven axe A cat Goblin and hobgoblin disguises

Entry or Scheme

Bonus

Point of Entry: roof or window Scheme: contributors Scheme: cat sellers Scheme:

+󰀱󰀰 Athletics

contributors cat sellers or Point of Entry: dig a tunnel

Shovels, pickaxes, and a cart

+󰀵 Deception per axe +󰀵 Deception per cat +󰀵 Deception +󰀱󰀰 Athletics

   Point of Entry and Timing. Timing. To proceed with the heist, the characters must decide their point o entry and when to carry out the heist. Use the Heist Point o Entry and Heist Timing tables below to determine any modifiers they amass or the heist itsel. Some options might require a group check to successully pull off. The characters might get a bonus to a check i they previously acquired appropriate tools. Failing a check doubles any negative modifiers gained rom that option or removes any positive modifiers gained rom that option. Heist Point of Entry 

Point of Entry

Side entry Cellar 󰀲nd-story window 󰀳rd-story window 󰀴th-story window Front gate Roof Dig a tunnel

Check Required

Heist Bonus

— — DC 󰀵 Athletics DC 󰀱󰀰 Athletics DC 󰀱󰀵 Athletics DC 󰀲󰀰 Deception DC 󰀲󰀰 Athletics DC 󰀱󰀵 Athletics each day for three consecutive days

+󰀰 +󰀱 +󰀲 +󰀳 +󰀴 +󰀶 +󰀸 +󰀱󰀰

Heist Timing

Time

Nighttime Daytime Guard rotation Guard rotation with awareness of the roof guard

Scheme

Check Required

Contributors. The characters DC 󰀱󰀰 Deception. bring a dwarven axe as an Automatic success offering. with dwarven axe. DC 󰀱󰀵 Deception. Cat Sellers. The characters Automatic success bring one or more cats for with one or more Mayor Maroo. cats. Silver Tongues. The characters attempt to talk DC 󰀲󰀰 Deception their way inside.

+󰀰

 Heist Success. To determine what treasure they find, let the characters roll a d100 on the Hall Heist table below, then add together all the heist bonuses they have amassed and add the bonuses to the roll. Hall Heist

Roll

Treasure

󰀰󲀓󰀱󰀰

󰀲d󰀶 × 󰀱󰀰 gp

󰀱󰀱󲀓󰀱󰀹

󰀲d󰀶 × 󰀱󰀰 gp

󰀲󰀰󲀓󰀲󰀹

󰀴d󰀶 × 󰀱󰀰 gp

󰀳󰀰󲀓󰀳󰀹

󰀲d󰀶 × 󰀲󰀵 g p

󰀴󰀰󲀓󰀴󰀹

󰀴d󰀶 × 󰀲󰀵 gp

󰀵󰀰󲀓󰀵󰀹

󰀲d󰀶 × 󰀵󰀰 g p

󰀶󰀰󲀓󰀶󰀹

󰀴d󰀶 × 󰀵󰀰 gp

󰀷󰀰󲀓󰀷󰀹

󰀲d󰀶 × 󰀷󰀵 gp

󰀸󰀰󲀓󰀸󰀹

󰀴d󰀶 × 󰀷󰀵 gp

— — DC 󰀱󰀵 Stealth

+󰀰 +󰀳 +󰀵

󰀹󰀰󲀓󰀹󰀹

󰀲d󰀶 × 󰀱󰀰󰀰 gp

󰀱󰀰󰀰󲀓󰀱󰀰󰀹

󰀴d󰀶 × 󰀱󰀰󰀰 gp

DC 󰀱󰀰 Stealth

+󰀵

󰀱󰀱󰀰󲀓󰀱󰀱󰀹

󰀲d󰀶 × 󰀱󰀰󰀰 gp

󰀱󰀲󰀰+

󰀲d󰀶 × 󰀲󰀵󰀰 gp

 when there there isn’t isn’t a guard rotation, rotation, they may wish wish to employ a scheme. Use the Heist Scheme table below to determine any modifiers they amass or the heist itsel.

+󰀱󰀰

the characters to make a DC 10 group Stealth check i they sneaked inside or a DC 10 group Deception check i they were allowed inside. I they ail, they can attempt the other check at DC 15. On a second ailure, that, they must abandon the heist. On a success, they navigate the Hall and succeed with the heist.

Heist Bonus

Hall via the ront gate, the side doors, or the cellar

+󰀵

  The Heist. As it is finally time or the heist, ask

Check Required

  Scheme. Finally, i the characters approach the

Heist Bonus

Magic Items

Roll 󰀱d󰀶 times on Magic Item Table A Roll 󰀱d󰀶 times on Magic Item Table A Roll 󰀱d󰀶 times on Magic Item Table A Roll 󰀱d󰀶 times on Magic Item Table A Roll 󰀱d󰀴 times on Magic Item Table B Roll 󰀱d󰀴 times on Magic Item Table B Roll 󰀱d󰀴 times on Magic Item Table C Roll 󰀱d󰀴 times on Magic Item Table C Roll 󰀱d󰀴 times on Magic Item Table D Roll 󰀱d󰀴 times on Magic Item Table D Roll 󰀱d󰀴 times on Magic Item Table F Roll once on Magic Item Table G

   Escape. To successully escape, it is assumed that the characters exit in the same manner as they entered. To do so, they must make a DC 10 group Stealth check i they sneaked in or a DC 10 group Deception check i they were allowed inside. I they ail, they can attempt the other check at DC 15. On

 

a second ailure, they must abandon their plan and flee, which causes them to lose either the gold or the magic items they acquired (their choice) and results in the same consequences as a ailed heist.

archliches leading Vecna’s armies. They then raised her as an undead abomination and inflicted upon her a madness, causing her to believe that she was the ghost o Chauntea. Her lair is a maze o briars.

  I you wish, however, however, you can instead have have them move through the various steps again in reverse order.

A9󰁡. B󰁲󰁩󰁡󰁲 M󰁡󰁺󰁥

 F  Failed ailed Heist. I the heist ails, the characters must run or their lives. Each character gains two levels o exhaustion and loses hal their hit points. They finally lose their pursuers in the woods outside Mirabar. I another heist is attempted later, the heavily increased security imposes disadvantage on all associated group checks.

   Further Developments. Developments. See the Heist Developments table below or additional events that might occur under certain conditions. Heist Developments

Event Cats! If the characters successfully masqueraded as cat sellers and brought one or more new cats, Mayor Maroo greets them warmly and rewards them with a small chest containing 󰀱󰀰󰀰 gp per cat. Furthermore, the characters characters have

The walls o the maze are 10 eet tall and are too flimsy to be scaled effectively. A 5-oot square o briars has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with the thorns or the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage rom the briars’ bladelike thorns.   The ground o the maze is blighted. It is semipermeable to water, seeming to grudgingly absorb it over time. However, the dirt soaks up even the slightest drop o blood with parched desperation. Anytime a beast or humanoid takes 5 or more piercing or slashing damage, their spilled blood soaks into the soil. One round later, 1d4 twig blights sprout blights sprout in an adjacent square.   Two desiccated shamblers (see shamblers (see appendix B), live

advantage on any future ability checks made to interact with Mayor Maroo. Dark Contribution. If the characters successfully masqueraded as loyalists bringing one or o r more axes, Mayor Maroo follows them out and rewards them with a pouch containing 󰀵󰀰 gp per axe. Tunnelers. If the characters tunneled into the Hall, they stumble upon the larder and can each find 󰀲d󰀴 rations and a waterskin. Through the Looking Glass.  If the characters climbed onto the roof, they find a spyglass.

A󰀹. C󰁨󰁡󰁵󰁮󰁴󰁥󰁡’󰁳 G󰁲󰁡󰁶󰁥󰁹󰁡󰁲󰁤 This was once a walled garden, sacred to Chauntea, the goddess o agriculture. Years ago, it grew enough to eed the than entirety o o Mirabar. the wallsproduce are nothing more piles rubble Now, and the once-lush garden is a barren, briar-strewn field devoid o any signs o animal lie. This area reers to a small portion o the larger field reerred to by the locals as Chauntea’s Chauntea’s Graveyard.   According to local legends, Chauntea rose rom her garden to deend Mirabar rom Vecnan invaders. In response, Vecna joined the battle. The fight between Chauntea and Vecna raged day and night but in the end, Vecna prevailed. It is said that Chauntea’s deranged ghost now haunts these fields, poisoning the lands with her bitter tears.   These are alse. centerpiece garden was legends a huge apple tree The that grew apples o asthe large as pigs. The archdryad Colbornia, the high priestess o Chauntea’s garden, lived within this tree. When Mirabar was conquered, Colbornia was slain by the

Colbornia is now an eerie shadow of her former self

 

 within the maze. Their Their location is marked marked by an S on the map. Because o their Root Sense ability, they immediately notice the arrival o any characters and move to intercept them. One shambler moves to attack the characters directly, while the other moves into an adjoining corridor with hopes o using its Transplant ability on whichever character is taking up the rear.   The two locations marked with an X on the map have large, brittle-looking hives nested within the briars. Disturbing the hives agitates an undead swarm o malevolent bee-like creatures. Use the statistics or

insect swarm ( swarm ( wasps)  wasps) with the ollowing changes:

J They are undead rather than beast. J They have damage immunity to poison. J They have condition immunity to exhaustion and poison.   These rare bee-like creatures do not produce a bee’s typical honey. Instead, they produce a resin-like substance similar to amber that is prized by jewelers or its hardness and rarity. Inside each hive is a large chunk o this amber-like substance worth 100 gp.

 

A9󰁢. C󰁨󰁡󰁵 C󰁨󰁡󰁵󰁮󰁴󰁥󰁡’ 󰁮󰁴󰁥󰁡’󰁳󰁳 G󰁲󰁡󰁶󰁥 This large clearing is ree o briars, but still strewn  with tangles tangles o clutching clutching weeds. weeds. It is dominated by a large, blighted tree with sagging, leafless branches. Behind the tree is a covered well.   During the first round ater the characters enter, enter, a gust o wind blows through theand clearing, stirring up tiny whirlwinds o dead leaves dust. One round later, Colbornia Colbornia (see  (see appendix B) emerges rom her tree. Read or paraphrase the ollowing: The branches of the corrupted tree move with malicious intent as if spurred by some dark, unfathomable will. This movement is followed by a terrible creaking sound like a muffled moan, as a large, bleeding hole rends the trunk of the rotted tree. A dryad-like creature steps through the hole, her beauty rivaled only by her wretchedness. Surrounded by swirling dead leaves, eyes blazing in necrotic fury, she is a terrible sight to behold. Her raspy voice is equally terrible as she demands, “Who dares disturb the eternal rest of Chauntea, she who was slain by the might of Vecna? Leave me now to my slumber or feel my wrath!”

 

  Have the characters roll initiative. Colbornia is ob viously mad mad and difficult difficult to reason reason with. She rambles rambles repeatedly about her death at the hands o Vecna, growing increasingly angry every round. Unless this anger is mitigated, she attacks three rounds ater leaving her tree.   A character can appeal to her delusions with a successul DC 18 Intelligence (Religion) check. I successul, Colbornia calms down and grants the characters sae passage into her clearing. However, on any given round there is a 20 percent chance that her madness returns, and she immediately attacks the “treacherous” characters.

A󰀱󰀰. M󰁩󰁮󰁩󰁳󰁴󰁲󰁹 󰁯󰁦 S󰁥󰁣󰁲󰁥󰁴󰁳 The Ministry o Secrets is a plain, granite mansion filled with a garish display o riches. The lobby is paneled with exotic wood imported all the way rom distant Chult. Priceless silk tapestries rom Calimshan, illustrating Vecna’s many victories, hang upon the walls. Scenes urther gloriying the great god  V  Vecna ecna are painted along along the vaulted vaulted ceiling. ceiling. Couches Couches and divans plush enough to accommodate royalty are oten occupied by plain, dust-covered city olk anxious to trade the secrets o their day-to-day lives or some bread and the hope, however unlikely, o a more lavish reward.

 Any character character who makes makes a successul successul DC 18 Intel V  Vecna ecna’’s orces are quartered quartered within within similar nearby ligence (Nature) check discerns that Colbornia is not mansions. In total, there are three hundred official a slain god, but rather an undead dryad. I conronted clergy members. The church o Vecna is extremely  with this truth, Colbornia Colbornia spends a round in catatonic catatonic lawul and has a well-defined hierarchy. A congregaretreat beore sobbing in realization. She quietly begs tion is reerred to as an Organ o Vecna. Each Organ or the characters to put her out o her misery. The is led by a Thought o Vecna. The Thought is typicalcharacters then have three rounds beore her madly a powerul lich who has proven their devotion to ness returns and she attacks them. Once her mad V  Vecna. ecna. Serving Serving directly directly underneath underneath the Thought Thought are ness returns, Colbornia rejects any urther mention the Memories o Vecna, lesser priests who enorce o her not being Chauntea as utter lies. the worship o Vecna while handling most o the city’s daily governance. The Teeth o Vecna are specialist   Beside the tree is a small, overgrown altar bearing  wizards, eared or their magi magical cal bite. Although their the symbol o Chauntea. Next to the altar is a burlap raw power requently rivals, and sometimes exceeds, sack that is actually a bag of beans. beans. The tree has AC that o the Memories, they are oten lower in the hier15, 250 hit points, and immunity to bludgeoning, archy. Below the Memories and Teeth are the Fingers piercing, and psychic damage. I reduced to 0 hit o Vecna. The Fingers are thieves and rogues, responpoints, it is destroyed. Destroying the tree brings sible or gathering secrets. Last in the hierarchy are peace to Colbornia’s haunted soul, effectively deeatthe Blood o Vecna, zealous thugs who are willing to ing her. lay down their lives when needed.   I Colbornia dies, she withers away into a pile o dead leaves. I her tree is also destroyed, a tiny stalk bearing an acorn grows rom Colbornia’s remains.  Any character character who makes makes a successul successul DC 10 Wisdom (Nature) check discerns that the acorn appears

Mirabar’s Thought o Vecna is a lich lich named  named The Sakabarus. The Sakabarus takes little interest in the affairs o Mirabar and is usually immersed in arcane experiments involving AAOs. He delegates his au-

pure and unblemished by the surrounding corruption. I the characters plant the acorn in undefiled earth, a new tree begins to grow. The tree reaches maturity ater a month’s time, and Colbornia's progeny, the dryad dryad Myamolle,  Myamolle, now dwells within it.

thority to Memories o Vecna as well as to a squad o enslaved yugoloths comprising an arcanaloth arcanaloth,, our mezzoloths,, and a hydroloth mezzoloths hydroloth (see  (see appendix B).

The covered well has a lowered bucket connected by chains to a series o gears. These are the gears desired by the Clockwork King. The gears are activated by a lever. The entire contraption is rusted rom  years o disuse but is nonetheless nonetheless still unctional. unctional. Characters may use an action to pull the lever which then raises the bucket. Raising the bucket takes two rounds. The gears can be successully dismantled  with two actions, although although doing doing so renders renders the lever lever inoperable. The well’s bucket is a thermal bucket  (see  (see appendix D); it can easily be removed rom its chains by using an action.

 Any character character who attempts attempts to trade a secret o genuine value will be rewarded with gold and gemstones up to 500 gp in value. However, they will also draw the attention o the Fingers o Vecna, who will attempt to spy on the characters or the remainder o the adventure.

 

CHAPTER 2 

I󰁮 S󰁥󰁡󰁲󰁣󰁨 󰁯󰁦 󰁴󰁨󰁥 D󰁷󰁡󰁲󰁶󰁥󰁳 I󰁮 󰁴󰁨󰁩󰁳 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁧󰁡󰁩󰁮 󰁥󰁮󰁴󰁲󰁡󰁮󰁣󰁥 󰁴󰁯 󰁴󰁨󰁥 G󰁲󰁥󰁡󰁴󰁥󰁲 M󰁩󰁮󰁥󰁳 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲 󰁩󰁮 󰁨󰁯󰁰󰁥󰁳 󰁯󰁦 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲󰁩󰁮󰁧 󰁴󰁨󰁥 󰁬󰁯󰁳󰁴 󰁤󰁷󰁡󰁲󰁶󰁥󰁮 󰁣󰁯󰁵󰁲󰁩󰁥󰁲. I󰁮󰁳󰁴󰁥󰁡󰁤, 󰁴󰁨󰁥󰁹 󰁦󰁩󰁮󰁤 󰁡 󰁶󰁡󰁳󰁴 󰁳󰁵󰁢󰁴󰁥󰁲󰁲󰁡󰁮󰁥󰁡󰁮 󰁨󰁩󰁧󰁨󰁷󰁡󰁹 󰁩󰁮󰁦󰁥󰁳󰁴󰁥󰁤 󰁢󰁹 󰁨󰁯󰁲󰁤󰁥󰁳 󰁯󰁦 󰁴󰁨󰁥 󰁷󰁡󰁬󰁫󰁩󰁮󰁧 󰁤󰁥󰁡󰁤. W󰁯󰁲󰁳󰁥 󰁳󰁴󰁩󰁬󰁬, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁡󰁲󰁥 󰁳󰁴󰁡󰁬󰁫󰁥󰁤 󰁢󰁹 D󰁥󰁭’󰁧󰁨󰁯󰁴’󰁮󰁥󰁣, 󰁡󰁮 󰁡󰁮󰁣󰁩󰁥󰁮󰁴, 󰁩󰁭󰁰󰁲󰁩󰁳󰁯󰁮󰁥󰁤 󰁤󰁥󰁶󰁩󰁬 󰁯󰁮 󰁴󰁨󰁥 󰁣󰁵󰁳󰁰 󰁯󰁦 󰁢󰁲󰁥󰁡󰁫󰁩󰁮󰁧 󰁦󰁲󰁥󰁥 󰁦󰁲󰁯󰁭 󰁩󰁴󰁳 󰁢󰁯󰁮󰁤󰁳. A󰁦󰁴󰁥󰁲 󰁶󰁡󰁮󰁱󰁵󰁩󰁳󰁨󰁩󰁮󰁧 󰁴󰁨󰁥 󰁤󰁥󰁶󰁩󰁬, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁦󰁩󰁮󰁤 󰁴󰁨󰁥 󰁭󰁩󰁳󰁳󰁩󰁮󰁧 󰁣󰁯󰁵󰁲󰁩󰁥󰁲 󰁡󰁮󰁤 󰁲󰁥󰁴󰁲󰁩󰁥󰁶󰁥 󰁴󰁨󰁥 󰁭󰁡󰁧󰁩󰁣󰁡󰁬 󰁳󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥. F󰁩󰁮󰁤󰁩󰁮󰁧 󰁴󰁵󰁮󰁮󰁥󰁬 󰁴󰁯 󰁴󰁨󰁥 󰁳󰁵󰁲󰁦󰁡󰁣󰁥 󰁷󰁯󰁲󰁬󰁤, 󰁴󰁨󰁥󰁹 󰁣󰁡󰁮 󰁬󰁥󰁡󰁶󰁥 󰁡󰁮󰁤 󰁤󰁥󰁬󰁩󰁶󰁥󰁲󰁡󰁴󰁨󰁥 󰁧󰁥󰁭 󰁢󰁡󰁣󰁫 󰁴󰁯 R󰁡󰁣󰁩󰁮󰁥.

󰁨󰁥 󰁥󰁮󰁴󰁲󰁡󰁮󰁣󰁥 󰁴󰁯 󰁴󰁨󰁥 G󰁲󰁥󰁡󰁴󰁥󰁲 M󰁩󰁮󰁥󰁳 󰁯󰁦 Mirabar is roughly fity miles north west o Mirabar. Mirabar. Depending Depending upon the characters’ speed o travel, it takes two to three days to reach the mines’ entrance. The journey winds through a desolate stretch o abandoned lesser mines and empty quarries, beore reaching the imposing 15-oot tall doors o the greater mines. At the DM’s discretion the  journey might might go uneventully uneventully or can include include any any o the ollowing encounters:

J  The Tooth that Bites. While traveling along the road, the characters are accosted by Hamun Kost, a Tooth of Vecna (appendix Vecna (appendix B). The sallow-skinned mage, who is accompanied by two thugs and thugs  and a hal-el zombie zombie,, interrogates the characters about their presence here. Hamun’s suspicions can be allayed with a successul DC 13 Charisma (Deception) check; otherwise, he attacks the characters. The wizard carries a leather bag containing 40 gp, one pearl (worth 100 gp), a potion o healing, and a scroll o darkness. The zombie wears a torn tabard bearing the insignia o a gauntlet clasping a sword and carries the  yellowed  yellow ed deed to an apple apple orchard in the distant distant town o Phandalin.

J  Cold “War.”  A  A snowstorm strikes suddenly. While making their way through the storm, any character with a passive Perception o 13 or higher notices small tracks leading off the road. The tracks can be ollowed by making a successul DC 13 Wisdom (Survival) check. I ollowed, the characters find a trio o small 6-inch-tall creatures that resemble animated dolls with spindly limbs and  wild hair hair. These elemental elemental creatures, known as chwingas (see chwingas  (see appendix B), are in the midst o a playul snowball fight. I the characters play with them, then aterwards the chwingas bestow the characters with a charm o animal conjuring (see

“Supernatural Gits” in the Dungeon the Dungeon Master’ Master’ss Guide). Guide ). Otherwise, the skittish creatures scatter into the storm, quickly disappearing rom sight.

J  Unholy Unearthing. While exploring exploring a quarry, quarry, the characters come across our cultists cultists and  and a cult fanatic excavating fanatic excavating the bones o an ancient red dragon. The cultists each wear an ornate holy symbol o five colored, conjoined circles (worth 25 gp). Any character who makes a successul DC 13 Intelligence (Religion) check notes that this is one o the many commonly used symbols or Tiamat.

J   Prospective Prospective Prospecting. Prospecting. While exploring one o the lesser mines, the characters discover a set o mining tools. A character using these tools or 8 hours can attempt a DC 15 Intelligence (Investigation) check. I successul, they unearth a cluster o gemstones worth a total o 250 gp.

J   A A Web Web of Possibilities. The road cuts through a spider-haunted quarry that is filled with curtains o dirty webs. Dozens o giant spiders live spiders live within. The quarry can be circumvented easily but takes six hours to do so. Saely traversing the quarry requires a successul DC 13 Wisdom (Survival) or Dexterity (Stealth) group check. I the characters ail, then they are bitten by the giant spiders and chased rom the webs; they are afflicted by the poisoned condition or the next 48 hours. I the characters succeed, then, while saely bypassing the spiders, they discover the desiccated remains o a ellow traveler. Searching the remains uncovers a set o alchemist’s tools as well as a stoppered vial that contains three dried spiders that radiate transmutation magic. I a creature consumes one o these spiders, then that creature gains the benefit o the spider climb spell climb spell but must also make a successul DC 13 Constitution saving throw or be affected by the poisoned condition or one hour.

J   Furry Furry Feline Feline Friend. Friend. The characters come across a hungry kamadan kitten (use the statistics or a cat cat)) that got lost ater escaping rom the Hall o Sparkling Stones. The kitten has orange ur with black spots and six strange bulges along its back. I the characters eed it, then the kitten ollows them to the best o its abilities. I the characters still have the kitten ater 100 days, it matures into a kamadan juvenile (use the statistics o a panther panther), ), a leopard-like creature with

 

six tiny serpents sprouting rom its back. It grows into a true kamadan kamadan (appendix  (appendix B) one year later.   Upon reaching the Greater Mines, the characters note that the massive doors are coated in everbright and shine as brightly as the day they were orged. They bear the insignia o Mirabar: a double-bladed axe with a pointed hat and a flaring, flat base. Casting detect magic on magic on the doors reveals an aura o abjuration magic emanating rom them. The doors’ sturdy construction and expertly crated locks dey any attempts to orce them open. However, magic such as the knock  the knock  spell,  spell, or the clockwork key   smoothly opens the locks. ONCE THE DOORS HAVE BEEN SUCCESSFULLY  OPENED, ALLOW  THE CHARACTERS TO ADVAN ANCE CE  TO 4TH LEVEL.

  Beyond the doors is a broad corridor, corridor, 15 eet wide and 15 eet high, leading north into the darkness. The corridor is made o perectly fitted stone exca vated rom nearby Mirabarra Mirabarran n quarries. quarries. It extends extends our miles north beore intersecting with the Great Underground Highway. Many smaller abandoned mines branch off rom this initial corridor. Dwarvish guide runes are etched into the stone walls. These runes can be read by anyone who speaks Dwarvish, and serve as directions to the Great Underground Highway.   Thirty minutes ater their opening, the entrance doors slam shut with an echoing thud. This effect is due to a deensive enchantment placed years ago during the Vecnan invasion. The clockwork key   does not work i used rom the interior o the mines, although it still reopens the doors i used rom the exterior. As beore, the doors again close thirty minutes ater their opening.

The Great Undergrund Highway  The Great Underground Highway is vast and spacious, at least by dwarven standards, being 30 eet high and 30 eet wide. Although ancient, its cratsmanship equals or exceeds any present-day architectural eats. It extends roughly 300 miles to the east, beore eventually reaching Mithral Hall. Dwarvish runes are carved into the walls, marking the miles.   Upon reaching the Highway Highway,, the characters are greeted by a horrific sight. Zombies, in various stages o decay, wander this road by the thousands. They move in lethargic silence, broken only by the aint shuffling o their dead eet. The zombies are primarily dwarven in origin, although other subterranean races such as drow elves, kuo-toa, and svirneblin are also represented. A small number o these zombies have a second hideous head growing, like a dead tumor, rom the side o their neck. Every 100 eet, a ghostly skull floats in the middle o the highway. These grimacing apparitions cast a spectral blue radiance that dimly illuminates the highway.   These skulls are necrotic are necrotic beacons beacons,, creations o  V  Vecna ecna that can each each attract any undead undead creature creature having an Intelligence o 3 or less, within a hal-mile radius. Hundreds o such beacons together, however, can attract undead creatures rom leagues away. The beacons also have the ollowing properties:

J They are maniestations o pure magic. As such, they can only be destroyed by dispel magic or magic or similar effects. They are a 7th-level spell effect.

J They preserve the flesh o any undead creature  within 50 eet. putrey any ood or consumable liquid that J They remains within 100 eet o a skull or more than 6 hours. Any character who consumes such ood or drink must make a successul DC 10 Constitution saving throw or be poisoned or 24 hours. The DC o this save increases by 1 or each additional 2 hours the ood is exposed to the beacon.

J They sedate any undead creatures within 100 eet o them that have an Intelligence o 3 or lower. Such creatures do not attack, except in deense o themselves or another zombie within 10 eet o them. Loud noises or aggressive actions may also snap them out o their necrotic torpor, at the DM’s

Hordes of zombies occupy the Great Underground Highway

discretion.   These zombies were created by the demon lord, Demogorgon. Years ago, the demon lords o the  Abyss were were summoned summoned into the Underdar Underdark k (see Out of the Abyss or Abyss or additional details) by Gromph

 

Baenre, the archmage o Menzoberranzan. This event culminated in a brutal battle between Demogorgon and Orcus. Demogorgon prevailed, claiming the Prince o Demons’s wand as his prize. Because o this wand, many o the unortunate casualties o Demogorgon’s continued rampage through the Underdark have been reanimated as zombies. Due to the reality-warping presence o Demogorgon, some o these zombies have grown a second head.   Vecna is not one to overlook an opportunity opportu nity.. Once he became aware o the legions o zombies shambling through the Underdark, The Whispered One set up these beacons along the Great Underground High way.. One reason  way reason or this was to have have a secondary army on stand-by, should the need arise. The other reason was to clog the dwarven highways with undead, rendering them unusable.   In addition to this army o zombies, the Great Underground Highway is also the territory o a vile fiend known as Dem’ghot’nec, ghot’nec, He Who Wears the Flesh F lesh o the Dead. Dem’ghot’nec is an ancient devil that terrorized the Delzoun dwarves thousands o years ago. His reign o terror was long-lived and led to much suffering, but the dwarves managed eventually to destroy his corporeal orm and imprison his inernal essence in a magical gemstone that was entombed deep within the earth.   Although the tomb was protected by wards, these  wards weakene weakened d over the the centuries. centuries. Because o this weakening, a zombie umber hulk burrowed through the tomb on its way to a necrotic beacon. Dem’ghot’nec was then able to possess the umber hulk. While possessing the umber hulk, Dem’ghot’nec tunneled his way into the Great Underground High way,, where he  way he ound a wealth o additional, additional, rotting hosts.   Although able to move as a spirit, Dem’ Dem’ghot’nec must corrupt the wards o his tomb beore regaining his corporeal orm and ull power. The wards are empowered by symbols o Dumathoin, the dwarven god o buried secrets, engraved into the floor o the fiend’s tomb. Spilling the blood o the living upon these symbols urther weakens the wards. As such, Dem’ghot’nec has spent the last year using his zombie puppets to corral living creatures into his tomb,  where he then slays slays them.   The characters draw the attention o Dem’ Dem’ghot’nec soon ater they enter the highway. The devil’s goal is to use the zombies to drive the characters toward his tomb. Dem’ghot’nec needs or the characters to reach the tomb alive; however, he wants them to be as weak as possible when they get there.   Dem’ghot’nec ghot’nec is a disembodied presence that flies through the air. He is invisible, although any zombie

that he possesses gives off a aint red glow that can be discerned by a character making a successul DC 10 Wisdom (Perception) check. As a disembodied presence, he cannot inflict or receive damage. Every 24 hours, Dem’ghot’nec can possess any number o zombies whose total hit points do not exceed 2,200 hit points. While possessing a zombie, he is in ull control o its actions.

T󰁨󰁥 L󰁯󰁮󰁧 M󰁡󰁲󰁣󰁨 It is seventy-five to Dem’ Decoupled m’ghot’nec’ ghot’nec ’s tomb. tom Occasional pilesmiles o rubble, with the b. thousands o zombies through which the characters must successully navigate, reduces a normal travel pace to ten miles or an eight-hour day. However, characters will likely travel or the entirety o each day (see below). In this case, the characters can travel twenty-five miles per day, meaning that they will reach Dem’ghot’nec Dem’ghot’nec’’s tomb to mb in three days. d ays.   Dem’ghot’nec ghot’nec plans to drive drive the characters to his tomb while simultaneously pushing them to their breaking point. Beore beginning this painul slog through darkness and despair, review the rules or exhaustion (see appendix A in the Playe the Player's r's  Handbook ). ).   This encounter should be a ghastly experience that threatens the characters’ sanity as much as it threatens their lives. Periodically, the characters will be called upon to make a saving throw to resist some madness-inducing effect. I they ail the saving throw then they gain one level o madness. A character afflicted with one level o madness receives a shortterm madness ( Dungeon  Dungeon Master’ Master’ss Guide, Guide, chapter 8). The second time they gain a level o madness, they become afflicted with long-term madness. The third time they gain a level o madness, they become afflicted with an indefinite madness. The ourth time they gain a level o madness, the cycle starts over again and they become afflicted with short-term madness. In addition to those specified in the adventure, consider requiring additional saving throws as circumstances dictate.   Along this march, Dem’ghot’nec ghot’nec will do everything in his power to prevent characters rom receiving the benefit o a long rest, sending waves o zombies ater them every 30 minutes should they attempt to rest. Finally, always keep in mind that Dem’ghot’nec’s ultimate goal is or all o the characters to successully reach his tomb. Because o this, he may intentionally lessen the challenge o some o the ollowing encounters:

D󰁡󰁹 O󰁮󰁥

Shortly ater the characters enter the highway, Dem’ghot’nec ghot’nec possesses possess es fity fi ty zombies zombies rom  rom the Mirabarran mines and unnels them into the highway,

   

Zombie hook horrors roam in one of the tunnels

attempting to push the characters east, toward Mithral Hall. These zombies pursue the characters throughout the day at a slow but implacable pace. Halway through the first day, the characters come across a cave-in. A makeshit tunnel has been excavated through the rubble, but the tunnel is only 15 eet wide and is packed with docile zombies. The tunnel extends a ull mile in length, gradually tapering to 5 eet o width beore widening again to 15 eet. At the end o the the cave-in tunnel, and the characters have successully escaped the highway resumes as normal.   The zombies within the tunnel remain docile so long as the characters take suitable precautions. However, pushing their way through throngs o rotted corpses, while massive stones creak and groan precariously above them, should be a harrowing, claustrophobic experience. As such, each character must succeed on a DC 13 Wisdom saving throw or suffer one level o madness.   At the end o the first day, day, each character must succeed on a DC 13 Constitution saving throw or suffer one level exhaustion. Adjust the difficulty (or necessity) oo this check, depending upon to what extent the characters were able to access ood, water, and rest.

D󰁡󰁹 T󰁷󰁯  A third o the way way through the the second day, day, the charcharacters encounter another cave-in. This time, a 10-oot  wide tunnel tunnel has been burrowed burrowed through through the wall wall o the highway, circumventing the rubble. This exca vated tunnel, tunnel, which which winds winds through a quarter mile o earth beore returning to the highway, is remarkably clear o any o the usual zombies. However, two zombie hook horrors, horrors, one o which has two heads, make their homes here. Dem’ghot’nec possesses these hook horrors as soon as the characters enter the tunnel. The hook horrors then ominously drag their hooks along the wall o the tunnel as they shufle toward the characters. Use the statistics or hook horrors with the ollowing changes:

J The zombie hook horrors are undead. J They have immunity to poison damage and the poisoned condition.

J They have the Undead Fortitude trait. I damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC o 5 + the damage taken, unless the damage is radiant or rom a critical hit. On a success, the zombie drops to 1 hit point instead.   Halway through the day, day, the characters come across a shallow river that cuts across the highway. Because the river’s water is constantly moving, the putreaction caused by the necrotic the necrotic beacon beacon has  has no effect and it is sae to drink. On the ar side o the river are our piercers piercers,, hanging above a cluster o stalagmites.   Toward the end o the second day, day, the characters characters come across a stretch o the highway enguled in persistent magical darkness. This darkness unctions as per the darkness darkness spell,  spell, however, it cannot be dispelled by any magic short o a wish wish.. The darkness stretches or hal a mile. The ever-present zombies still shamble through this stretch o the highway, making it likely that characters will blindly bump into the zombies unless they significantly slow their movement. Throughout the darkness, the characters hear a horrific sound that is a cross between incoherent gibbering and the chittering o a thousand spiders. The sound seems to come rom the darkness itsel.  While traveling traveling through this this darkness, darkness, the characters characters must succeed on a DC 13 Wisdom saving throw or suffer one level o madness.   At the end o the second day, day, each character must succeed on a DC 15 Constitution saving throw or suffer one level o exhaustion. Adjust the difficulty (or necessity) o this check, depending upon to what extent the characters were able to access ood, water, and rest.

   

D󰁡󰁹 T󰁨󰁲󰁥󰁥 This last stretch o highway is suffused with faerzwith  faerz ress.. Faerzress  ress  Faerzress is  is an unusual magical energy that pervades much o the Underdark; it eatured prominently in Out of the Abyss. Abyss. Due to the influence o the demon lords that have been released into the Underdark, faerzress derdark,  faerzress now  now acts as a catalyst, spreading the demon lords’ madness. Demon-tainted faerzress Demon-tainted faerzress   has the ollowing properties:

J  Areas suffused suffused with faerzress with faerzress are  are always filled

  with dim light. light.

J  A creature creature in an area area suffused with faerzress with faerzress has  has advantage on saving throws against any divination spell.

J  Any creature creature attempting attempting to teleport teleport into, within, or out o a faerzress a faerzress-suffused -suffused area must succeed on a DC 15 Constitution saving throw. On a ailed save, the creature takes 1d10 orce damage and the teleportation attempt ails.

J  When a spell spell is cast cast in a faerzress a faerzress-suffused -suffused area, the caster rolls a d20. On a roll o 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table ( Playe ( Player’s r’s  Handbook , chapter 3).

J  Any character character who spends spends more than eight hours hours in a faerzress a faerzress-suffused -suffused area must succeed on a DC 13 Wisdom saving throw or suffer one level o madness.   Six hours into this day, day, the characters come to a large chasm that cuts across the highway. The chasm is 30 eet across and 100 eet deep. A broken rope bridge hangs loosely rom the western side o the chasm. The walls o the chasm are honeycombed  with hundreds hundreds o small small caves. caves.  stone Twenty-our zombie harpies harpies and a two-headed giant zombie lair zombie  lair quietly and within these caves.  When the first character character either either crosses, or has climbed halway down, the ravine, Dem’ghot’nec Dem’ghot’nec possesses our o the harpies and attacks the most vulnerable character. He possesses additional harpies and the giant only as needed to chase the characters rom the ravine and back onto the highway. Use the statistics or harpies and stone giants with the ollowing changes:

rom a critical hit. On a success, the zombie drops to 1 hit point instead.

J The zombie harpies no longer have their Luring Song action. Eight hours into the day, the demon-tainted faerzress demon-tainted faerzress   begins to wear on the characters’ minds. Each character must succeed on a DC 13 Wisdom saving throw or suffer one level o madness. On top o this, each character must succeed on a DC 17 Constitution saving throw(or or necessity) suffer one o level exhaustion. Adjust the difficulty thisocheck, depending upon to what extent the characters were able to access ood, water, and rest.   Near the end o the day, day, the characters come across a burrowed tunnel that branches off rom the high way.. A character  way character who who makes makes a successul successul DC 10  Wisdom Perception) Perception) check, check, or has a passive passive PercepPerception o 10 or higher, notices the circulation o cold, resh air rom the tunnel. The tunnel winds upwards 100 eet beore a zombie umber hulk , possessed by Dem’ghot’nec, ghot’nec, burrows up rom below, below, flanking the characters. Use the statistics or umber hulks with the ollowing changes:

J The zombie umber hulk is undead. J It has immunity to poison damage and the poisoned condition.

J It has the Undead Fortitude trait. I damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with with a DC o 5 + the damage taken, unless the damage is radiant or rom a critical hit. On a success, the zombie drops to 1 hit point instead.

J It no longer has the Conusing Gaze trait.   Ater another 100 eet the tunnel opens into the tomb o Dem’ghot’nec.

J The zombie harpies and stone giant zombie are undead.

J They have immunity to poison damage and the poisoned condition.

J They have the Undead Fortitude trait. I damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC o 5 + the damage taken, unless the damage is radiant or

Dem'ghot'nec posseses a  zombie umber hulk hulk

 

Tmb f Dem ght nec The tunnel opens into a large tomb. Dozens o statues o dwarven warriors line the walls o the room. The floor is engraved with concentric circles o Dwarvish script. Within these circles is the symbol o Dumathoin, a mountain silhouette atop a gemstone. This gemstone sparkles with an inernal red radiance. A dozen corpses are sprawled about the room in various and stages oadecay. are armor, little more than skeletons one, dwarSome in spiked almost looks as i he might still be alive. A second, roughhewn tunnel, on the ar wall, exits the tomb.   The Devil Emerges. One round ater the characters enter the tomb, the gemstone flashes a bright crimson and Dem’ghot’nec maniests. Use the statistics o a bearded devil with devil with the ollowing changes:

J Dem’ghot’nec has an Armor Class o 18 (plate). J Dem’ghot’nec does not have the Multiattack and Beard actions, and has the Hellish Maul attack in place o its Glaive attack.

Hellish Maul. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀰 (󰀲d󰀶 + 󰀳) bludgeoning damage plus 󰀳 (󰀱d󰀶) fire damage.

J Dem’ghot’nec’ ghot’nec’s challenge rating is 4 (1,100 (1, 100 XP). XP) .   Although Dem Dem’’ghot’nec ranked highly amidst hell’s hell’s hierarchy, this is the best orm he can take, given the  wards that that still imprison imprison him within within the gemstone. In his corporeal orm he laughs, “Worry not, fleshlings. Soon your suffering shall come to an end, and with  your blood shall come come my reedom!” reedom!” At At these words words Dem’ghot’nec attacks.

Dem'ghot'nec in his devilish form

amidst horrific screams o pain. Similarly, i the bearded devil is slain, then the gemstone shatters, returning Dem’ghot’nec ghot’nec to the Hells.   What Remains. Most o the bodies are the corpses o poorly equipped barbarians who were driven into the tomb rom above. However, one o the bodies belongs to Brigadier General Bawling Stibber (CN male dwar battlerager battlerager,, see appendix B), o the amed Gutbuster Brigade. Although vanquished a tenday ago by Dem’ghot’nec, Bawling still clings to

  DMs should give some thought to fine-tuning this encounter. As written, it assumes that the characters have not had an opportunity to engage in a long rest lie with dwarven tenacity be DC revived since entering the mines. As such, they are likely  with eithfierce either er magical magica l healing or a and successul succcan essul 10 10 struggling with diminished resources and exhaustion.  Wisdom (Medicine) (Medicine) check. Upon revival, revival, Bawlin Bawling g I the characters were able to complete a long rest, curses loudly, thanks the characters, and then asks i particularly right beore this encounter, then consider they have any proper ale to help fix him up the rest o having Dem’ghot’nec Dem’ghot’nec maniest as a barbed devil. devil. the way. I the characters are in poor condition, then Bawling volunteers to return to the Highway to orage   At the start o each o Dem’ Dem’ghot’nec’ ghot’nec’s turns, the or ood. Six hours later, he returns with a dripping magical gemstone flashes brightly, briefly filling the net ull o waterorbs. These waterorbs are a bulbous, characters’ minds with visions o hellish flames and edible ungus that can be squeezed like a sponge to inernal torture. Each character must succeed at a  yield drinkable drinkable water. water. DC 10 Wisdom saving throw or suffer one level o madness. This radiance can be negated with a dark  Bawling currently carries the ruby  shroudstone  shroudstone of  ness spell,  ness  spell, or even something more mundane such as the Ancients (see Ancients (see appendix D). He is the sole survivor covering the gemstone with a cloak. The gemstone o a larger group that was tasked with delivering the has AC 18 and 50 hit points. shroudstone to Racine. Bawling knows little about the gemstone, only that it has traded hands many The Devil’s Due. Destroying the gemstone sends times on its way to him and that his superiors believe Dem’ghot’nec’ ghot’nec’s inernal ine rnal essence ess ence back to the t he Nine it holds the key to deeating Vecna. Hells, orcing the bearded devil to burst into flames

 

  Bawling can provide the characters with details regarding the ate o the dwarves (See “Dwarfolds o the North” in appendix A as well as the inormation on demon lords contained in the Great Underground Highway section). Bawling was part o the dwarven army that was let behind by Bruenor Battlehammer. Now, years later, this army numbers less than a hundred. Bawling encourages the characters to return to Mirabar to deliver the stone to Racine. Bawling  wishes to return to the the Underdark Underdark so that he can

reveals the inormation on Dem’ghot’nec contained in the Great Underground Highway section. The room’s statues symbolize dwarven heroes who played a critical role, thousands o years ago, in stopping the fiend. A character who makes a successul DC 15 Intelligence (Investigation) check determines that one o the statues is an upright sarcophagus. It is locked but may be picked by a character making a successul DC 15 Dexterity check using thieves’ tools. Alternatively, it can be orced open with a successul DC 20

reunite with the Gutbuster Brigade, although he can be talked into joining the characters with a successul DC 18 Charisma (Persuasion) check.

Strength check. Within the sarcophagus is a belt of dwarvenkind  and  and a mithral scepter worth 250 gp. Bawling has grown deeply pragmatic over the years and does not object to the plundering o these treasures.

  Treasure. The Dwarvish runes tell the story o the Delzoun dwarves and how they imprisoned Dem’ghot’nec within this tomb. Reading the runes

 

CHAPTER 3 

R󰁥󰁴󰁵󰁲󰁮 󰁴󰁯 M󰁩󰁲󰁡󰁢󰁡󰁲

T󰁨󰁥 T󰁲󰁡󰁰 T󰁲󰁡󰁰 R󰁥󰁶󰁥󰁡󰁬󰁥󰁤 R 󰁥󰁶󰁥󰁡󰁬󰁥󰁤

T󰁨󰁩󰁳 󰁳󰁨󰁯󰁲󰁴 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁣󰁯󰁮󰁣󰁬󰁵󰁤󰁥󰁳 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳’ 󰁴󰁩󰁭󰁥 󰁩󰁮 M󰁩󰁲󰁡󰁢󰁡󰁲, 󰁷󰁲󰁡󰁰󰁰󰁩󰁮󰁧 󰁵󰁰 󰁴󰁨󰁥 󰁡󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥’󰁳 󰁡󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥’󰁳 󰁦󰁩󰁲󰁳󰁴 󰁳󰁴󰁯󰁲󰁹 󰁡󰁲󰁣. U󰁰󰁯󰁮 󰁲󰁥󰁴󰁵󰁲󰁮󰁩󰁮󰁧 󰁦󰁲󰁯󰁭 󰁴󰁨󰁥 󰁭󰁩󰁮󰁥󰁳, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲 󰁴󰁨󰁡󰁴 R󰁡󰁣󰁩󰁮󰁥 󰁡󰁮󰁤 Immediately ater the characters either drink the 󰁨󰁥󰁲 󰁲󰁥󰁳󰁩󰁳󰁴󰁡󰁮󰁣󰁥 󰁨󰁡󰁶󰁥 󰁢󰁥󰁥󰁮 󰁣󰁯󰁭󰁰󰁲󰁯󰁭󰁩󰁳󰁥󰁤. A󰁦󰁴󰁥󰁲 󰁢󰁡󰁴󰁴󰁬󰁩󰁮󰁧 󰁡 󰁤󰁯󰁰conront the doppelganger doppelganger,, they collectiv collectively ely 󰁰󰁥󰁬󰁧󰁡󰁮󰁧󰁥󰁲 󰁡󰁳󰁳󰁡󰁳󰁳󰁩󰁮, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁦󰁩󰁧󰁨󰁴 󰁴󰁨󰁥󰁩󰁲 󰁷󰁡󰁹 󰁯󰁵󰁴  wine or conront 󰁯󰁦 󰁴󰁨󰁥 󰁣󰁩󰁴󰁹. B󰁡󰁳󰁥󰁤 󰁯󰁮 󰁴󰁨󰁥󰁩󰁲 󰁦󰁩󰁮󰁡󰁬 󰁩󰁮󰁳󰁴󰁲󰁵󰁣󰁴󰁩󰁯󰁮󰁳 󰁦󰁲󰁯󰁭 R󰁡󰁣󰁩󰁮󰁥, hear the desperate voice o Racine screaming in their 󰁴󰁨󰁥󰁹 󰁭󰁵󰁳󰁴 󰁤󰁥󰁬󰁩󰁶󰁥󰁲 󰁴󰁨󰁥 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥 󰁴󰁯 󰁴󰁨󰁥 󰁲󰁡󰁩󰁮 󰁧󰁩󰁡󰁮󰁴, Z󰁥󰁰󰁨󰁹󰁲󰁵󰁳,

heads, GET is OUT! IT’S tunnel A TRAP! We’ve ered. There a secret under thebeen table.discovGo to the Amber Hulk, near the River Gate. Deliver the  gemstone to the rain giant, giant, Zephyrus, Zephyrus, in Triboar Triboar.. Go  now— her  now—  her voice is cut off with a telepathic scream o pain. TERRANOXYIA! I almost forgot! TERRANOXY IA!  Racine  Racine screams again and then goes silent.

󰁩󰁮 T󰁲󰁩󰁢󰁯󰁡󰁲.

󰁨󰁥 󰁤󰁷󰁡󰁲󰁶󰁥󰁮 󰁴󰁯󰁭󰁢’󰁳 󰁴󰁵󰁮󰁮󰁥 󰁬 󰁳󰁬󰁯󰁰󰁥󰁳 󰁴󰁯󰁭󰁢’󰁳 󰁥󰁸󰁩󰁴 󰁴󰁵󰁮󰁮󰁥󰁬 upwards or hal a mile beore emerging onto a snow-covered mountain. From their vantage point the characters can see Mirabar to the southeast.

Thedays, return trip takes to three uneventul during whichbetween ood andtwo water can be easily oraged. By the time the characters return to Mirabar, the events o the Great Underground Highway begin to eel like nothing more than a bad nightmare.

Back at the Gblet  When the characters characters return to the Goblet, they find no sign o Racine. Instead, a towering, 8-oot tall AAO called Ruby (LN emale human commoner commoner), ), tends the bar. Shortly ater the characters enter, Lapis invites them into his backroom. He talks directly  with the characters characters,, assuring them that Racine Racine is fine and just away on business. Lapis also assures the characters that it is sae to talk openly. He pours each character a cup o warm, spiced wine as he asks about their adventures. I Racine promised the characters any rewards, then Lapis delivers these rewards during their discussions. Any character who succeeds on a DC 15 Wisdom (Perception) check notices that the gemstone marking on Lapis’ wrist is oriented differently than beore.   In truth, Racine has been compromised. compromised . Racine managed to successully flee ater her tavern was raided, however Lapis was captured and executed. The Lapis that the characters now talk with is a doppelganger who doppelganger  who works or the Ministry o Secrets. The doppelganger attempts to poison the characters  with assassin assassin’’s blood (see Dungeon (see Dungeon Master’ Master’ss Guide, Guide, chapter 8) while waiting or Vecnan reinorcements to surround the tavern.

   Battle!  At  At this point, the doppelganger yells, “We’ll tear your secrets rom you, even in death!” and attacks the characters. The doppelganger directs its attacks toward any character who appears to be poisoned. It fights to the death, reverting to its natural orm once slain.  A Way Wfinds ay Out. character character who searches searc hes under table the Any unlocked trapdoor. Underneath is athe ladder and a long, cramped tunnel that ends in another ladder. This second ladder leads up to the loose cobblestone o a dust-covered road. Awaiting the characters in the streets above is a band o Vecnan cultists.

  Ten Bloo Bloods ds o Vecna (bandits bandits)) patrol the immediate street and do their best to kill or apprehend the characters. Two abandoned homes immediately north o the characters and two abandoned homes immediately to the south are ortified with barricaded doors that require a DC 15 Strength (Athletics) check to break open. They also have shuttered windows that provide three-quarters cover. A Memory o Vecna (cult (cult fanatic) ic) and a Finger o Vecna (spy  (spy ) are within each o the northern buildings. A Tooth of Vecna (see Vecna (see appendix B) and a Finger o Vecna (spy  ( spy ) are in the southwest building. The southeast building is unoccupied and unlocked, providing a potential reuge or the characters. Upon seeing the characters, the Fingers and Tooth immediately reinorce the Bloods with ranged attacks, while the Memories provide auxiliary support as needed.    Fight or Flight. Fleeing characters can escape down either end o the street or through an alleyway that cuts between the two northern buildings. Because o their entrenched position, the Memories, Fingers, and Tooth cannot pursue fleeing characters, although the Bloods o Vecna will chase them doggedly. Loud noises, such as a thunderwave thunderwave,, draw additional attention rom wol-mounted goblins goblins,, will-

 

o’-wisps, or additional Bloods o Vecna. Characters o’-wisps,  with travel travel rations. rations. Between Between the ba barrels rrels is a sack that  who are particularl particularlyy destructive destructive eventually eventually draw draw the the contains two potions two potions of greater greater healing healing,, a spell scroll of lesser restoration, restoration, and a map o the Sword Coast attention o the arcanaloth arcanaloth rom  rom area A10. I the characters played the ACADEMY OF ADVENTURE, consider (see handout C2 in appendix C). In the back o the having them intercepted, at some point, by the building, a small crack leads through the city’s wall and exits amidst a tangle o thorny vines. Demodragons, who are now agents o Vecna.

The Amber Hulk    Ater deeating or escaping the Vecnan Vecnan police and evading possible pursuit, the characters should eventually find their way to the Amber Hulk. Its warped, aded sign shows a smiling umber hulk holding a sack brimming with yellow gemstones. The shop’s doors and windows are barricaded but can be orced open with a successul DC 10 Strength (Athletics) check. A character who makes a successul DC 10  Wisdom (Perception) (Perception) check check notices notices a strange strange shape shape  within a nearby shrub; shrub; investigation investigation reveals reveals a crowcrowbar. Using the crowbar allows entry to the building  without requiring requiring Strength Strength checks. checks.   The Amber Hulk once sold mining supplies, but is now a barren, rat-inested building holding little more than two barrels. Investigating the barrels reveals that one is ull o resh water while the other is filled

  The Amber Hulk is guarded by an earth elemental,, bound here years ago by a powerul wizard allied tal  with the resistance. resistance. As soon as as the characters characters enter enter the building, the elemental aggressively rises through the floor. Its words sound like the grinding o stone as it inquires in Primordial, “WHAT IS THE SAFE PHRASE? WHAT IS THE SAFE PHRASE?” I the characters respond with “Terranoxyia,” then the elemental stands down and allows the characters to do as they will. I the characters do not respond appropriately, then the elemental fights to the death. For dramatic effect, consider having another Vecnan squad assault the building during this final moment. Once the elemental is properly dealt with, the characters can saely escape Mirabar through the crack. ADVAN ANCE CE  THE CHARACTERS TO 5TH LEVEL  AFTER BREAKING OUT OF MIRABAR.

The road rom Mirabar to Triboar now awaits.

 

CHAPTER 4 

F󰁲󰁯󰁭 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬 󰁴󰁯 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 G󰁩󰁶󰁥󰁮 󰁴󰁨󰁥 󰁭󰁡󰁰 󰁴󰁨󰁥󰁹 󰁦󰁯󰁵󰁮󰁤 󰁩󰁮 M󰁩󰁲󰁡󰁢󰁡󰁲, 󰁴󰁨󰁥 󰁭󰁯󰁳󰁴 󰁬󰁩󰁫󰁥󰁬󰁹 󰁰󰁡󰁴󰁨 󰁦󰁯󰁲 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁩󰁳 󰁳󰁯󰁵󰁴󰁨, 󰁡󰁬󰁯󰁮󰁧 󰁴󰁨󰁥 L󰁯󰁮󰁧 R󰁯󰁡󰁤. T󰁲󰁡󰁶󰁥󰁬󰁩󰁮󰁧 󰁴󰁨󰁩󰁳 󰁲󰁯󰁡󰁤, 󰁴󰁨󰁥󰁹 󰁷󰁩󰁬󰁬 󰁰󰁡󰁳󰁳 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 󰁡󰁮󰁤 L󰁯󰁮󰁧󰁳󰁡󰁤󰁤󰁬󰁥 󰁢󰁥󰁦󰁯󰁲󰁥 󰁥󰁶󰁥󰁮󰁴󰁵󰁡󰁬󰁬󰁹 󰁲󰁥󰁡󰁣󰁨󰁩󰁮󰁧 T󰁲󰁩󰁢󰁯󰁡󰁲. F󰁲󰁯󰁭 T󰁲󰁩󰁢󰁯󰁡󰁲, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁷󰁩󰁬󰁬 󰁭󰁯󰁳󰁴 󰁬󰁩󰁫󰁥󰁬󰁹 󰁨󰁥󰁡󰁤 󰁷󰁥󰁳󰁴, 󰁦󰁯󰁬󰁬󰁯󰁷󰁩󰁮󰁧 󰁴󰁨󰁥 T󰁲󰁩󰁢󰁯󰁡󰁲 T󰁲󰁡󰁩󰁬, 󰁢󰁥󰁦󰁯󰁲󰁥 󰁴󰁡󰁫󰁩󰁮󰁧 󰁴󰁨󰁥 H󰁩󰁧󰁨 R󰁯󰁡󰁤 󰁮󰁯󰁲󰁴󰁨 󰁴󰁯 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤. A󰁴 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤, 󰁴󰁨󰁥󰁹 󰁷󰁩󰁬󰁬 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲 󰁩󰁮󰁦󰁯󰁲󰁭󰁡󰁴󰁩󰁯󰁮 󰁴󰁨󰁡󰁴 󰁳󰁥󰁮󰁤󰁳 󰁴󰁨󰁥󰁭 󰁳󰁯󰁵󰁴󰁨, 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 󰁡󰁮󰁤 󰁵󰁬󰁴󰁩󰁭󰁡󰁴󰁥󰁬󰁹 󰁤󰁥󰁴󰁡󰁩󰁬󰁳5 󰁯󰁦 󰁥󰁡󰁣󰁨 󰁯󰁦L󰁥󰁩󰁬󰁯󰁮, 󰁴󰁨󰁥󰁳󰁥 󰁭󰁡󰁪󰁯󰁲 󰁬󰁯󰁣󰁡󰁴󰁩󰁯󰁮󰁳󰁴󰁯 󰁡󰁲󰁥T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤. 󰁰󰁲󰁯󰁶󰁩󰁤󰁥󰁤 󰁩󰁮T󰁨󰁥 󰁣󰁨󰁡󰁰󰁴󰁥󰁲󰁳 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 7.

󰁤󰁪󰁡󰁣󰁥󰁮󰁴 󰁬󰁯󰁣󰁡󰁴󰁩󰁯󰁮󰁳 󰁴󰁨󰁡󰁴 󰁴󰁨󰁥 characters might explore include Evernight, Luskan, the Neverwinter Wood, and Port Llast.

Evernight  According to the Neverwinter  According Neverwinter Campaign Campaign Setting, Setting, “Legend has it that every major eature o the mortal  world—every  world—e very mountain, mountain, every ocean, ocean, every every orest, every river, and every city—has a dark, twisted reflection in the Shadowell. There, shade is darker, edges are murkier, and everything that makes a place wholesome and natural is warped into a dark and twisted  version o itsel. itsel.”   The shrouded city o Evernight is the dismal reflection o Neverwinter, the so-called Jewel o the North. Some years ater Vecna’s conquest, the cities o Neverwinter and Evernight traded places. Now, the citizens o Neverwinter under the sunless skies o the Shadowell, andsleep the maddened necromancers and shambling dead o Evernight have been unleashed upon Faerûn.  Although an interesting interesting locale, locale, Evernight Evernight does not play a direct role within this adventure. As such, it is up to the DM as to why Evernight has swapped places with its planar doppelganger. Perhaps the maniestation o Evernight is a sign o the Sword Coast’s ongoing hopelessness and a harbinger o the Shadowell’s impending encroachment upon the Realms. Maybe the switch was orchestrated by Orcus to provide a beachhead on Faerûn. Or it might be that Vecna used his godly powers to drag Evernight rom the Shadowell, providing staging grounds or an eventual assault upon the Plane o Shadow. For a more detailed adaptation o Evernight and the Shadowell see Ulraunt’s Guide to the Planes: The Shadowfell .

uskan

Beore Vecna’s invasion, Luskan was described as “...a dirty dive with filthy streets, squat buildings, ramshackle creaky and crass pirates thinlydocks, disguised as old sea longships, traders.” Some things never change. The city is still ruled by five High Captains whose lawlessness has been quelled by Vecna. Those loyal to Jarlaxle Baenre have been driven rom the city. The Hosttower o the Arcane is currently run by ormer apprentices o Halaster Blackcloak—Arcturia, Muiral the Misshapen, and Trobriand, the Metal Mage—who are now loyal to Vecna. Permanent portals to Ravenlot exist within the Hosttower. The energy rom these portals is used to help manuacture artificial organisms. Occasionally, dark, terrible things escape through the portals. As such, the oggy streets o Luskan are now home to  vampires,, werewol  vampires  werewolves ves,, and other horrors.

Neverwinter Wod The orest east o Evernight seems to have a loathsome quality about it, or at least an air o uneasiness. The Neverwinter Wood holds countless ruins and more than a ew crumbling castles. For this reason, the archlich Acererak oten visits this brooding orest. In particular, he is slowly and careully exploring the ruins o Xinlenal, the Fallen City. He is also attempting to tap into the latent energy still contained within Szass Tam’s Dread Ring.  Although the characters characters might might be tempted tempted to cut through the Neverwinter Wood, such a shortcut  would likely likely prove atal. atal. The woods woods are occupied occupied by blights blights,, corrupted treants treants,, ghosts ghosts,, liches liches,, and  wraiths,, all o which are drawn to living flesh like  wraiths moths to flame. Any character who carries Colbornia’s acorn experiences intense unease when near the Neverwinter Wood. This unease intensifies should the character venture into the orest.

Prt last This small, coastal town has been abandoned or  years and and its harbor harbor is strewn strewn with long-plundered long-plundered shipwrecks. However, this location is still the only accessible port between Luskan and Evernight. On moonless nights, Jarlaxle Baenre and the Bregan D’aerthe oten sneak into Port Llast, smuggling

 

goods to and rom the mainland. For more details on the Bregan D’aerthe see Domed Frgtten Realms:  Sword Coast Gazetteer.

Travel Encunters This lengthy journey can be seeded with random encounters as desired. See the Dungeon the Dungeon Master’s Master’s Guide or Guide  or descriptions o random encounters as well as lists o monsters by environment. You can also populate the roads with ellow travelers (commoners commoners)) that can be used to deliver relevant background inormation about impending locales. Use the Encounter Locations table or a quick overview o the encounters presented here. Use them as needed to ensure the characters are 7th level upon reaching Thornhold Keep. Encounter Locations

Encounter

Location

Awakened Arcana Croak Cr oakin ingg Blu Blues es

In Longsaddle and on the road from there to Triboar Be Betw twee een n Mira Miraba barr aand nd Long Longsa sadd ddle le

Don’t Player Hate the Midnight Menace Scorn of the Swamps Through a Glass Darkly

Anywhere on the road Nighttime between Triboar, Helm’s Hold, and Leilon Between Leilon and Thornhold Anywhere where two or more roads meet

A󰁷󰁡󰁫󰁥󰁮󰁥󰁤 A󰁲󰁣󰁡󰁮󰁡 The road rom Longsaddle to Triboar is typically sae. Living spells such as living Bigby’s hand, hand, living blade of disaster, disaster, and living demiplane (see demiplane (see appendix B) sometimes prowl south o Longsaddle, but they generally stay within the boundaries o the city. This road also borders the hunting grounds o a tyrannosaurus zombie (see zombie (see appendix B) carelessly transplanted here by Acererak.

C󰁲󰁯󰁡󰁫󰁩󰁮󰁧 B󰁬󰁵󰁥󰁳 The road between Mirabar and Longsaddle is lightly traveled and also generally sae. However, the recent activity at Xantharl’s Keep has attracted the attention o a blue slaad. slaad. I any o the characters bear the  Blessing of Ssendam (see Ssendam (see chapter 5), then the slaad is riendly. Otherwise, it attacks the most vulnerable spellcaster, hoping to inect them with chaos phage. I successul, the slaad then attempts to flee.

D󰁯󰁮’󰁴 H󰁡󰁴󰁥 󰁴󰁨󰁥 P󰁬󰁡󰁹󰁥󰁲

only survivor, used to mock him or his pacifist ways, nicknaming him “Fight.”   Though not worth much in combat, he’s he’s looking or riends and loves to play cards. He is a master at Three Dragon Ante but he preers to play his own game “Arcana the Conclave.” When he wins a game, he shouts “Infinite c-c-combo!” or “HA! I WIN!”

M󰁩󰁤󰁮󰁩󰁧󰁨󰁴 M󰁥󰁮󰁡󰁣󰁥 The road rom Triboar to Helm’s Hold skirts the edges o the Neverwinter Wood. It is quiet during the day, but at night the dark creatures o the orest venture orth in search o sustenance. Possible nighttime encounters include ghosts ghosts,, shadows shadows,, and wraiths and wraiths..

S󰁣󰁯󰁲󰁮 󰁯󰁦 󰁴󰁨󰁥 S󰁷󰁡󰁭󰁰󰁳 The road rom Leilon to Thornhold ollows the edge o the Mere o Dead Men. Encounters might include shambling mounds or mounds or a raiding party rom the Scaly Death lizardman tribe. Such a raiding party consists o ten lizardfolk  led  led by a lizard queen mounted queen mounted upon a catoblepas catoblepas (see  (see appendix B).

T󰁨󰁲󰁯󰁵󰁧󰁨 󰁡 G󰁬󰁡󰁳󰁳 D󰁡󰁲󰁫󰁬󰁹  A destitute man in tattered tattered robes stands seemingly seemingly  waiting or the characters characters.. He wears wears a mi mirror rror shard on a leather necklace around his neck. I prompted, the man introduces himsel as Alter Odim, a simple merchant o mirrors. His voice is sot and smooth, and his demeanor is inviting and warm. Underneath his robes, he has multiple handheld mirrors, either with wooden handles (worth 5 gp), steel handles (worth 10 gp), alabaster handles (worth 15 gp), gilded handles (worth 20 gp), or ivory handles (worth 50 gp).   The first character who buys a mirror with a wooden, steel,an alabaster, or gilded Alter, or receives enchanted mirror.handle It has rom one charge every 5 gp it is worth. I a character attunes to the mirror, they can speak its command word as an action to cast the mirror the mirror image image spell  spell on itsel without expending a spell slot. Once the last charge is used, the mirror loses its magic and becomes a mundane mirror.   The first character who buys a mirror with an ivory handle rom Alter, receives a looking a looking glass glass (see appendix D).   Alter Odim Odim is in truth a mysterious mysterious entity entity rom the Far Realm, unbound by the regular rules o reality.

He reuses to disclose any inormation o worth and repels queries with “I don’t know anything, I’m just merchant.” I attacked, he simply The characters might stumble upon Oliviér Fight (LE a humble mirror merchant. male goblin goblin), ), an unarmed, blue-haired goblin dressed evaporates into a dark mist and disappears. Other wise, he disappears once the characters characters leave. leave. in regular clothing. His clan, o which he is now the

 

 

CHAPTER 5  X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰

X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 󰁩󰁳 󰁡󰁮 󰁯󰁰󰁴󰁩󰁯󰁮󰁡󰁬 󰁳󰁴󰁯󰁰󰁰󰁩󰁮󰁧 󰁰󰁯󰁩󰁮󰁴 󰁡󰁬󰁯󰁮󰁧 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳’ 󰁪󰁯󰁵󰁲󰁮󰁥󰁹 󰁴󰁯 T󰁲󰁩󰁢󰁯󰁡󰁲. W󰁨󰁩󰁬󰁥 󰁴󰁨󰁥󰁲󰁥, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁡󰁲󰁥 󰁲󰁥󰁣󰁲󰁵󰁩󰁴󰁥󰁤 󰁢󰁹 󰁴󰁨󰁥 Z󰁨󰁥󰁮󰁴󰁡󰁲󰁩󰁭 󰁴󰁯 󰁩󰁮󰁶󰁥󰁳󰁴󰁩󰁧󰁡󰁴󰁥 󰁡 󰁳󰁬󰁡󰁡󰁤-󰁩󰁮󰁦󰁥󰁳󰁴󰁥󰁤 󰁭󰁡󰁮󰁯󰁲 󰁨󰁯󰁵󰁳󰁥. T󰁨󰁥 󰁩󰁮󰁨󰁡󰁢󰁩󰁴󰁡󰁮󰁴󰁳 󰁯󰁦 󰁴󰁨󰁥 󰁭󰁡󰁮󰁯󰁲 󰁨󰁡󰁶󰁥 󰁢󰁥󰁥󰁮 󰁡󰁦󰁦󰁬󰁩󰁣󰁴󰁥󰁤 󰁷󰁩󰁴󰁨 󰁶󰁡󰁲󰁩󰁯󰁵󰁳 󰁭󰁡󰁤󰁮󰁥󰁳󰁳󰁥󰁳 󰁢󰁹 󰁡 󰁶󰁩󰁳󰁩󰁴󰁩󰁮󰁧 󰁧󰁲󰁥󰁥󰁮 󰁳󰁬󰁡󰁡󰁤. A󰁦󰁴󰁥󰁲 󰁩󰁮󰁴󰁥󰁲󰁡󰁣󰁴󰁩󰁮󰁧 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥󰁳󰁥 󰁩󰁮󰁨󰁡󰁢󰁩󰁴󰁡󰁮󰁴󰁳, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁪󰁯󰁵󰁲󰁮󰁥󰁹 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 󰁴󰁨󰁥󰁩󰁲 󰁯󰁷󰁮 󰁰󰁳󰁹󰁣󰁨󰁥󰁳 󰁢󰁥󰁦󰁯󰁲󰁥 󰁦󰁩󰁮󰁡󰁬󰁬󰁹 󰁤󰁯󰁩󰁮󰁧 󰁢󰁡󰁴󰁴󰁬󰁥 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥 󰁬󰁯󰁲󰁤 󰁯󰁦 󰁴󰁨󰁥 󰁭󰁡󰁮󰁯󰁲, W󰁯󰁲󰁶󰁩󰁬 “󰁴󰁨󰁥 W󰁥󰁥󰁶󰁩󰁬” F󰁯󰁲󰁫󰁢󰁥󰁡󰁲󰁤.

󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 󰁩󰁳 󰁡 󰁦󰁯󰁲󰁴󰁩󰁦󰁩󰁥󰁤  village that stands stands along the western side o the Long Road. Heavy crossbows are mounted along its protective walls. Within these walls are dozens o steep-rooed buildings. The village and keep are occupied by a Zhentarim garrison led by Worvil “the Weevil” Forkbeard (NE male dwar bandit captain). captain). The Zhent orces pro vide military military protection to nearby Mirabar. Mirabar. They also charge a hety “protection tax” to any merchants passing through the keep. These taxes are delivered monthly to Zhentil Keep. The Weevil, however, has spent the last ew years skimming off the top and keeping some o the taxes or himsel.

C󰁵󰁲󰁲󰁥󰁮󰁴 E󰁶󰁥󰁮󰁴󰁳 In the years since the demons inested the Underdark, earthquakes have become commonplace throughout the Realms. Occasionally, these earthquakes open rits into the Underdark, rom which seeps demon-tainted demon-tainted faerzress  faerzress.. Three months ago, one o these earthquakes struck Xantharl’s Keep, opening a large rit in the basement o the main keep. Since then, faerzress then, faerzress has  has been leaking steadily throughout the entire manor.   The W Weevil eevil was delighted by this turn o events, particularly since faerzress since faerzress intereres  intereres with scrying and teleportation. Emboldened by this added layer o secrecy, the Weevil began to withhold even more taxes rom his Zhentarim superiors.

M󰁡󰁤󰁮󰁥󰁳󰁳 󰁡󰁮󰁤 L󰁯󰁳󰁳 󰁯󰁦 A󰁧󰁥󰁮󰁣󰁹

This chapter deals with madness, altered reality reality,, and loss of agency. Before running this chapter, you should discuss these topics with your players. In the event that the topics are inappropriate for your table you can still run the keep as a monster’s lair or skip the keep without affecting the adventure’ss overall plot. adventure’ Finally,, it should be noted that these “madnesses” are Finally included to provide opportunities for unusual social encounters. You You and your players can engage with these encounters in whatever manner is most appropriate for your table. Our recommendation is to portray them as temporarily magnified idiosyncrasies. They are in no way meant to simplify or trivialize the complex issues surrounding mental health.

  More recently recently,, a squad rom Zhentil Keep was was dispatched to investigate the increasingly strange communication that has been arriving rom Xantharl’s Keep. This squad, led by the Iron Viper (LE male human gladiator gladiator with  with expertise in the Insight skill [+7]), arrived here a day beore the characters. The squad consists o three veterans three veterans and  and thirty thugs thugs.. They were dismayed when they witnessed the chaos that has descended upon the village and are currently camped outside the keep, earul that the garrison’s communal madness might prove contagious.

A󰁲󰁲󰁩󰁶󰁩󰁮󰁧 󰁡󰁴 󰁴󰁨󰁥 K󰁥󰁥󰁰 Upon arriving at Xantharl’s Keep, the characters are intercepted by soldiers loyal to the Iron Viper. Ater a brie interrogation, the characters are escorted to a decrepit tower, in which the Viper paces restlessly. He sizes them up, asking a ew questions about their capabilities beore making the ollowing proposal: “Xantharl’ss Keep has fallen prey to a collective mad“Xantharl’ ness may may the not place be contagious. send that for oil andorburn down, butWe thatcould seems like a terrible waste of an otherwise perfectly good infrastructure. To To avoid collateral damage, we would prefer to find a way to cure the madness. We think that we have tracked its source to the keep’s commander, commander, Worvil Forkbeard, Forkbeard, also known as the Weevil. If you are willing to go into i nto the keep and successfully determine and eradicate the source of this madness, then I am prepared to pay each of you 250 gold. You You are authorized to do whatever you deem necessary, although be aware that anything found in the manor is the lawful property of Zhentil Keep and shall remain that way.” way.”

The madness rom the tainted faerzress tainted faerzress developed  developed slowly, almost imperceptibly, aggravating pre-existing quirks among the Weevil and his servants. This slow spread was unexpectedly accelerated two tendays ago by the arrival o a green slaad loyal slaad loyal to Ssendam,

  The village itsel is largely quiet. The villagers

the slaad Lord o Insanity. The slaad’s chaotic energy interacted with the faerzress the faerzress,, plunging the manor into chaos overnight. The slaad now presides over this house o madness, pretending to be a traveling priest who goes by the name o Gorna.

suffer rom exaggerated quirks tinged with paranoia. Because o this paranoia, they tend to remain in their homes and avoid the characters. As such, a short, uneventul journey through the village takes the party into the keep’s manor.

   

Grna s Insanitarium Area B

The lord’s manor is filled with faerzress with faerzress.. The properties o this unusual radiation are described in chapter 2. Warped by the chaotic energy o the slaad, the ever-present radiance maniests in strange ways. These include:

  Gorna is a polymorphe polymorphed d green slaad, slaad, protected by two o the Weevil’s personal guards ( veterans).  veterans). He is riendly, although occasionally incoherent. Gorna encourages the characters to explore the manor, hoping that they, too, will all victim to the madness, warning that the only rule o his insanitarium is that there is to be no violence o any kind. I asked about himsel, or his god Ssendam, Gorna replies:

J Faint, disembodied shrieks and cackles.

“Servants of Ssendam seek to share their lord’s lord’s bless-

J Sparkling purple clouds that drit about, boiling,

ings,intentionally liberating allsubject from the stale straitjackets of sanity sani ty.. We ourselves to every neurosis, psychosis, obsession, depression, mania, phobia, philia, addiction, and insanity possible. This insanity concentrates in our minds, dense and toxic, until digested by the psyche. Seeds of madness are created during this laborious, birthing process of the soul.” Gorna flashes what looks to be a sparkling red gemstone before continuing, “Using wild magics inexplicable to prudes such as yourselves, we embed these seeds inside the souls of our petitioners and then, POW! Power and freedom like you’ve never imagined!”

seething, cackling, and chortling.

J Passing streams o violet energy that wave to the characters with riendly candor.

J Columns o light, fluffy radiance that swoop down and surround the characters.

J  A snicker snickering ing luminescenc luminescence e that that whispers whispers crazy, crazy, implausible rumors that stretch the mind and strain the imagination.  Mad Writings. Writings. The interior o the manor is covered in layers o graffiti. Most is gibberish, illegible, or has a level o proundity beyond the characters’ comprehension. Rare, intelligible snippets include: J  ALL HAIL GORNA THE THE MAD!

J Not much time let, so. wake. Up. NOW  J Look over your shoulder beore you start! J DOOM. DOOM TAKES US ALL.   The Occupants. Most o the manor’s occupants suffer rom some type o madness that have been psychically implanted into their minds by Gorna (see area B1), where they now incubate like an egg. Most o these NPCs can have their madness resolved in a manner detailed in their description. Their  or insanity can also be  spell. cured Either by a lesser a  lesser restoresto ration  ration or a calm emotions emotions spell. way, once they have overcome their affliction, their incubating madness is expunged rom their brain in the orm o a hollow green gemstone worth 100 gp.

W󰁡󰁩󰁴󰁩󰁮󰁧 R󰁯󰁯󰁭 B󰀱. W󰁡󰁩󰁴󰁩󰁮󰁧  When the characters characters enter the the manor, manor, read or paraphrase the ollowing: You walk into the manor’s entry room. The air ai r sparkles with pulsing, purple radiance. The walls are covered in layer upon layer of graffiti. A priest in gray robes stands on the far side of o f the room, flanked by two armed guards. The priest wears a bronze mask bearing the leering face of a demon. The priest greets g reets you, as you enter, “Welcome “Welcome to my lovely insanitarium. i nsanitarium. I am Gorna, high priest of Ssendam, god g od of liberation. Why don’t you tell me your names and a little bit about whatever sanity ails you?”

  The sparkling gemstone is a red slaad egg. Gorna reuses to show it again, telling the characters that they are not yet ready or such a deep and spiritual communion. Once they finish their pilgrimage o insanity, he promises, he will git them with Ssendam’s blessing. The first step o such a pilgrimage, according to Gorna, is to visit the true lord o the manor,  Weevil,  W eevil, who is in the keep’ keep’s basemen basement. t.  A successul successul DC 20 Intellig Intelligence ence (Religion (Religion)) check reveals that Ssendam is the slaad Lord o Insanity. I conronted with this inormation, Gorna indignantly replies, “Well, that is certainly one side o the story.”  A statue o a portly portly,, middle-aged middle-aged human human leans against the room’s northern wall, obscured by Gorna and his guards. It appears to have been dragged indoors rom elsewhere in the village. The statue’s plaque has been removed and in its place the name “SSENDAM” has been scrawled in green paint.

B󰀲. S󰁥󰁲󰁰󰁥󰁮󰁴'󰁳 A󰁶󰁩󰁡󰁲󰁹 Here are two long rows o shelves, holding dozens o mesh cages, and a chest o drawers. Ten o these cages hold flying snakes, snakes, used by the Zhentarim to deliver messages. The remaining mesh cages hold mice, rats, and hamsters. One o the cages is empty and seemingly broken. A successul DC 12 Intelligence (Investigation) check reveals that the cage was broken rom the inside. The drawers hold a quill, some paper, and a jar o rare ink (worth 100 gp). The paper is cut into small strips, most osuch which blank,up, but a ew are covered in gibberish as,are “Skittle SKAT!” and “Did gyre and gimble in the wabe?”   The hallwa hallwayy to the north has a staircase that leads to area B8 on the second floor.

 

B󰀳. B󰁡󰁲󰁲󰁡󰁣󰁫󰁳 This is a plain, sparsely urnished room with just a couch, a table, and a ootlocker. A naked human runs through the room roaring, “FRawwr! Crrrckle! Burn! Burn! I’m a terrible fire come to consume! You can’t stop me! Swords can’t stop fire! Magic can’t contain fire! You’ve got nothing to stop me!”   The naked man is a manor guard (CN human  veteran).  veteran ). His clothes and weapons are in the ootlocker, along with a set o gambling dice and a book o jokes. His name was once Bazim, but he now insists that he is a nameless fire. Bazim ollows the characters around the manor, taunting and harassing them. I splashed with water, Bazim exclaims, “Oh, no!  Water  W ater beats fire! I’m I’m beaten! I’m sputtering!” He spits over and over as he sputters, beore retreating to a corner o the room to sulk. As he does so, a small green gemstone alls to the ground.

B󰀴. D󰁩󰁮󰁩󰁮󰁧 R󰁯󰁯󰁭 This is a large dining room with an antique table and crystal chandelier. A man in servant’s clothing sits at the table, reading a book. The man is O’kuel (NE

male human commoner commoner), ), and he is one o the Wee vil’ss live-in  vil’ live-in servants. I O’kuel O’kuel notices the the characters characters entering the room, then he looks up briefly and says, “Olleh,” beore returning to his reading. O’kuel is reading a dry history book entitled We Few . A close inspection reveals that the book is upside down, as i he is reading the words backward.  Ater years years o swindling swindling and and deceit, deceit, O’kuel O’kuel has come to regret his lietime o lies. He now speaks backward, in an attempt to undo these “bad words.” O’kuel pretends not to understand any words that are spoken to him, unless they are spoken backward, responding with, “Tahw egaugnal era uoy gnikaeps?” He points to his book, exclaiming, “Repap! Repap!” I any characters bring him paper, along with something to write with, he can communicate by writing backward. Either by mouth or by quill, O’kuel tells the ollowing story, “Evi dias stol o dab sgniht taht evah thguorb em dab amrak. Gnikaeps sdrawkcab si eht  ylno yaw yaw ot ekat ekat kcab eseht sdrow sdrow dna meeder ym amrak. Ro gnihsaw ym htuom tuo htiw paos. Tub I evah on paos!”

 

  I the characters give O’kuel some soap, he then asks or “Retaw,” beore thoroughly rinsing his mouth out. He spits the soapy water onto the floor and exclaims, “Thanks! Much better!” beore returning to his book. At this point, a green gemstone clatters to the ground beside him. M󰁡󰁫󰁩󰁮󰁧 S󰁥󰁮󰁳󰁥 󰁯󰁦 O󲀙󰁫󰁵󰁥󰁬

by a successul DC 25 Dexterity check made using thieves’ tools. It can also be orced open with a successul DC 25 Strength check. I the word “Ssendam” is spoken within 5 eet o the door, it suppresses the lock or 1 minute. I the characters give any three gemstones to Lum, then he shouts aloud, “Take that, Ssendam!” beore pulling his corncob lever. The door to the north opens with a aint click.

Mad Speech

Translation

B󰀶. S󰁴󰁯󰁲󰁡󰁧󰁥 R󰁯󰁯󰁭

Olleh Tahw egaugnal era uoy gnikaeps? Repap! Evi dias stol fo dab sgniht taht evah thguorb em dab amrak. Gnikaeps sdrawkcab si eht ylno yaw ot ekat kcab eseht sdrow dna meeder ym amrak. Ro gnihsaw ym htuom tuo htiw paos. Tub I evah on paos! Retaw

Hello What language are you speaking?

This chamber is used or the storage o ood and drink. Crates o potatoes, sacks o flour, and casks o ale are just a sampling o what is held in this  well-stocked  wellstocked pantry. pantry. Any character character who spends spends time searching through the goods discovers a small chest stocked with two potions two potions of healing healing and  and two spell scrolls of create food and water .

Paper! I’ve said lots of bad things that have brought me bad karma. Speaking backward is the only way to take back these words and redeem my karma. Or washing my mouth out with soap. But I have no soap! Water

The faerzress is The faerzress  is noticeably thicker in this room, seeming to bubble up rom the staircase that leads down into darkness (see area B12).

B󰀷. S󰁥󰁲󰁶󰁡󰁮󰁴 ’󰁳 Q󰁵󰁡󰁲󰁴󰁥󰁲󰁳 B󰀷. S󰁥󰁲󰁶󰁡󰁮󰁴’󰁳

Two beds, a ew chests, and an armoire are the only urnishings o this room. An elderly man in sweeping black robes stands near a pile o cleaning supplies. B󰀵. This K󰁩󰁴󰁣󰁨󰁥󰁮 kitchen is in disarray, as i recently ransacked. He is directing a spectral, floating hand encased in  A middle-aged middle-aged man man cautiously cautiously peeks orth rom what what a rubber glove. The hand looks to be picking up tiny appears to be a makeshit ort o pots, pans, and particless o dust rom one o the beds and depositing particle other kitchen utensils. I he notices the characters, he them into an unused chamber pot. The elderly man pleads, “You’re no-t-t-ttt ca-cr-aaazy are you?” is Cledge (LN male human mage mage), ), an advisor to Lord   The man is Lum (NG male human commoner commoner), ),  Weevil.  W eevil. Cledge is recovering recovering rom a bad cold and now one o the Weevil’s household servants. I the charblames his sickness on the manor’s dirt and dust. acters indicate that they are crazy, then Lum squeals Unable to bear touching the dirt with his own hands, and hides in his ort. I the characters indicate that he has spent days using mage using mage hand  hand  to   to meticulously they are not crazy, then read or paraphrase the olclean the manor one particle o dirt at a time. He has lowing: not slept or days. He would like to sleep on the bed that he is currently cleaning, but (in his mind) it gath 

  I ask asked ed how he built the machine, Lum responds that he has always been smart, but didn’t remember exactly how smart until recently. He reuses to allow the characters to enter his ort, rantically  warning them that they they might might accidentally accidentally trigger trigger its

ers dust aster than he can remove it.   I Cledge notices the characters enter the room, then he looks at them with horror, demanding that they stay back so that their impurity does not undo his three days o deep cleaning. A successul DC 10  Wisdom (Perception) (Perception) check check reveals reveals that that Cledge is sleep-deprived. A successul DC 15 Dexterity (Sleight o Hand) or DC 15 Charisma (Deception) check convinces Cledge that the bed is clean enough or him to sleep in. He can also be convinced through the successul use o illusion magic or orced to sleep  with magic magic such as as the sleep sleep spell.  spell. As soon as he alls asleep, one way or another, a small green gemstone

sel-destruct system. The door to the north is behind Lum’s ort. It is sealed with an arcane an arcane lock  lock . The lock can be picked

materializes near his head.   The cleaning supplies consist o brooms, mops, buckets o water, and a dozen blocks o soap.

The manthat wipes histhe brow in one. relief.This “Thank goodness! thought I was only whole house is I turned upside down! I think that I’ve managed to build a machine that will make everyone sane again.” The man gestures to his teetering fort of spice racks and cutlery. cutlery. “It just needs three of those crazy gems to power it. Then we pull this lever right here,” he gestures to a corncob wedged into a cheese grater, “and WHAM! World saved, no questions asked!”

 

B󰀸. S󰁥󰁣󰁯󰁮󰁤 F󰁬󰁯󰁯󰁲 H󰁡󰁬󰁬󰁷󰁡󰁹

B󰀹. G󰁵󰁥󰁳󰁴 R󰁯󰁯󰁭

This large hallway leads to the guest room (area B9) and study (area B10). Its walls are lined with watercolor paintings o orests. There is also a large, liesized portrait o an impossibly proportioned dwar  wearing  wearin g regal clothing clothing and and a king’ king’s crown. The portrait is labeled, “Worvil Forkbeard, Lord o Xantharl’s Keep.” A small table in the hallway is occasionally utilized by the manor’s guardsmen but is currently

This finely appointed bedroom is decorated in various shades o blue. Sitting on one o the beds is a glum-looking minstrel, hal-heartedly plucking at the strings o her lyre. Next to her, a paranoid songbird eyes the room with avian suspicion. The minstrel’s name is Orchestra (CG emale hal-el bard bard,, see appendix B). I she notices the characters, then she looks up and says, “Oh, hey there ,”  ,” beore returning

unused. empty crates lining theOther hall, than thereaisew little to see here.and barrels

to her moping.   Orchestra is in a deep unk, burdened by the hopelessness o the world around her. Her songbird, Birdie, is experiencing a bout o paranoia. Birdie reuses to sing, because he knows THEY are listening and reuses to eat because he knows THEY have poisoned his ood. Birdie’s reusal to eat or sing is just deepening Orchestra’s sadness.

  The door door to the study is secured secured by an an arcane  arcane lock  lock   spell. The lock can be picked by a successul DC 25 Dexterity check made using thieves’ tools. Alternatively, the door can also be orced open with a successul DC 25 Strength check. The phrase “Worvil Forkbeard” spoken within 5 eet o the door suppresses the lock or 1 minute. Finally, the door can be unlocked by the key carried by the Weevil (see area B17).

  A successul DC 15 Wisdom (Animal Handling) check convinces Birdie to eat his ood and sing. This check is made with advantage i supplemented with

 

speak with animals or animals or similar magic. Seeing Birdie eat and sing brightens Orchestra’s mood, dispelling her miserable mood. Alternatively, Orchestra can be cheered up with a successul DC 15 Charisma (Perormance) check. This check is made with advantage i characters use the book o jokes rom area B3. Either way, once Orchestra’s mood is brightened, a small green gemstone maniests itsel upon the bed next to her. her.

At the foot of the staircase is a quivering threshold, extending indefinitely in all directions, sharply delineating your own madness from what lies before you. You know wi with th obsessive, unrelenting certainty that beyond this threshold lie fates worse than death. To move beyond it risks drowning in a tidal pool of your own madness.

  Any character who steps through the threshold finds themselves in area B13. DMs are encouraged to

S󰁴󰁵󰁤󰁹decorated study smells heavily o pipe B󰀱󰀰. This lavishly

engage in theater o the mind or areas B12 through B18. As such, no maps are provided.

 weed. The The Weevil Weevil uses uses it to entertain entertain visiting visiting guests or, in the absence o such visitors, his avorite guardsmen. The desk is covered with maps o the surrounding area as well as scores o tiny black ledgers. The walls are decorated with stuffed animal heads. Behind the room’s desk, mounted prominently, is a longbow o exquisite cratsmanship.

 When the characters characters step through through the threshold, threshold, they are entering an area o psychic energy that is more thought than reality. Consequently, the laws o nature work differently. As an action, a character can make an Intelligence check to mentally move an object that they can see within 30 eet o them. The DC depends on the object’s size: DC 5 or Tiny, DC 10 or Small, DC 15 or Medium, DC 20 or Large, and DC 25 or Huge or larger. On a successul check, the character character moves the object up to 5 eet plus 1 oot or every point by which they surpassed the DC.

The ledgers atop the desk keep track o incoming and outgoing taxes. A character who makes a successul DC 15 Intelligence (Investigation) check while examining the ledgers can determine that the Weevil has manipulating the his accounting in his books and been withholding coin rom Zhentarim superiors. Most o the maps are uninteresting but one has the entirety o the Sword Coast circled in red ink and labeled, “MINE!!”   The desk’ desk’ss drawers contain a sack o pipe weed and a beautiul collection o hand-carved pipes, worth 50 gp in total. They also contain a crystal decanter o Delzoun brandy worth 250 gp. The mounted longbow, Xantharl’ longbow, Xantharl’ss bow  (see  (see appendix D), once belonged to the ranger who ounded the keep.

B󰀱󰀱. M󰁡󰁳󰁴󰁥󰁲 B󰁥󰁤󰁲󰁯󰁯󰁭 This spacious master bedroom looks as i it has been unused or a ew days, judging by the stale pastries and decanter o cold kaeth near the unkempt bed.  A writing table holds holds black ledgers, ledgers, similar to those rom the study, as well as a piece o paper where the  words “WEEVIL “WEEVIL = GOD!!!” GOD!!!” are are scrawled scrawled over over and over again. A closet in the north o the room holds a suit o chainmail armor, a shortbow with 20 arrows, and two +1 hand axes. axes.

B󰀱󰀲. S󰁴󰁡󰁩󰁲󰁣󰁡󰁳󰁥 󰁴󰁯 M󰁡󰁤󰁮󰁥󰁳󰁳 The staircase leads down into deepening darkness. I the characters ollow it, they descend or what eels like minutes, wayare growing darker andthe darker until10 it seems as the i they walking through cosmos. F mos.  Faerzress aerzress twinkles  twinkles around them like deranged constellations. Ater an eternity, the staircase ends. Read or paraphrase the ollowing:

  Ac character haracter can also use an action to make an Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules or distance apply, and the DC is based on the object’s size: DC 10 or Tiny, DC 15 or Small, DC 20 or Medium, and DC 25 or Large or larger. On a success, the character changes the object into another nonliving orm o the same size, such as turning a boulder into a ball o fire. Any transormed object returns to its original orm when removed rom the manor.

B󰀱󰀳. N󰁡󰁲󰁣󰁯󰁬󰁥󰁰󰁳󰁹  Y  Yawn awn periodically periodically as you read read or paraphrase paraphrase the ollowing: You find yourself in an infinite field of poppies. The grass looks so comfortable and you find it rather hard to keep your eyes open. The flowers are bright red, like the color of a silk pillowcase. At the end of the field, you see a glowing portal. You You do not give it too much attention because it would take far too much energy to get there.

  The portal is exactly 100 eet away away rom the charcharacters’ starting point. The field o flowers counts as difficult terrain or any characters who try to move through it. The flowers sway hypnotically, as i dancing to some unelt breeze, and they yawn and stretch periodically. Have the characters roll initiative and play out each combat round until either they have all allen asleep or one o them reaches the glowing portal. Each round, on initiative count 20, the characters

 

are targeted by a sleep sleep spell  spell that affects up to 9d8 hit points worth o creatures. I a character alls asleep, then they are instantly transported to area B13A. I a character reaches the portal and touches it, then all characters, including any characters in area B13A, are transported to area B14.

B13󰁡. D󰁥󰁡󰁤󰁬󰁹 D󰁲󰁥󰁡󰁭󰁳 Read or paraphrase the ollowing to any character  who alls alls asleep in area B13: The wind against your face gradually eases you awake. You are falling! You are falling through a stone shaft that is 30 feet in diameter. You You are near the wall of the shaft, but it is polished smooth and provides no handholds with which to slow your plummet. A thousand feet beneath you is a stone ledge that you are about to crash into! To make matters worse, a fiendish gargoyle is swooping after you!

  Continue using the initiative count established in area B13. A new gargoyle gargoyle swoops  swoops down rom the darkness every time a new character is transported into this dream realm. Despite alling, characters can still fight and cast spells.   The characters are alling 500 eet per round. They can avoid the ledge beneath them by pushing off a nearby wall, however a new ledge will then appear 1,000 eet beneath their new position. This process continues indefinitely. I a character crashes into a ledge, then they are jolted awake, finding themselves in area B14. Alternatively, i all gargoyles are slain, then the characters suddenly crash into the floor o the shat, jolting themselves awake in area B14.

B󰀱󰀴. P󰁡󰁲󰁡󰁮󰁯󰁩󰁡  Wait until all  Wait all characters characters have have arrived arrived beore beore ranticalrantically reading or paraphrasing the ollowing: You find yourself in a densely-furnished library. library. What’s that!? Who’s Who’s that!? The subtle play of air currents around you are the unmistakable movements of an approaching invisible stalker! You You then notice the discoloration from a nearby table! It’s not real furniture! It’s a mimic! Even your shadows are beginning to look awfully suspicious. . . You You realize with terror that you’ve been led into a trap! Betrayed, by someone close to you! You better get them before they get you. . .

  Pass a note to a random player saying that they have just realized that another, randomly selected character,, is a doppelganger character doppelganger.. Then have the characters roll initiative. I a character searches or an invisible stalker, stalker, then they find one. The invisible stalker promptly attacks that character. I a character searches or

a mimic mimic,, then they find one. The mimic promptly attacks that character. I a character investigates their shadow  too  too closely, then it too, attacks.   Starting on the second round, on initiative count 20, have every character make a DC 15 Wisdom saving throw. Do not tell them why they are rolling. I a character makes their saving throw, then pass them a note revealing that any hostile creatures they see are just illusions conjured up by their own inflamed paranoia. This character can no longer see, or interact with, any o the creatures in the room. The character can, however, try to convince another character that the creatures are not real, giving that character advantage on their next Wisdom saving throw. Once all the characters have made their saving throws, a great, soothing darkness settles over them. Proceed to area B15.

B󰀱󰀵. I󰁮󰁫󰁢󰁬󰁯󰁴 Read or paraphrase the ollowing: The darkness recedes. You You can now see that it is i s just a stain of ink. But the ink stain looks like the most beautiful butterflyif in the entire world youkind can’t help but wonder you’re looking intoand some of mirror of the soul. No, wait, wai t, it’s a fire! No, a cactus! A spirit guide and the shape of the universe! It is the bloodstain left by the death of Love. It is that one thing you don’t want to remember... remember...

Show the players the Rorschach inkblot (see handout C3 in appendix C). Ask them what their characters see, then ad lib appropriately.  Alternatively,, two shadow demons materialize  Alternatively demons materialize rom the darkness and attack the characters. Once the battle is finished, a soothing darkness settles over the characters yet again.

   

B󰀱󰀶. S󰁡󰁮󰁩󰁴󰁡󰁲󰁩󰁵󰁭 Read or paraphrase the ollowing: A priest in pure white robes looks down upon you with benevolent pity. You You realize, with w ith a sense of relief, that he is here to cure you. He has a look of great concern as he reads from a crisp, freshly written scroll, “Patient shows considerable signs of confusion and dementia. Tells Tells stories of dead gods, conquered cities, and artificial life forms. Diagnosis: a traumatic childhood event that induced feelings of inadequacy and insignificance.”

  The priest is a red slaad. slaad. He responds to any statements or questions rom the characters with a distracted, “Mmm hmm, mm hmmm ,  ,”” while scribbling in his notes. He approaches each character, one at a time, asking the ollowing questions:

J “Tell me, in this world o yours, do you identiy as the hero or the antihero?”

J “Do you relate more to your mother or to your ather?”

J “W “Would ould you preer to talk to me about your uture ut ure or  your past?” past?”

J “Do you see yoursel as a hero or as an antihero?”

S󰁬󰁡󰁡󰁤 E󰁧󰁧󰁳

A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the brain, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through the brain and out of the host’s skull in 1 round, killing the host in the process.

B󰀱󰀷. G󰁲󰁡󰁮󰁤󰁩󰁯󰁳󰁩󰁴󰁹 Read or paraphrase the ollowing: You tower over the world. Mountains are but weeds to your greatness. Clouds drift about your waist. An entire ocean, off to your right, looks like nothing more than an infant’s bathtub. A metropolis, huge by conventional standards, is naught but an ant hill, full of tiny, imperceptible creatures toiling pointlessly. An ancient forest provides plush carpeting for your weary feet and a passing hurricane offers a comforting breeze. It is good to be a god. But unexpectedly you hear a roar of outrage. o utrage. The Weevil! Wee vil! And he towers over you, just as you tower over the rest of reality. reality. You You realize that he is the true god here. He is to you what a storm is to clouds. And all that fury has been turned toward your pretension. His voice is loud enough to sunder entire worlds. He declares, “I AM WEEVIL! I AM GOD!” as he attacks.

  No matter what a character says, the priest simply nods his head, “As expected. This is a classic maniestation o symptoms. I know just what to do.”   Consider using a map o the Sword Coast (see The priest then lits the character onto a gurney handout C2 in appendix C), or some other large-scale and wheels them out o the padded room and into a continent as a battle map while fighting the W the  Weevil eevil   small operating room, slamming an iron door shut (see appendix B). Allow the characters to double their behind him. The priest pulls out a syringe with a hit points, proficiency bonuses, damage, and healing righteningly long needle beore assuring the charas well as pick two temporary eats. acter that, “You might eel a small, painul pinch, but   When the Weevil is slain, he alls backward, crushit is or your own good.” He then injects the needle ing hal o Cormyr under his godly bulk. The ground into their skull, inflicting 7 (1d8 + 3) piercing damshakes as i rom an earthquake, and tidal waves age. The character must then make a successul DC  wash over over much o the Sword Sword Coast. The The characcharac14 Constitution saving throw or be inected with ters begin to shrink. Soon they are only the size o a minuscule slaad egg. The priest then wheels the character back into the padded room and repeats the the mountains. Sooner still, they are normal-sized, process with the other characters. Once each charac- standing over the corpse o a dirty dwar dressed in ter has been “cured,” the room goes dark and they are his pajamas. An iridescent red gemstone the size o a cherry (worth 1,000 gp) sparkles in a pool o the transported to area B17. dwar’s blood. Proceed to area B18.   A character can escape their straitjacket with a successul DC 20 Strength (Athletics) check or a DC B󰀱󰀸. B󰁡󰁳󰁥󰁭󰁥󰁮󰁴 20 Dexterity (Sleight o Hand) check. Alternatively,  With the Weevil Weevil slain, slain, the madness haunting haunting the a character can disbelieve their straitjacket with a manor dissipates. The keep’s basement can now be successul DC 20 Intelligence (Investigation) check. I seen as it truly is: a cold, unfinished chamber roughany character escapes, then the slaad tries to conly 40 eet by 60 eet, containing three tables and a  vince them to willingly willingly enter the the operating room to dozen coffers. Hal o the floor has allen into a large receive their treatment. I the slaad is attacked, in any crevice, rom which faerzress which faerzress gushes  gushes like steam rom  way,, then it reverts  way reverts to its true orm and and fights to the a geyser and fills the basement with a near-blinding death. Upon its death, the room goes dark and the luminescence. There is a smaller crack in the eastern characters are transported to area B17  wall.

 

  The Weevil Weevil stored the majority o his wealth in the basement, where it could be best protected by the  faerzress.. There is 10,000 gp in total, distributed  faerzress throughout the coffers. Anyone who searches the  Weevil’  W eevil’ss body finds finds a small key attached to a chain chain necklace. This key opens the door to area B10.

B󰁬󰁥󰁳󰁳󰁩󰁮󰁧 󰁯󰁦 S󰁳󰁥󰁮󰁤󰁡󰁭

Ssendam’s blessing grants you the following benefits: Ssendam’s • Once every tenday, you can change either a personality   trait, ideal, bond, or flaw in yourself. • You You gain resistance to psychic damage. • Slaadi don’t attack you unless you attack them or their allies first.

The floor’s crevice leads thousands o eet down beore connecting to the Underdark. The crack in the wall looks resh and was only just opened by the   Regardless o whether or not the characters accept earthquake that accompanied the Weevil’s death. their blessing, Gorna scuttles down the crevice aterInside is a small, hidden tomb where the original lord  wards, returning to the Underdark Underdark to urther urther spread o the manor, Xantharl, was buried decades ago. His his mad lord’s blessings. skeletal corpse is laid across a marble bier. Although  When the characters characters exit the manor, manor, they find the his clothes have rotted away, the boots of elvenkind   Iron Viper waiting or them. He interrogates the and cloak of elvenkind  that  that he wears are still in characters mercilessly, using his Insight proficiency pristine condition. to detect any lies. The Iron Viper insists that the 10,000 gp ound in the basement belongs to the Zhentarim, however he graciously allows the characters to keep any other items that they have ound. As long as the characters agree to these Shortly ater the battle, Gorna descends the steps terms, the Iron Viper provides any promised rewards. and greets the characters. He reverts to his true I the characters perormed exceptionally well, then orm as a green slaad while slaad while doing so. Gorna tells

A Maddening Cnclusin

the characters proven their by embracing andthey thenhave conquering their worth inner demons. Gorna offers to grant Ssendam’s blessing upon one character, although he needs the Weevil’s gemstone to do so. I a character agrees, then Gorna painlessly implants the gemstone into the character’s orehead,  while crying crying out or Ssendam Ssendam’’s blessing. blessing. The characcharacter now has blessing o Ssendam.

the Iron(see Viper invites them toRealms: join the Black Network  Sword Coast action Domed Frgtten Gazetteer or additional details).   With the Weevil’ Weevil’ss deeat and Gorna’s Gorna’s retreat, lie in  Xantharl’’s Keep  Xantharl Keep slowly returns to normal. normal. The Iron  Viper appoints appoints one o his men to run the keep keep until the Zhentarim can appoint a permanent replacement. THE CHARACTERS ADVAN ANCE CE  TO 6TH LEVEL.

Slaadi are behind the madness  that infested Xantharl's Xantharl's Keep

 

CHAPTER 6 

I󰁮󰁴󰁥󰁲󰁭󰁥󰁤󰁩󰁡󰁲󰁹󰁹 L󰁯󰁣󰁡󰁬󰁥󰁳 I󰁮󰁴󰁥󰁲󰁭󰁥󰁤󰁩󰁡󰁲 T󰁨󰁩󰁳 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁩󰁮󰁴󰁲󰁯󰁤󰁵󰁣󰁥󰁳 󰁳󰁥󰁶󰁥󰁲󰁡󰁬 󰁩󰁭󰁰󰁯󰁲󰁴󰁡󰁮󰁴 NPC󰁳 󰁡󰁴 󰁶󰁡󰁲󰁩󰁯󰁵󰁳  would dey dey Vecna. Vecna. Even Even the Ivy Ivy Mansion Mansion,, world-aworld-a󰁬󰁯󰁣󰁡󰁴󰁩󰁯󰁮󰁳 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁲󰁥󰁡󰁣󰁨 󰁴󰁨󰁲󰁯󰁵󰁧󰁨󰁯󰁵󰁴 󰁴󰁨󰁥󰁩󰁲 󰁪󰁯󰁵󰁲󰁮󰁥󰁹. B󰁡󰁢󰁡 H󰁡󰁲󰁰󰁥󰁬󰁬, 󰁡 󰁨󰁥󰁬󰁰󰁦󰁵󰁬 󰁭󰁡󰁧󰁥, 󰁣󰁡󰁮 󰁢󰁥 󰁦󰁯󰁵󰁮󰁤 󰁩󰁮 L󰁯󰁮󰁧󰁳󰁡󰁤󰁤󰁬󰁥; mous home o the Harpells, is now nothing more Z󰁥󰁰󰁨󰁹󰁲󰁵󰁳, 󰁡 󰁭󰁩󰁧󰁨󰁴󰁹 󰁲󰁡󰁩󰁮 󰁧󰁩󰁡󰁮󰁴, 󰁩󰁳 󰁩󰁮 T󰁲󰁩󰁢󰁯󰁡󰁲, 󰁡󰁮󰁤 M󰁡󰁸󰁩󰁭󰁵󰁳, 󰁡 than a rubble-filled crater (or more inormation on H󰁥󰁬󰁬󰁲󰁩󰁤󰁥󰁲 󰁤󰁲󰁩󰁶󰁩󰁮󰁧 󰁡󰁮 󰁩󰁮󰁦󰁥󰁲󰁮󰁡󰁬 󰁷󰁡󰁲 󰁭󰁡󰁣󰁨󰁩󰁮󰁥, 󰁣󰁡󰁮 󰁢󰁥 󰁥󰁮󰁣󰁯󰁵󰁮- the Harpells, see “The Harpells” in appendix A). 󰁴󰁥󰁲󰁥󰁤 󰁩󰁮 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤. T󰁯󰁧󰁥󰁴󰁨󰁥󰁲, T󰁯󰁧󰁥󰁴󰁨󰁥󰁲, 󰁴󰁨󰁥󰁳󰁥 󰁥󰁮󰁣󰁯󰁵󰁮󰁴󰁥󰁲󰁳 󰁰󰁬󰁡󰁮󰁴 󰁳󰁥󰁥󰁤󰁳 󰁴󰁨󰁡󰁴 󰁨󰁥󰁬󰁰 󰁡󰁤󰁶󰁡󰁮󰁣󰁥 󰁴󰁨󰁥 󰁳󰁴󰁯󰁲󰁹.

󰁦󰁴󰁥󰁲 󰁰󰁯󰁳󰁳󰁩󰁢󰁬󰁹 󰁳󰁴󰁯󰁰󰁰󰁩󰁮󰁧 󰁩󰁮  Xantharl’ss Keep,  Xantharl’ Keep, the characters characters continue south. Along the way they have an opportunity to stop in Longsaddle where they might ally themselves with Baba Harpell, the elderly matron o the Harpell amily. Ater Longsaddle they arrive in Triboar and meet the rain giant Zeph-

 yrus. Unbe Unbeknownst knownst to them, Zephyrus Zeph yrus is really really Uthor, Uthor, ormer storm giant royalty, who has adopted a new, simpler lie ater the all o his kin. Zephyrus inorms the characters that a second shroudstone is currently held by the Hellrider, Lord Maximus, who is hiding out in Helm’s Helm’s Hold.   In H Helm’ elm’ss Hold the characters discover that Maximus has been captured by Vecnan orces. Ater rescuing the Hellrider, the characters board his inernal vehicle and use it to escape a heated pursuit. Maximus reveals that he is not only carrying one o the shroudstones, but also a mysterious adamantine sphere. He has been directed by his superiors to bring the shroudstone to an unnamed contact headquartered beneath Thornhold. The adamantine sphere is to be used to pay the contact to destroy the gem. Unknown to Maximus, the contact is the beholder Xanathar, ormer crime lord o Waterdeep, and the adamantine sphere contains the magically preserved goldfish Sylgar, Xanathar’s lost pet.   With two gemstones in their possession, possessio n, the characters accompany Maximus to meet his contact. Ater passing through Leilon, the characters eventually arrive at Thornhold.

Ruins f ngsaddle Area C

Longsaddle was once a sleepy village that straddled the Long Road. It was also home to the Harpells, a amily o powerul human wizards. Now, it is a charred ruin that serves as a warning to those who

 cursed The ruins o Longsaddle now rumored to vast be and are shunned byare most travelers. The amount o eldritch power expended during the Battle o Longsaddle permanently warped the abric o reality, weakening the very walls o the multiverse. Because o this, magic behaves strangely within the boundaries o the city, sometimes as i maniesting a lie o its own. This erratic behavior is most prominent near the ruins o the Ivy Mansion. These unusual effects include:

J  All creatures creatures have have disadvantage disadvantage on saving saving throws against spells and other magical effects.

J  Any spell cast by a sorcerer sorcerer,, warlock, warlock, or wizard has a 10 percent chance being cast twice, or i near the Ivy Mansion, a 20 percent chance.

J  Whenev  Whenever er a sorcerer sorcerer,, warlock warlock or wizard wizard rolls damdamage or a spell, they can reroll up to our damage dice. They must use these new rolls.

J  Whenev  Whenever er a sorcerer sorcerer,, warlock, warlock, or wizard wizard casts a spell that has a range o 5 eet or greater, they can double the range o the spell.

J  Whenev  Whenever er a sorcerer sorcerer,, warlock, warlock, or wizard wizard casts a spell that has a duration o 1 minute or longer, they can double its duration.   Longsaddle is little more than a field o charred kindling a lone building as i it couldo collapse and at any moment (see that arealooks C1). Thousands bones, the remnants o Vecnan hordes, rattle about like tumbleweeds. Closer inspection o the village reveals more unusual sites, including the gelatinous remains o a smithy or the slowly rotting flesh o a general store that had been turned into zombie and then slain. Living spells such as living Bigby’s hand, hand, living blade of disaster, disaster, and living demiplane (see demiplane (see appendix B) hide in the ruined village’s nooks and crannies, attacking only i disturbed.   Five nothics nothics lair  lair within the rubble o the Ivy Mansion. Their collective treasure is secreted within a sprawling collection o tunnels that they have burrowed within the manor’s ruins. This treasure includes: a ring a ring of protection protection,, a a horn  horn of blasting blasting,, a spellbook containing all the spells rom the mage mage   entry in the Monster the Monster Manual  Manual , and an antique brooch  with the initials B.H. B.H. (worth 100 gp).

 

C󰀱. T󰁨󰁥 G󰁡󰁭󰁢󰁬󰁩󰁮󰁧 G󰁯󰁬󰁥󰁭 The Gambling Golem was once a riendly esthall  where gambling gambling was was popular. popular. Now, Now, it is an an empty, empty, desolate place with little to indicate its ormer unction other than a couple o dusty kegs and some marbles scattered about the floor. Mouseholes riddle the baseboards, signs that vermin have made this place their home. The ormer tavern is also home to Fessler, a gray alley cat cat who  who yowls viciously at any characters who enter the building.   Both kegs have working spigots. One is labeled, “Ivy Port,” and the other is labeled, “Ivy Lager.” Both brews have an enjoyable, i somewhat stale taste. Any character who drinks even a sip o the ivy port undergoes an unsettling transormation. They experience the sensation o a sudden reeall, ollowed by mild  whiplash  whiplas h as the reeall reeall jarringly jarringly comes to an an end. The character is now in an impossibly large castle, surrounded by urniture that seems as i it was fitted or titans, and dust bunnies the size o tumbleweeds. They soon realize that they have been reduced to the size o a mouse. Taking a sip o the ivy lager reverses this effect, although it does nothing o note i the character is not currently under the effects o the port.   Once a character has been reduced, any normal-sized allies who make a successul DC 15 Wisdom (Perception) check notice Fessler Fessler (see  (see appendix B) licking his lips beore ducking behind a barrel. To any character whose size has been reduced, the cat now appears huge. Fessler will attempt to wait until the entire party has reduced itsel beore pouncing upon them. He can be shooed rom the building and then locked out by any normal-sized characters who take the time to do so. I Fessler manages to remain in the building, then he attempts to play with the characters by batting them about the floor beore finally eating them one ater another. Fessler is not accustomed to prey that can fight back and i he takes more than 15 hit points o damage rom a single attack, he retreats.

ings in some orgotten tongue that are occasionally punctuated by screams that sound like those o a dying horse. An old crone in a tattered burlap cloak  whistles to hersel hersel as she moves rom cauldron to cauldron, stirring and tasting as she goes. The Matron. The crone is Baba Harpell (CN emale human archmage archmage), ), the oldest living matron o the Harpell amily. She has spent the last ew years hiding within the mouseholes o the Gambling Golem, coordinating the search efforts o her amily. She is spry, particularly or someone who claims to be one million years young. When speaking to the characters she reers to hersel in the third person and reers to her bubbling cauldrons as her plots. Read or paraphrase the ollowing as an introduction:

The crone cackles when she sees you. When she speaks, her words have a lilting quality to them, as much song as conversation. “Little mousy Baba Harpell hides in her dark old hidey-hole, she does. Hides from the so-called King of Death, Vecna, and his lichy lapdogs. Don’t think to look for Baba Harpell amidst the mice, so they will never find her. And so sweet Baba Harpell brews her plots with tender loving care,

 

she cronetentacles dips a withered finger into a cauldrondoes.” full of The writhing before licking it clean with a long, forked tongue. “A few more years for this one, but it can still use some intrigue.” The crone deftly dumps a jar of what w hat looks like partially congealed blood into the cauldron before continuing, “Baba Harpell brews hundreds of plots, she does. Some take days, they do. And some take centuries, they do.” She gestures to one nearby cauldron, “This one here is almost done, it is. It just needs a few more ingredients and some time to simmer.”

  Baba Harpell willingly shares the recent history o the Harpell amily, including the new location o the Ivy Mansion. I asked about what ingredients are needed or her cauldron she replies, “The final ingredients are you, but in a good way .” She then says that she needs the characters to complete a quest or her.

 A low ceiling ceiling makes makes this chamber eel terribly terribly cramped, despite there being no visible walls. Caul-

 An Elementary Plot. Baba Harpell says that her latest plot requires a generous heaping o raw, elemental energy. The closest source o elemental energy is a temple erected in the distant Dessarin Hills by cultists o Elemental Evil. This temple has portals to each o the our elemental planes. Baba Harpell produces our dull-looking stones: a blue sapphire, a yellow diamond, a red corundum, and an emerald. She asks the characters to carry each o the stones into its respective portal, “ar enough but not too ar. ar .”

drons o all shapes, sizes, and materials are everywhere. Some o thesemakes, cauldrons bubble and hiss, and others emit haunting, spectral og. One particularly large cauldron, made rom what looks to be a petrified turtle shell, repeats prophetic warn-

The will then will absorb the energy o theHarpell’s portals. Mostgems o this energy be directed to Baba inernal hearth, but some o it will remain in the gemstone, to be later utilized by the characters. Baba Harpell indicates that she only needs energy rom

Once a character has been reduced in size, they immediately notice strange, flickering lights rom one o the mouseholes. I they enter the mousehole then proceed to area C2.

C󰀲. C󰁨󰁡󰁭󰁢󰁥󰁲 󰁯󰁦 C󰁡󰁵󰁬󰁤󰁲󰁯󰁮󰁳

one o the portals, although more is always better. better.

 

The miniturized Baba Harpell  tends to her cauldrons cauldrons

  I the characters agree to help her, her, Baba Harpell supplies them with a blood-stained wishbone with bits o rotted flesh and dried eathers clinging to it.  When held held in both handsthe enchanted enchanted wishbone wishbone al ways tugs tugs its wielder wielder in the the direction direction o the elemental elemental temple.

  I the characters give Baba Harpell the antique brooch rom the wreckage o the Ivy Mansion, then she squeals in unexpected delight. She says that the brooch was a sentimental git rom her 100th husband, a sweet death slaad who she still misses dearly. She offers to brew the characters three common potions, two uncommon potions, and one rare potion o their choice. I any character is a wizard, then she offers them the ollowing item rom Tasha’s Cauldron of Everything, Everything, depending upon their specialty:

J  Abjuration:  Abjuration: protective  protective verses

Baba Harpell finally mentions that her extradimensional larder can always use more o the ollowing:

J Conjuration: Conjuration: atlas  atlas of endless endless horizons horizons

J Powderpuff blossoms that grow on the distant

J Divination: Divination: astromanc  astromancyy archive archive

planet o Anadia

J Cube roots rom the clockwork orests o Mechanus

J Nimergan liquor, a avored drink o the duergar J Demon’s ichor J Oblivion moss J Drider venom J  A beholder’ beholder’ss tear J Chimera vomit J Powdered unicorn hoo  J Rothé dung  J Catoblepas milk  J  Assassin vine berries berries    Rewards. Reward the characters appropriately or returning with these ingredients. Baba Harpell preers to brew potions as rewards, although she makes it known that she is also willing to allow “useul” characters to use her cauldron of rebirth (see rebirth (see appendix D) to cast raise dead dead upon a slain companion.

J Enchantment: Enchantment: heart  heart weaver’ weaver’ss primer  J Evocation: Evocation: fulminati  fulminating ng treatise J Illusion: duplicitous manuscript  Necromancy: libram  libram of souls and flesh J Necromancy: J Transmutation: Transmutation: alchemi  alchemical cal compendium compendium   I you do not have access to Tasha’s Cauldron of  Everything,, you can have Baba Harpell git the wizard  Everything  with a +2 arcane grimoire (rom grimoire (rom Tasha’s Cauldron of  Everything but  Everything  but also included in appendix D). I the characters ask about returning to their normal size, then Baba Harpell tells them to “drink up some o that oul lager, you do.” I they do not have access to the lager, then Baba Harpell gestures to a charred barrel filled with simmering goo. Fingers, toes, and what looks like rosemary is mixed within the goo. She warns the characters to leave the mousehole beore drinking either the lager or the goo. Should any character ignore this advice, then Baba Harpell uses a reaction to instantly transport them to the ruins o the Ivy Mansion, just beore they grow to normal size.

dix D) to cast raise cast raise dead  dead  upon  upon a slain companion.

grow to normal size.

 

Tribar  Area D

The large town o Triboar stands at the intersection o the Long Road and Evermoor Way. Its flat, ertile ground makes it ideal or arming and ranching. Because o this, Triboar is a sprawling, decentralized town. Through a diplomatic combination o strength and appeasement, Triboar has managed to retain its independence rom the various actions governing the Realms. I anything, Triboar has grown in prosperity since Vecna’ Vecna’s conquest. conque st. Triboar Triboar provides pr ovides an ideal place or the characters to rest, spend coin, and engage in other non-adventurous pursuits. I the characters ask anyone about Zephyrus, then they are reerred to area D3.   As a large town, Triboar provides access to most basic goods and services. A ew noteworthy locations include:

D󰀱. M󰁡󰁲󰁫󰁥󰁴 S󰁱󰁵󰁡󰁲󰁥 󰁡󰁮󰁤 T󰁯󰁷󰁥󰁲 This trampled, open space is used as a market by local and visiting merchants. In the center o the square is the Tower o the Lord Protector, a simple keep that looks to be on the verge o collapse. The tower serves as a home or the Lord Protector o Triboar, Daratha Shendrel (LG emale human veteran human  veteran). ). Daratha is a ormer Harper and her expert leadership has enabled Triboar to survive these otherwise apocalyptic times. She has at her beck and call a score o mounted veterans mounted  veterans (riding  (riding warhorses  warhorses), ), reerred to as the Twenty, who do their best to keep the peace.

D󰀲. H󰁡󰁰󰁰󰁹 H󰁯󰁲󰁳󰁥 R󰁡󰁮󰁣󰁨 Happy Horse Ranch is a horse arm run by Janele Karnveller (NGvellers emale human commoner). commoner ). Over the  years, the Karnveller the Karn s have bought out most most o their competition. However, despite this nominal growth, the amily ortune continues to decline. The mountain giant chietain, Chie Guh, demands an ever-increasing tribute o horses rom Triboar on a bimonthly basis. The Karnvellers bear the brunt o this tribute and although they are compensated by the city, they still harbor considerable resentment. A large part o this resentment stems rom the act that Janele’s three sons were killed by the mountain giants, years ago, in a show o strength.

D󰀳. E󰁡󰁳󰁴󰁥󰁲󰁮 F󰁡󰁲󰁭󰁬󰁡󰁮󰁤󰁳 The eastern armlands provide more than enough produce to eed the citizens o Triboar. This surplus is largely due to the magical assistance o a rain giant (see appendix B) who goes by the name o Zephyrus. Unbeknownst to any o the townsolk, Zephyrus is

The Twenty of Triboar are hardened warriors

Imperator Uthor, brother to King Hekaton, ormer monarch o the giants. With thetook passing o Queen Neri andstorm King Hekaton, Uthor it upon himsel to watch over their three daughters. With the subsequent death o two o them, and the disappearance o Serissa, Uthor blames himsel. He seeks to atone or his ailures, as well as or the legendary arrogance o the storm giants, by working as a humble, pacifistic armer. armer. For more details on the storm giants, or rain giants as they are now called, see “The Ordning” in appendix A. Zephyrus is sympathetic to those resisting Vecna’s occupation, although not a ormal member o any resistance. I presented with a shroudstone ofcharacthe Ancients,, he reacts cients with amazement, asking the ters about how they attained it. Zephyrus has another o the shroudstones and can share the inormation contained in appendix D. More specifically, he knows that the gods still live and that the shroudstones are preventing them rom taking action against Vecna. Zephyrus inorms the characters that he was supposed to arrange or the delivery o his shroudstone to a knight known as Lord Maximus, beore asking the characters to do this or him. Zephyrus knows that Lord Maximus is waiting in Helm’s Hold, at an abandoned tavern known as the Old Dirty Dwar.

D󰀴. Lion’s T󰁨󰁥 L󰁩󰁯󰁮’󰁳 S󰁨󰁡󰁲󰁥 The Share is the largest provision shop in Triboar. It is owned and run by Alaestra Ulgar (NG emale human commoner commoner)) and Narth Tezrin (CG male human spy ). ). Narth has a brazen, adventurous soul

 

but his heart is tied to Alaestra. He spends his days off exploring the local wilds or hidden treasure and lost tombs. I he hears about the characters conducting any local adventures, then he begs to be included, hoping or a chance to perorm a brave deed that might impress Alaestra. I the characters humor these ambitions, then he gladly shares his stash o five potions five  potions of greater greater healing healing with  with them.

D󰀵. T󰁨󰁥 T󰁲󰁩󰁢󰁯󰁡󰁲 T󰁲󰁡󰁶󰁥󰁬󰁥󰁲󰁳 Triboar Travelers provide personnel and protection to caravans traveling as ar north as Mirabar or as ar south as Waterdeep. All o this is organized by Urlam Stockspool (N male human spy ), ), a dapperly dressed businessman who is also a high-ranking member o the Zhentarim. I any o the characters belong to the Black Network, then Urlam promises to “take care o them.” This special treatment involves spreading the word that the characters are under his protection. Citizens o Triboar will now treat the characters  with earul earul deerence, deerence, providing providing them a 10 percent percent discount on any goods or service.

D󰀶. N󰁯󰁲󰁴󰁨󰁳󰁨󰁩󰁥󰁬󰁤 H󰁯󰁵󰁳󰁥 The Northshield House is a clean, quiet inn run by Urgala Meltimer (LG emale human veteran human veteran)) and her wie Arsala (NG emale human mage mage). ). Both are retired adventurers. Urgala has a short use and is quick to anger, whereas Arsala is prone to long contemplations. Arsala enjoys chatting with ellow spell-casters and, assuming these chats go well, she is willing to allow them to copy spells rom her spellbook. Arsala’s spellbook contains the spells listed in the mage mage entry  entry o the Monster the Monster Manual  Manual . Arsala charges 75 gp per spell level, although she supplies the inks and components needed or the transcription.

D󰀷. B󰁯󰁡󰁲’󰁳 R󰁥󰁳󰁴

 Waist-high weeds surround  Waist-high surround this abandoned stone mansion. Boar’s Rest was once the home o an arrogant wizard, Hyuth Kolstaag. Shortly Sho rtly ater ate r Vecna’ Vecna’s conquest, Hyuth challenged the authority o a passing lich. The wizard and his gargoyle bodyguards were promptly disintegrated. Over time, six ettercaps ettercaps have  have settled into the mansion and now hide within its lightless halls. Much o Hyuth’s wealth has been lost over the years, but characters brave enough to explore the mansion can find six gems (worth 500 gp each), bracers of defense, defense, and a +1 wand of the war mage. mage.

D󰀸. weapon F󰁯󰁥󰁨󰁡󰁭󰁭󰁥󰁲’󰁳 F󰁯󰁲󰁧󰁥 This and armor shop is run by Ghelryn Foehammer (LG male dwar veteran dwar  veteran)) a renowned blacksmith who was bestowed the honorary title o Royal Armorer many years ago by the ormer king

and queen o Citadel Felbarr. Ghelryn is entering his twilight years and lacks the stamina o his youth. Because o this, he is less prolific in his smithing although his cratsmanship remains undiminished.   I a character is carrying Zespara carrying  Zespara’s ’s perfect perfect blade blade, then Zespara asks them to let her spend a ull day talking with Ghelryn. Ater this lengthy conversation, Zespara tries to convince the character to spend any remaining downtime apprenticing with Ghelryn.

D󰀹. A󰁰󰁯󰁴󰁨󰁥󰁣󰁡󰁲󰁹

The apothecary is run by Blackfish Sprought (CG male gnome druid druid), ), a dirt-covered gnome who loves to spend most o his time in the garden. Assuming that the characters can convince him that they are not agents o Vecna, Blackfish is willing to cast any druid spell o 4th level or lower or 25 gp per spell level. Blackfish has long harbored suspicions that something sinister is going on in Gwaeron’s Slumber (area D10) and encourages the characters to investigate. I the characters find and deeat the oni who haunts the orest, then Blackfish offers them 250 gp worth o ree spells as well as a periapt a  periapt of wound closure closure..

D󰀱󰀰. G󰁷󰁡󰁥󰁲󰁯󰁮’󰁳 S󰁬󰁵󰁭󰁢󰁥󰁲 Gwaeron’s Slumber is a mystical orest west o the city that is trapped in a perpetual autumn. Reputed to be the home o Gwaeron Windstrom, god o tracking, rangers and druids rom across the Realms make pilgrimages to this orest in hopes o receiving his blessing. The alleged deaths o the gods have only increased the allure o this locale. Occasionally a  visiting supplicant supplicant disappears, disappears, allegedl allegedlyy enlisted by Gwaeron to join his eternal hunt amidst the wilds o the Beastlands. The truth is less divine. An oni oni named dwells in a hillside cave near the named westernSukabenjā edge o the orest. It dupes unsuspecting rangers by appearing beore them as Gwaeron Windstrom. Once their guard is down, the oni then kills and eats them. The oni is a wary hunter and will only approach characters who appear to be alone. It is quick to flee i conronted in the orest, but fights to the death i encountered in its cave.

D󰁥󰁶󰁥󰁬󰁯󰁰󰁭󰁥󰁮󰁴󰁳 I the characters spend more than a day in Triboar, then they are approached by Janele Karnveller. Janele tells the characters that the mountain giants are “bleeding themthat dry”a with their giant demands tribute. She mentions mountain bandor should be arriving “any day now” to take their bimonthly tribute and that she believes that the time has come or the town to finally stand up to them. Janele urges the

 

Glumglum descends upon Triboar

characters to kill the giants, promising a 1,000 gp characters reward i they do so. She is willing to supply three o her personal guards ( veterans)  veterans) to assist the characters. The rest o the city, including the Lord Protector, Daratha Shendrel, discourage the characters rom doing this, although they do not actively stand in their  way.. Daratha  way Daratha indicates indicates that the mountain giants giants will doubtlessly retaliate and that the town does not have the resources to end off this inevitable retribution. She pleads with the characters to persuade Janele to stand her ground. Zephyrus echoes Daratha’s sentiments, reusing to participate in any aggressions against the mountain giants.   Two days later, the mountain giant (see giant (see appendix B) Glumglum arrives with two ogres ogres,, our bugbears bugbears,, and ten goblins goblins,, as well as two empty wagons. Glumglum demands “all the horsies,” as well as “twenty-teen casks o ale.” I the characters do not intervene, then the creatures camp out in the market square or the day, drinking ale and demanding ood. By the end o the day, the goblins pass out, the

Glumglum has 1 level o exhaustion. The goblins are placed into one o the wagons and the creatures begin their journey back to Grudd Haug.   Janele plans to attack the giants with or without the characters’ aid. I the characters reuse to help her, Janele waits until the creatures are drunk and then rallies enough support rom the townsolk to overpower and slay the goblinoids and ogre. The only  way to deter Janele Janele rom attacking attacking the giants giants is to convince Daratha to double the compensation paid or Janele’s lost horses. The town already pays Janele a sizable sum, so Daratha is reluctant to increase it. Convincing Daratha to do so requires a successul DC 20 Charisma (Persuasion) check. Regardless o how it happens, i the giants are slain, then the city celebrates. I the characters helped, then later they are celebrated heroes. However, two months a small army oasogres, bugbears, and goblins led by twenty mountain giants returns to the city, destroying more than quarter o it beore departing with a dozen wagons loaded down with

ogres and bugbears have 3 levels o exhaustion, and

plunder.

 

Temple f Elemental Unity 

the portal i they have burrowing speed. I the yellow diamond is carried 30 eet beneath the surace, then Area E the diamond begins to glow brightly, signaling that it has absorbed the energy o the portal. I a character The Temple o Elemental Unity is in the Dessarin burrows another 30 eet into the earth, then they are Hills, roughly 20 miles southeast o Triboar. The transported to the Elemental Plane o Earth. Alternatemple has been constructed entirely with elementively, i a character casts meld casts meld into into stone and stone and enters tal magic. The cultists raised a hemisphere o raw, the portal, then the yellow diamond also glows bright jagged stone straight straight rom the earth. They They then ly, absorbing the energy o the portal. I the character hardened the stone with flames beore sculpting and remains melded within the stone o the portal or shaping it into the shape a templetemple with blasts o air more than one minute, then they are transported to and geysers o water. Theoresulting is a large, the Elemental Plane o Earth. The newly empowered, savage-looking building obviously not built to satisy brightly glowing gemstone unctions as an elemental any sense o civilized aesthetics.  gem (yellow (yellow diamond) diamond)..   Water-hewn steps lead into the western side o the P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦 F󰁩󰁲󰁥 temple. The interior o the hemispherical building is spacious and houses our portals to the elemental The fire portal opens into a long, flame-filled tunnel. planes. A doorway o flame burns along the southern  Whene  Whenever ver a character character enters or begins begins their turn  wall and and a doorway doorway o raw earth, scarcely scarcely distinguish distinguish--  within this this tunnel they take take 21 (6d6) fire damage. damage. I able rom its neighboring stone, is set into the norththe red corundum rom Baba Harpell is carried 90 ern wall. In the center o the temple is a pool o water, eet into the tunnel, then the gemstone begins to glow and a shat is carved into the ceiling above it. When brightly, signaling that it has absorbed the energy o the characters arrive, the temple is occupied by two the portal. The flames begin to subside, now dealing cult fanatics and fanatics and a fusion elemental (appendix elemental (appendix B). only 7 (2d6) damage. I a character continues another The cultists are riendly to the characters, encourag90 eet into the portal, then they are transported to ing them to give worship to the Elemental Eye. Howthe Elemental Plane o Fire. The newly empowered, ever, the cultists attack any characters who appear brightly glowing gemstone unctions as an elemental to be sabotaging the portals. For more details on the  gem (red corundum). corundum). Cult o the Elemental Eye, including how characters    Fiery Craftsmanship. Craftsmanship. I the characters are carrymight join their action, see Domed Frgtten Realms:  ing Zespara ing  Zespara’s ’s perfect perfect blade blade when  when this gem is transSword Coast Gazetteer. ormed into an elemental gem, gem, then Zespara urges   Three hours ater the characters arrive at the temple, a patrol o our cult fanatics, fanatics, two water two water elementals,, and a pack o five hell hounds arrives tals hounds arrives at the temple. I they notice any dead bodies or sabotaged portals, they immediately attack the characters.

them to take the gem to a blacksmith. Zespara hopes to use the blacksmith to break the gem and use the summoned fire elemental to improve the cratsmanship o the perect blade. I the characters complete this task, then Zespara then Zespara’s ’s perfect perfect blade blade gains the properties o a flame a flame tongue. tongue.

P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦shat A󰁩󰁲is 10 eet in diameter and filled The ceiling’s

P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦 W󰁡󰁴󰁥󰁲

 with fierce, fierce, howling howling winds. It impossibly extends hundreds o eet, despite the temple being only 50 eet tall. The sheer walls o the shat, coupled with clutching gusts o air, makes climbing by normal means impossible. I the blue sapphire is carried 90 eet into the shat, then the gemstone begins to glow brightly, signaling that it has absorbed the energy o the portal. The winds diminish in their intensity. I a character continues another 90 eet into the shat, then they are transported to the Elemental Plane o  Air.. The newly  Air newly empowered, empowered, brightly brightly glowing glowing gemgemstone unctions as an elemental gem (blue sapphire). sapphire).

The water-filled well descends indefinitely. Although the surace o the water is placid, the water itsel is filled with grasping currents that seem to pull the characters ever deeper. Swimming upwards against these currents counts as difficult terrain. I the emerald is carried 900 eet into the well (the distance that a character with a base walking speed o 30 eet can swim in 3 minutes), then the gemstone glows brightly, signaling that it has absorbed the energy o the portal. The currents subside, and characters can now reely swim upwards. I a character continues another 900 eet into the well, then they are transported to the Elemental Plane o Water. The newly empowered, brightly glowing gemstone unctions as an elemental gem (emerald). (emerald).

P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦 E󰁡󰁲󰁴󰁨 The dirt and stone within the earth portal extends or hundreds o eet. A character can move through

 

Helm s Hld Area F

F󰀱. M󰁡󰁩󰁮 G󰁡󰁴󰁥

Helm’s Hold is a ortified monastery roughly 20 miles southeast o Evernight. Within the monastery’s  walls are are dozens o abandoned abandoned buildings, buildings, as well well as a central district known as the Heartward. The most dominant building in Helm’s Hold is the Cathedral o Helm, a towering and inspiring edifice o pale gray

To all appearances, Helm’s Hold now looks to be abandoned. The gates o the monastery have been broken rom their hinges and now rest amidst the  weed-choked  weed-c hoked cobblestone cobblestone streets. streets. Signs Signs o animal animal lie are in abundance, but other than empty building ater empty building, no evidence o human lie is present.

stone that is visible rom miles away. A ew noteworthy locations include:

Helm’s town. Hold appears to be little more than a ghost

 

F󰀲. F󰁬󰁡󰁭󰁥󰁳 󰁯󰁦 󰁴󰁨󰁥 I󰁮󰁦󰁥󰁲󰁮󰁡󰁬  When Vecna Vecna’’s legions besieged besieged Helm’ Helm’s Hold, one o the lich generals demolished the northeastern wall  with a gout gout o apocalyptic apocalyptic flame that temporarily temporarily opened a portal to the Nine Hells. Devils o all kinds streamed orth, rapidly overwhelming the monastery’s weary deenders.

Dexterity check using thieves’ tools. Within the bin can be ound the jacinth shroudstone of the Ancients  Ancients  (see appendix D) and a strange adamantine sphere (see the sidebar). In addition to the shroudstone and sphere, the Redeemer carries a month’s worth o  water and and rations, and enough enough spare parts parts or three three repairs.

This wall o roasting fire burns to this day, a sobering reminder o Helm Hold’s all. The portal itsel is now closed but the crackling flames still occasionally cast strange, devilish shadows. Any creature that passes through the flames takes 4d6 fire damage. I that creature is carrying one o Baba Harpell’s inert gemstones, then the gemstone burns briefly with a bright, green flame. The newly empowered gemstone unctions as an infernal an infernal gem (appendix gem (appendix D). The wall o flames only holds enough inernal energy to empower one gemstone.

F󰀳. C󰁡󰁴󰁨󰁥󰁤󰁲󰁡󰁬 󰁯󰁦 H󰁥󰁬󰁭 This great edifice o towering stone is one o the ew ully intact buildings within Helm’s Deep. The cathedral now serves as a garrison or the igneous knight  knight  (see appendix B) Lord Tyranax, and the our wights our wights   that currently serve as his protégés.   Most o the cathedral’s cathedral’s treasures have been plundered, although a watchful helm (appendix helm (appendix D) rolled under the pews many years ago and has since been gathering dust. Any character who worships Helm finds themselves inexplicably drawn to the watchful helm i helm i they approach within 100 eet o the cathedral.

F󰀴. T󰁨󰁥 H󰁥󰁡󰁲󰁴󰁷󰁡󰁲󰁤 The Heartward is surrounded by dirty, desolate shop ronts. Decrepit gallows, upon which roost hundreds o ravens, ominously in the center othe theonly square. Other thansit the ravens’ guttural croaks, sound to be heard is the creaking o rusty chains rom a sign blowing in the wind. The aded sign reads, “Ol’ Dirty Dwar.”   In the center o the square is a bulky, bulky, armored coach made rom inernal iron. The vehicle has iron  jaws mounted on its its ront and is covered covered in spikes. spikes. The vehicle is known as the Redeemer and belongs to Lord Maximus, who is currently being held captive inside the Old Dirty Dwar. For more details on the Redeemer see appendix E.  Anyone  Anyon e who actively actively searches the Redeemer Redeemer and and makes a successul DC 20 Intelligence (Investigation) check finds a hidden cargo bin. The bin can be easily opened when the vehicle is powered. Powering the  vehicle  vehic le requires requires a soul coin (see coin (see appendix E). Other wise, opening opening the bin bin requires a successul successul DC 20

Lord Tyranax 

T󰁨󰁥 A󰁤󰁡󰁭󰁡󰁮󰁴󰁩󰁮󰁥 S󰁰󰁨󰁥󰁲󰁥

The adamantine sphere is smooth and featureless. Any character who makes a successful DC 15 Wisdom (Perception) check can hear liquid faintly sloshing around inside. Nothing short of a disintegrate spell can break the sphere open. The sphere contains a magically preserved, troutsized goldfish called Sylgar, the wayward pet of Xanathar, Xanathar, former beholder crime lord of Waterdeep. For more on Xanathar,, see appendix B. Xanathar

 

F󰀵. T󰁨󰁥 O󰁬󰁤 D󰁩󰁲󰁴󰁹 D󰁷󰁡󰁲󰁦 There are three entrances to the Old Dirty Dwar, one in the ront and two in the back. The interior is clean and smells aintly o aromatic incense. Tables and chairs that could seat close to a hundred patrons make the place seem even emptier than it truly is. Three Bloods o Vecna (thugs (thugs)) and a Tooth of Vecna  Vecna  (appendix A) are seated at a bar drinking ale (their positions are indicated by B and T on the map, respectively). A Finger o Vecna (spy ) isclothes (spy  interrogating a scarred, bleeding human in tattered (F and M on the map, respectively). The injured human is Lord Maximus (LG male human knight knight)) and he is manacled to a large table. A wight A  wight (W  (W on the map)stands guard near the ront entrance.

process. I not silenced, there is a 20 percent chance each round that 1d4 thugs thugs join  join the ray. Maximus is currently at 20 hit points. His manacles can be opened by a character who makes a successul DC 10 Dexterity check using thieves’ tools. I reed during combat, Maximus aids the characters to the best o his ability. The key to the manacles is carried by the Tooth o Vecna, as well as three cones o incense (worth 20 gp each) used by the mage to mask

the unpleasant odor o the wight.   When combat has ended Maximus goes behind behind the bar to retrieve his greatsword, heavy crossbow, a suit o devil bone armor (same statistics as plate armor), and a sack that contains six soul coins and coins and our flasks o demon’s ichor (see appendix E or details). He then urges the characters to board the Redeemer. Ater   These V Vecnans ecnans are part o a large orce that ocbriefly instructing the characters on how to use any cupied Helm’s Hold two days ago. They know that Maximus has one o the shroudstones of the Ancients Ancients   relevant action stations (see appendix E), Maximus uses a soul coin and coin and a flask o demon ichor to start and are torturing him to learn its location. Thus ar, Maximus has resisted their tortures. The Vecnans at- the vehicle. He then races or the entrance to Helm’s tack any intruders, shouting or reinorcements in the Hold (F1).

 

T󰁨󰁥 C󰁨󰁡󰁳󰁥 It is one thousand eet rom the Old Dirty Dwar to the main gate. The Redeemer normally has a speed o 50 eet. However, since Maximus poured a flask o demon ichor into the vehicle’s urnace, its speed increases to 80 eet. Maximus uses his bonus action each round to give the Redeemer the Dash action. Consequently, the Redeemer moves 160 eet each round, reaching the main gate in 6 rounds.

  The creature is Gigantus, a zombie purple worm. worm. Use the purple worm stat worm stat block with the ollowing changes:

J The zombie purple worm is undead. J It has immunity to poison damage and the poisoned condition.

J It has the Undead Fortitude trait. I damage

 Round 3. Any character with a passive Perception o 15 or higher notices ten spies spies hiding  hiding atop the roo

reduces the zombie to 0 hit points, it must make a Constitution saving throw with with a DC o 5 + the damage taken, unless the damage is radiant or rom a critical hit. On a success, the zombie drops to 1 hit point instead.   Gigantus fights to the death, directing its attacks against the Redeemer. The purple worm must be killed beore the Redeemer can pass through the main gate. Once the worm is slain, the Redeemer plows through the beast’s corpse, bits o rotting flesh spitting out through pipes on both sides o the  vehicle.  vehic le. I it appears th that at they are are about to b be e over whelmed,  whelme d, Maximus Maximus pulls the Redeemer Redeemer into reverse reverse and heads or area F2, dramatically crashing through the wall o flame beore escaping Helm’s Hold.

o a nearby building that the Redeemer will drive past on round 4.

B󰁥󰁹󰁯󰁮󰁤 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤

 Round 1. While driving toward the main gate, Maximus yells at the characters to keep their heads down and shoot anything that moves.   Round 2. Two Fingers o Vecna (spies (spies), ), each mounted atop a scuttling giant severed hand (see hand (see appendix B) and armed with a shatterskull  (see  (see appendix D), emerge rom an abandoned building and chase the Redeemer. The hands use the Dash action to keep pace with the characters, while the Fingers throw their skulls on round 3 and then attack with their hand crossbows on any remaining rounds.

   Round 4. Ten spies spies unleash  unleash a volley o crossbow bolts upon whichever characters appear to be most  vulnerable  vulnerabl e and wounded. wounded.    Round 5. Three  Three wights  wights behind  behind a hastily erected  wall attempt attempt to barricade barricade the road. The Redeemer Redeemer smashes through the wall easily, using its Crushing  Wheels property upon the wights. wights. Maximus yells or any characters manning the Chomper or Wrecking Ball stations to also attack the wights.    Round 6. At the end o round 6, read or paraphrase the ollowing: As you near the main gate, g ate, the earth begins to rumble ominously. The ground undulates, spewing forth waves of broken cobblestone. Suddenly, Suddenly, a massive sinkhole opens up between the Redeemer and the main gate. Maximus curses loudly, jerking a lever while slamming his foot into a pedal. There is the smell of burning rubber as the Redeemer lurches, almost falling over,, as it skids to a sudden halt. Just then a rotting over leviathan heaves itself from the sinkhole, blocking the gate. This massive worm-like creature has mottled purple flesh the color of bruised skin, and its gaping tooth-lined maw looks large enough to swallow the Redeemer whole.

Once the Redeemer is saely a ew miles rom Helm’s Hold, Maximus slows the vehicle down to introduce himsel. He is a Hellrider, one o an elite order o knights dedicated to protecting the Realms rom Zariel’s inernal incursions (see Domed Frgtten Realms:  Sword Coast Gazetteer or additional details regarding Zariel). Months ago, Maximus was tasked with delivering the jacinth shroudstone of the Ancients to Ancients to a mysterious contact in Thornhold. Maximus only knows that the shroudstone was retrieved rom the ninth layer o Hell, costing the lives o hundreds o Hellriders in the process, and that destroying it will hurt Vecna. Maximus knows that the contact lives hidden beneath Thornhold, but does not know the identity o the contact. He only knows that he is supposed to ask the contact to destroy the shroudstone, offering the adamantine sphere as payment.   Along the way to Thornhold, Maximus learned o the recovery o the ruby shroudstone and bunkered  within Helm Helm’’s Hold to await await its delivery delivery.. While waitwaiting he was ambushed and captured by Vecnans. Maximus is unwaveringly lawul good. He sees the world in starkly opposed black and white. To Maximus, compromise compromise is the slippery slope to moral damnation. He is a loner by nature, but his military training has taught him to appreciate the tactical necessity o allies.

 

eiln Area G

Leilon is a small town near the High Road, nestled between mountains to the east and coastal mudflats to the west. South o Leilon is the Mere o Dead Men, a trackless swamp created almost a thousand years ago by the lich Iniarv. The town is currently under the control o the Cult o the Dragon. This particular cell serves the ancient black dragon twins, Voaraghamanthar and Waervaerendor. Few know o the existence o both dragons as they pretend to be a single dragon, Voaraghamanthar. Both o the dragons are currently away, doing the bidding o Tiamat, and have let their offspring, Weslum and Wulzour ( young  young black black dragons dragons), to watch over Leilon.   Over the last twenty years, Voaraghamanthar and  Waervaerend  W aervaerendor or have have grown earul earul o death, searchsearching or ways to ensure their immortality. To these

ten jet gemstones (100 gp each), a black sapphire (5,000 gp), three gold-plated statues (2,000 gp each), a large stained glass window (500 gp), a custom-crated set o Cormyrian silverware (200 gp), a suit o elven chain, chain, a dagger of venom, venom, boots of striding and springing,, gloves of thievery , a sentinel shield , and a springing wand of fireballs. fireballs.   Unless the characters enter Leilon by stealth, they are conronted by two cult fanatics, fanatics, ten cultists cultists,, and twenty kobolds kobolds.. The cult leaders politely insist that the characters pay a 50 gp tithe to the “draconic lords o Leilon.” A successul DC 15 Charisma (Intimidation or Persuasion) check reduces this ee to 25 gp. I Maximus is with the characters, then he loudly announces that the Hellriders never accommodate terrorist demands. He then insists that the characters aid him in ridding Leilon o this “draconic plague.”

ends they are searching the Mere o Dead Men or   I negotiations as scramble i they arethrough abouthtothe turn  violent, then the seem then kobolds kobolds scra mble throug city city, the Twinned Crown of Uthtower , which they believe  yipping to one one another in in Draconic. Draconic. Word Word o possi will boost their powers powers by increasing increasing their their kindred kindred ble violence reaches Weslum and Wulzour within 5 connection. The dragon twins have also been experiminutes. The dragons angrily arrive 2 minutes later, menting with an abandoned yuan-ti cloning laboratory, ound within a derelict manor in the Mere o Dead demanding compensation o no less than 500 gp or their troubles. I the characters reuse to pay, then Men. In act, their alleged offspring, Weslum and the dragons attack mercilessly, retreating to their  Wulzour  Wul zour,, are im immature mature clones clones o the twins that they are preparing to serve as vessels or potential reincar- lair only i one o them is reduced to 45 or ewer hit points. nation.   Alternatively Alternatively,, i the characters pay their tithe and   Fity Cult o the Dragon members (orty-five maintain peaceul relations, they might beriend cultists,, our cult fanatics, cultists fanatics, and one mage mage)) are the Cult o the Dragon, although doing so makes housed throughout Leilon. They are served by one Maximus unhappy. For more details on the Cult o hundred kobolds who  who are town the Dragon, including the benefits o action memand mud kobolds flats. Weslum andscattered Wulzour about lair in the a murky bership, see Domed Frgtten Realms: Sword Coast pond hal a mile west o Leilon. Their treasure, Gazetteer. scattered throughout the silt o their lair, consists o 5,000 gp, one hundred obsidian gemstones (worth

AS THE CHARACTERS COMPLETE THEIR JOURNEY TO 

10 gp each), twenty onyx gemstones (50 gp each),

 

THORNHOLD,

ADVAN ANCE CE  THEM TO 7TH LEVEL.

CHAPTER 7  T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤

A󰁦󰁴󰁥󰁲 󰁡 󰁬󰁯󰁮󰁧 󰁪󰁯󰁵󰁲󰁮󰁥󰁹, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁦󰁩󰁮󰁡󰁬󰁬󰁹 󰁡󰁲󰁲󰁩󰁶󰁥 󰁡󰁴 T󰁨󰁯󰁲󰁮- nearby Mere o Dead Men discovered this pool o 󰁨󰁯󰁬󰁤. T󰁨󰁥󰁹 󰁭󰁵󰁳󰁴 󰁴󰁨󰁥󰁮 󰁢󰁡󰁴󰁴󰁬󰁥 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 󰁳󰁬󰁩󰁭󰁥-󰁷󰁯󰁲󰁳󰁨󰁩󰁰󰁰󰁩󰁮󰁧 󰁢󰁵󰁬󰁬󰁹󰁷󰁵󰁧󰁳 󰁡󰁮󰁤 󰁮󰁡󰁶󰁩󰁧󰁡󰁴󰁥 󰁡 󰁤󰁥󰁡󰁤󰁬󰁹, 󰁴󰁲󰁡󰁰-󰁲󰁩󰁤󰁤󰁬󰁥󰁤 󰁤󰁵󰁮󰁧󰁥󰁯󰁮. D󰁯󰁩󰁮󰁧 slime and began to worship it as a god. The bully󰁳󰁯, 󰁴󰁨󰁥󰁹 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲, 󰁴󰁨󰁥 󰁢󰁥󰁨󰁯󰁬󰁤󰁥󰁲 󰁴󰁨󰁡󰁴 󰁷󰁡󰁳 󰁦󰁯󰁲󰁭󰁥󰁲󰁬󰁹  wugs are vicious creatures, creatures, despised despised by all actions, actions, 󰁡 󰁣󰁲󰁩󰁭󰁥-󰁬󰁯󰁲󰁤 󰁯󰁦 W󰁡󰁴󰁥󰁲󰁤󰁥󰁥󰁰. A󰁦󰁴󰁥󰁲 󰁲󰁥󰁵󰁮󰁩󰁴󰁩󰁮󰁧 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 󰁷󰁩󰁴󰁨 󰁩󰁴󰁳 as they indiscriminately capture and sacrifice any 󰁢󰁥󰁬󰁯󰁶󰁥󰁤 󰁧󰁯󰁬󰁤󰁦󰁩󰁳󰁨, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁡󰁲󰁥 󰁯󰁦󰁦󰁥󰁲󰁥󰁤 󰁡󰁮 󰁯󰁰󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹  who pass near Thornhold. Thornhold. Currently Currently trapped in a 󰁴󰁯 󰁡󰁬󰁬󰁹 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥 󰁧󰁲󰁡󰁴󰁥󰁦󰁵󰁬 󰁢󰁥󰁨󰁯󰁬󰁤󰁥󰁲.

delusional spiral o paranoia, Xanathar is oblivious to their recent settlement o Thornhold. The interior o Thornhold’s courtyard is too muddy or the Redeemer, so it must be entered on oot. Maximus insists on bringing the shroudstone of the 󰁮 󰁴󰁨󰁥 󰁹󰁥󰁡󰁲󰁳 󰁳󰁩󰁮󰁣󰁥 V󰁥󰁣󰁮󰁡’󰁳 󰁣󰁯󰁮󰁱󰁵󰁥󰁳󰁴,  Ancients and  Ancients  and adamantine sphere with him. He reThornhold has traded hands multiple minds the characters that his contact resides in a hidtimes beore alling into eventual disuse den lair beneath Thornhold. Maximus does not know and abandonment. The exiled Xanamuch about the lair, only that it can be accessed rom thar, at the time living in the Underdark, eventually  jail cells cells that are, are, in turn, accessed through the the keep’ keep’s created a hidden lair beneath the ortress. Years later, throne room. Maximus also reminds the characters a large pool o grotesque slime, lingering remnants that the contact can supposedly help them figure out rom the slain demon lord Juiblex, bubbled up rom how to destroy the shroudstones. the keep’s courtyard. A tribe o bullywugs rom the

I󰁮󰁦󰁬󰁵󰁥󰁮󰁣󰁥 󰁯󰁦 J󰁵󰁩󰁢󰁬󰁥󰁸

The influence of the Demon Lord of Ooze manifests in several ways in Thornhold. Blessing of Juiblex. For the next 24 hours you are filled fi lled with a terrible hunger. For every four hours you go without eating, you gain one on e level of exhaustion. You You also have resistance to acid damage for the duration of this blessing. Holy Ichor of Juiblex. This sticky, adhesive ichor corrodes flesh. As an action, you can throw this flask up to 20 2 0 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 1d4 acid damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check; on a success, it can scrape off the acid. a cid. The ichor’s acidic properties expire after five days.

B󰁵󰁬󰁬󰁹󰁷󰁵󰁧 T󰁲󰁡󰁩󰁴󰁳

Bullywugs have the following traits:  Amphibious. The bullywug can breathe air and water. water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads to ads when it speaks in Bullywug. Swamp Camouflage. The bullywug has advantage on Dex-

terity (Stealth) checks made to hide in swampy terrain. Standing Leap. The bullywug’s bullywug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

 

H󰀲. F󰁲󰁯󰁧 S󰁴󰁡󰁢󰁬󰁥󰁳

The Ruins f Thrnhld Area H

H󰀱. M󰁵󰁤󰁤󰁹 C󰁯󰁵󰁲󰁴󰁹󰁡󰁲󰁤 This courtyard is a messy quagmire o grass and mud that counts as difficult terrain. Sacrificial pillars have been erected throughout the courtyard and decayed corpses o victims hang rom them. At any given time, ten bullywugs bullywugs and  and five giant frogs are frogs are within the courtyard, either on patrol or worshipping at the edge o a 30-oot pool o seething, putrid olive-colored slime. Each bullywug carries a ceramic flask filled  with the holy the holy ichor ichor of Juiblex  Juiblex .  seeped The pool o slime blood rom that has up rom the is Underdark. Underdar k. It Juiblex oozes across the courtyard at an imperceptibly slow speed, its tracks swallowed up by the ever-hungry muck. Any creature that enters or begins their turn within the pool o slime takes 27 (5d10) acid damage. Any character  who makes makes a successul successul DC 15 Intelligence Intelligence (Arcana) (Arcana) check discerns the pool’s abyssal nature and its connection to Juiblex. Any character who makes a successul DC 13 Wisdom (Insight) check discerns a dark, palpable hunger emanating rom the pool. I a character throws or shoves a living creature into the pool o slime and the pool subsequently reduces that creature to 0 hit points, then the character receives the blessing of Juiblex . I a bullywug detects a character it lets out a loud croak o alarm, alerting its allies. All o the bullywugs and giant rogs rom the courtyard, as well as those rom the bullywug dens (area H3), rush to the characters’ location. I the characters actively engage in battle, then the bullywugs use their Speak with Frogs and Toads trait to rouse the giant rogs rom area 2, inciting a giant rog stampede. The giant rog stampede occupies a 25-oot square and moves 60 eet a round. The giant rog stampede can enter the square o another creature; i it does so, then that creature must make a successul DC 15 Dexterity saving throw and or take 14rogs (4d6)automatically bludgeoning damage. Bully wugs giant automatica lly succeed succee d on this saving throw, as does any character grappling one o them. Once the stampede has run past the characters, it then disperses, the giant rogs fleeing to hide

The consistency o the ground within these stables fluctuates between runny mud and viscous water, depending upon the whims o the weather. There is a 20 percent chance that any 5-oot square within the stables is unctionally equivalent to quicksand (see chapter 5 o the Dungeon the Dungeon Master’ Master’ss Guide). Guide). Living  within the stables are are twenty-five twenty-five tra trained ined giant giant rogs.

H󰀳. B󰁵󰁬󰁬󰁹󰁷󰁵󰁧 D󰁥󰁮󰁳 These dilapidated buildings, in the process o being reclaimed by the wilderness, would no longer be considered inhabitable by any civilized standards. The sagging roos are riddled with holes; the floorboards have rotted away, and small, twisted marsh plants bloom within the buildings. The bullywugs enjoy resting within them, however, as they provide a small amount o shelter rom the midday sun. At any given time, five bullywugs bullywugs squat  squat within each building.

H󰀴. G󰁡󰁯󰁬󰁬󰁩󰁡 S󰁴󰁡󰁢󰁬󰁥󰁳 The interior o these chambers has long since rotted away. Each is currently occupied by two gaollia gaollia (see  (see appendix B). Near each gaollia is an empty eeding trough and a leather harness. Any character who makes a successul DC 13 Intelligence (Nature) check recalls that gaollia are used by the various swamp races or the transport o treasure and prisoners. The character also knows that rightening or harming a gaollia reflexively triggers an influx o acid into the gaollia’s stomach, destroying any cargo therein. I a gaollia is ed the bullywug brew  rom  rom area H5D, then they vomit orth the contents o their stomachs. Similarly, any character who makes a successul DC 15 Wisdom (Animal Handling) check can coax a gaollia into vomiting.

H4󰁡. W󰁥󰁳󰁴󰁥󰁲󰁮 G󰁯󰁡󰁬󰁬󰁩󰁡 S󰁴󰁡󰁢󰁬󰁥 The first gaollia holds 1,000 sp, and seven fist-sized orbs o polished petrified wood (worth 100 gp each)  within its stomach. The second second gaollia holds a staff of the python and python and a waterproo bladder that holds a packet o dust of dryness within dryness within its stomach.

H4󰁢. E󰁡󰁳󰁴󰁥󰁲󰁮 G󰁯󰁡󰁬󰁬󰁩󰁡 S󰁴󰁡󰁢󰁬󰁥  Any character character who makes makes a successul successul DC 10 Wisdom (Perception) hears what sounds like muffled cries or help rom inside one o the gaollia. Emerson (NG male el commoner commoner), ), a kidnapped villager rom Leilon, is trapped within this gaollia. I reed, Emerson complains that he has been a prisoner o the bullywugs ortrapped more than a month. much o (area this time he was within one o For the jail cells H6B) but ater he discovered a secret door within his cell the bullywugs moved him into the gaollia. The door was locked, so Emerson never discovered what

amidst the muck o the courtyard.

lay beyond it.

 

H󰀵. T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤 K󰁥󰁥󰁰 Like its surrounding environs, Thornhold Keep is overgrown with muck and lichen. Its stone walls are crumbling as they are pried apart by burrowing vines. Large globs o slime drip onto floors that are slick  with moss, and the interior interior is insufferably insufferably humid. The ront doors to the keep are always open; all other doors are closed but unlocked. A large hole in the keep’s southern wall leads to area H5B rom the outside. The ollowing is a brie summary o its interior:

H5󰁡. F󰁯󰁹󰁥󰁲

Three slime-touched bullywugs (see bullywugs (see appendix B) crouch in the corners o this room, standing guard.

H5󰁢. D󰁩󰁮󰁩󰁮󰁧 R󰁯󰁯󰁭

(+5 to hit). His trident deals 7 (1d8 + 3) piercing damage. In battle, the Grand Googleglumpglump rides Big Belly, a monstrous rog that has the same statistics as a giant frog  with  with the ollowing changes:

J Big Belly is Large. J It has 30 (4d10 + 8) hit points. J It has a Strength o 16 (+3) and a Constitution o 14 (+2).

J Its Bite action has a +5 to hit and deals 6 (1d6 +3) piercing damage. I the target is grappled, then it has escape DC 13.

J Its Swallow action can be used against a Medium  A black pudding  lurks  lurks on the ceiling o this room. It or smaller target. attempts to devour any creature that enters, including  Also residing residing in this room is the bullywug shaman, bullywugs and giant rogs. Pharblex Spattergoo. He has the same statistics as a H5󰁣. P󰁡󰁮󰁴󰁲󰁹 mage with mage  with the ollowing changes: Two slime-touched bullywugs are bullywugs are in this room, J Pharblex has a swim speed o 40 eet.  weaving  weav ing tapestries tapestries and baskets baskets rom rom muddy reeds. reeds. H5󰁤. K󰁩󰁴󰁣󰁨󰁥󰁮 J He has the Amphibious, Speak with Frogs and This room is the bullywug equivalent o a kitchen. A Toads, Swamp Camouflage, and Standing Leap cauldron o inedible stew congeals in the corner o the room. Three barrels and twenty ceramic flasks are filled with bullywug brew , a ermented mix o abyssal slime, rotted flesh, and damp lichen. Any character who smells the brew must make a successul DC 10 Constitution saving saving throw or spend their action vomiting. Any character who consumes the brew must make a successul DC 15 Constitution saving throw or become afflicted with the poisoned condition until they next finish a short or long rest.

H5󰁥. B󰁡󰁲󰁲󰁡󰁣󰁫󰁳 Five slime-touched bullywugs sleep bullywugs sleep within the room’s oot-deep mud. They can be spotted with a successul H5󰁦. B󰁡󰁲 DC 15 Wisdom (Perception) check. This muddy, overgrown room once served as a bar. It is currently unoccupied, but in the corner o the room is an intact keg o dwarven ale worth 100 gp.

H5󰁧. G󰁲󰁥󰁡󰁴 H󰁡󰁬󰁬 This is the throne room o the Grand Googleglumpglump o the Thunderous Croaks and Unrivaled Ribbits, the Breaker o Frogs and Slayer o Lizards. He has the same statistics as a veteran a  veteran with  with the ollowing changes:

J The Grand Googleglumpglump has a swim speed o 40 eet.

J He has the Amphibious, Speak with Frogs and

Toads, Swamp Camouflage, and Standing Leap traits (see the Bullywug Traits sidebar).

J Instead o a longsword, shortsword, and heavy

traits (see the Bullywug Traits sidebar). J He has immunity to acid damage.

J He has immunity to the restrained condition, i the condition is applied by an ooze.

J He can breathe ooze. J I he casts a spell that inflicts damage, then the spell inflicts acid damage instead o its usual damage. In battle, Pharblex uses his immunity to acid damage to fight rom inside a gelatinous cube that cube that ollows Pharblex’s commands. While inside the gelatinous cube, Pharblex has three-quarters cover. The doors to areas H5H and H5I are hidden behind a tangle o vines. The door to area H5H is poorly concealed and easily ound by anyone who searches the chamber. The door to area H5I can be detected by a character who makes a successul DC 10 Wisdom (Perception) check.

H5󰁨. W󰁥󰁳󰁴󰁥󰁲󰁮 S󰁴󰁡󰁩󰁲󰁣󰁡󰁳󰁥 This stone chamber remains untouched by the swamp that has otherwise overtaken the keep. A spiral staircase descends to area H6.

H5󰁩. E󰁡󰁳󰁴󰁥󰁲󰁮 S󰁴󰁡󰁩󰁲󰁣󰁡󰁳󰁥 The vine-covered door leading to area 5G is visible rom this chamber. A spiral staircase leads to the upper levels o the keep. These levels have long since been looted and are avoided by the bullywugs, who preer living on the keep’s ground level. As such, they remain unmapped.

crossbow, he wields a trident of fish command  

 

Xanathar s Lir  Area H (COntinued)

 Xanathar hides beneath beneath the vine-strewn vine-strewn ruins o Thornhold. Since its exile rom Waterdeep, its paranoia has become so inflamed that it can longer effectively unction. Unable to trust any sentient creature,  Xanathar lives in complete isolation. Once Once there was no secret, no matter how small, that escaped its notice. the beholder is so wrapped in trying to hide Now, rom imaginary opponents that it up remains oblivious to the world around it. Xanathar currently hides in the heart o a trap-filled catacomb that it never leaves. Because its greatest ear is being discovered by Vecna, the traps o its lair are specially designed to deal with undead intruders.

H󰀶. B󰁡󰁳󰁥󰁭󰁥󰁮󰁴 These plain chambers o finished stone are coated in a thin layer o slime. The ochre slime is revolting but harmless.

H6󰁡. D󰁵󰁮󰁧󰁥󰁯󰁮 The area contains six empty, unlocked jail cells. The keys to the cells are discarded on the floor o the room. A secret door hidden in one o the cells can be discovered by any character who searches or it. The secret door is locked, but can be opened by one o the discarded keys, or orced open with a successul DC 15 Strength (Athletics) check. Alternatively, the lock can be picked by a character who makes a successul DC 15 Dexterity check using thieves’ tools.

H6󰁢. W󰁯󰁲󰁫󰁳󰁨 W󰁯󰁲󰁫󰁳󰁨󰁯󰁰 󰁯󰁰 This area was used by Pharblex to crat ceramic  vials. Within Within is a set o potter’ potter’s tools, two two casks o bullywug brew , and three ceramic flasks filled with the holy the  holy ichor ichor of Juiblex  Juiblex .

H󰀷. T󰁲󰁩󰁡󰁬 󰁯󰁦 󰁴󰁨󰁥 Z󰁥󰁡󰁬󰁯󰁴

o necrotic energy at them. The ray has a +8 attack bonus to hit. Any character who is hit by the ray must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a ailed save, or hal as much damage on a successul one. The locks can be picked by a character who makes a successul DC 20 Dexterity check using thieves’ tools. The doors can also be orced open with a successul DC 20 Strength check. thefloor word, “Vecna” is opens, spokenrevealing aloud, then the door inIthe unlocks and a staircase that leads to area H8. I the words “Xanathar” or “beholder” are spoken aloud, then the eastern door unlocks and opens. Ater the eastern door opens, a disembodied mouth filled with brutally sharp teeth shrilly announces, “The Master awaits you in the next room, but please do not disturb his meditations,” beore ading into nothingness.

H󰀸. A󰁮󰁴󰁩󰁲’󰁳 T󰁯󰁭󰁢 A󰁮󰁴󰁩 󰁲’󰁳 T󰁯󰁭󰁢 This small tomb is empty except or a plain stone sarcophagus that rests upon the floor. Written atop the lid o the sarcophagus is the ollowing:

HEREIN LIES ANTIR, THE GREAT DEATH, FATHER OF THE SEVEN ABORTIONS, AND LOYAL SERVANT TO THE MAIMED LORD VECNA   A character who makes a successul DC 15 Intelligence (History) check remembers that Antir  was a powerul lich who who served Vecna Vecna during during his conquest o the Sword Coast. However, the character also knows that Antir has no notable connection to Thornhold.

This is a rocky, cavernous room with no apparent   Xanathar created this ake tomb as a red herring exits. A large eye, more than a oot in diameter, is or any tomb robbers, particularly those loyal to carved into the western wall. Ten smaller eyes are  V  Vecna. ecna. Xanathar’ Xanathar’ss hope was that it might might be a able ble to arranged in a circle around the larger eye. The words, placate such robbers with a token amount o trea“WHO IS THE ONE-EYED LORD OF SECRETS?” sure, making it less likely that they would persist in are carved into the northern wall in Common. Any their explorations. character who makes a successul DC 10 Intelligence The lid to the sarcophagus is heavy but opens with (Arcana) check recognizes the pattern o eyes as that effort. Inside is a gaunt, skeletal corpse with withered o a beholder. beholder. flesh stretched tight across its bones. A successul Two secret doors are here, one in the center o the DC 15 Intelligence (Arcana) check reveals it to be a floor and the other in the eastern wall. Both doors normal corpse and not a lich. An aquamarine (worth are well-hidden and can only be ound by a character 1,000 gp) rests within the socket o the corpse’s let  who makes makes a successul successul DC 25 Wisdom (Perception) (Perception) eye. Clutched in its let hand is a wand of magic check. These doors are also locked and trapped. I a  missiles.. The wand is cursed so that i used against a  missiles character attempts to pick the lock on either door or beholder, it explodes, dealing 35 (10d6) orce damage to orce them open, the fith small eye shoots a ray to all creatures within 5 eet o it.

 

H󰀹. M󰁥󰁤󰁩󰁴󰁡󰁴󰁩󰁯󰁮 C󰁨󰁡󰁭󰁢󰁥󰁲 This large, spacious cavern is filled with patches o mushrooms, some o which grow as high as a human is tall. Twenty eet rom the room’s entrance is a luminescent circle o lichen. A spherical creature  with numerous numerous stalks protruding protruding rom it floats within within the circle. The creature looks to be acing the floor, as i sleeping or in meditation. The spherical creature is likely to be mistaken or a beholder, but a successul DC 15 Intelligence (Nature) check reveals that it is a gas spore. spore. This gas spore has been modified by  Xanathar so that its Death Burst Burst has a radius radius o 40 eet. Any creature within range o the death burst

must make a DC 15 Charisma saving throw, taking 21 (6d6) radiant damage on a ailed save, or hal as much damage on a successul one.   The mushrooms in this cavern cavern are edible ungi known as trillimac. A small pool in the northeast corner o the room contains resh, drinkable water. Near the pool, a 10-oot diameter shat pierces the ceiling. The shat winds upwards or 80 eet beore ending in a stone wall that is 5 eet beneath area H17. Halway up the shat by is aa cobweb o who gossamer that can be detected character makesstrings a successul DC 15 Wisdom (Perception) check. I a character enters their space, the strings break, dropping a large

 

T󰁲󰁩󰁬󰁬󰁩󰁭󰁡󰁣

A trillimac is a mushroom that grows to a height of four to five feet, and has a broad gray-green cap and a light gray stalk. The cap’s leathery surface can be cut and an d cleaned for use in making maps, hats, and scrolls (its surface takes dyes and inks well). The stalk makes a palatable food akin to bread if it is cleaned, soaked in water for an hour, then dried. Each trillimac stalk provides 1d6 + 4 pounds po unds of food.

boulder suspended suspended at the top o the shat. As soon as this happens the character hears a rumbling sound rom above. I the character immediately retreats rom the shat, then they successully escape the alling boulder; otherwise, it crashes into the character.  Any character character hit by the boulder must must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a ailed save, or hal as much on a successul one.   No doors connect this room to area H19 and the  wall separating separating these these rooms can can only be breached breached by disintegration or similar magic. A successul DC 18  Wisdom (Perception) (Perception) check check determines determines that that the wall wall is not part o the natural cavern. The ollowing words, written in Common, are etched into the stone floor near the tunnel to the southeast:

IF YOU ARE A VAMPIRE, THEN YOU ARE NOT INVITED ANY FURTHER 

H󰀱󰀰. T󰁲󰁡󰁰󰁰󰁥󰁤 H󰁡󰁬󰁬󰁷󰁡 H󰁡󰁬󰁬󰁷󰁡󰁹󰁹 Halway down this hallway is a tripwire. A character in the lead who is searching or traps spots the trip wire with with a successul successul DC 12 Wisdom (Perception) (Perception) check. Once spotted, it can easily be avoided or disarmed. I the wire is tripped, then a volley o twelve stakes shoots rom hidden holes in the northern wall. The volley has a +8 attack bonus and deals 16 (3d10) piercing damage on a hit. I investigated, the wooden stakes smell strongly o garlic.

H󰀱󰀱. C󰁨󰁡󰁭󰁢󰁥󰁲 󰁯󰁦 F󰁡󰁬󰁬󰁩󰁮󰁧 S󰁴󰁡󰁴󰁵󰁥󰁳 There is a pressure plate at each place marked with an X on the map. Xanathar has disintegrated a hole in the ceiling above each plate. A petrified humanoid (two humans, an el, and a dwar) is suspended within each hole and hidden behind an illusion. I a character steps on the pressure plate, then the petrified humanoid is released, alling onto the character. The

character must then make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a ailed save, or hal as much on a successul one. The petrified humanoids shatter upon hitting the floor.   The pressure plates can be detected by making a successul DC 20 Wisdom (Perception) check. A character who makes a successul DC 20 Dexterity check using thieves’ tools can disable it, but a roll o 5 or lower triggers the trap.  A successul successul DC 20 Wisdom Wisdom (Perception) (Perception) check check reveals the secret door in the northern wall. It opens i pushed with sufficient orce, leading to area H15.

H󰀱󰀲. P󰁩󰁴󰁳 Two pits are in this hallway, each o which is marked  with an X on the map. map. The westernmost westernmost pit pit is a simple pit trap, covered by a large cloth and camouflaged  with dirt dirt and debris. debris. The pit is 30 eet eet deep, 5 eet across, and spans the width o the hallway. It can be spotted by a character who makes a successul DC 10 Wisdom (Perception) check. Anyone stepping on the cloth alls through and pulls the cloth down into the pit, taking 10 (3d6) bludgeoning damage. The easternmost pit is adjacent to the other pit. It is covered by a hidden trapdoor that requires a DC 20 Wisdom (Perception) check to spot. This pit is 40 eet deep, 5 eet across, and spans the width o the hallway. When a character steps on the trapdoor, it swings open, causing the character to spill into the pit, taking 14 (4d6) bludgeoning damage. The trapdoor closes ater a character alls through it. Once detected, an iron spike or similar object can be wedged between the trapdoor and surrounding floor in such a  way to prevent prevent it rom opening. opening. The trapdoor trapdoor can also also be magically held shut using the arcane the arcane lock  lock  spell  spell or similar magic.

H󰀱󰀳. V󰁡󰁭󰁰󰁩󰁲󰁥 K󰁩󰁬󰁬 C󰁨󰁡󰁭󰁢󰁥󰁲 The walls o this room are filled with carvings o hundreds upon hundreds o eyes. Five seconds ater the first character enters the room, stone walls slam down rom the ceiling at the places denoted by dotted lines on the map. Running water begins to gush rom hundreds o the eyes. Bright illumination, equivalent to sunlight, shines rom the remaining eyes.   The stone walls walls have AC 15 and 150 hit points. Reducing a wall to 0 hit points destroys it, allowing exit rom the room. The water level rises 3 inches per round or a total o 10 rounds. At this point the eyes stop gushing water and the hundreds o glowing eyes turn dark. The water level drains rom the chamber over the course o 3 rounds, ater which the stone  walls rise rise back into place, place, allowing allowing exit rom rom the chamber.

 

H󰀱󰀴. L󰁩󰁣󰁨 K󰁩󰁬󰁬 C󰁨󰁡󰁭󰁢󰁥󰁲

F󰁵󰁮󰁧󰁡󰁬󰁬 F󰁯󰁯󰁬’󰁳 F󰁯󰁯󰁬’󰁳 G󰁯󰁬󰁤 H󰀱󰀵. F󰁵󰁮󰁧󰁡

This cavernous room is urnished with a rickety desk  A mound o golden coins appears appears to fill this this room. A and a moldy bed. Between them, a suit o empty plate character who makes a successul DC 18 Wisdom armor stands at attention. The floor is covered by a (Perception) check notices that the coloration o thick, tattered green carpet. the coins seems off. The trove is a pile o 200,000 copper coins, coated in yellow mold (see chapter 5 The carpet is non-magical but is enchanted with in the Dungeon the Dungeon Master’ Master’ss Guide). Guide). The pile is large  Nystul’ss magic aura  Nystul’ aura so  so that it radiates transmutation enough that it is impossible to cross the room withmagic. The desk is covered in yellowed papers that out disturbing the coins. I disturbed, the yellow mold look to be at least five years old. The papers are old cargo maniests mixed with detailed maps o  Waterdeep’’s sewers.  Waterdeep sewers. Other than dust and and mold, there is nothing o note within the bed. The suit o armor is a helmed horror that horror that attacks i disturbed. The helmed horror is immune to the disintegrate disintegrate,, finger of death, death, and power and power word kill  spells.  spells.   I a character walks around the rug, rug, then they step upon a hidden pressure plate, which can be detected only by making a successul DC 20 Wisdom (Perception) check. It can be disabled by a character who makes a successul DC 20 Dexterity check using thieves’ tools, but i the roll is 5 or lower, the trap is triggered. When the plate is stepped on or triggered, the stone wall leading into area H12 slams shut. The entire room, rom the door leading to area H15 to the stone wall, is affected as per the silence silence spell.  spell. The helmed horror then moves to attack, ocusing its attacks on any obvious spell-casters. Ater 10 minutes, the silence silence effect  effect dissipates, and the stone wall rises back into place.   The secret door leading to area H14 can be located with a successul DC 20 Wisdom (Perception) check. The door leading to area H15 is made o sturdy wood and is locked. The lock can be picked by making a successul DC 20 Dexterity check made using thieves’ tools, but i a character ails this check, then a The needle shoots rom lock, pricking their finger. character takesthe 1 piercing damage, 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned or 1 hour.  A character character who examines examines the lock lock beore attempting attempting to pick it can deduce the trap’s presence on a successul DC 15 Intelligence (Investigation) check; a subsequent successul DC 10 Dexterity check using thieves’ tools disarms the trap, removing the needle rom the lock.   The door can be orced open by making a successul DC 15 Strength check. However, our pikes are  wedged  wedge d against the back back o the door so that the charcharacter orcing the door open takes 22 (4d10) piercing damage in the process.

ejects a cloud o spores that fills a 10-oot cube. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned or 1 minute. While poisoned in this way, the creature takes 5 (1d10) poison damage at the start o each o its turns. The creature can repeat the saving throw at the end o its turns, ending the effect on itsel on a successul save.   Sunlight, or any amount o fire damage, instantly destroys the yellow mold. I a character with the blessing of Juiblex  destroys  destroys the mold, then they gain permanent resistance to acid damage. The secret doors leading to areas H11 and H14 are obvious rom this room.

H󰀱󰀶. L󰁡󰁩󰁲 󰁯󰁦 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 󰁴󰁨󰁥 L󰁥󰁳󰁳󰁥󰁲 This chamber is a mess o torn carpets and wooden debris. A spherical creature with a great bulging eye, a wide, toothy maw, and our waving eyestalks floats in the center o the room. This creature is a spectator who spectator  who greets any characters that it can see, introducing itsel, with a stifled giggle, as Xanathar. A successul DC 15 Intelligence (Arcana) check reveals the true nature o the spectator. Despite any evidence to the contrary, the spectator repeatedly insists that it is Xanathar, although it giggles any time that it makes this claim. It says that it must “give great thought” to any questions posed to it, asking the characters to return in one month or an appropriate answer. I shown the adamantine sphere, it eigns excitement and asks or the characters to leave it behind. A successul DC 10 Intelligence (Insight) check is sufficient to determine that the spectator is bluffing and knows nothing about the sphere. The spectator will deend itsel i attacked but is otherwise riendly.   The staircase to the west leads to area H17 and is hidden behind an illusory wall where the dotted line is. The illusion can be detected with a successul DC 15 Intelligence (Investigation) check. The spectator attacks any character who tries to enter the staircase.   Settled amidst the room room’’s debris is a dusty, glass fishbowl. Characters who have been carrying the adamantine sphere note that it is exactly the same size as the fishbowl.

 

H󰀱󰀷. P󰁡󰁬󰁡󰁣󰁥 󰁯󰁦 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 H󰀱󰀷. This regal chamber would appear more at home in a royal castle than a cave. Its floor is covered in delicate tiles that crack underoot. Because o the floor’s ragile nature, it is considered difficult terrain. The northern wall is lined with multiple bookcases and a large table dominates the center o the room. Luminous violet particles float throughout the chamber.  A 15-oot long long fish tank, tank, filled with with murky murky water, water, a small coral ree, and a tiny shipwreck, rests against the eastern wall. Floating next to the gargantuan fish tank is a shallow, 6-oot-diameter bowl made rom crystal lattice that glows with multicolored light.   Hundreds o rare books are arranged upon the shelves, with values ranging rom 10 to 100 gp. A 10-oot diameter passage is hidden behind one o the bookshelves. This winding passage descends or more than three hundred eet beore exiting into the Underdark. The table is covered with detailed maps o Waterdeep. It also has a ledger that contains incriminating inormation on more than one hundred Waterdhavian nobles.

The paranoid Xanathar guarding Sylgar

 A successul successul DC 12 Intellige Intelligence nce (Nature) (Nature) check check reveals that the violet particles are Underdark spores.  Xanatharr has inused  Xanatha inused the spores spores with with faerzress  faerzress (see  (see chapter 2) to prevent scrying and teleportation.   Long ago, the fish tank housed Xanathar’s pet fish, Sylgar. It is currently empty.   The crystal bowl is a device called a dream nullifier. This bowl-shaped bed magically awakens Xanathar anytime it begins to dream about other beholders. Studying the bed and making a successul DC 15  Wisdom (Perception) (Perception) check check reveals reveals a small rune etched into its bottom. A character who makes a successul DC 15 Intelligence (Arcana) check will realize that this rune has corrupted the nullifier’s original enchantments; instead o calming the sleep o its inhabitant, the bed now induces nightmares intended to heighten Xanathar’s paranoia. This rune was secretly placed upon the nullifier years ago by traitors  within Xanathar’ Xanathar’ss organization. organization. The shats leading to areas H9 and H19 are blocked by 5 eet o stone.

 

H󰀱󰀸. X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 E󰁸󰁴󰁲󰁡󰁯󰁲󰁤󰁩󰁮󰁡󰁲󰁹 V󰁡󰁵󰁬󰁴 The walls and ceiling o this vault are covered in panels o colored lead, patterned with marble-like striations. The room itsel is filled with the remaining  wealth o the exiled exiled eye eye tyrant. Five Five large large chests chests line the western wall. Next to them is a mixed pile o gold and platinum coins, and sparkling gemstones. In another corner o the room is a large stone cart. Finally, along the northern wall are three lielike stone statues (o a dwar, a drow, and a kuo-toa), and an ornate, but empty, fishbowl. The characters find Xanathar find Xanathar (see  (see appendix B) in this room, too distracted by paranoid visions o the uture to notice the characters intruding upon its present-day doorstep. I the characters reveal themselves, then Xanathar demands to know why they are in its sanctum. Xanathar can manage only a minute or two o conversation beore its extreme paranoia takes over. It then concludes that the characters are trying to distract it and attacks them.    Reunion. Presenting the adamantine sphere to  Xanathar deuses any any hostility hostility or paranoia. paranoia. XanaXanathar immediately uses its telekinetic telekinetic ray  ray to move the sphere over to the fishbowl. It then uses its disintegration ray  to  to poke a hole in the sphere beore gingerly pouring a startled goldfish rom the sphere into the fishbowl. Perceptive characters note what might be a single tear welling up in Xanathar’s main eye. ANCE CE  THE CHARACTERS TO 8TH LEVEL FOR SUCCESSFULLY   ADVAN REUNITING XANATHAR WITH HIS BELOVED PET.

thieves’ tools. Xanathar locks and unlocks the chests using telekinesis telekinesis.. The five treasure chests contain:

J Chest 1. An 1. An assortment o exotic spices in airtight containerss worth 1,000 gp. container

J Chest 2. Dozens 2. Dozens o stuffed Xanathar dolls and onyx trophies carved to look like a smiling beholder being caressed by hands.

J Chest 3. Books, 3. Books, scrolls, and memos containing all o the relevant up toRealms. and including Vecna’s invasion o the news Forgotten

J Chest 4. A 4. A pile o broken rubble and eight jars o depetrification depetrifica tion salve (appendix salve (appendix B).

J Chest 5. 3,000 5. 3,000 gp, an aquamarine (worth 1,000 gp), a tentacle rod , a a ring  ring of free free action, action, and a  ring of three three of wishes wishes with  with one wish remaining. The aquamarine is magically connected to the aquamarine rom area H8. Four times per day, a creature can use an action to cast scrying scrying upon  upon any creature that is carrying the aquamarine rom area H8. I circumstances allow it, Xanathar uses this aquamarine to obsessively spy on the characters.

T󰁨󰁥 S󰁴󰁯󰁮󰁥 G󰁡󰁬󰁬󰁥󰁲󰁹 The statues are petrified humanoids. Ott Steeltoes. The first statue is Ott Steeltoes (CE male dwar cultist cultist). ). Ott used to tend to Sylgar. In his spare time, he worshipped Zuggtmoy, the demon queen o ungi, and cultivated mushrooms, spores, and molds. He wears a skullcap to which ake beholder eyestalks have been stitched.

   An Unlikely Unlikely Ally. Ally. With Sylgar returned, Xanathar’s paranoia subsides, allowing it to unction, yet again, as an eye tyrant. It cautiously thanks the characters and then spends the next three hours interrogating

 Nar’l Xibrindas. Xibrindas. The second statue is Nar’l Xibrindas (drow (drow mage). mage). Nar’l was an advisor to Xanathar but also, unbeknownst to Xanathar, secretly worked as a double agent or Bregan D’aerthe.

them, in excruciating detail, about their journey.  Xanathar vows revenge revenge upon upon Vecna. Vecna. It also vows to reclaim Waterdeep, asking the characters i they will agree to serve as its highest-ranking henchmen. I the characters agree, then Xanathar gives them hal o its treasure pile and a tentacle rod . Xanathar also encourages the characters to take the wand and gemstone rom area H8 as payment or their services. I Maximus is with the party, then the knight attempts to reuse such payment on their behal, treating  Xanathar with thinly thinly veiled hostility. hostility.

Sloopidoop. The third statue is Sloopidoop (kuo( kuotoa archpriest). archpriest). Sloopidoop was a member o the Society o Brilliance, a sect o highly intelligent monsters that have banded together to solve all o the Underdark’s problems. Sloopidoop has an alignment o neutral, an Intelligence o 18, and is fluent in Abyssal, Common, Deep Speech, Draconic, Dwarvish, Elvish, and Undercommon.

   Loot. The pile o treasure consists o 1,000 gp, 100 pp, and a hundred gemstones worth 100 gp each. Each the fiveopen treasure chests is locked. They can beobroken by a character who makes a successul DC 25 Strength (Athletics) check; alternatively, their locks can be picked by making a successul DC 25 Dexterity check made using

H󰀱󰀹. E󰁳󰁣󰁡󰁰󰁥 R󰁯󰁯󰁭 The air is extremely stale in this rocky, barren chamber. This artificial cave exists as a way or allowing  Xanathar to either flee flee its lair lair or flank those those in the midst o infiltrating it. A winding 10-oot diameter shat ends abruptly in a 5-oot thick wall. Beyond this  wall lies lies area H17. H17. Similarly Similarly,, a short short tunnel to to the southeast ends in another 5-oot thick wall. Beyond

a successul DC 25 Dexterity check made using

 

this wall lies area H9.

CHAPTER 8 

X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 G󰁵󰁩󰁤󰁥 󰁴󰁯 S󰁡󰁶󰁩󰁮󰁧 󰁴󰁨󰁥 W󰁯󰁲󰁬󰁤 T󰁨󰁥 P󰁬󰁡󰁮

A󰁦󰁴󰁥󰁲 󰁡󰁬󰁬󰁹󰁩󰁮󰁧 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳, X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 󰁲󰁥-󰁥󰁳󰁴󰁡󰁢󰁬󰁩󰁳󰁨󰁥󰁳 󰁩󰁴󰁳 󰁳󰁰󰁹 󰁮󰁥󰁴󰁷󰁯󰁲󰁫 󰁩󰁮 󰁨󰁯󰁰󰁥󰁳 󰁯󰁦 󰁤󰁥󰁴󰁥󰁲󰁭󰁩󰁮󰁩󰁮󰁧 󰁨󰁯󰁷 󰁴󰁯 󰁤󰁥󰁳󰁴󰁲󰁯󰁹 󰁴󰁨󰁥 󰁳󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥󰁳. W󰁨󰁩󰁬󰁥 󰁤󰁯󰁩󰁮󰁧 󰁳󰁯, 󰁩󰁴 󰁡󰁬󰁳󰁯 󰁤󰁥󰁴󰁥󰁲󰁭󰁩󰁮󰁥󰁳 󰁴󰁨󰁥 󰁬󰁯󰁣󰁡-  Ater three three days o exhaustive exhaustive rresearch esearch the beholder’ beholder’ss 󰁴󰁩󰁯󰁮 󰁯󰁦 󰁴󰁨󰁥 󰁴󰁨󰁩󰁲󰁤 󰁡󰁮󰁤 󰁦󰁩󰁮󰁡󰁬 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥. T󰁨󰁥 󰁴󰁨󰁩󰁲󰁤 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥 󰁩󰁳 󰁨󰁥󰁬󰁤 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭, 󰁴󰁨󰁥 󰁡󰁢󰁡󰁮󰁤󰁯󰁮󰁥󰁤 󰁵󰁮󰁤󰁥󰁲󰁳󰁥󰁡 󰁦󰁯󰁲󰁴󰁲󰁥󰁳󰁳 peerless intellect finally unravels the puzzle. Xana󰁯󰁦 󰁴󰁨󰁥 󰁦󰁡󰁬󰁬󰁥󰁮 󰁳󰁴󰁯󰁲󰁭 󰁧󰁩󰁡󰁮󰁴󰁳. A󰁬󰁳󰁯 󰁷󰁩󰁴󰁨󰁩󰁮 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭 󰁩󰁳 󰁡󰁮 thar addresses the characters: 󰁡󰁮󰁣󰁩󰁥󰁮󰁴 󰁵󰁳󰁥󰁤 󰁴󰁯 󰁤󰁥󰁳󰁴󰁲󰁯󰁹 󰁲󰁥󰁬󰁩󰁣 󰁫󰁮󰁯󰁷󰁮 󰁴󰁨󰁥 󰁧󰁥󰁭󰁳. 󰁡󰁳 󰁴󰁨󰁥 T󰁯W󰁹󰁲󰁭󰁳󰁫󰁵󰁬󰁬 󰁡󰁣󰁴󰁩󰁶󰁡󰁴󰁥 󰁴󰁨󰁥 T󰁨󰁲󰁯󰁮󰁥 󰁴󰁨󰁲󰁯󰁮󰁥, 󰁴󰁨󰁡󰁴 󰁴󰁨󰁥󰁣󰁡󰁮 󰁣󰁨󰁡󰁲󰁢󰁥 󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁲󰁥󰁵󰁮󰁩󰁴󰁥 󰁷󰁩󰁴󰁨 Z󰁥󰁰󰁨󰁹󰁲󰁵󰁳 󰁡󰁮󰁤 󰁴󰁲󰁡󰁶󰁥󰁬 󰁴󰁯 󰁴󰁨󰁥 E󰁬󰁥󰁭󰁥󰁮󰁴󰁡󰁬 P󰁬󰁡󰁮󰁥 󰁯󰁦 W󰁡󰁴󰁥󰁲 󰁴󰁯 󰁯󰁢󰁴󰁡󰁩󰁮 󰁡 R󰁵󰁬󰁩󰁮󰁧 S󰁣󰁥󰁰󰁴󰁥󰁲. T󰁯 󰁴󰁨󰁥󰁮 󰁴󰁲󰁡󰁮󰁳󰁰󰁯󰁲󰁴 󰁴󰁨󰁥󰁭󰁳󰁥󰁬󰁶󰁥󰁳 󰁴󰁯 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁶󰁩󰁳󰁩󰁴 G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧, 󰁴󰁨󰁥 󰁣󰁡󰁰󰁩󰁴󰁡󰁬 󰁯󰁦 󰁴󰁨󰁥 󰁭󰁯󰁵󰁮󰁴󰁡󰁩󰁮 󰁧󰁩󰁡󰁮󰁴󰁳, 󰁡󰁮󰁤 󰁳󰁴󰁥󰁡󰁬 󰁡 󰁭󰁡󰁧󰁩󰁣󰁡󰁬 󰁣󰁯󰁮󰁣󰁨 󰁳󰁨󰁥󰁬󰁬.

“Henchmen, come close. This Vecna thing’s gimmick is that everyone has a secret that can bring about their downfall, but that’s nothing new. Here in Faerûn, we call it blackmail, and I’ve been doing it i t my whole life. So, now it’s time to use his secrets against him. As you might have figured out, all this dead god mumbo jumbo is just a crock of o f aurochs manure. The gods are just fine and likely mad as a battlerager. Vecna Vecna has these three magic doohickeys that prevent the gods from interfering. If we can destroy these relics, then we can bring back the gods. “The last doohickey is in an abandoned abandon ed undersea fortress called the Maelstrom, guarded by something called the Krakolich. Even better, there is a special throne in this fortress that should be able to destroy the doohickeys. But we’re going to need some intel before we go in. The Maelstrom used to be run by a storm giant cartel. We should start by trying to find a storm giant and figuring fi guring out what to do next... Err, rather, I mean you should start by trying to find a storm giant and figuring out what to do next. Now hop to it, henchpeople!”

󰁨󰁯󰁵󰁬󰁤 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁡󰁧󰁲󰁥󰁥 󰁴󰁯 󰁡󰁬󰁬󰁹 themselves with Xanathar, it wastes no time getting to work. It retrieves a jar

o depetrificatio depetrification salv  and depetrifies Ott and Nar’l. Xanathar ordersnOtt toeimmediately clean the fish tank and begin tending to Sylgar. Xanathar then orders Nar’l to begin the task o rebuilding their intelligence network. Finally, Xanathar spends the next three days poring over old documents and spy reports. It ignores the characters other than to occasionally ask them to etch a book, demanding A G󰁲󰁯󰁷󰁩󰁮󰁧 E󰁭󰁰󰁩󰁲󰁥 their patience while it “figures out what that wily skelFor the remainder o the adventure, the characters eton is up to.” I the characters have not discovered  will likely likely repeatedly repeatedly return return to the lair lair.. As they they do so, the glyph inscribed into Xanathar’s dream nullifier, they witness Xanathar’s new empire slowly reorm. then Xanathar notices the glyph the next time it goes Incremental improvements in Xanathar’s lair include: to bed, careully erasing the rune with its disintegraJ  A deep gnome in gnome in clownish garb, who Xanathar tion ray. reers to as Flutteroot the Second, dances and O󰁴󰁨󰁥󰁲 A󰁬󰁬󰁩󰁥󰁳 cartwheels throughout the lair. I Maximus is with the party, then the knight grows J  Xanathar converts converts area H16 into a makesh makeshit it increasingly anxious. His moral code chaes at kitchen. A sprite sprite gourmand  gourmand that Xanathar calls  working with a creature creature such such as Xanathar Xanathar.. His sense sense Poppenfield runs the kitchen with his quaggoth quaggoth   o duty prompts Maximus to leave to return to the sous-che. They are eternally complaining about southern Sword Coast and reunite with his ellow the lack o proper spices, especially ey-pepper. Hellriders. Maximus is not much or sentiment and is J  Xanathar has an increasing increasing number o body just as likely likely to mysteriously mysteriously vanish in in the middle middle o guards every time the characters return to its lair. the night as he is to give a ormal arewell, leaving the First there is a tribe o thirty troglodytes troglodytes.. Next, shroudstoness of the Ancients behind shroudstone Ancients behind and trusting in there is a pair o sullen driders. driders . Finally, Xanathar the characters to see to their destruction. adopts a pet behir behir that  that it has named Lludd.   The players likely encountered Zephyrus while passing Triboar (see chapter 6). I they dida not, thenthrough Xanathar encourages the players to wait tenday until Nar’l gets back. When Nar’l returns, he inorms the characters that a storm giant is rumored to be living in Triboar. riboar. Either Eit her way, visiting Triboar

J

conve area H9 into anaarena rein erred   Xanathar to as “Pit converts Two.”rts Anyone who wins matchreerred the arena receives a stuffed Xanathar doll with a pocket in its mouth that holds a 100 gp gemstone, and an onyx trophy carved to look like a smiling

becomes the next natural step or the characters.

beholder being caressed by hands (worth 25 gp).

 

J  A traveling merchant named Igor sets up shop in area H6B. Though he looks human, his fingers have three joints and he is, in truth, a mercane mercane.. He sells anything rom the Adventuring Gear table in the Player the Player’s ’s Handbook  as  as well as anything rom the Magic Item Tables A, B, and C in the  Dungeon Master’ Master’ss Guide. Guide. He keeps all his valuables in a pocket dimension and can’t be coerced or orced into handing them over, even i it costs him his lie. See the table below or an overview o Igor’s prices. Item Rarity

Consumable Cost

Item Cost

Common Uncommon Rare Very rare Legendary

󰀵󰀰 g p 󰀲󰀵󰀰 gp 󰀲,󰀵󰀰󰀰 gp 󰀲󰀵,󰀰󰀰󰀰 gp 󰀱󰀰󰀰,󰀰󰀰󰀰 gp

󰀱󰀰󰀰 gp 󰀵󰀰󰀰 gp 󰀵,󰀰󰀰󰀰 gp 󰀵󰀰,󰀰󰀰󰀰 gp 󰀲󰀰󰀰,󰀰󰀰󰀰+ gp

  His amiliar, amiliar, a wide-eyed, mute imp imp named  named  Yix usually usually sits on his his shoulders, shoulders, but will will gladly crawl onto a character i they begin petting it. Igor also has two guards; Kraampesh and Gratrix, who are both under a geas a geas spell  spell and orced to protect Igor, while never revealing their predicament. Kraampesh (LN male dragonborn blackguard,, see appendix B), who has accepted blackguard his ate, has a staunch demeanor, is clad in black plate, and has red scales. Gratrix (LN emale halfling assassin assassin), ), who despises the situation she is in, is also dressed in black; she doesn't respond  well to queries.

X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 P󰁡󰁲󰁡󰁮󰁯󰁩󰁡  Although its paranoia paranoia has been been substantially substantially quelled, quelled,  Xanathar is still a beholder beholder, and as as such, is still extremely paranoid by most standards. Interactions  with it may may, at times, times, eel comical but but they should should also be tinged with an air o menace. Xanathar is a powerul creature who can disintegrate, enslave, paralyze, or petriy a character in the literal blink o an eye. Examples o challenging interactions might include:

J  When the characters characters return to the beholder’ beholder’ss lair, lair,  Xanathar accuses them o being being doppelganger doppelganger servants o Vecna. Xanathar asks the characters questions about the first time they met Xanathar.  Ater this interrogation, interrogation, Xanathar Xanathar proclaims proclaims that the characters answered its questions “too perectly.” This paranoia can be deused with a successul DC 15 Charisma (Persuasion) check. I the characters ail their check, then Xanathar prepares to disintegrate them beore Ott quickly intercedes on their behal.

Igor in his true form with his imp familiar Yix 

B󰁲󰁥󰁡󰁫󰁩󰁮󰁧 G󰁯󰁯󰁤

Some characters might be uncomfortable working for a creature such as Xanathar. Doing so is not essential for the story to continue; however, you will need to find a new NPC to serve in Xanathar’ Xanathar ’s stead. One of the Harpells from Longsaddle could easily serve as such an advisor. advisor.

being constructs. It demands that the characters provide a “convincing display o emotion” to prove that they are not automatons. This paranoia can be assuaged with a successul DC 15 ail Charisma (Persuasion) check. I the characters their check, then Xanathar insists on using its enervation ray on one o them so that it can veriy that they “wither “wi ther properly. properly.””

J Upon their return, the characters discover that they are locked out o Xanathar’s lair. Xanathar demands that they give “the password” beore it will allow them in. The correct answer to this demand is that there is no password. In the event that the characters answer incorrectly, Xanathar makes them wait or 24 hours beore letting them into the lair just to test that “it’s really them.” the characters ask Xanathar an esoteric quesJ Ition, then it depetrifies a terrified Sloopidoop.  Xanather demands that the kuo-toa kuo-toa answ answer er the characters’ question, then immediately ater wards repetrifies repetrifies Sloopidoop. Sloopidoop. A character character who makes a successul DC 15 Charisma (Persuasion) check can convince Xanathar to permanently unpetriy the kuo-toa. I given the opportunity, Sloopidoop preers to return to the Underdark. However, he can be convinced to accompany the characters i they make a successul DC 18 Charisma (Persuasion) check.

J Over the course o their interactions, Xanathar repeatedly statements such as, “According one o mymakes sources…” It is later revealed that this to source is a kidnapped merchant that Xanathar is holding hostage at an undisclosed location. A

J  At some point in their interactions interactions Xanathar squints at the characters suspiciously, accusing them o

successul DC 15 Charisma (Persuasion) check persuades Xanathar to release the merchant.

 

Tribar Revisited Area D

 At this point, the character characterss are experienced experienced overland travelers and can likely avoid or intimidate any threats. As such, their journey to Triboar should be uneventul. Depending upon their actions, as well as how long it has been since they passed through Triboar, the characters may find that the town has been ransacked. Either way, Zephyrus remains in the armlands, helping the townsolk o Triboar to the best o his abilities. Even i the characters’ actions led to the ransacking o the town, Zephyrus is receptive to their approach, understanding that although their deeds  were short-sighte short-sighted d they were likely likely well-inten well-intentioned. tioned.   Zephyrus is surprised i the characters mention the Maelstrom. He is initially resistant to any plans to in vade the abandoned abandoned ortress but but gradually gradually warms to the idea as discussions develop. Zephyrus can supply the characters with all o the storm giant inormation provided in the Ordning section o appendix A. He mournully reiterates the act that no one knows the  whereabouts o Princess  whereabouts Princess Serissa Serissa although, although, with the the death o her ather, she is now the rightul ruler o the storm giants. Zephyrus agrees that the Wyrmskull Throne might Throne  might be powerul enough to destroy the shroudstoness of the Ancients, shroudstone Ancients, but inorms the characters that the throne can only be used by someone  wielding  wieldi ng the Ruling the Ruling Scepter  Scepter . Zephyrus shares a rumor that Serissa secreted the  Ruling Scepter  Scepter  in  in an extradimensional vault called Stronmaus’s Locker. He claims that this locker can be accessed by any living creature that is accompanied by a storm giant, but because o its location in

comes. A successul DC 15 Intelligence (Arcana) check confirms Zephyrus’s inormation regarding Stronmaus’s Locker, although it also reveals that the locker should not be accessible to just any storm giant, but only storm giant nobility. I conronted with this inormation, Zephyrus seems briefly taken aback beore mumbling that he is a distant third cousin to the ormer king.

Temple fRevisited Elemental Unity Area E

 When the characters characters visit the the Temple Temple o Elemental Elemental Unity they find it occupied by a cult leader (mage ( mage)) and two cult fanatics who fanatics who are conducting a ser vice or twenty commoners commoners rom  rom nearby Triboar.  Although the cult leader leader is unlikely unlikely to connect connect the characters to any previous actions they may have committed within the Temple, she is initially reluctant to help them. I, however, they are explicit that their actions are intended to stymie Vecna, then she becomes more receptive. The Cult o the Elder Elemental Eye currently views Vecna as an enemy and is eager to see his downall. I the characters make a successul DC 15 Charisma (Persuasion) check or promise to donate hal o any treasure recovered rom the Locker to the temple, the cult leader agrees to help. Additionally, the cult leader is willing to cast water breathing upon breathing upon the characters or 50 gp. I the characters are more secretive about their motives, then they will need to find other ways to convince her to help.   The cult leader waits until her congregants depart beore perorming the necessary ritual. She calls

the Elemental Plane o Water, gettingthe there is going upon the blessing o Ol-hydra and the waters o the to be difficult. Zephyrus also inorms charac well churn in response. She then reaches reaches into the the ters that, at one time, each o the giant lords had an  well and sculpts sculpts the water water into a conical shape shape beore beore enchanted conch of teleportation (appendix teleportation (appendix D) that, reezing it into an icicle. She hands this enchanted  when blown, blown, would would transport them to the Maelstrom. Maelstrom. icicle to the nearest character and tells them that i Zephyrus indicates, however, that he does not know they break the icicle, all creatures who went through i any giant lords still possess their conchs. Zephyrus the portal (even dead ones) will be returned to the has no knowledge regarding the Krakolich. Temple o Elemental Unity. It takes an action to break the icicle. I the characters now dive into the portal,   Any character who makes a successul DC 15  Wisdom (Insight) (Insight) check check notices notices a look o sorrow pass pass they are transported to Stronmaus’s Locker. over Zephyrus’s ace when he first mentions Serissa. For insight on this, reer to his entry in chapter 6.

Strnmaus us s cker  Strnma

  I the characters previously visited the Temple o Stronmaus’s Locker isolated chamber carved Elemental Unityreturning (see areathere E in chapter then they  within the interior the o is anan immense imme nse iceberg. ice berg. The might consider to access6),Stronmaus’s Locker. I not, then Zephyrus suggests it as a possible chamber is a hundred-oot cube and is filled with option. Zephyrus insists on accompanying the charac- rigid water. It has no entrances or exits and can only be accessed through magic. Silhouettes o strange

ters to the Temple o Elemental Unity and also asks to come with them to the Maelstrom, when the time

creatures, some o behemothic proportions, can be

 

seen rozen deep within the iceberg. A massive 20oot clam rests upon the floor o the chamber. Three hungry ice wyrms (appendix wyrms (appendix B) swim throughout the Locker. The characters appear in the center o the chamber. The ice wyrms attack immediately, instinctively using their Icy Blast ability to split up the characters. They fight to the death.  As an action, action, a character character can pry open the the massive massive clam with a successul DC 21 Strength (Athletics) check. Using a crowbar, a sword, or similar tool grants advantage on the check. Opening the clam triggers a glyph a glyph of warding spell warding spell that targets whoever opened the clam with a dispel magic spell. magic spell. The clam also contains a water a water weird, weird, which attacks whoever opens the clam, fighting to the death. Finally, the interior o the clam contains 1,000 small pearls (worth 5 gp each), three graperuit-sized pink pearls (500 gp each), one graperuit-sized black pearl (5,000 gp), one graperuit-sized graperuit-sized violet pearl violet pearl of power  power , one

clear graperuit-sized crystal ball , and the Ruling the Ruling Scepter  (see  (see the Wyrmskull Throne entry Throne entry in appendix D). Zephyrus strongly discourages the characters rom taking anything other than the scepter, insisting that the treasure belongs to the storm giants. I the characters ignore Zephyrus’s wishes, he continues to cooperate with them, but his good opinion o them is greatly diminished.

U󰁮󰁤󰁥󰁲󰁷󰁡󰁴󰁥󰁲 C󰁯󰁭󰁢󰁡󰁴

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage.

Ice Wyrms are relentless deep sea predators

 

In Search f the Cnch  With the Ruling the Ruling Scepter  Scepter  secure,  secure, all that remains is to gain access to a conch of teleportation. teleportation. I the characters do not think o it themselves, Zephyrus suggests that they return to Xanathar and ask him to use his spies to find the location o one o the conch shells. Zephyrus preers to wait in Triboar while they do so, although he beseeches the characters to retrieve him beore activating the conch shell. I asked, Xanathar offers to “contact its sources” to determine the most easily accessible conch. Three tendays later, Xanathar’s spies learn that a conch of teleportation is teleportation  is still possessed by the mountain giant shaman o Grudd Haug, Grolan, who keeps a it on display in his mud and wattle palace.   Xanathar gits the characters a small token in the shape o a stuffed Xanathar. A character can use an action to hold the token alot while shouting, “Xanathar save me!” to teleport to area H7 o Xanathar’s Lair along with up to eight willing creatures that they can see within 60 eet. Xanathar tells the characters to use the token to escape the Maelstrom once their  work is completed and and warns warns them that they should should not use it rivolously, as it can only be used once.

S󰁴󰁲󰁡󰁴󰁥󰁧󰁩󰁥󰁳  Ater giting giting them the the token, Xanathar asks the characters to discuss their strategy or securing the conch. A ew strategies that the characters might use  while attempting attempting to retrieve retrieve the conch conch include include the ollowing:    Brute Force. Xanathar strongly advises advises against against a rontal assault, indicating that they would stand little chance against a small army o mountain giants.  Diplomacy. Grolan is fiercely loyal to Chie Guh  Diplomacy. and reuses to part with the conch except by her say-so. Guh cares little or the conch shell but sees no reason not to eat any characters who attempt to barter or it. She will consider parting with her conch in exchange or exotic oods. I the characters suggest this, then Xanathar grudgingly offers up his rare spice collection to “sweeten the offer.” Subterfuge. The characters might consider sneaking into Grudd Haug and stealing the conch shell.  Xanathar avors avors this ploy, ploy, going so so ar as to offer a scroll of glamour  (appendix  (appendix D) to help with the subteruge. Xanathar suggests that the characters adopt

the appearance o mountain giants. I the party has more than our characters (or NPCs) then Xanathar gleeully suggests that the excess characters adopt the appearance o sheep, although any variety o live-

Grudd Haug Area I

Grudd Haug means “river mound” in Giant and aptly describes the mountain giants’ old steading. However, in recent years the giants were orced rom their home by the Cult o the Elder Elemental Eye and resettled in the Sword Mountains. For intellectual convenience, the mountain giants continue to reer to their settlement as Grudd Haug, despite the geological incongruence.

T󰁨󰁥 V󰁩󰁬󰁬󰁡󰁧󰁥 󰁯󰁦 G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧 The newly settled Grudd Haug is a large, sprawling  village built within within a valley valley o the the Sword Mountains. Mountains. Everything about the village is giant-sized. The massive houses are built rom timber, wattle, and dried mud. Although relatively crude, their architecture,  which is well well beyond beyond the capabilities capabilities o the dim-witdim-witted mountain giants, is the product o hobgoblin engineers. Multiple pens hold aurochs, horses, pigs, rothé, and sheep. Near the back o the valley a massive cave has been carved into the side o a mountain.  Within this this cave cave lairs the the titanic Chief Guh (appendix Guh (appendix B). Near the entrance o the cave is the palace o Grolan, her loyal shaman.

I󰁮󰁨󰁡󰁢󰁩󰁴󰁡󰁮󰁴󰁳  A total o sixty mountain giants live giants live throughout Grudd Haug, although usually only fity are within the village at any given time. The village is also populated by up to thirty bugbears bugbears,, eighty goblins goblins,, twenty hobgoblins hobgoblins,, and twenty-five ogres ogres,, although many times this number live in nearby lairs scattered throughout the Sword Mountains. Grudd Haug serves as the unofficial capital or these goblinoid tribes, and consequently the village’s marketplace is always bustling. R󰁩󰁳󰁫 󰁯󰁦 D󰁥󰁴󰁥󰁣󰁴󰁩󰁯󰁮 It has been years since Grudd Haug has experienced any sort o credible physical threat. As such, no ormal guards are present and the citizens are generally preoccupied. Nonetheless, any non-goblinoid character who does not take pains to conceal themselves stands out glaringly. The mountain giants attempt to kill any obvious intruders, gleeully picking through their corpses aterwards. The giants and their goblinoid allies are loud combatants, attracting reinorcements every round.   Offering ood to the giants stays their hand, allowing a brie interaction. point, i (Persuasion) the charactersor make a successul DCAt 15this Charisma or DC 10 Charisma (Intimidation) check, then they can convince the giants to take them to see Chie

stock or goblinoid would prove equally effective.

Guh. For more details on such a meeting see the diplomacy option above.

 

B󰁥󰁩󰁮󰁧 D󰁩󰁳󰁧󰁵󰁩󰁳󰁥󰁤 I the characters attempt any type o reasonable disguise, they are likely to be successul. The mountain giants are inattentive and unimaginative. That someone might sneak into their village is an idea beyond their ken. The characters may give themselves away through their language or actions, although even in these cases, the giants accuse them o “acting unny” rather than suspecting duplicity. I the giants think that o the characters unny, then they any orcibly drag them to are areaacting I4. Other goblinoids, particularly the hobgoblins, are more likely to notice subtler signs such as human-sized ootprints in the mud by seemingly giant-sized characters. I this happens, roll a d100. On a roll o 01–50, the goblinoids  will attack attack the character characters; s; on a roll roll o 51–00, they they will try to blackmail blackmail them.  While disguised, disguised, the characters characters might come across across the ollowing encounters:

J The characters stumble across three mountain giants in the middle o a rock-throwing contest. giants in I the characters are pretending to be giants, then they are invited to join the competition.  A character character requires requires a Strength Strength score o 20 or higher to attempt throwing one o these boulder-sized rocks. I such a character attempts to throw a rock, then have them make a Strength (Athletics) check. I their result is a 10 or less, then the character proves unable to throw the rock, arousing suspicion. Alternatively, a character can avoid getting involved in the contest i they make a successul DC 15 Charisma (Persuasion) check.

J The characters come across two mountain giants  giants  and three ogres ogres having  having a mid-meal east. The creatures insist the characters join them. east consists othat partially cooked auroch meat The and pig innards mixed with rothé dung. Eating a quantity o ood that would satisy a giant requires a successul DC 15 Constitution saving throw. I a character ails the saving throw, then they regurgitate the ood, arousing suspicion. Regardless o  whether the the character character makes makes their saving saving throw, throw, they are inflicted with the poisoned condition or one hour. Alternatively, a character can excuse themselves rom the east with a successul DC 15 Charisma (Persuasion) check.

J  A nilbog  (see  (see appendix B) that has been recently plaguing Grudd Haug,them attaches the characters, tormenting or anitsel hourtobeore growing bored and wandering off. Any character who makes a successul DC 15 Intelligence

ered orbidden in goblinoid culture. Because o this, any character who is not deerential to the nilbog arouses suspicion.

I󰀱. B󰁥󰁡󰁳󰁴 P󰁥󰁮󰁳 These pens hold aurochs, horses, pigs, rothé, and sheep. The horses come rom Triboar and bear the brand o the Happy Horse Ranch. The rothé were recently imported rom the mountains near Mirabar. Pigs prolierate in abundance. At the DM’s discretion, some o the pigs might be other creatures under the effect o Grolan’ Grolan’ss polymorph  polymorph spell  spell (see area I4). The aurochs are revered by the mountain giants or their size and strength. Because o this, they are kept in their own pen, separated rom the “pigs and sheep o the world.” However, this reverence only goes so ar. The aurochs are still consumed by the mountain giants, but only during ceremonial occasions.

I󰀲. G󰁩󰁡󰁮󰁴’󰁳 L󰁡󰁩󰁲 The various mud and wattle structures scattered throughout the valley primarily serve as homes or the village’s residents. The buildings, as well as everything within them, are giant-sized. Their interior  walls are are stained with ood and and the floors floors are covered covered in gnawed bones and spilled ood in various stages o decomposition. Every building has at least one table, although the giants typically do not use chairs when sitting at these tables. Tentacles and Teeth. There is a 50 percent chance that a pet otyugh otyugh resides  resides in any given building, living off discarded scraps.  Loot. There is also a 20 percent chance that a building contains 1d4 magic items. Roll on Magic Item Table B in chapter 7 o the Dungeon the Dungeon Master’s Master’s Guide to Guide  to determine such items. A list o mundane

items that might also be ound within these lairs can be located within the introduction o Storm King’s King’s Thunder .

I󰀳. B󰁡󰁲󰁴󰁥󰁲󰁴󰁯󰁷󰁮 This section o Grudd Haug is dedicated to the bartering o goods. Stalls, booths, and wagons carry a bewildering display o goods, most o which is edible in nature (at least to a mountain giant). The merchants who run Bartertown tend to be goblins or hobgoblins. Unless the characters are in some sort o disguise, they will not be able to conduct any sort o trade. The merchants o Bartertown are shrewd, observant, and immoral. I the characters are not careul, they might get discovered, potentially leading to blackmail or conrontation. Any characters posing as mountain giants who do not show an inordinate amount o interest in ood attract immediate suspi-

(Arcana) check knows that treating a nilbog with anything less than complete courtesy is consid-

cion.

 

  Some possible encounters in Bartertown might include:

I󰀴. S󰁨󰁡󰁭󰁡󰁮’󰁳 P󰁬󰁡󰁣󰁥

This mud and wattle structure is three times the size o the village’s other structures and visible rom much o the village. Grolan spends most o his time making J  An ogre selling selling delicious delicious halfling halfling kabobs. kabobs. sure that the entrance is guarded by two mountain J  A goblin goblin spice merchant merchant selling selling a variety variety o spices, giants giants whenever  whenever he leaves. The interior o the palace including ey-pepper ey-p epper.. is devoid o urnishings and is filled with hal-de voured ood. ood. Grolan preers solitude solitude and does his J  A hobgoblin hobgoblin weapon weapon master who sells sells newly newly best to chase away any disguised characters. I the orged, high quality weapons and armor or hal

J  A goblin goblin selling selling warm turnip turnip pies.

the cost listed in the PHB. The hobgoblin also sells reshly picked, high quality tree trunk clubs and aerodynamically optimized boulders reerred to as “fly highs.”

J The Dread Lasher, a amed goblin hunter, specializes in selling domesticated animals but is not above dabbling in the trade o sentient slaves. The Dread Lasher is currently selling three velociraptors, a trained giant rat, and a gnome (named Kelbis Billowgrace). He also is selling a large crate shared by an awakened bunny, an awakened hamster,, and an awakened monkey. The trio was hamster captured a tenday ago by goblin hunters and have, thus ar, been able to hide their sentience. Having been separated rom their owners, they have banded together to search or a mythical civilization o awakened animals rumored to exist somewhere in the Sword Mountains.

J  An insect insect slaver slaver who is about to retire retire and willing willing to sell his cudgel, Bugsmashe cudgel, Bugsmasher  r  (see  (see appendix D).

J  A pair o mated bugbears bugbears who spend most o o their day sleeping in an el-hide hammock. Their wares include the non-magical severed head o a minstrel that allegedly sings sweet lullabies at night, and the non-magical head o a commoner wearing a floppy wizard’s cap that can allegedly teach magic to anyone who proves themselves worthy.

J  A goblin goblin huckster who calls calls out to passing passing giants, “Tired o your avorite pet accidentally dying  while being being saely saely carried carried about in your sack sack o stones? This is an all-too-common problem. But no longer, thanks to our new revolutionary line o pet rocks!” The goblin sells a stupeying collection o painted pet rocks ranging in sizes rom pebbles to boulders. Sample pets include a cuddly, boulder-sized dragon, an adorable, obsidian owlbear, and a pouch ull o marble-sized kobolds. A󰁷󰁡󰁫󰁥󰁮󰁥󰁤 B󰁥󰁡󰁳󰁴󰁳

The awaken spell grants sentience to beasts or plants. An awakened beast has an Intelligence score of 10 (+0) and learns a language the caster knows. The awakened aw akened beasts presented in this chapter speak Common.

characters are revealed as intruders, Grolan immediately attacks while calling or help. Due o the thick  walls, it takes three round roundss o calling calling or help help beore his pleas are heard by 1d4 passing mountain giants  who join combat. Every Every subsequent round there is a 50 percent chance that another 1d4 mountain giants  join the ray ray..   Grolan uses the statistics o a mountain giant with the ollowing changes:

J Grolan wears a headband a headband of intellect  intellect  which  which rests awkwardly upon his head.

J Grolan can cast the true polymorph spell polymorph spell (save DC 15) but can only transorm the target into a attened pig (boar (boar). ). When cast in this manner, the spell doesn't require concentration and lasts until dispelled. Once cast, Grolan can’t cast the spell again until he finishes a short or long rest.   The eastern wall o the palace is covered with mounted trophies signiying Chie Guh’s “Sacred Conquests.” Such trophies include:

J  A broken broken wagon wheel rom rom Guh’ Guh’s first throne. throne. J  A charred charred stone ragment ragment rom a boulder Guh used to kill a red dragon.

J  A +2 warhammer . This crudely orged warhammer was crated by an orcish shaman and bears the symbol o Gruumsh. Anytime it scores a hit against a dwar, the hammer shouts, “Here’s a kiss or you, runt!” in Orc.

J The conch shell of teleportation. teleportation. However, the hook rom which the shell hangs is trapped.  Whenever  Whenev er the conch conch is di disturbed, sturbed, a nearby shel shel lined with porcelain urns alls rom the wall, clattering loudly to the ground. This alerts Grolan who angrily attacks the “thieves,” regardless o whether they are disguised. The trap can be detected with a DC 12 Intelligence (Investigation) check. The trap can be disarmed with a successul DC 12 Dexterity check using thieves’ tools.  Alternatively  Alternati vely,, the conch conch can be removed rom rom its hook without triggering the trap by a character  who makes makes a successul successul DC 12 Dexterity Dexterity (Sleig (Sleight ht o Hand) check.

 

F󰁥󰁡󰁳󰁴󰁩󰁮󰁧 H󰁡󰁬󰁬 I󰀵. C󰁨󰁩󰁥󰁦 G󰁵󰁨’ 󰁳 D󰁩󰁶󰁩󰁮󰁥 F󰁥󰁡󰁳󰁴󰁩󰁮󰁧

Chief Guh enjoying a “small” snack

Hundreds o smaller caves, connected by miles o twisting tunnels, honeycomb the interior o this massive cavern. The cavern itsel holds a long easting table and sturdy benches that could easily accommoC󰁯󰁮󰁣󰁬󰁵󰁤󰁩󰁮󰁧 G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧 date up to orty giants. Smaller tables, sized or gobliattempting to attune attune to the shell, shell, the the characcharacnoids, are scattered along the walls o the cave. In the  While attempting ters will discover that it only attunes to giants. As back o the cavern is Chief Guh. Guh. At any given time, such, they will need the aid o Zephyrus (or some othat least ten goblins goblins and  and five mountain giants tend giants tend er giant). Once they have secured such aid, they can to their chie. Because o her immense bulk Chie activate the conch. Beore doing so, Zephyrus reiterGuh finds it difficult to talk, communicating through brie grunts that are then aithully interpreted by her ates the storm giant inormation rom the Ordning section o appendix A. He also inorms the characters attendants. about the abilities o the Wyrmskull Throne (see Throne (see   I the characters characters present themselves to her as appendix D). giants or goblinoids, then Chie Guh ignores them. ANCE CE  THE CHARACTERS TO 9TH LEVEL AFTER THEY HAVE  I the characters are undisguised then they draw her ADVAN RECOVERED  THE CONCH SHELL OF TELEPORTATION. attention, although she is still inclined to call upon Grolan to turn them into pigs so that she can eat  Activating  Activ ating the conch conch teleports teleports Zephyrus Zephyrus and the the characters to area J1 o the Maelstrom. For more them. For details on negotiating with Chie Guh see

the negotiation section above.

 

details regarding the Maelstrom, see chapter 9.

CHAPTER 9 

L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨 T󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁢󰁡󰁴󰁴󰁬󰁥 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭 󰁴󰁯 󰁤󰁥󰁦󰁥󰁡󰁴 󰁡󰁮 󰁵󰁮󰁤󰁥󰁡󰁤 󰁡󰁢󰁯󰁬󰁥󰁴󰁨 󰁫󰁮󰁯󰁷󰁮 󰁡󰁳 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨. A󰁦󰁴󰁥󰁲 󰁤󰁯󰁩󰁮󰁧 󰁳󰁯, 󰁴󰁨󰁥󰁹 󰁨󰁡󰁶󰁥 󰁡󰁮 󰁯󰁰󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹 󰁴󰁯 󰁴󰁵󰁲󰁮 󰁴󰁨󰁥 󰁴󰁡󰁢󰁬󰁥󰁳 󰁯󰁮 V󰁥󰁣󰁮󰁡 󰁢󰁹 󰁤󰁥󰁳󰁴󰁲󰁯󰁹󰁩󰁮󰁧 󰁴󰁨󰁥 󰁡󰁲󰁣󰁨󰁬󰁩󰁣󰁨’󰁳 󰁵󰁮󰁨󰁯󰁬󰁹 󰁡󰁲󰁴󰁩󰁦󰁡󰁣󰁴󰁳.

󰁥󰁥󰁰 󰁢󰁥󰁮󰁥󰁡󰁴󰁨 󰁴󰁨󰁥 T󰁲󰁡󰁣󰁫󰁬󰁥󰁳󰁳 S󰁥󰁡 lies the Maelstrom. This onceproud ortress was home to the  world’ss most powerul  world’ powerul storm giant kings. The castle was carved, centuries ago, into a ree ormation that surrounds a large sinkhole. It was abandoned more than ten years ago ater the storm giant royal amily was torn apart by the machinations o the blue dragon Iymrith. Shortly ater, the castle  was chosen chosen by Vecna Vecna as a locale or one o the three blasphemous relics that the archlich used to cut off the Realms rom the divine influence o the gods (see

the shroudstones of the Ancients in Ancients in appendix D). The Krakolich, a magic-using aboleth gited with undeath,  was chosen chosen as the guardian o the relic. relic. Although Although the Krakolich is not, per se, the most powerul o Vecna’s lieutenants, it is one o the most loyal, and is uniquely adapted to the Maelstrom’s unusual environment. The Krakolich has laired within the undersea ortress ever since, patiently guarding the shroudstone or its master.

The Maelstrm Area J

Since the storm giants have abandoned their stronghold, the powerul enchantments that once ortified it have deteriorated. Hallways and stairwells have collapsed. The rooms and passages that remain experience tide-like fluctuations, alternating between being filled with air and filled with water. When the characters arrive, the ortress is at low tide, with the sea  water drained drained rom rom much o the ortress. ortress. The strongstronghold slowly fills with water over the next 72 hours until it reaches high tide, at which point all chambers and tunnels become completely submerged. Ater the passage o another three days the Maelstrom returns to low tide, continuing the endless cycle.

J󰀱. P󰁯󰁲󰁴󰁡󰁬 C󰁨󰁡󰁭󰁢󰁥󰁲

 Anyone who teleports  Anyone teleports into the Maelstrom Maelstrom appears appears upon a glowing glyph carved into the floor o this giant-sized room. Despite the low tide, there is still

flop weakly amidst the bones o their kin. Water drips rom an algae-coated ceiling. Rotting, tumorous barnacles that ooze bioluminescent pus line the walls.  A rubble-filled rubble-filled staircase staircase fills the northwest northwest corner corner o the means room. The is impassable conventional but staircase leads to area J14. In theby center o the room is a 40-oot-deep pool with a 30-oot-high passage at its bottom. This passage leads to area J3.   A narrow hall to the south leads to a circular chamber with a shallow pool o stagnant water at its center.   Two chuuls chuuls are  are scavenging the chamber or fish  when the characters characters arrive. arrive. The chuuls attack attack immediately. Any character with a passive Insight o 15 or higher discerns that the chuuls are fixated on any magical possessions displayed by the characters. I the chuuls are given an item that radiates magic, they grab the item, flee amidst back totheir theirnest chambers (area J2), and hide the item o debris. The chuuls then remain in their chamber, fiercely protecting their treasure.   The Krakolich Krakolich (see  (see appendix B) has placed a permanent alarm manent  alarm spell  spell upon the glowing glyph, alerting itsel to the arrival o the characters. Upon hearing the alarm, the Krakolich hastens to area J18. Once there, it uses one o its regional effects to project its image into the portal chamber. Assume that this happens ater the characters have dealt with the chuuls. Read or paraphrase the ollowing: A grotesque aberration slowly materializes before you. The aberration looks like a monstrous eel with withered flesh stretched tight along its bones. Three eye sockets, burning with pinpricks of dark malevolence, are aligned vertically above the beast’s beast’s maw. A massive tail swishes back and forth, like a rotted metronome. Three long, snakelike tentacles probe the air before it. The monstrosity shimmers translucently, hinting that it might be an image or illusion. The beast defiles your mind with its telepathic intrusions, “What fools trespass upon the holy ground of the Krakolich? Are you supplicants seeking a greater power? Or heretics in search of oblivion?”

  A character who makes a successul DC 15 Intelligence (Arcana) check discerns that the Krakolich is an aboleth. Summarize or the characters the inormation provided in the aboleth section o the Monster the  Monster  Manual . I the check succeeds by 5 or more, then

evidence o the room’s recent submersion. Dying fish

reveal that the withered skin and glowing eyes are more typical o a lich than o an aboleth.

 

  The Krakolich waits waits or the characters to respond telepathically. I they do so, then the Krakolich uses its Invasive Telepathy trait to learn more about the characters. I Zephyrus is traveling with the characters then, at some point, he yells defiantly, “You do not rule here, abomination! The Maelstrom belongs to Queen Serissa, rightul heir to King Hekaton, and ruler o the storm giants!” At this point, the Krakolich probes the mind o Zephyrus, learning the rain giant’s

to project its image, taunting the characters. The Krakolich will also attempt to subtly use its Enslave trait. Beore progressing urther, have each player roll a d20 three times and record the results. Consult each o the player’s character sheets and record their bonus to Wisdom saving throws. Secretly use these rolls as their saving throws whenever the Krakolich attempts to enslave a character, or whenever an enslaved character takes damage. The Krakolich will

true identity. Ater outburst the Krakolich chuckles darkly. ItsZephyrus’s image ades as it speaks telepathically, “You are not fit or anything more than chum or my servitors.”

only makeits two attempts to or enslave the conrontation. characters, reserving third attempt the final

  At these final words, the remaining three chuuls chuuls   rom area J2 rush to area J1. The first chuul arrives one minute ater the Krakolich’s disappearance. The second chuul arrives one round ater the first. Finally, the third chuul arrives one round ater the second.    Playing the Krakolich. Krakolich. Over the years the Krakolich has used its arcane mastery to permanently attune itsel to the meditation cave (area J18), although it must still be within the cave to use its powers. The Krakolich the clairvoyance clairvoyance property the cave to monitoruses the party’s travels. As property the partyoprogresses through the Maelstrom, the Krakolich continues

J󰀲. C󰁨󰁵󰁵󰁬 N󰁥󰁳󰁴󰁳 These rooms are filled with broken crates, bed rames, and dressers arranged into a large, mucus-stained nest. The air reeks o dead fish. Strange perversions o sea lie, such as undead starfish and sea slugs that glow with dark, necrotic energy, cling to the walls o the rooms. A chuul chuul makes  makes its lair in the nest o each room, attacking any characters that disturb it. I the characters search a nest, then there is a 50 percent chance that they find a magic item. Roll on Magic Item Table G in chapter 7 o the Dunthe  Dun geon Master’s Master’s Guide or Guide or the first item they find and on Table F or any subsequent items.

   

Z󰁯󰁭󰁢󰁩󰁥 W󰁨󰁡󰁬󰁥󰁳

A zombie whale has the statistics of a killer whale with the following changes: •The zombie whale is undead. •The zombie whale has immunity to poison damage and the poisoned condition. • The zombie whale has the Undead Fortitude trait. If damage reduces the whale to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the whale drops to 1 hit point instead.

J󰀳. S󰁩󰁮󰁫 H󰁯󰁬󰁥󰁳 This is a massive 100-oot-deep, 140-oot-wide sinkhole in the ocean floor. Swimming through it subjects the characters to incredible water pressure. This crushing pressure inflicts 7 (2d6) bludgeoning damage every minute to any character who is not adapted or built to withstand such an environment. Rain giants and aquatic creatures are immune to this effect. There is a 50-oot-diameter drain in the middle o the sinkhole. At one time this drain generated a permanent whirlpool above Maelstrom. However, its magic has aded with thethe departure o the storm giants. The shat beneath the drain is polluted with  vile mucus but otherwise uninteresting. uninteresting.   A zombie whale (see whale (see the Zombie Whales sidebar) swims listlessly through the sinkhole. The whale ignores the characters, attacking only in sel-deense.

J󰀴. U󰁮󰁤󰁥󰁲󰁳󰁥󰁡 L󰁡󰁲󰁤󰁥󰁲 Rotted, slimy strands o kelp grow rom the floor o this undersea cave. Hundreds o corpses are tied to the kelp so that they do not float away. These bloated, gelatinous corpses are in various stages o decay. The corpses are primarily merolk and sea elves, although some humans and an el can also be ound. Mixed amongst the corpses are our zombies zombies.. The  water is oul and or every every minute a creature spends spends in the cave, it must make a DC 15 Constitution saving throw. I a character ails their saving throw, then they are inflicted with the poisoned condition or one hour. The Krakolich projects its image once the characters discover its larder, speaking to them telepathically: Just as your dry realms are in ruin and despair, despair, so s o too have the kingdom kingdoms s of the sea fallen fallen into hopeless h opelessness ness and subjugation. If you came here looking for hope, there is none to be found. The merfolk, the sea elves, the loca l ocatha thah, h, the t he sahuagin sahuagin,, all have fallen to their t heir aboleth abo leth overlords. Even in death, there is no rest from

  At these final words, the image o the Krakolich ades. The zombies tear themselves ree rom their kelp tethers and attack the characters.

J󰀵. E󰁭󰁰󰁴󰁹 C󰁨󰁡󰁭󰁢󰁥󰁲 Slime drips rom the ceiling, pooling about the floor. Two-headed eels flop amidst the slime. Otherwise the chamber is empty. A collapsed staircase fills the northwest corner o the room. The staircase is impassable by conventional means but leads to area  J13.  As the characters characters emerge rom the w water ater pool the the Krakolich projects another image o itsel, speaking to the characters telepathically. Assuming that it was able to read the thoughts o one o the charact characters ers (or perhaps Zephyrus), the Krakolich presumably knows about Xanathar’s involvement in their crusade. It uses the ollowing words to try and stir doubt amongst the characters beore ading away again: You are fools to trust Xanathar. It has betra bet rayed you, but bu t tha th at should sh ould come as no surprise. Its paranoia will abide theknow continued survival ofnot those who kno w its secrets. The toke t oken n that that it gave you to retur re turn n to its lair is fraudulent, fraudulent, and will not work work once o nce invoked, i nvoked, lea l eaving you stranded within the pews of my ro rottting church. Swear fealty to me now, supplicants, before my mercy turns to wrath.

  The token rom Xanathar is not raudulent. This can be discerned by an identify  an identify  spell  spell or similar magic. I invoked, the token returns the characters to the lair o an angry beholder. Once used, the original token is consumed, and it takes 2d4 days or Xanathar to begrudgingly crat another one. Keep track o the passage o time to determine the tide once the characters return. Upon their return the characters find five new chuuls chuuls awaiting  awaiting them in area J2.

J󰀶. S󰁫󰁵󰁭 G󰁡󰁲󰁤󰁥󰁮 This large cave is filled with beautiul growths o coral. The coral ormations are exquisite and the colors are vibrant and unearthly, like something straight rom the Feywild. The garden’s natural beauty takes the breath away. away. A skum skum (see  (see appendix B) is here tending to the coral ormations. I it notices the characters, then it attacks them.   The coral is extremely sharp to the touch. Any Any creature who is pushed or knocked into the coral takes 9 (2d8) slashing damage. The color and vibrancy o the coral is an illusion. I a piece o coral is removed rom

their eternal subjugation.

a larger ormation then the color bleeds out o it until it is bleached white, like a broken bone.

   

J󰀷. W󰁨󰁡󰁬󰁥󰁳’ G󰁲󰁡󰁶󰁥󰁹󰁡󰁲󰁤 This eatureless room is similar to areas J1 and J5. Its pool o water once connected to the Maelstrom’s sinkhole, but the connecting tunnel has long since collapsed. Trapped within the pool o water are two zombie whales (see whales (see the Zombie Whales sidebar). An intact spiral staircase leads up to area J10. I any character steps within 5 eet o the pool, a zombie whale leaps rom the water, bellyflopping onto the character. The area o effect or the belly flop is a 15-oot square. Any character within the area o effect must make a successul DC 15 Dexterity saving throw or take 27 (5d12) bludgeoning damage. The zombie whale remains out o the water, gnashing its teeth at any character it can reach. I a character steps within 5 eet o the pool a second time, then the second whale perorms a similar bellyflop. I not destroyed, the zombie whales eventually manage to slither their way back into their pool, leaving a trail o scraped, rotting flesh in their wake.

J󰀸. C󰁨󰁡󰁭󰁢󰁥󰁲 󰁯󰁦 H󰁡󰁵󰁮󰁴󰁥󰁤 M󰁥󰁭󰁯󰁲󰁩󰁥󰁳  A sparring dummy is is the sole occupant occupant o this large large chamber. Chests in the back o the room hold giant-sized saety pads and sparring sticks. I Zephyrus is with the characters, then any character with a passive Insight o 13 or higher notices a sad, haunted look upon his ace. This look persists throughout his time in the Maelstrom. I asked to share his eelings he replies, “I can imagine the Princess training in this room. Probably with Uthor, who was the captain o the guard but, more importantly, her uncle. How fierce she must have been! A fledgling storm! What a great ruler she would have been...”

R󰁡󰁩󰁮 G󰁩󰁡󰁮󰁴 M󰁵󰁭󰁭󰁩󰁥󰁳

A rain giant mummy has the statistics of o f a rain giant with the following changes: • A rain giant mummy is undead. • It is lawful evil. • It is vulnerable to fire damage. • It has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • It is immune to necrotic and poison damage. • It is immune to the charmed, exhausted, frightened, paralyzed, and poisoned conditions. • It can take the Rotting Fist and Dreadful Glare actions. Rotting Fist. Melee Weapon Attack: +󰀱󰀴 to hit, reach 󰀵 ft., one target. Hit: 󰀲󰀳 (󰀴d󰀶 + 󰀹) bludgeoning damage plus 󰀱󰀰 (󰀳d󰀶) necrotic damage. If the target is a creature, it must succeed on a DC 󰀱󰀸 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 󰀱󰀰 (󰀳d󰀶) for every 󰀲󰀴 hours that elapse. If the curse reduces the target’s target’s hit point maximum to 󰀰, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse  spell or other magic. Dreadful Glare. The rain giant mummy targets one creature it can see within 󰀶󰀰 feet of it. If the target can see the rain giant mummy, mummy, it must succeed on a DC 󰀱󰀷 Wisdom saving throw against this magic or become frightened until the endthrow of thebymummy’s mummy’ s next the targetfor fails saving 󰀵 or more, it isturn. alsoIfparalyzed thethe same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies for the next 󰀲󰀴 hours.

  Zephyrus’ Zephyrus’ss words trail off as he pulls inwards. He He brushes off any inquiries, insisting that their time is better spent finding and killing the Krakolich.

J󰀹. M󰁵󰁭󰁭󰁩󰁥󰁳’ T󰁯󰁭󰁢 This chamber is entirely submerged in oul, viscous water. Strands o kelp grow rom the floor and ceiling. Hidden within the decaying ronds are two rain giant mummies (see mummies (see the Rain Giant Mummy sidebar), wrapped in strips o algae. The mummies are sensitive to the water currents, so that any creature that swims through the chamber must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the mummies.   I Zephyrus is with the party, party, he is enraged to see the giants in their current condition, reusing to leave until the giants are “put to rest.”   Scattered in the back o the tomb are 2d4 − 2 magic items and 2d4 × 100 pp. Roll on Magic Item Table

A Rain Giant Mummy

B in chapter 7 o the Dungeon the Dungeon Master’s Master’s Guide or Guide or any magic items.

Taking a leisurely stroll 

 

J󰀱󰀰. A󰁲󰁭󰁯󰁲󰁹 This chamber is in complete and total ruin. Large chunks o the ceiling have allen, creating patchworks o rubble that must be walked around. Strange, eral-eyed vermin hide amidst the rubble, tracking the characters with their unblinking stares. From the prousion o weapons and armor scattered about the floor, it appears that this was once an armory. However, the majority o the armaments have long since decayed into uselessness.   I Zephryus is with the party, he digs purposeully purposeul ly through the rubble until he finds a golden, giant-sized +1 scale mail  (worth  (worth 10,000 gp and weighing weighing 1,000 pounds). Read or paraphrase the ollowing: “I had this forged for my brother on his two hundredth birthday. Such bygone, carefree days. I had hoped birthday. one day to bestow it upon my niece, as she took the throne…” The rain giant’s eyes brim briefly with tears before he banishes his emotions with steely fortitude. “We must put an end to this monstrosity’s desecrations.” Zephyrus dons the armor. armor. “It is time fo forr us to

  As beore, Zephyrus does his best to w wave ave off any inquiries, promising to tell the characters everything once they have completed the task at hand.

J󰀱󰀱. T󰁥󰁭󰁰󰁬󰁥 󰁯󰁦 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨 This room is dominated by a pile o rubble that has been arranged into the crude figure o the Krakolich. The rubble appears to be the wreckage o some other statue that was shattered and then reashioned into the aboleth’s likeness. The slime-streaked walls look as i they were once covered with carvings o storm giants perorming various acts o heroism. Scratched atop these carvings are a newer set o crude carvings, showing hundreds o humanoids and sea creatures  worshipping  worship ping an aboleth. aboleth. Ten skum kneel beore the statue o the Krakolich. They undulate up and down, as i in ervent worship, seemingly oblivious to the characters’ activities. These skum are illusions, as described in the phanthe phantasmal force spell. force spell. A character can use their action to examine the skum by making a DC 15 Intelligence (Investigation) check. I the check succeeds, the char-

end this war.

acter realizes the illusionary nature o the skum and they disappear d isappear..

 

  When the characters enter the chamber the Krakolich projects its image, speaking to them telepathically:

I existed before the gods. And h ve outthen, outliv lived edgreater the mter them all. ha Aa Am m I not grea than a god? Am I not, then, worthy of your worship? Submit and you shall be rew re war arde ded! d!

  At this point the Krakolich promises the characters  whatever  whatev er they value most. most. I the character characterss are AAOs, AAOs, then it promises them a return to the previous lie that was taken rom them. At the end o this speech the Krakolich uses its Enslave action on whichever character has the lowest Wisdom score and is least likely to take damage. I the character ails their saving throw (made earlier) then secretly inorm them, at the earliest opportunity, that they have been enslaved by the aboleth. They can no longer take reactions in combat, should avoid taking any damage, but should otherwise act normally until instructed otherwise.  Ater the Krakolich Krakolich uses its Enslave Enslave action, it ades once again.    Hidden Path. Any character who makes a successul DC 18 Wisdom (Perception) check notices that there seems to be a shat concealed beneath the pile o stones. It requires a successul DC 20 Strength (Athletics) check to move the statue’s rubble. Doing so reveals a shat that leads to area J12. Zephyrus knows about the shat but does not share this knowledge with the characters. I the characters find the shat, then Zephyrus discourages them rom entering it, indicating that it leads to the sacred tomb o the allen Queen Neri, and that she should be let to rest in peace.    Loot. An open clam shell in the southwest corner o the room contains 400 pp, 700 pearls worth 5 gp each, and a blood-red coral figurine o a kraken worth 1,000 gp.

J󰀱󰀲. L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 M󰁵󰁭󰁭󰁹 Q󰁵󰁥󰁥󰁮 The coral walls o this room have eroded, covering the floor in a sandy layer o fine, white dust. Lined up along the walls o the room are twelve upright stone sarcophagi. The sarcophagi are sized or giants and covered in the same white dust as the floor. In the center o the room is an open thirteenth sarcophsarcophagus. Standing beore it is the mummified body o King Hekaton’s late wie, Queen Neri. Her withered body is wrapped in strips o black kelp. Queen Neri has the statistics o a mummy lord with lord with the ollowing changes:

J Queen Neri is Huge. J Queen Neri is chaotic good.   I the characters characters arrive alone, then Queen Neri, under compulsion rom the Krakolich, attacks them. However, i they are accompanied by Zephyrus, read or paraphrase the ollowing:  

The queen lunges toward you as her hateful demeanor is suddenly broken by the shock of recognition. She stops in her tracks and greets Zephyrus with a hollow, hollow, raspy voice, “It is good go od to see you again, my brother brother.. Far have we fallen, punished for our pride. I cannot cann ot aid you, as the foul Krakolich holds my heart within wi thin an urn, binding my power. If you claim my heart as your own, however, and call forth to me, then I shall help you cleanse the filth from our once-noble halls. Y You ou must flee now, though. The Krakolich bids me to kill you, and I can only o nly resist his command for so long.” Zephyrus weeps a tear, bowing in allegiance, “I swear, my queen, I shall atone for failing to protect Serissa. We shall bring vengeance upon this Krakolich.”

  I the characters remain in the room or more than three rounds Queen Neri screams in pain and then attacks.  Loot. Inside the queen’s sarcophagus is a purple coral circlet set with small black pearls (worth 7,500 gp), a coral-and-pearl necklace (worth 2,500 gp), and a set o pearl bracelets that are unctionally equivalent to a necklac a necklace e of prayer prayer beads beads.. Queen Neri attacks any characters who attempt to take this treasure. Such characters are also cursed, incurring disadvantage on all saving throws, until targeted by a remove curse curse spell or other magic. I Queen Neri is destroyed, then this curse ends immediately.

  The Twelve Sarcophagi. The remaining twelve sarcophagi hold the inanimate remains o ormer storm giant kings.

 

J󰀱󰀳. C󰁯󰁲󰁡󰁬 M󰁡󰁺󰁥

J󰀱󰀴. T󰁥󰁥󰁴󰁨 󰁯󰁦 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭

This labyrinth o breathtaking, multi-colored coral is entirely submerged in clear, resh water. The coral is extremely sharp to the touch, inflicting 9 (2d8) slashing damage to any creature who is pushed or knocked into it. Just as in area J6, the color and  vibrancyy o the coral  vibranc coral is an illusion. I I a piece o coral is removed rom a larger ormation then the color bleeds out o it until it is bleached white, like a bro-

This large room is split into two levels; a 15-oot high raised ledge hugs the walls to the north and east, and gently sloping ramps lead up to it. A massive crab  with colored colored nodules and a coating coating o beautiul beautiul coral coral stands upon the ledge. This crab is a living musical instrument that makes music similar to that o a pipe organ. A emale sea el (acolyte (acolyte)) wearing a shimmering gown made rom the skin o a giant jellyfish

ken bone. Three algae blights (appendix blights (appendix B) lurk within the northeastern section o the maze, attacking any characters who pass by them.

stands behind the crab with a pair o whalebone mallets. Behind the sea el, a large crystal window looks out upon the dark ocean. A broad tunnel leads south, cutting beneath the bleachers in area J15.

  Sultan of the Maze. The labyrinth is the current home o Sultan Risuzoz, Grand Lord o the Bejeweled Depths. Sultan Risusoz is a marid marid who  who has recently been enslaved by the Krakolich. The marid is sensitive to water currents, so that any creature that swims through the maze must succeed on a DC 19 Dexterity (Stealth) check to avoid his notice. The marid immediately attacks any intruders that he notices, using his Water Jet action to knock characters into the coral whenever possible. Every time that the Sultan takes damage, he can repeat his DC 14  Wisdom saving saving throw to resist the Krakolich Krakolich’’s compulsions. On a success, his enslavement ends.   Sultan Risusoz is enraged about his enslavement but also ears being beguiled yet again. As such, i his enslavement ends, he is inclined to make peace with the characters and flee the Maelstrom. A character  who makes makes a successul successul DC 20 Charisma (Persuasion) check and offers a git valued at 1,000 gp or greater convinces the Sultan to help the characters deeat the Krakolich. This check is made with ad vantage i the persuasion persuasion attempt attempt is accompanied accompanied by by excessive flattery flatter y.    Loot. Hidden amidst the coral ormations is a collapsed staircase that leads to area J5. Also hidden along the western end o the maze are three bookcases o petrified wood. The bookcases hold barnacle-encrusted rocks carved with Dethek runes (the Dwarvish script). For the most part these stones are historical in nature, however one o the rocks is inscribed with the ollowing wizard spells: antimagic spells: antimagic  field , conjure elemental , fabricate  fabricate,, legend lore lore, and stone shape. shape. A second rock unctions as a tome of clear thought . Both stones are 4 eet in diameter and  weigh 600 pounds. I Zephyrus accompanies accompanies the parparty, then he offers to carry the stones or any interested characters.

  A 70-oot wide, 2 20-oot 0-oot deep pool is iin n the center center o the room. Standing beore the pool are the Teeth of the Maelstrom (appendix Maelstrom (appendix B). They are the enorcers o the Krakolich’s will, consisting o a drowned assassin reerred to as the Forgotten, a sahuagin priestess called She Who Feeds, and a merrow barbarian named Whalebane. The leader o the Teeth, She Who Feeds, conronts the characters as they enter the room, demanding that they surrender their weapons and swear ealty to the Krakolich. Any response less than total subservience elicits an attack.   Tactics.  She Who Feeds instinctively attacks whichever character is most wounded. Whalebane uses his harpoon to reel in the least armored character within range. The Forgotten tries to avoid melee combat, using its hand crossbows whenever possible. Throughout the battle, the sea el acolyte rantically strikes the crab with her hammers, playing a war hymn that inspires the Teeth. This music allows the acolyte to grant a d8 Bardic Inspiration die (see “Bard” in chapter 3 o the Playe the Player's r's Handbook  Handbook ) to each member o the Teeth on each o her turns. Although the sea el is enslaved by thedo Krakolich, the are voluntarily loyal. The Teeth everything in Teeth their power to avoid damaging a character who is secretly enslaved. The Krakolich orders any enslaved characters to fight the Teeth to the best o their ability.    A Final Warning. Warning. At the end o battle the Krakolich projects its image one last time, speaking telepathically: It is not too late. Ask for forgiveness and it shall be granted. You shall become bec ome my new champions, gifted with whatever you wish and ruling by my side. Continue this obstinance and you shall find naught but eternal torture and regret.

  The Krakolich tries to secretly enslave another character beore disappearing. It then uses the tele-

 port  power  power o the meditation cave to return to area  J15. There, There, the Krakolich Krakolich awaits awaits the characters. characters.

 

The Krakolich waits patiently in its lair

J󰀱󰀵. T󰁨󰁲󰁯󰁮󰁥 󰁯󰁦 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨 This throne room resembles a vast amphitheater. Broken bleachers overlook a slime-coated chamber  with a pool o seawater seawater near near its center center. Seated amidst the bleachers are fity enslaved merfolk  and  and sea elves (see elves  (see appendix B), their eyes fixed on the center o the room with glassy-eyed adoration. The pool seawater is hundreds o eet deep, eventually con-o necting with the ocean.   In the southwestern corner o the chamber is an enormous throne carved rom a solid chunk o obsidian. It has our blue dragon skulls affixed to its base, and floats 1 oot above the floor. Characters who succeed on a DC 18 Intelligence (Arcana) or Intelligence (History) check recognize this object as the Wyrmskull Throne. Throne. Zephyrus immediately recognizes the throne and is aware o its powers. The Krakolich. The Krakolich squats beore the throne, leering at the characters with its three hungry

eyes as they enter. Next to the Krakolich is a powerully built emale storm giant seated upon a second throne o coral. Between the thrones is an ornate, coral altar. Atop the altar rests a ceramic urn and an egg-sized fire opal.   Serissa. The emale storm giant is Princess Serissa (rain (rain giant). giant). I Zephyrus is with the characters, then he gasps, “Queen Serissa! Your majesty!” when he first sees her. Serissa replies, in turn, “Uthor, my dear and beloved uncle, I have returned to redeem our people. Come, my loyal protector, and rule by my side.”  A Giant Mess. At this point, the Krakolich uses its

final charge o its Enslave action, targeting Imperator Uthor. Given the circumstances, Uthor automatically ails his saving throw. I the players have not already realized it, allow their characters to make a DC 10

A󰁴󰁯󰁰 󰁴󰁨󰁥 A󰁬󰁴󰁡󰁲

Atop the altar rests a ceramic urn and an egg-sized fire opal. Urn. ceramic urn holds the desiccated heart of attuned Queen Neri. The Although resting on the altar, the heart is still

to the Krakolich. While attuned to the heart, the Krakolich has advantage on saving throws against effects that turn undead. If another creature gains possession of the heart, then it breaks the heart’s attunement to the Krakolich. If a character possesses the heart and calls forth to Queen Neri, then she arrives within 3 rounds to aid the character. Fire Opal. The fire opal is one of o f the shroudstones of the  Ancients. For more details see appendix D.

   Battle!  The  The Krakolich then attacks ruthlessly, ordering any enslaved characters to assist. Princess Serissa is irredeemably enslaved and can only be reed rom her enchantment through the deeat o the Krakolich. Imperator Uthor can roll a DC 14 Wisdom saving throw against his enslavement each time he receives damage. I he succeeds on his saving throw, then he directs his attacks against the Krakolich. However, i any character harms Serissa, then Uthor turns his ury upon them.   Tactics. The Krakolich likely knows which character is attuned to the Ruling the  Ruling Scepter  Scepter  and  and does everything in its power to prevent that character rom reaching the Wyrmskull Throne. Throne. Otherwise, the Krakolich battles to the best o its abilities. Anytime that the Krakolich takes damage, it uses its Psychic Drain legendary action upon an enslaved merolk.   I the character attuned to the Ruling the Ruling Scepter  Scepter  takes  takes a seat upon the Wyrmskull Throne, Throne, then they immediately know the throne’s powers.

Investigation (Intelligence) check to discern that Zephyrus is Queen Serissa’ Ser issa’ss Uncle Uthor. Uthor.

Should the characters deeat the Krakolich, reer to the Concluding the Adventure section.

 

J󰀱󰀶. R󰁯󰁹 R󰁯󰁹󰁡󰁬 󰁡󰁬 T󰁲󰁥󰁡󰁳󰁵󰁲󰁹 Rusted anchors litter the floor o this chamber. Dozens o dead giant sea anemones rot amidst the anchors, their wretched putreaction attracting the attention o bloated sea slugs. Toward the back o the room are two barrels, three crates, and two chests.   The two barrels are ull o pungent vinegar and  weigh 2,500 pounds each. each.    Loot. The chests adorned and crates contain 1,000 a platinum necklace with shark’s teethpp, (worth 1,500 gp), an arrow-ca an arrow-catching tching shield  shield , a belt of giant strength (frost), (frost), a a javel  javelin in of lightning lightning,, mariner’  mariner’ss armor (half plate), plate), and a staff of healing. healing.

J󰀱󰀷. C󰁯󰁵󰁮󰁣󰁩󰁬 R󰁯󰁯󰁭  A large large mussel-shell mussel-shell table table dominates dominates the middle middle o this room. Two giant-sized bookshelves are filled  with nautical nautical maps that chart chart the seas o Toril. Toril. A rubble-filled staircase fills the southern end o the room. The impassable stairs once led to a section o the castle that is now in ruins. Otherwise, this room is unoccupied and appears to be in disuse.

J󰀱󰀸. M󰁥󰁤󰁩󰁴󰁡󰁴󰁩󰁯󰁮 C󰁡󰁶󰁥

This is a naturally ormed cave that existed even beore the storm giants turned this large ree structure into their ancestral stronghold. Now, it is a desecrated ocal point o the Krakolich’s polluted influence. Black ichor oozes rom the walls, as i the coral itsel is bleeding. The floor is sot and spongy, like wet, rotting flesh. The corpses o undead bioluminescent sea creatures crawl blindly throughout the chamber. The area radiates overlapping auras o conjuration, divination, evocation, and necromancy magic when scrutinized with a detect magic spell. magic spell.  Attuning to the Cave. A creature can become attuned to the properties o this cave by spending a short rest meditating within it. While meditating, the creature can’t engage in any strenuous activity. I the short rest is interrupted, the attunement ails. Otherwise, at the end o the short rest, the creature becomes aware o the cave’s magical properties and can use them as described here.

  Using the Cave's Magic. Only one creature can be attuned to the cave at a time. A creature’s attunement to the cave ends as soon as it leaves the cave. A creature that is attuned to the cave can use an action to cast one o the ollowing spells, requiring no material components: animate components:  animate dead, dead, clairvoyance, clairvoyance, identify identify,, sending, or teleport . Through years o meditation, the Krakolich can maintain attunement even i it leaves the cave, although it must still be in the cave to use its effects. Should the Krakolich leave the Maelstrom,

Cncluding the Adventure  As the Krakolich Krakolich is deeated, deeated, it telepathical telepathically ly curses: You will not be rid of me so easily. I shall plague your nightmares for years to come.   ANCE CE  THE CHARACTERS TO 10TH LEVEL. ADVAN

The Rain Giants. I Princess Serissa and Uthor both survive the encounter, then they clasp each other tightly, sobbing with joy at their delayed reunion.  Ater this brie but emotional scene, scene, Serissa Serissa inorms inorms the party that she had returned to the Maelstrom  years ago ago with hopes o restoring restoring it to iits ts ormer greatness. Upon her return she was ambushed and enslaved by the Krakolich. With the Krakolich slain, Queen Serissa and Imperator Uthor turn to the sad task o destroying the desiccated heart o Queen Neri and putting her soul to rest. Aterwards, they begin

to plot out how they can rally the remaining storm giants to begin reclaiming the aquatic kingdoms rom the orces o evil. I the characters agree to aid with these tasks, then this could easily orm the basis o a second campaign.    Destroying the Shroudstones. Regardless, there remains the task o destroying the shroudstones. This is most easily accomplished with the help o the Wyrmskull Throne. Throne. I the characters do not have the  Ruling Scepter  Scepter  but  but Serissa lives, then she retrieves it rom Stronmaus’s Locker. I Serissa did not survive, then the characters must retrieve the Scepter themselves or find another way to destroy the relics.  With the relics relics destroyed, destroyed, their their dark energy energy is released with a blinding flash. Any paladins, clerics, or other characters who draw their power rom the gods are inused with an exhilarating inrush o divine energy. Following this are three possible endings.

then its attunement would end.

 

E󰁮󰁤󰁩󰁮󰁧 O󰁮󰁥: A󰁦󰁴󰁥󰁲󰁭󰁡󰁴󰁨

E󰁮󰁤󰁩󰁮󰁧 T󰁨󰁲󰁥󰁥: A D󰁯󰁯󰁭󰁥󰁤 R󰁯󰁡󰁤

The destruction o the shroudstones is all that is necessary to restore the gods’ access to the Realms. In their anger, the gods act against Vecna, ultimately striking down the archlich. Such actions may be direct or indirect. Regardless, the stain o Vecna is not easily removed and even with the Whispered One’s deeat, evil still holds a tight grasp upon the land. Now, more than ever, the Realms need their champi-

The destruction o the relics weakened the wall between gods and mortals but did not breach it completely. The characters have effectively declared  war upon Vecna, their their actions finally drawing drawing the notice o the Maimed Lord. To continue the battle against Vecna reer to Fall Of Vecna, the next installment in the Domed Frgtten Realms adventure path. During this final installment characters will:

ons. Will your players answer the call? For inspiration on continuing this campaign see Domed Frgtten Realms: Sword Coast Gazetteer by Matthew Whitby.

J Gather allies rom across the realms including

T󰁷󰁯: 󰁯: W󰁨󰁥󰁮, N󰁯󰁴 W󰁨󰁥󰁲󰁥 E󰁮󰁤󰁩󰁮󰁧 T󰁷

J Hijack the Vonindod, the fire giants’ Titan o

In the hardcover adventure, Icew adventure, Icewind ind Dale: Dale: Rime of the Frost Maiden, Maiden, the ollowing inormation is re vealed regarding the mysterious, mysterious, black black obelisks obelisks that are scattered throughout the Realms:   “...these ...these magical obelisks [were] crated by a secret society o spellcasters called the Weavers. These obelisks could alter reality on a grand scale, sending a region or an entire world back to an one earlier time. . . Anand evilused wizard named stole such obelisk it to erase Vecna the obelisk’s creators rom existence. Vecna also stole the knowledge needed to create new ones. ones .”   The c characters haracters find one such obelisk stashed away  within the royal armory armory o the Maelstrom Maelstrom (area J16). The obelisk is 60 eet long and made o black stone. Its surace is covered in arcane runes. With the gods’ ability to commune with mortals restored, the gods bestow upon the characters the ability to read these runes, activating the obelisk. Doing so allows the characters to travel back in time and restore the Realms to their ormer glory. As a reward the gods allow the characters to live on in the past. I the characters were AAOs, then they are now trueborn, granted the lie that they imagined during their incubation process.   I you wish wish to continue this campaign, then the characters could spend their time thwarting Vecna’s early schemes, dedicating their lives to making sure that the dystopian uture they lived through never comes to pass.

the drow mercenary Jarlaxle and the mad mage Halaster. Death.

J Delve into the Demiplanes o Dread to gather  Vecnan  Vecnan re relics. lics.

J Fight and slay a zombie tarrasque. J Lead their army against the gathered orces o Vecna. Bregan D’aerthe versus Zhentarim! Halaster Blackcloak versus the demilich Acererak! Your players versus the incalculable power o  Vecna...  Vecna...with with the very very ate o Toril hanging hanging in the balance! Who will win? Delve deeper into dystopia with Domed Frgtten Realms: Fall Of Vecna to find out!

 

APPENDIX A

S󰁥󰁣󰁲󰁥󰁴󰁳 󰁯󰁦 󰁴󰁨󰁥 W󰁨󰁩󰁳󰁰󰁥󰁲󰁥󰁤 O󰁮󰁥 Artificially Accelerated Organisms  As a god god o death, death, V Vecna ecna continues continues to naturally naturally draw draw sustenance rom the death o sentient humanoids. However, he is drained in equal measure whenever humanoid lie is naturally conceived. Such is the cosmic balance. Vecna, never one to accept such arbitrary limitations, immediately set his mind to rebalancing lie and death.   Vecna studied Ravenlot Ravenlot extensively while imprisoned there. From these studies he learned an old  Vistani secret—the secret—the existence existence o Barovia, Barovia, a domain domain  where many many o the inhabitants inhabitants were were living, living, soulless soulless shells. Upon successully conquering Faerûn, Vecna immediately turned his immeasurable intellect toward replicating this bland acsimile o lie. It took  years, but but eventually eventually even even lie itsel yielded its secrets to Vecna.   In the Hosttower o the Arcane, Vecnan disciples opened rits to Ravenlot. They perected a condensation process that transmuted the endless Mists o Ravenlot into liquid orm. This liquid was then inused with primal energy siphoned rom the Positive Material plane. Birthing vats, reverse-engineered rom Netherese technology, were filled with this liquid. These birthing vats were powered by the Orderer, a mechanical device rom Mechanus capable o altering reality. Gnome bioengineers perected a process where a lump o dead flesh could be placed into these vats, precisely stimulated with electricity, and then grown into a ully developed sentient being. These beings are known as Artificially Accelerated Organisms, or AAOs. The entire process is governed by a near infinite number o variables, each fine-tuned by the bioengineers.   The eventual eventual death o these AAOs have proven sufficient to nourish Vecna, although not to the same degree as the death o naturally conceived lie. However, since these AAOs are created without the divine spark o conception, their creation existencehas does notperectdrain his power. Now that their been ed, Vecna has set up hundreds o birthing vats in the undercity o Mirabar.

ory o a ully lived lie. Males and emales are manuactured in equal proportions. Early batches o  AAOs were crated crated to look look identical identical but more recent batches have varied body types, skin tones, personal eatures, intellect, and personality. AAOs always have an identiying mark on the inside o their let wrist. Despite varying in other qualities, most AAOs tend to be naturally compliant. Although they can be quite smart, they oten lack imagination and are predisposed to depression. AAOs have souls, at least in the sense that they can be brought back rom the dead  with raise  with  raise dead  dead  or  or similar magic. Whether they have souls in a deeper philosophical or theological sense is let to the DM’s discretion. In secret experimental laboratories deep beneath Mirabar, more unusual AAOs are created. Some o these AAOs are created to be personal servants or bodyguards or high-ranking Vecnan clergy. Others are created simply or the sake o experimentation. In these subterranean workshops, everything rom aasimars to tieflings can be manuactured. AAOs produced in these workshops have special identiying marks, indicative o their position, that serve as badges o authority.   It is recommended that the characters characters play through the adventure path as AAOs. These adventures present an alternate version o Faerûn, reerred to as the Domed Frgtten Realms. Having the characters “newly born” into this world should help maximize its explorational impact. You can either inorm your players about this unique twist immediately or let them discover it unexpectedly once the adventure begins.   Playing AAOs AAOs should provide a un and novel role-playing experience. However, it might run contrary to the expectations o some players, particularly i they played the first installment o this adventure path with standard character types. DMs are encouraged to work with such players to help meet their expectations. The experimental laboratories should be able to create any combination o race and class that is acceptable to the DM.   The act that their lie was created rom a lump o dead flesh allows or the characters to still have a connection to this world, perhaps as a reincarnated  version o o whomever whomever the flesh flesh came rom. Such characters can still have amilies, homesteads, and buried

  Most AAOs AAOs are human. They typically begin lie between the ages o 16 and 20, with a alse mem-

secrets that can be easily embedded within the larger adventure path.

 

Dawn f a New Age  Vecna  Vecna has has made considerabl considerable e strides toward toward remakremaking the world in his own image. Ater finalizing his conquest, he abandoned the Dale Reckoning dating system and changed the year to 1 VR (Vecnan Reckoning): The Year o the Whispered One. This campaign takes place in the year 5 VR.   The names o Bigby, Bigby, Drawmij, Mordenkainen, Nystul, Otiluke, Otto, Rary, and Tenser are spoken o  with revilement revilement by by the Vecnan Vecnan establishmen establishment. t. Vecna Vecna has claimed that they are arcane plagiarists who stole their signature spells rom Vecna. Because o this, such spells have been renamed and practicing  wizards now learn learn Vecna’s floating disk , rather than Tenser’s floating float ing disk .

Dwarfhlds f the Nrth The first portion o this adventure takes place primarily in Mirabar, and reerences ormer dwarven strongholds. Because o this, a brie overview o the dwarves’ ate in the Domed Frgtten Realms is provided below:   Vecna saved the dwarves or last. The deep rit between the dwarves o the north and the remainder o the Sword Coast was hardly a secret. What was a secret, however, was the true depth o this rit—something which none o the races were honest enough to admit, even to themselves. Beore his invasion, Vecna installed agents in key positions within the dwarven governments. These agents, over the years, urther inflamed these bitter prejudices. Vecna rotted the dwarven empire rom the inside out, sotening it up or his inevitable conquest.   So, when Vecna came or the humans, the dwarves  withheld  withhel d their aid. aid. And when when Vecna Vecna came came or the elves, still they withheld their aid. Tragically, when  Vecna  Vecna finally finally came or the dwarves, dwarves, there were none none let to save them.   Citadel Adbar ell first. Its conquest was a historical embodiment o Vecna’s key principle, “Everything, even the most impregnable ortress, has a secret that can bring about its demise.” In this case, the secret involved King Harnoth, the ruler o Citadel Adbar. Unbeknownst to the general populace, Harnoth

doppelganger to replace the king. This doppelganger became the mouthpiece o the elders, allowing them toecna secretly rule theed shadows. But  V  Vecna knows know s allthe secrets. secCitadel rets. He Herom arranged arrang or his his agents to expose this ruse, bringing about the civil unrest the elders had hoped to avoid.   And so, Citadel Adbar, Adbar, the dwarven stronghold that or eighteen centuries had stood firm against every threat rom every oe, was brought low by a secret.   Once Adbar ell, the others soon ollowed. One ater another an other,, Citadel Cit adel Felbarr Felbarr,, Sundabar Sund abar,, Mithral Mith ral Hall, Gauntlgrym, and, o course, Mirabar, ell to Vecna’s militaristic machinations. Many o the dwarves died. They had bled much or their ancestral homelands and they loathed the thought o fleeing. However, it soon became evident, even in the ace o such stubborn valor, that fighting Vecna was a lost cause.   The legendary king Bruenor Battlehammer rallied together the remaining dwarves. One third o his armies, he declared, would march west to Ironmaster in search o allies. The non-combatants, largely children and elders, but also scholars and cratsmen, marched with Bruenor and another third o his army. Their pilgrimage cut straight through the Underdark in hopes o finding sanctuary in the hidden deep gnome city o Blingdenstone. The remaining third o his army, bolstered by the inamous Gutbuster Brigade, stayed behind to harry their enemies and protect their fleeing kin.   Nowadays, the north is a much different place.  Y  Years ears ago, ago, Gruumsh-Baur Gruumsh-Baur,, an upstart upstart orc shaman shaman loyal to Vecna, killed King Logru and took control o the Kingdom o Many-Arrows. The Many-Arrow orcs did most o the fighting against the dwarves and, or it, Vecna gave them much o the dwarves’ kingdom to claim as their own. Although they still call Dark  Arrow Keep Keep their capital, th the e orcs also also hold garrisons garrisons at Citadel Adbar, Citadel Felbarr, and Sundabar.   An arm armyy o fire giants, led by the imperious Duke Zalto, currently occupies Gauntlgrym and Ironslag. There, they use an imprisoned fire primordial to reorge against ancient Tiamat. weapons or use in their bitter war   The great shadow dragon Shimmergloom yet again calls Mithral Hall his home. The Cult o the Dragon

 was slain slain during the War War o the Silver Silver Marches. Marches. To prevent political turmoil, the Citadel’s elders hired a

has populated nearby Settlestone. From there, they tend to the needs o the temperamental dracolisk.

 

ife in Mirabar  Mirabar, like much o the Sword Coast, is now firmly under Vecna’s rule. It was originally given to the orcish Kingdom o Many-Arrows, but years later, the extensive undercity o Mirabar was converted into Vecnan birthing labs. This increased Mirabar’s importance to Vecna and led to the establishment o his own agents and clergy. The orcs, resentul o this new oversight, have given over the rule o Mirabar to the Kreeth goblin tribe. The goblins rule nominally, serving as expendable muscle or Vecna.   An abundance o mineral wealth, wealth, combined with an isolated economy and harsh living conditions, has greatly devalued traditional currency. Gold coins flow more reely than ood. And gemstones are ound in greater abundance than serviceable firewood. This scarcity o essential resources has led to a barter-based economy. A shopkeeper is more inclined to trade or planking that he can use to replace his rotted shelves than he is or traditional currency. So, too, a blacksmith or a bucket o nails that can be melted into iron. Most valuable o all are secrets, o any kind, which can be traded or ood at the Ministry o Secrets (area A10).   The city bolsters a current population o roughly eight thousand. About hal o this population is composed o the original inhabitants o Mirabar. These inhabitants are almost entirely human, since the dwarves o Mirabar marched east during Vecna’s conquest to reinorce their kin. The other hal o the city’s residents are AAOs. The occupying Kreeth goblins number between three and our hundred. They live in and around the Hall o Sparkling Stones, Mirabar’s ormer seat o government. Nearly two hundred gnome bioengineers, devoted the worship o Gel Darkhearth, quarter within thetoundercity. Another three hundred Vecnan clergy reside in and around the Ministry o Secrets. Volo’s Guide to the North described North described Mirabar as, “...a ...a city  city o grim olk, hard work, long hours, hard drinking, and exhausted slumber.” Ater years o  Vecnan  Vecnan occupation, occupation, this this description description still holds, holds, along  with some newer newer principles principles and sentiments. sentiments. These These include:

D󰁥󰁡󰁴󰁨 W󰁯󰁲󰁳󰁨󰁩󰁰 Mirabarrans tend to have a stoic acceptance o the ever-present reality o death. This is characterized by the Vecnan principle, “Lie only through Death.” This statement is literal truth in the case o the AAOs, who are always grown in pairs. At the end o the matura-

through Death” is a common greeting amongst AAOs.   This principle is also an accepted truth at a more symbolic level. Even those born naturally (reerred to by Mirabarrans as trueborns), recognize that most ood, the literal uel o lie, comes only through the death o some plant or animal.   In recent years, death has been glorified as the ultimate service one might give to Vecna and many o the city’s inhabitants look orward to their eventual demise. This glorification is explicitly evident on the first o each month. At this time a lottery, reerred to as the Culling, is held to randomly select one hundred AAOs or celebratory execution. The flesh rom these executions is oten used or the incubation o new AAOs.

F󰁯󰁲󰁢󰁩󰁤󰁤󰁥󰁮 L󰁯󰁶󰁥 Romantic love is expressly orbidden, upon penalty o torture and death. Vecnan philosophy posits that love is a fiction, abricated to acilitate procreation. It is now heralded as one o the many societal scourges such as amine, pestilence, and warare, that Vecna has successully eradicated. Creations o art that romanticize love are sought out and destroyed, leaving only those that illuminate the great pain inflicted by (oten unrequited) love. Thus ar, Vecna has been unable to completely suppress his AAOs’ natural drive toward love. However, these urges are substantially dampened relative to trueborns.

A󰁮 E󰁣󰁯󰁮󰁯󰁭󰁹 󰁯󰁦 S󰁥󰁣󰁲󰁥󰁴󰁳 Goblins patrol the streets o Mirabar, bullying AAOs and trueborn alike. They think o themselves as the city’s guards and the Vecnan clergy humor this delusion. The actual reality, however, is that Mirabar is sel-policed.   Critical resources are scarce within Mirabar. Mirabar. The priests o Vecna grow edible ungus within the undercity. They also hunt or game in the nearby wilderness. They hoard this ood, sharing it only with the citizens in exchange or “secrets.” Such secrets are inevitably about one’s neighbors, which has effectively created a society in which the residents are constantly spying upon one another. It is through this process that the priests o Vecna proactively quash any burgeoning rebellions.   Treasonous action is urther suppressed by the Eyes o Vecna, twenty will-o’-wisps, that ceaselessly fly throughout the city. It is said that Vecna watches directly through eyes. Although the truth is ar more prosaic, thethese the will-o  will-o’ ’-wisps -wisps are  are effective spies and even more effective deterrents. They report directly to the Vecnan clergy whenever they observe anything

tion process one o the pair always dies, stillborn, so that the other might live. Because o this, “Lie only

suspicious. In return, the wisps are allowed to east during the monthly Culling.

 

Other Deities

The Harpells

Soon ater Vecna’s conquest, he proclaimed that he had single-handedly slain all the deities o the Forgotten Realms pantheon. Worship o these alse, dead gods was immediately criminalized. Churches were torn down. Holy scriptures were burned.

 V  Vecna ecna knew knew that a amily o archmages archmages was nothing nothing to take lightly. In the early days o his conquest, Vecna sent a small army o liches to the Ivy Mansion, demanding that the Harpells surrender and swear ealty to Vecna. The Harpells reused and what ollowed battle the likes likes o which the the Realms Realms This is a lie. Vecna brought with him seven magical  was an arcane battle items rom his home world, which, careully arranged has rarely witnessed. Although the Harpells managed across the Realms, have cast a mystical web o ento evacuate the village’s inhabitants, Longsaddle itsel  was utterly destroyed. utterly destroyed. Ater a ew days o battle, the ergy over all o Toril, cutting off all other gods rom tireless undead liches triumphed over the exhausted their ollowers. Harpells. The Ivy Mansion’s deenses were finally   Inconsistenci Inconsistencies es have have been explained away. away. It is breached, and the structure was demolished, killing common knowledge that Auril, The Frostmaiden, the Harpells, who were trapped inside. lives in the arctic north under her blanket o eternal Or so the world thought.  winter.. V  winter Vecnan ecnan orthodoxy orthodoxy claims claims that that she is a powerul elemental spirit, rather than an actual deity. In truth, the Harpells were saved by the quick thinkThe Whispered One’s bioengineers worship Gel ing o the eccentric Siegried Harpell. Siegried was Darkhearth, the brother and divine antithesis o the an arcane cosmologist who specialized in the study primary god o gnomes, Garl Glittergold. The Veco the heavens, particularly the moon. He was able to nan stance is that Gel is an inernal patron, similar use an enchanted telescope to secretly transport his to those o warlocks, and not an actual god. Finally, amily to a saehouse on the moon. The Harpells have although there have been recent instances o clerics and paladins demonstrating divine power, it is claimed that they are merely tapping into their dead gods’ ading, vestigial energies.

lived there ever since, rebuilding their Ivy Mansion and plotting their revenge. The Harpells are now secretly scouring Toril or the lost Nether lost  Nether Scrolls Scrolls.. They hope to find these scrolls, primarily to prevent them rom alling into Vecna’s hands. However, the Harpells also plan to study the scrolls so that they might increase their own power. Then they might be able to liberate the Sword Coast rom Vecna’s iron grasp.

 

The Ordning The final portion o this adventure deals with the giants o the Sword Coast. In particular, the characters  will have have cause to infiltrate the hill giants giants’’ steadast, steadast, Grudd Haug, and assault the Maelstrom, the abandoned undersea ortress o the storm giants. A brie overview o the giants’ ate in the Domed Frgtten Realms is provided below:   The Realms Realms were already in great turmoil when  Annam, the the All-Father All-Father,, broke the ordning, ordning, the divinely divinely ordained hierarchy amongst the giants (as described in Storm King’s Thunder ). ). Because o this, the heroes o the Realms were unable to save King Hekaton, Lord o the Storm Giants, and restore the sundered hierarchy.. Now, years later, hierarchy later, the ordning remains in flux. The current standings amongst the giants are (rom least to greatest):

S󰁴󰁯󰁮󰁥 G󰁩󰁡󰁮󰁴󰁳 The stone giants were the only giants to take a stand against the incursions o Vecna. Shortly ater Vecna

abandoned and the storm giants, weakened in stature, scattered throughout the Realms. Iymrith has returned to her lair in the Anauroch Desert. Serissa’s  whereabouts  whereab outs remain unknown. To signiy their diminished power the storm giants are occasionally reerred to as rain giants, although they detest this relabeling.

C󰁬󰁯󰁵󰁤 G󰁩󰁡󰁮󰁴󰁳 Many the cloud giants have rallied banner o o Countess Sansuri. Some roamunder the arthe north in their cloud ortresses, searching allen Ostoria or relics o their ancient past. Others have elevated themselves beyond the clouds, where the sky touches the stars, to await the downall o Faerûn. Annam has grown impatient with their isolationist liestyle and has demoted the cloud giants accordingly.

M󰁯󰁵󰁮󰁴󰁡󰁩󰁮 G󰁩󰁡󰁮󰁴󰁳 (󰁦󰁯󰁲󰁭󰁥󰁲󰁬󰁹 H󰁩󰁬󰁬 G󰁩󰁡󰁮󰁴󰁳) The hill giants are encamped within their relocated capital, Grudd Haug. They demand a constant flow o tribute rom Triboar, Goldenfields, and the many set-

tlements in between. This tribute is primarily in the conquered Waterdeep, stone giant thane awakened a slumbering tarrasque,adirecting it toward the City orm o ood, which is then ed to their monstrously o Splendors. Vecna easily slew the creature, severing large chietain, Chie Guh. Guh has spent the last ten its let hand and gouging out its let eye beore raising  years amishing amishing the Realms Realms whil while e gorging hersel. hersel. it as a zombie. Vecna then ordered his orces to track She is now o immense size and easily the largest down and eradicate every last stone giant. Although giant in the world. As a reward, the hill giants have a ew stone giants still remain, they do so in hidden been elevated substantially within the ordning and seclusion, secreted within the remote corners o the are now known as mountain giants. Underdark.

R󰁡󰁩󰁮 G󰁩󰁡󰁮󰁴󰁳 (󰁦󰁯󰁲󰁭󰁥󰁲󰁬󰁹 S󰁴󰁯󰁲󰁭 G󰁩󰁡󰁮󰁴󰁳) F󰁲󰁯󰁳󰁴 G󰁩󰁡󰁮󰁴󰁳 Iymrith, an ancient blue dragon, secretly took the orm o a giant and infiltrated the royal courts o the storm giants well beore the ordning was broken. Because o this, Iymirth was perectly positioned to take ull advantage o the chaos that ensued ater Annam’s ateul decree. The blue dragon arranged or the murder o the storm giant queen Neri, as well as the abduction o King Hekaton. She positioned hersel as a surrogate parent to the three princesses, Mirran, Nym, and Serissa, using her influence to turn them against one another. The eventual result was a brie and bloody civil war. war.   During this turmoil, Iymrith’s Iymrith’s duplicity was re vealed. Serissa was was orced to kill her her two sisters sisters and flee the Maelstrom, the underwater citadel rom  which her amily amily had ruled. ruled. Knowing Knowing that Imyrith Imyrith coveted the Wyrmskull Throne Throne, , aScepter  relic o  necessary power, Serissa took with her the Ruling the  Ruling Sce pter   great necessary or controlling the throne.   Shortly aterwards, King Hekaton was slain by

 Jarl Storvald Storvald and his his rost giants giants still seek seek Artus CimCimber, bearer o the Ring the Ring of Winter  Winter . They are now entrenched within the rozen north, allied with the Frost Maiden Auril so that she might help them find the  Ring of Winter  Winter  and  and bring about the Age o Everlasting Ice. The giants are currently spread throughout the abandoned abandon ed Ten-T Ten-Towns, warring warrin g with the duergar duer gar and their chardalyn dragon, as well as with the White  Wyrm,  Wy rm, Arveiaturace. Arveiaturace.

F󰁩󰁲󰁥 G󰁩󰁡󰁮󰁴󰁳  With the return o Tiamat, Tiamat, the the ancient ancient conflict bebetween giants and dragons has reignited. Duke Zalto and his fire giants have shown the greatest initiative in this renewed battle against dragonkind, earning them the respect o Annam. The fire giants currently occupy the ormer dwarven stronghold o Gauntlgrym as well as the great dungeon-orge, Ironslag. They have successully reignited the adamantine orge o Ironslag and used it to reorge Vonindod, the Titan o Death. Equipped with Vonindod, the fire

his abductors, precipitating the storm giants’ all in Annam’s Annam’s divine hierarchy. hierarchy. The Maelstrom was

 

Vecna's Endgame  Vecna  Vecna picked picked Waterdeep Waterdeep as as his center center o power power or many reasons. Chie amongst them was that Waterdeep is blanketed by a permanent, undispellable magical effect called Ahgairon called Ahgairon’s ’s dragonw dragonward  ard . Because o this enchantment, dragons and all other creatures o the dragon type are physically unable to enter the city or its sewers.  Vecna  Vecna spends spends most o his his time sequestered sequestered in the Tower o Ahghairon, leaving the day-to-day governance o Waterdeep to his Zhentarim allies. Vecna is ocused on two primary goals—urthering his arcane mastery and transcending godhood. To attain both these goals, Vecna seeks the Nether the Nether Scrolls Scrolls,, a set o fity golden scrolls that orm the oundation o modern magical theory on Faerûn. The inormation revealed by a study o these scrolls is reputedly commensurate with the reader’s wizardly abilities. As the first god to read these scrolls, Vecna hopes to discover spells powerul enough to destroy and rebuild the cosmos.   Even without these scrolls, Vecna Vecna’’s power grows daily. This growth is ueled by an ever-increasing proportion o Realmsolk turning toward his worship.  Vecna  Vecna gains gains urther power rom rom the death death o any any humanoid, although he is weakened by the conception o lie. However, by creating artificial lie (see below)  Vecna  Vecna has has destroyed destroyed the delicate delicate balance balance between between lie and death, ensuring his continued empowerment. It is only a matter o time until Vecna achieves divine supremacy. Once he does, he will turn his attention to the heavens, or he is a jealous god who  will brook no equal. He longs longs or the complete complete and total destruction o the Realms’s pantheon. Then, once he reigns as the sole deity o Toril, he will turn his attention to the conquest o the multiverse.

giants are now singularly ocused on hunting and killing the dragons o the Realms.

 

 

APPENDIX B

M󰁯󰁮󰁳󰁴󰁥󰁲󰁳 󰁡󰁮󰁤 NPC󰁳

Artificer  Masters o invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. Some artificers specialize in modiying armor so that it unctions almost like a second skin. The armor is enhanced to increase the artificer’s speed, and unleash potent attacks.

Artificer 

Known as Kuldjarg as Kuldjargh h (literally “axe idiot”) in Dwarvish, battleragers are dwar ollowers ol lowers o the gods o war and take the Path o the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itsel and giving themselves over to the ury o battle.

Medium Humanoid (Any Race Artificer), Any Alignment

Armor Class 󰀱󰀵 (chain shirt, shield), 󰀲󰀰 with shield  Hit Points  󰀲󰀲 (󰀴d󰀸 + 󰀴) Speed  󰀳󰀵 ft. STR 󰀱󰀲 󰀨+󰀱󰀩

DEX 󰀱󰀰 󰀨+󰀰󰀩

CON 󰀱󰀳 󰀨+󰀱󰀩

INT 󰀱󰀵 󰀨+󰀲󰀩

WIS 󰀱 󰀱 󰀨+ 󰀰󰀩

Battlerager 

CHA 󰀱󰀲 󰀨+󰀱󰀩

Battlerager  Medium Humanoid (Dwarf Barbarian), Any Alignment

Skills Arcana +󰀴, Investigation +󰀴 Senses passive Perception 󰀱󰀰 Languages any three languages Challenge  󰀲 (󰀴󰀵󰀰 XP)

Proficiency Bonus +󰀲

Dampening Field. The artificer has advantage on Dexterity

(Stealth) checks.

Armor Class 󰀱󰀶 (spiked armor) Hit Points 󰀹󰀰 (󰀱󰀲d󰀸 + 󰀳󰀶) Speed 󰀳󰀵 ft. STR 󰀱󰀸 󰀨+󰀴󰀩

DEX 󰀱󰀵 󰀨+󰀲󰀩

CON 󰀱󰀷 󰀨+󰀳󰀩

INT 󰀱󰀰 󰀨+󰀰󰀩

WIS 󰀱󰀱 󰀨+󰀰󰀩

CHA 󰀹 󰀨−󰀱󰀩

Actins Multiattack.  The artificer makes two Arc Projector attacks.

It can replace one attack with either a Shocking Grasp attack or a use of Spellcasting.  Arc Projector.  Ranged Weapon Attack: +󰀲 to hit, range 󰀹󰀰/󰀳󰀰󰀰 ft., one creature. Hit: 󰀷 (󰀲d󰀶) lightning damage. Shocking Grasp. Melee Spell Attack: +󰀴 to hit, reach 󰀵 ft., one creature. Hit: 󰀴 (󰀱d󰀸) lightning damage, and the target can't take reactions until the start of its next turn. Spellcasting.  The artificer casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 󰀱󰀲, +󰀴 to hit with spell attacks). At will: alarm, identify, mage hand , mending  󰀱/day each: grease, jump, sanctuary

Senses passive Perception 󰀱󰀰 Languages any one language (usually Common) Challenge 󰀴 ((󰀱, 󰀱,󰀱󰀰󰀰 󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲 Battlerager Armor. When the battlerager uses an Attack

action to grapple a creature, the target takes 󰀳 piercing damage if the grapple check succeeds. Reckless. At the start of its turn, the battlerager can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actins

Reactins

Multiattack.  The battlerager makes two Greataxe attacks. Greataxe. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft., one

Shield (Recharge 󰀴–󰀶). When the artificer is hit by an attack or targeted by the magic missile spell, the artificer creates

Bnus Actins

an invisible barrier of magical force until the start of its next turn. For the duration, the artificer gains a +󰀵 bonus to

target. Hit: 󰀱󰀰 (󰀱d󰀱󰀲 + 󰀴) slashing damage.

 Armor Spikes.  Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft.,

AC, including against the triggering attack, and it takes no damage from magic missile.

one target. Hit: 󰀶 (󰀱d󰀴 + 󰀴) piercing damage. Battlerager Charge. The battlerager takes the Dash action.

 

Bard VOLO’S VOL O’S GUIDE TO MONSTERS Bards are gited poets, storytellers, and entertainers who travel ar and wide, but are commonly ound in taverns or in the company o jolly bands o adventurers, rough-and-tumble mercenaries, and wealthy patrons. In this adventure, the  Weevil  Weevil sserves erves as a wealthy wealthy patron or Orchestra, Orchestra, the bard. bard.

Blackguard

Blackguard Medium Humanoid (Any Race Paladin), Any Alignment

Armor Class 󰀱󰀸 (plate) Hit Points 󰀱󰀵󰀳 (󰀱󰀸d󰀸 + 󰀷󰀲) Speed 󰀳󰀰 ft. STR 󰀱󰀸 󰀨+󰀴󰀩

VOLO’S VOL O’S GUIDE TO MONSTERS Blackguards are paladins who broke their sacred oaths and now indulge their own dark ambitions. They consort with fiends and undead, and they reject all goodly things rom their ormer lives.

Bard

DEX 󰀱󰀱 󰀨+󰀰󰀩

CON 󰀱󰀸 󰀨+󰀴󰀩

INT 󰀱󰀱 󰀨+󰀰󰀩

WIS 󰀱󰀴 󰀨+󰀲󰀩

CHA 󰀱󰀵 󰀨+󰀲󰀩

Saving Throws Wis +󰀵, Cha +󰀵 Skills Athletics +󰀷, Deception +󰀵, Intimidation +󰀵 Senses passive Perception 󰀱󰀲 Languages any one language (usually Common) Common) Challenge  󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳

Medium Humanoid (Any Race Bard), Any Alignment

Actins

Armor Class 󰀱󰀵 (chain shirt) Hit Points 󰀴󰀴 (󰀸d󰀸 + 󰀸)

Multiattack.  The blackguard makes three attacks with its

Speed 󰀳󰀰 ft. STR 󰀱󰀱 󰀨+󰀰󰀩

DEX 󰀱󰀴 󰀨+󰀲󰀩

CON 󰀱󰀲 󰀨+󰀱󰀩

INT 󰀱󰀰 󰀨+󰀰󰀩

WIS 󰀱󰀳 󰀨+󰀱󰀩

CHA 󰀱󰀴 󰀨+󰀲󰀩

Saving Throws Dex +󰀴, Wis W is +󰀳 Skills Acrobatics +󰀴, Perception +󰀵, Performance +󰀶 Senses passive Perception 󰀱󰀵 Languages  any two languages Challenge 󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲

Actins Multiattack.  The bard makes two Shortsword or Shortbow

attacks. It can replace one attack with a use of Spellcasting. Shortsword. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage. Shortbow. Ranged Weapon Attack: +󰀴 to hit, range 󰀸󰀰/󰀳󰀲󰀰 ft., one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage. Cacophony (Recharge 󰀴–󰀶). Each creature in a 󰀱󰀵-foot cube originating from the bard must make a DC 󰀱󰀲 Constitution saving throw. On a failed save, a creature takes 󰀹 (󰀲d󰀸) thunder damage and is pushed up to 󰀱󰀰 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed. Spellcasting.  The bard casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 󰀱󰀲). At will: dancing lights, mage hand , prestidigitation prestidigitation 󰀱/day each: charm person, invisibility, sleep

Bnus Actins Taunt (󰀲/Day). The bard targets one creature within 󰀳󰀰 feet

of it. If the target can hear the bard, the target must succeed on a DC 󰀱󰀲 Charisma saving throw or o r have disadvantage on

Glaive its Shortbow. Glaive.or  Melee Weapon Attack: +󰀷 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀹 (󰀱d󰀱󰀰 + 󰀴) slashing damage. Shortbow.  Ranged Weapon Attack: +󰀳 to hit, range 󰀸󰀰/󰀳󰀲󰀰 ft., one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage. Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 󰀳󰀰 feet of the blackguard must succeed on a DC 󰀱󰀳 Wisdom saving throw or be frightened for 󰀱 minute. If a frightened target ends its turn more than 󰀳󰀰 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. Spellcasting.  The blackguard casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 󰀱󰀳). At will: command , find steed  󰀱/day each: dispel magic , protection from evil and good 

Bnus Actins

Smite (Concentration). The blackguard chooses one of the

smite options below. The first time the blackguard hits a creature, the option activates. Blinding Smite (Recharge 󰀵–󰀶).  The blackguard’s weapon flares with a bright light, and the attack deals an extra 󰀱󰀳 (󰀳d󰀸) radiant damage to the target. Additionally, the target must succeed on a DC 󰀱󰀳 Constitution saving throw or be blinded for 󰀱 minute. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Branding Smite (Recharge 󰀵–󰀶). The blackguard’s weapon gleams with astral radiance. The attack deals an extra 󰀲d󰀶 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 󰀵-foot radius and can’t become invisible for 󰀱 minute. Thunderous Smite. The blackguard’s blackguard’s weapon rings ring s with thunder that is audible within 󰀳󰀰󰀰 󰀳󰀰 󰀰 feet. The attack deals an extra 󰀲d󰀶 thunder damage and the target must suc-

ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

ceed on a DC 󰀱󰀲 Strength saving throw or be pushed 󰀱󰀰 feet away from the blackguard and knocked prone.

 

Bullywug, Slime-Tuched These bullywugs have given their lie and soul to the worship o Juiblex, the demon lord o slime and ooze. Their moist skin glistens with a putrescent layer o corrosive slime. Although they still appear humanoid, their innards are an amorphous mass o ever-shiting ooze.

Slime-Tuched Bullywug Medium Humanoid (Bullywug), Typically Neutral Evil 

Blight, Algae  An algae blight is a dead kelpie that was reanimat reanimated ed through necromantic magic. It resembles a pile o wet seaweed. It is able to shape its body into various orms, oten assuming the aspect o hideous creatures such as chuuls or skum to provoke terror in their prey.

Algae Blight Armor Class 󰀱󰀴 (natural armor) Hit Points 󰀶󰀷 (󰀹d󰀸 + 󰀲󰀷) Speed 󰀱󰀰 ft., swim 󰀳󰀰 ft. DEX 󰀱󰀴 󰀨+󰀲󰀩

CON 󰀱󰀶 󰀨+󰀳󰀩

STR 󰀱󰀴 󰀨+󰀲󰀩

DEX 󰀱󰀴 󰀨+󰀲󰀩

CON 󰀱󰀵 󰀨+󰀲󰀩

Skills Stealth +󰀴 Damage Immunities acid Senses passive Perception 󰀱󰀸 Languages Abyssal, Bullywug Challenge 󰀳 (󰀷󰀰󰀰 XP)

Medium Undead, Typically Neutral Evil 

STR 󰀱󰀴 󰀨+󰀲󰀩

Armor Class 󰀱󰀴 (natural armor) Hit Points 󰀵󰀲 (󰀸d󰀸 + 󰀱󰀶) Speed 󰀲󰀰 ft., swim 󰀴󰀰 ft.

INT 󰀷 󰀨−󰀲󰀩

WIS 󰀱󰀲 󰀨+󰀱󰀩

CHA 󰀱󰀰 󰀨+󰀰󰀩

Skills Perception +󰀳, Stealth +󰀴 Damage Resistances bludgeoning, fire, piercing Condition Immunities blinded, deafened, exhaustion Senses blindsight 󰀶󰀰 ft., f t., passive Perception 󰀱󰀳 Languages Aquan, Common Challenge  󰀴 (󰀱,󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲 Seaweed Shape. The blight can use its action to reshape its

body Medium, into or theLarge. form Its of astatistics humanoid areorotherwise o therwise beast thatunchanged. is Small, The disguise is convincing, unless the blight is in bright light or the viewer is within 󰀳󰀰 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if it takes a bonus action to do so or if it dies. False Appearance. While the blight remains motionless in its true form, it is indistinguishable in distinguishable from normal seaweed. Unusual Nature. The blight doesn’t require air, air, food, drink, or sleep.

Actins Multiattack.  The blight makes two Slam attacks, each of

which it can be replaced with one use of Necrotic Constriction. Slam. Melee Weapon Attack: +󰀴 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀱󰀱 (󰀲d󰀸 + 󰀲) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 󰀱󰀲). Necrotic Constriction. One creature grappled by the blight must make a DC 󰀱󰀲 Constitution saving throw, taking 󰀲󰀱

INT 󰀹 󰀨−󰀱󰀩

WIS 󰀱󰀲 󰀨+󰀱󰀩

CHA 󰀹 󰀨−󰀱󰀩

Proficiency Bonus +󰀲

 Amorphous.  The bullywug can move through a space as as

narrow as 󰀱 inch wide without squeezing.  Amphibious.  The bullywug can breathe air and water. Corrosive Form. A creature that touches the bullywug or hits it with a melee attack while within 󰀵 feet of it takes 󰀴 (󰀱d󰀸) acid damage. Any nonmagical weapon made of metal or wood that hits the bullywug corrodes. After dealing damage, the weapon takes a permanent and cumulative −󰀱 penalty to damage rolls. If its penalty drops to −󰀵, the weapon is destroyed. Nonmagical ammunition made of metal or wood w ood that hits the bullywug is destroyed after dealing damage. Speak with Frogs , Toads, and Slime. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. It can communicate simple concepts to oozes when it speaks in Abyssal. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actins Multiattack.  The bullywug makes two Corrosive Touch

attacks.

Corrosive Touch. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., one target. Hit: 󰀵 (󰀲d󰀸 + 󰀲) acid damage. Gelatinous Geyser (Recharge 󰀵−󰀶). The bullywug shoots a

geyser of acidic slime in a line that is 󰀳󰀰 feet long and 󰀵 feet wide. Each creature in that line must make a DC 󰀱󰀲 Dexterity saving throw, taking 󰀱󰀰 (󰀳d󰀶) acid damage on a failed save, or half as much damage on a successful one.

Reactins Split. When a bullywug that is Small or larger is subject-

ed to lightning or slashing damage, it splits into two new bullywugs if it has at least 󰀱󰀰 hit points. Each new bullywug has hit points equal to half the original bullywug’s, rounded

(󰀶d󰀶) necrotic damage on a failed save, or half as much damage on a successful one.

down. New bullywugs are one size smaller than the original bullywug.

 

Chief Guh Catblepas

VOLO’S VOL O’S GUIDE TO MONSTERS The catoblepas is as loathsome as the vile swamplands in  which it liv lives. es. Lik Like e such wastela wastelands, nds, this this conglomeration conglomeration o bloated buffalo, dinosaur, warthog, and hippopotamus parts has ew redeeming qualities. A catoblepas’s stink, like that o death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests.

Large Monstrosity, Unaligned 

CON 󰀲󰀱 󰀨+󰀵󰀩

INT 󰀳 󰀨− 󰀴󰀩

WIS 󰀱󰀴 󰀨+󰀲󰀩

CHA 󰀸 󰀨−󰀱󰀩

Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲 Languages  — Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP)

Gargantuan Giant, Chaotic Evil 

STR 󰀲󰀹 󰀨+ 󰀹󰀩

Armor Class 󰀱󰀴 (natural armor) Hit Points 󰀸󰀴 (󰀸d󰀱󰀰 + 󰀴󰀰) Speed 󰀳󰀰 ft. DEX 󰀱󰀲 󰀨+󰀱󰀩

Chief Guh Armor Class  󰀹 (natural  󰀳󰀹󰀰 (󰀲󰀰d󰀲󰀰 +armor) 󰀱󰀸󰀰) Hit Points Speed 󰀰 ft.

Catblepas

STR 󰀱󰀹 󰀨+󰀴󰀩

Guh, the gluttonous mountain giant chie, has raised a large settlement along the outskirts o the Sword Mountains. She rules the mountain giants with an iron fist, claiming the majority o the males within her tribe as her husbands. Gorging hersel over the years, she is the first to have attained gargantuan stature. This eat has not gone unnoticed by Annam, who has granted her divine abilities. Still, Guh continues to glut hersel, hoping that she might eventually eat her way into godhood.

Proficiency Bonus +󰀳

Keen Smell. The catoblepas has advantage on Wisdom (Per-

ception) checks that rely on smell. Stench.  Any creature other than a catoblepas that starts its turn within 󰀱󰀰 feet of the catoblepas must succeed on a DC 󰀱󰀶 Constitution saving throw or be poisoned po isoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 󰀱 hour.

Actins Tail. Melee Weapon Attack: +󰀷 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀲󰀱 (󰀵d󰀶 + 󰀴) bludgeoning damage, and the target

must succeed on a DC 󰀱󰀶 Constitution saving throw or be stunned until the start of the catoblepas’s next turn.

Death Ray (Recharge  The󰀳󰀰catoblepas targets a must creature that it can see󰀵–󰀶). within feet of it. The target

make a DC 󰀱󰀶 Constitution saving throw, taking 󰀳󰀶 (󰀸d󰀸) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 󰀵 or more,

DEX 󰀱 󰀨−󰀵󰀩

CON 󰀲󰀹 󰀨+󰀹󰀩

INT 󰀵 󰀨−󰀳󰀩

WIS 󰀱󰀴 󰀨+󰀲󰀩

CHA 󰀶 󰀨−󰀲󰀩

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses passive Perception 󰀱󰀲 Languages Common, Giant, Goblin Challenge  󰀱󰀳 (󰀱󰀰,󰀰󰀰󰀰 XP) Proficiency Bonus +󰀵 Gluttonous Casting. and  When castsofcreate twice theChief usualGuh amount foo d food food and ale water , she creates

instead of water. water.

Actins Multiattack.  Chief Guh makes two Slam attacks. Slam. Melee Weapon Attack: +󰀱󰀴 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀳󰀰 (󰀶d󰀶 + 󰀹) bludgeoning damage. Gluttonous Wrath (󰀳 (󰀳/Day). /Day). Guh targets a point she can see

within 󰀶󰀰 feet of her. her. Each within 󰀱󰀰 feet of that point must make a DC 󰀱󰀵 Constitution saving throw. On a failed save, a creature takes 󰀱󰀴 (󰀴d󰀶) acid damage and 󰀱󰀴 (󰀴d󰀶) poison damage, and gains no nourishment from nonmagical drink or food for 󰀲󰀴 hours. On a successful save, a creature takes half as much damage and suffers no other detrimental effects. Rock.target. Weapon Attack:  Ranged to hit, range 󰀶󰀰/󰀲󰀴󰀰 ft., one 󰀳󰀵 (󰀴d󰀱󰀲 + 󰀹)  +󰀱󰀴 bludgeoning damage. Hit: Spellcasting.  Guh casts one of the following spells, using Charisma as her spellcasting ability (spell save DC 󰀱󰀵).

the target instead takes 󰀶󰀴 necrotic damage. The target dies if reduced to 󰀰 hit points by this ray.

󰀳/day each: bless, create food and water, polymorph 󰀱/day: heroes’ feast

 

Clbrnia The archdryad Colbornia was the high priestess o Chauntea’s garden, many years ago. When Mirabar was conquer conquered, ed, Colbornia was slain by the archliches leading Vecna’s armies. They then raised her as an undead abomination and inflicted upon her a madness, causing her to believe that she was the ghost o Chauntea. She is now a terrible sight to behold, her once beautiul eatures marred by rot

Chwinga TOMB OF ANNIHILATION  A chwinga chwinga is a tiny elementa elementall spirit that lives in plants, rocks, and rivers ar rom civilization. Painully shy, chwingas preer to move about unseen. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls  with strange masks, masks, spindly limbs, and wild hair. hair. Their appearance is sometimes oreshadowed by cold breezes or snowflakes. They don’t have names and cannot speak.

Chwinga Tiny Elemental, Any Alignment

Hit Points 󰀵 (󰀲d󰀴) Speed 󰀲󰀰 ft., climb 󰀲󰀰 ft., swim 󰀲󰀰 ft. DEX 󰀲󰀰 󰀨+ 󰀵󰀩

CON 󰀱󰀰 󰀨+󰀰󰀩

Clbrnia Medium Undead, Unaligned 

Armor Class 󰀱󰀴 Hit Points 󰀱󰀱󰀰 (󰀲󰀰d󰀸 + 󰀲󰀰) Speed 󰀳󰀰 ft. STR 󰀱󰀰 󰀨+󰀰󰀩

Armor Class 󰀱󰀵

STR 󰀱 󰀨−󰀵󰀩

and corruption and her warm laughter replaced by screams o anguished pain that now echo through Mirabar on cold, lonely nights.

INT 󰀱󰀳 󰀨+󰀲󰀩

WIS 󰀱󰀶 󰀨+󰀳󰀩

CHA 󰀱󰀶 󰀨+󰀳󰀩

Skills Acrobatics +󰀷, Perception +󰀷, Stealth +󰀷 Senses blindsight 󰀶󰀰 ft., f t., passive Perception 󰀱󰀷 Languages — Challenge  󰀰 (󰀱󰀰 XP) Proficiency Bonus +󰀲 Evasion. When the chwinga is subjected to an effect that

allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and The onlychwinga half damage if itrequire fails. air, food, or Unusual Nature. doesn’t drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice).

Actins Magical Gift (󰀱/Day). The chwinga targets a humanoid it

can see within 󰀵 feet of it. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide  for information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, shelter, and the shelter doesn’t impair the chwinga’s chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed. Spellcasting.  The chwinga casts one of the following spells,

DEX 󰀱󰀲 󰀨+󰀱󰀩

CON 󰀱󰀲 󰀨+󰀱󰀩

INT 󰀱󰀴 󰀨+󰀲󰀩

WIS 󰀱󰀵 󰀨+󰀲󰀩

CHA 󰀱󰀸 󰀨+󰀴󰀩

Damage Immunities poison Condition Immunities poisoned Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲 Languages Common, Elvish, Sylvan Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀲 Hunger for Life. If a creature Colbornia can see within 󰀶󰀰

feet regains hit points, then that creature gains only half as many hit points (rounded up) and Colbornia gains the remaining half (rounded down). Magic Resistance. Colbornia has advantage on saving throws against spells and other magical effects. Unusual Nature. Colbornia doesn’t require air, air, food, drink, or sleep.

Actins Multiattack.  Colbornia makes two Slam attacks. Slam. Melee Weapon Attack: +󰀳 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀱󰀰 + 󰀱) slashing damage. Ray of Famine. Ranged Weapon Attack: +󰀶 to hit, range 󰀶󰀰 ft., one target. Hit: 󰀱󰀸 (󰀴d󰀶 + 󰀴) necrotic damage, and the

target must succeed on a DC 󰀱󰀴 Constitution saving savi ng throw or become famished. Famished creatures deal half damage with weapon attacks that use Strength. They also take an additional 󰀷 (󰀲d󰀶) necrotic damage at the end of their next turn and every turn thereafter. Spending an action to eat any amount of food removes the famished effect.

Bnus Actins Sprout Blight (Recharge 󰀵–󰀶). Colbornia sprouts blights

in an unoccupied can needle see within 󰀶󰀰 feet of her, her, growing four twig space blightsshe or one blight. These blights take time to fully form, coming to life to take their turns at the end of Colbornia’s Colbornia’s next turn and each of her subsequent

requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance

turns. Any character adjacent to a sprouting square sq uare can spend an action to uproot the blights, killing them before they form.

 

Elemental, Elemental, Unified Desiccated Shambler  These creatures are grown by necromantic druids in barren, blighted soil. They are nourished by blood and sprout only under a new moon. Made rom a hideous tangle o blood-tinged brambles, the desiccated shamblers approximate the shape o a stocky, lumbering humanoid.

In recent years, the Cult o the Elder Elemental Eye has learned the secret o using disparate elementals into a more powerul, hybrid orm. Rather than each element diluting the other—or example, water and earth merging into mud—each element retains its primordial purity. Most o these unified elementals combine two elements, although rumors abound o hybrid monstrosities ormed rom three or even all our o the elements.

Unified Elemental (Earth and Air)

Desiccated Shambler  Medium Plant, Unaligned 

Large Elemental, Unaligned 

Armor Class 󰀱󰀱 Hit Points 󰀵󰀲 (󰀷d󰀸 + 󰀲󰀱) Speed 󰀲󰀰 ft.

Armor Class 󰀱󰀹 (natural armor) Hit Points 󰀱󰀲󰀶 (󰀱󰀲d󰀱󰀰 + 󰀶󰀰) Speed 󰀳󰀰 ft., burrow 󰀳󰀰 ft., fly 󰀹󰀰 ft. (hover)

STR 󰀱󰀵 󰀨+󰀲󰀩

DEX 󰀱󰀱 󰀨+󰀰󰀩

CON 󰀱󰀶 󰀨+󰀳󰀩

INT 󰀶 󰀨−󰀲󰀩

WIS 󰀱󰀱 󰀨+󰀰󰀩

CHA 󰀷 󰀨−󰀲󰀩

STR 󰀲󰀰 󰀨+ 󰀵󰀩

DEX 󰀲󰀰 󰀨+󰀵󰀩

CON 󰀲󰀰 󰀨+󰀵󰀩

INT 󰀶 󰀨−󰀲󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀶 󰀨−󰀲󰀩

Damage Vulnerabilities fire Damage Resistances psychic; bludgeoning, and piercing from nonmagical attacks

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison

Condition Immunities blinded, deafened, exhaustion Senses blindsight 󰀶󰀰 ft. ft . (blind beyond this radius), passive Perception 󰀱󰀰 Languages — Challenge  󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲

Conditionpoisoned, Immunities  exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious Senses darkvision 󰀶󰀰 ft., tremorsense 󰀶󰀰 ft., passive Perception 󰀱󰀰 Languages Auran, Terran Challenge  󰀶 (󰀲,󰀳󰀰󰀰 XP) Proficiency Bonus +󰀳

Root Sense. While in its garden and in contact with the ground, the desiccated shambler knows the exact location of any other creature that is also in the desiccated shambler’s garden and is touching the ground.

Actins Multiattack.  The desiccated shambler makes two Thorn-

Claw attacks. Thorn-Claw. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., one target. Hit: 󰀷 (󰀱d󰀱󰀰 + 󰀲) slashing damage. Transplant. As an action, the desiccated shambler can target any creature within 󰀳󰀰 feet, making vines and branches erupt from the earth beneath them. The targeted creature

Siege Monster. The elemental deals double damage to ob-

jects and structures. Unusual Nature. The elemental doesn’t require air, food, drink, or sleep.

Actins Multiattack.  The elemental makes two Slam S lam attacks. Slam. Melee Weapon Attack: +󰀸 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀱󰀸 (󰀳d󰀸 + 󰀵) bludgeoning damage. Rockstorm (Recharge 󰀴−󰀶). Each creature within 󰀵 feet of

the elemental must make a DC 󰀱󰀶 Strength saving throw. throw. On a failure, a target takes 󰀱󰀸 (󰀳d󰀸 +󰀵) bludgeoning damage

must succeed on a DC 󰀱󰀳 Strength saving throw or be moved, even through otherwise impassable foliage, to a location within 󰀱󰀵 feet of the desiccated shambler shambler..

and is flung up to 󰀲󰀰 feet away from the elemental. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

 

Gallia Fessler  To most adventurers an ordinary house cat is hardly cause or alarm. To a small critter, however, that same cat is a nightmare made o urry flesh, a cruel sadistic beast that can materialize unexpectedly rom the shadows to steal lie and eat it whole. Below are the statistics or a cat, relative to a group o mouse-sized adventurers.

Gallia

Fessler 

Large Beast, Unaligned 

Huge Beast, Unaligned 

Armor Class 󰀱󰀶 (natural armor) Hit Points 󰀴󰀲 (󰀵d󰀱󰀰 + 󰀱󰀵) Speed 󰀲󰀰 ft., swim 󰀳󰀰 ft.

Armor Class 󰀱󰀲 Hit Points 󰀱󰀲󰀳 (󰀱󰀹d󰀱󰀲) Speed 󰀴󰀰 ft., climb 󰀳󰀰 ft. STR 󰀲󰀷 󰀨+󰀸󰀩

DEX 󰀱󰀵 󰀨+󰀲󰀩

These immense, swamp-dwelling tortoises are oten domesticated by bullywug beastmasters. Gaollias have a slow-acting metabolism and mild stomach acidity. Because o this, the bullywugs use them as ghastly prisons or storage sto rage or prized treasures. Gaollias also have a highly developed gag reflex. This means that any ingested creatures or items can be easily extracted by orcing the gaollia to regurgitate.

CON 󰀱󰀰 󰀨+󰀰󰀩

Skills Perception +󰀴, Stealth +󰀵 Senses passive Perception 󰀱󰀴 Languages — Challenge  󰀶 (󰀲,󰀳󰀰󰀰 XP)

INT 󰀳 󰀨− 󰀴 󰀩

WIS 󰀱󰀲 󰀨+󰀱󰀩

CHA 󰀷 󰀨−󰀲󰀩

STR 󰀱󰀷 󰀨+󰀳󰀩

DEX 󰀷 󰀨−󰀲󰀩

CON 󰀱󰀶 󰀨+󰀳󰀩

Senses passive Perception 󰀸 Languages — Challenge 󰀱 (󰀲󰀰󰀰 XP) Proficiency Bonus +󰀳

INT 󰀲 󰀨−󰀴󰀩

WIS 󰀷 󰀨−󰀲󰀩

CHA 󰀵 󰀨−󰀳󰀩

Proficiency Bonus +󰀲

 Amphibious.  The gaollia can breathe air and water. water. Defensive Digestion. Whenever the gaollia feels threatened,

Keen Smell. Fessler has advantage on Wisdom (Perception)

checks that rely on smell. Pounce.  If Fessler moves at least 󰀲󰀰 feet straight toward a creature and then hits it with w ith a claw attack on the same turn, that target must succeed on a DC 󰀱󰀹 Strength saving throw or be knocked prone. If the target is prone, Fessler can make one bite attack against it as a bonus action. Running Leap. With a 󰀱󰀰-foot running start, Fessler can long jump up to 󰀲󰀵 feet.

its stomach and 󰀳releases acid. Any creature swallowed by thecontracts gaollia takes (󰀱d󰀶) acid damage an d 󰀳 (󰀱d󰀶) and bludgeoning damage at the start of each of the gaollia’s turns. This reflexive condition subsides 󰀵 rounds after af ter the threat is alleviated. Stable. Whenever an effect would knock the gaollia prone, it can make a DC 󰀱󰀰 Constitution saving throw to avoid being knocked prone. A prone gaollia is upside down. T To o stand up, it must succeed on a DC 󰀱󰀰 Dexterity check on its turn and then use all its movement for that turn.

Actins

Actins

Multiattack.  Fessler makes two melee attacks, but can use

Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage. Swallow. The gaollia makes one bite attack against a Medium or smaller target that is already restrained. If the attack hits, the target is swallowed. The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside the gaollia. The gaollia can have only o nly one swallowed target at a time.

his Bite only once. Bat. Melee Weapon Attack: +󰀱󰀱 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀱 (󰀱d󰀶 + 󰀸) bludgeoning damage. Any creature hit by this attack must make a DC 󰀱󰀹 Strength saving throw. On aFessler failureand the knocked creature prone. is pushed up to 󰀳󰀰 feet away from Bite. Melee Weapon Attack: +󰀱󰀱 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀹 (󰀲d󰀱󰀰 + 󰀸) piercing damage.

Claw. Melee Weapon Attack: +󰀱󰀱 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀵 (󰀲d󰀶 + 󰀸) slashing damage.

  If the gaollia dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 󰀵 feet of movement, exiting prone.

 

Giant, Rai Rainn

Giant, Munt Muntain ain  With the recent upheaval upheaval amidst the the Realms, Realms, Annam Annam’’s Ordning has been reshuffled. The once lowly hill giants have been promoted, less through any accomplishment o their own but rather the ailures o those above them, particularly the storm giants. All o the hill giants’ attributes have now been amplified. amp lified. They are stronger, stronger, dumber, crueler crueler,, and more gluttonous than ever beore. To reflect this new-ound strength and prominence, these giants are now reerred to as mountain giants.

 With the recent upheaval upheaval amidst amidst the the Real Realms, ms, Ann Annam am’’s Ordning has been reshuffled. With Wit h the death o their lleader eader,, King Hekaton, the once proud storm giants ell to the Ordning’s lowest rung. Both physically and figuratively their stature has been greatly diminished and because o this they have been renamed as rain giants. Blaming their pride or their downall, the ew remaining rain giants now live in humble seclusion as shepherds, armers, and lighthouse keepers.

Rain Giant Huge Giant, Typically Chaotic Good 

Muntain Giant Huge Giant, Typically Chaotic Evil 

Armor Class 󰀱󰀶 (natural armor) Hit Points 󰀱󰀲󰀶 (󰀱󰀱d󰀱󰀲 + 󰀵󰀵) Speed 󰀴󰀰 ft., swim 󰀴󰀰 ft.

Armor Class 󰀱󰀳 (natural armor) Hit Points 󰀱󰀶󰀲 (󰀱󰀳d󰀱󰀲 + 󰀷󰀸) Speed 󰀴󰀰 ft. STR 󰀲󰀵 󰀨+󰀷󰀩

DEX 󰀸 󰀨−󰀱󰀩

CON 󰀲󰀳 󰀨+󰀶󰀩

Saving Throws Str +󰀱󰀰, Con +󰀹 Skills Perception +󰀲 Senses passive Perception 󰀱󰀲 Languages  Giant Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP)

INT 󰀷 󰀨−󰀲󰀩

WIS 󰀹 󰀨−󰀱󰀩

CHA 󰀶 󰀨−󰀲󰀩

Proficiency Bonus +󰀳

STR 󰀲󰀳 󰀨+󰀶󰀩

DEX 󰀱󰀵 󰀨+󰀲󰀩

CON 󰀲󰀰 󰀨+󰀵󰀩

INT 󰀱󰀴 󰀨+󰀲󰀩

WIS 󰀱󰀶 󰀨+󰀳󰀩

CHA 󰀱󰀴 󰀨+󰀲󰀩

Saving Throws Str +󰀹, Wis +󰀶, Cha +󰀵 +󰀵,, Perception +󰀶 Skills Arcana +󰀵, Athletics +󰀹, History +󰀵 Damage Resistances lightning, thunder Senses passive Perception 󰀱󰀶 Languages Common, Giant Challenge  󰀷 (󰀲,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳  Amphibious.  The giant can breathe air and water. water.

Actins

Actins

Multiattack.  The giant makes two Greatclub attacks. Greatclub.  Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀲󰀸 (󰀶d󰀶 + 󰀷) bludgeoning damage. Rock. Ranged Weapon Attack: +󰀱󰀰 to hit, range 󰀶󰀰/󰀲󰀴󰀰 ft., one target. Hit: 󰀲󰀹 (󰀴d󰀱󰀰 + 󰀷) bludgeoning damage. Squash.  Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one Medium or smaller creature. Hit: 󰀳󰀵 (󰀸d󰀶 + 󰀷) bludgeoning

Multiattack.  The giant makes two Greatsword attacks. Greatsword.  Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀲󰀷 (󰀶d󰀶 + 󰀶) slashing damage. Rock. Ranged Weapon Attack: +󰀹 to hit, range 󰀶󰀰/󰀲󰀴󰀰 ft., one

damage, the giant lands prone in the target’s target’s space, and the target is grappled (escape DC 󰀱󰀸). Until this grapple

Hit: 󰀲󰀸 The target. (󰀴d󰀸 + 󰀶)casts bludgeoning damage. Spellcasting. giant one of the following spells without expending material components, using Charisma as its spellcasting ability. ability.

the target is grappled (escape DC 󰀱󰀸). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

󰀳/day: create or destroy water  󰀱/day: control weather 

 

Hydrlth Medium Fiend (Yugol (Yugoloth), oth), Typically Neutral Evil 

Armor Class 󰀱󰀵 Hit Points 󰀱󰀳󰀵 (󰀱󰀸d󰀸 + 󰀵󰀴) Speed 󰀲󰀰 ft., swim 󰀴󰀰 ft. STR 󰀱󰀲 󰀨+󰀱󰀩

Giant Severed Hand Shortly ater the Battle o the Fallen Harpers, these undead abominations became the avored steed o Vecnan cavalry. They are typically made rom the severed appendage o a mountain giant, although althou gh the amed lich king, Lord Vornath, Vornath,  was rumored to ride one made rom the scuttling claw o the tarrasque.

Hydrlth

MORDENKAINEN’S TOME OF FOES Like the thought-stealing waters o the River Styx they inhabit, hydroloths filch the memories o creatures they attack, stealing away their thoughts or delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps.

Giant Severed Hand Medium Undead, Typically Neutral Evil 

DEX 󰀱󰀰 󰀨+󰀰󰀩

CON 󰀱󰀸 󰀨+󰀴󰀩

INT 󰀵 󰀨−󰀳󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀴 󰀨−󰀳󰀩

Beast of Burden. The severed hand is considered to be a

Large creature for the purpose of determining its carrying capacity. Sure-Fingered.  The severed hand has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Unusual Nature. The severed hand doesn’t require air, food,

Actins

INT 󰀱󰀹 󰀨+󰀴󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀱󰀴 󰀨+󰀲󰀩

Skills Insight +󰀴, Perception +󰀴 Damage Vulnerabilities Vulnerabilities fire Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 󰀶󰀰 ft., darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀴 Languages Abyssal, Infernal, telepathy 󰀶󰀰 ft. Challenge 󰀹 (󰀵,󰀰󰀰󰀰 XP) Proficiency Bonus +󰀴  Amphibious.  The hydroloth can breathe air and water. Magic Resistance. The hydroloth has advantage on saving

throws against spells and other magical effects. Magic Weapons. The hydroloth’s hydroloth’s weapon attacks are magical. Secure Memory. The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls. Multiattack.  The hydroloth makes two melee attacks. In

Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 󰀳󰀰 ft. ft . (blind beyond this radius), passive Perception 󰀱󰀰 Languages Understands Common and Giant but can’t speak Challenge  󰀱/󰀲 (󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲

drink, or sleep.

CON 󰀱󰀶 󰀨+󰀳󰀩

Actins

Armor Class 󰀱󰀰 Hit Points 󰀲󰀵 (󰀳d󰀸 + 󰀱󰀲) Speed 󰀴󰀰 ft. STR 󰀲󰀵 󰀨+󰀷󰀩

DEX 󰀲󰀱 󰀨+󰀵󰀩

place of one of these attacks, it can cast one spell that takes 󰀱 action to cast. Claws. Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀴 (󰀲d󰀸 + 󰀵) slashing damage. Bite. Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀶 (󰀲d󰀱󰀰 + 󰀵) piercing damage. Steal Memory (󰀱/Day). The hydroloth targets one creature it can see within 󰀶󰀰 󰀶 󰀰 feet of it. The target takes 󰀴d󰀶 󰀴 d󰀶 psychic damage, and it must make a DC 󰀱󰀶 Intelligence saving throw.. On a successful save, the target becomes immune throw to this hydroloth’s hydroloth’s Steal Memory for 󰀲󰀴 hours. On a failed save, the target loses all proficiencies, it can’t cast spells, it can’t understand language, and if its Intelligence and Charisma scores are higher than 󰀵, they become 󰀵. Each time the target finishes a long rest, it can repeat the saving throw,, ending the effect on itself on a success. A greater throw restoration or remove curse spell cast on the target ends this effect early. Teleport. The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 󰀶󰀰 feet to an unoccupied space it can see. Spellcasting.  The hydroloth casts one of the following spells without expending material components, using Charisma as its spellcasting ability (spell save DC 󰀱󰀶): At will: darkness, detect magic , dispel magic , invisibility (self only), water walk 

Flick.  Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀰 (󰀱d󰀶 + 󰀷) bludgeoning damage.

󰀳/day each: control water , crown of madness, fear , phantasmal killer , suggestion

 

Igneus Knight  When a knight is corrupted by undeath it rises as a death knight. When, instead, such a knight is corrupted by inernal bargains it rises as an igneous knight. A green, devilish fire burns bright within their charred, battered armor. Although knights o retain their military prowess, they rom have had anysuch semblance personality or passion burned their souls.

Igneus Knight Medium Undead, Typically Chaotic Evil 

Armor Class 󰀲󰀰 (plate, shield) Hit Points 󰀱󰀴󰀷 (󰀱󰀴d󰀸 + 󰀷󰀰) Speed 󰀳󰀰 ft. STR 󰀲󰀰 󰀨+ 󰀵󰀩

Ice Wyrm These arctic beasts most closely resemble a massive, 15-oot-long eel. However, their long, sinuous body is covered in gleaming scales o thick, translucent ice.

DEX 󰀱󰀱 󰀨+󰀰󰀩

CON 󰀲󰀰 󰀨+󰀵󰀩

INT 󰀱󰀲 󰀨+󰀱󰀩

WIS 󰀱󰀶 󰀨+󰀳󰀩

CHA 󰀱󰀸 󰀨+󰀴󰀩

Saving Throws Wis +󰀷, Cha +󰀸 Damage Immunities fire, necrotic, poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 󰀱󰀲󰀰 ft., f t., passive Perception 󰀱󰀳 Languages Abyssal, Common Challenge  󰀱󰀰 (󰀵,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀴 Magic Resistance. The igneous knight has advantage on

Armor Class 󰀱󰀸 (natural armor) Hit Points 󰀸󰀵 (󰀱󰀰d󰀱󰀰 + 󰀳󰀰)

saving throws against spells and other magical effects. Marshal Undead. Unless the igneous knight is incapacitated, it and undead creatures of its choice within 󰀶󰀰 feet of it have advantage on saving throws against effects that turn undead. Unusual Nature. The igneous knight doesn’t require air,

Speed 󰀵 ft., swim 󰀳󰀰 ft.

food, drink, or sleep.

Ice Wyrm Large Monstrosity, Unaligned 

STR 󰀱󰀸 󰀨+󰀴󰀩

DEX 󰀱󰀸 󰀨+󰀴󰀩

CON 󰀱󰀶 󰀨+󰀳󰀩

Actins INT 󰀲 󰀨− 󰀴󰀩

WIS 󰀱󰀲 󰀨+󰀱󰀩

CHA 󰀳 󰀨− 󰀴󰀩

Multiattack.  The igneous knight makes two attacks with its

ter.

Longsword. Longsword.  Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one target. Hit: 󰀹 (󰀱d󰀸 + 󰀵) slashing damage, or 󰀱󰀰 (󰀱d󰀱󰀰 + 󰀵) slashing damage if used with two hands, plus 󰀱󰀸 (󰀴d󰀸) fire damage. Release Hellfire (Recharge 󰀵–󰀶). Each creature in a 󰀳󰀰-foot cube originating from the igneous knight must make a DC 󰀱󰀶 Dexterity saving throw, taking 󰀲󰀸 (󰀸d󰀶) fire damage and 󰀲󰀸 (󰀸d󰀶) necrotic damage on a failed save, or half as much on a successful save.

Actins

Reeactins

Multiattack.  The ice wyrm makes two Bite attacks. Bite. Melee Weapon Attack: +󰀷 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀱 (󰀲d󰀶 + 󰀴) piercing damage plus 󰀴 (󰀱d󰀸) cold damage.

Hellfire Parry.  Thethat igneous 󰀴 to its AC against one melee attack wouldknight hit it. adds The attacker must make a DC 󰀱󰀶 Dexterity saving throw, taking 󰀷 (󰀲d󰀶) fire damage and 󰀷 (󰀲d󰀶) necrotic damage on a failed save, or half as

Damage Immunities Cold ft ., passive Perception 󰀱󰀱 Senses blindsight 󰀶󰀰 ft., Languages — Challenge  󰀵 (󰀲,󰀳󰀰󰀰 XP) Proficiency Bonus +󰀳 Water Breathing. The ice wyrm can breathe only underwa-

Icy Blast (Recharge 󰀶). The ice wyrm radiates a blast of freezing energy. This blast has the effect of a wall of ice spell

cast with a range of 󰀵 ft.

much damage on a successful one. To do so, the igneous knight must see the attacker and be wielding a melee weapon.

 

Kamadan

TOMB OF ANNIHILATION

Irn Cbra

 A kamadan is a eline predator that resembles a leopard  with six snakes sprouting rom its shoulders shoulders.. Kamadans MORDENKAINEN’S TOME OF FOES typically hunt alone or in mated pairs. They can exhale clouds o sleep gas, which they typically do beore entering These constructs tirelessly guard the Clockwork King’s melee combat. I a kamadan has both conscious and uncon junkyard  junky ard palace. Although cobbled together with a mis- scious enemies within striking range, it tries to kill the conmatched ensemble o cast-off debris, these cobras are no scious enemies first beore finishing off any sleeping oes. less effective than their more elegant kin. Their scales are made rom warped tin and burnished silver reinorced by the occasional mithral plate. Steam valves allow them to emit their telltale hiss, warning off any would-be intruders.

Kamadan

Large Monstrosity, Unaligned 

Armor Class 󰀱󰀳 Hit Points 󰀶󰀷 (󰀹d󰀱󰀰 + 󰀱󰀸)

Irn Cbra Medium Construct, Unaligned 

Speed 󰀳󰀰 ft.

Armor Class 󰀱󰀳 Hit Points 󰀴󰀵 (󰀷d󰀸 + 󰀱󰀴) Speed 󰀳󰀰 ft. STR 󰀱󰀲 󰀨+󰀱󰀩

DEX 󰀱󰀶 󰀨+󰀳󰀩

CON 󰀱󰀴 󰀨+󰀲󰀩

STR 󰀱󰀶 󰀨+󰀳󰀩 INT 󰀳 󰀨− 󰀴 󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀱 󰀨−󰀵󰀩

DEX 󰀱󰀶 󰀨+󰀳󰀩

CON 󰀱󰀴 󰀨+󰀲󰀩

Skills Perception +󰀴, Stealth +󰀷 Senses passive Perception 󰀱󰀴 Languages — 󰀱,󰀱󰀰󰀰 󰀱󰀰󰀰 XP) Challenge 󰀴 ((󰀱,

INT 󰀳 󰀨−󰀴󰀩

WIS 󰀱󰀴 󰀨+󰀲󰀩

CHA 󰀱󰀰 󰀨+󰀰󰀩

Proficiency Bonus +󰀲

Skills Stealth +󰀷 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰

ception) checks that rely on smell. Pounce. If the kamadan moves at least 󰀲󰀰 feet straight toward a creature and then hits it with a Claw attack on the

Languages understands one language of its creator but can’t speak Challenge  󰀴 (󰀱,󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲

same turn, that must prone. succeedIf on DC 󰀱󰀳isStrength saving throw or target be knocked theatarget knocked prone, the kamadan can make two attacks — one with w ith its Bite and one with its Snakes — against it as a bonus action.

Magical Resistance. The iron cobra has advantage on saving

Actins

throws against spells and other magical effects.

Actins Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage. If the target is a creature, it must succeed on a DC 󰀱󰀳 Constitution saving throw or suffer one random poison effect: Poison Damage. The target takes 󰀱󰀳 (󰀳d󰀸) poison damage. Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 󰀳󰀰 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’ i t’ss holding no weapon, it makes an unarmed strike. If no creature is visible within 󰀳󰀰 feet, it takes the

Keen Smell. The kamadan has advantage on Wisdom (Per-

Multiattack.  The kamadan makes two attacks: one with its

Bite or Claw and one with its Snakes. Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage. Claw. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) slashing damage. Snakes. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage, and the target must make a DC 󰀱󰀲 Constitution saving throw, taking 󰀲󰀱 (󰀶d󰀶) poison damage on a failed save, or half as much damage on a successful one. Sleeping Breath (Recharges after a Short or Long Rest).  The kamadan exhales sleep gas in a 󰀳󰀰-foot cone. Each creature in that area must succeed on a DC 󰀱󰀲 Constitution saving

Dash action, moving toward the nearest n earest creature. Paralysis. The target is paralyzed until the end of its next turn.

throw or fall unconscious for 󰀱󰀰 minutes. This effect ends for a creature if it takes damage or o r someone uses an action to wake it.

 

Kraklich The Krakolich is an aboleth who dedicated its lie to the study o arcana. It is one o Vecna’s most loyal servants and, as a reward or its service, was gited with undeath. It now lairs within the Maelstrom, guarding the shroudstone and perecting its spellcrat.

L󰁡󰁩󰁲 A󰁣󰁴󰁩󰁯󰁮󰁳  When fighting inside the Maelstrom, the Krakolich can in voke the ambient magic to take lair actions. On initiative initiative count 20 (losing initiative ties), the Krakolich takes a lair action to cause one o the ollowing effects:

J The Krakolich casts phantasm casts phantasmal al force (no force (no components

required) on any number o creatures it can see within 60 eet o it. While maintaining concentration on this effect, the Krakolich can’t take other lair actions. I

Kraklich Armor Class 󰀱󰀷 (natural armor) Hit Points 󰀱󰀳󰀵 (󰀱󰀸d󰀱󰀰 + 󰀳󰀶) Speed 󰀱󰀰 ft., swim 󰀴󰀰 ft. DEX 󰀹 󰀨−󰀱󰀩

CON 󰀱󰀵 󰀨+󰀲󰀩

INT 󰀲󰀰 󰀨+󰀵󰀩

WIS 󰀱󰀵 󰀨+󰀲󰀩

CHA 󰀱󰀸 󰀨+󰀴󰀩

Saving Throws Con +󰀶, Int +󰀹, Wis +󰀶 Skills Arcana +󰀹, History +󰀱󰀳, Perception +󰀱󰀰 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 󰀱󰀲󰀰 ft., passive Perception 󰀲󰀰 Languages Common, Deep Speech, telepathy 󰀱󰀲󰀰 ft. Challenge 󰀱󰀱 (󰀷,󰀲󰀰󰀰 XP)

J Pools o water within 90 eet o the Krakolichh surge

outward in a grasping tide. Any creature on the ground  within 20 20 eet o such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 eet into the water and knocked prone. The Krakolich can’t use this lair action again until it has used a different one.

J  W  Water ater in th the e Krakol Krakolich ich’’s lair magically magically be becomes comes a

conduit or the creature’s rage. The Krakolich can target any number o creatures it can see in such water  within 90 90 eet o it. A target m must ust succee succeed d on a DC 14 14  Wisdom saving throw or ta take ke 7 (2d6) psychi psychic c damage. damage. The Krakolich can’t use this lair action again until it has used a different one.

of existence from the target. The charmed target is under the Krakolich’ss control and can’t take reactions, and the KrakolKrakolich’ ich and the target can communicate telepathically with each other over any distance.   Whenever the charm charmed ed target takes damage, the target can

Large Undead, Lawful Evil 

STR 󰀲󰀱 󰀨+󰀵󰀩

a target succeeds on the saving throw or i the effect ends or it, the target is immune to the Krakolich’s  phantasmal  phantasm al force lair force lair action or the next 24 hours, although such a creature can choose to be affected.

Proficiency Bonus +󰀴

Invasive Telepathy. If a creature communicates telepathically

with the Krakolich, the Krakolich gains access to the creature’ss thoughts and memories. ture’ Unusual Nature. The Krakolich doesn’t require air, air, food, drink, or sleep.

Actins Multiattack.  The Krakolich makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀱󰀲 (󰀲d󰀶 + 󰀵) bludgeoning damage. Paralyzing Tail. Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀱󰀵 (󰀳d󰀶 + 󰀵) bludgeoning damage and

󰀱󰀰 (󰀳d󰀶) cold damage. The target must succeed on a DC 󰀱󰀴 Constitution saving throw or be paralyzed for 󰀱 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enslave (󰀳/Day). (󰀳/Day). The Krakolich targets one creature it can

repeat the saving throw. a success, thecan effect ends. Nothe more than once every 󰀲󰀴 On hours, the target also repeat saving throw when it is at least 󰀱 mile away from the Krakolich. Necrotic Ray. Ranged Spell Attack: +󰀹 to hit, range 󰀶󰀰 ft., one creature. Hit: the target is affected by either the Enfeeblement or Sickness option (Krakolich’s (Krakolich’s choice). Enfeeblement. The target deals only half damage with weapon attacks that use Strength for as long as the Krakolich maintains concentration. At the end of each of o f the target’s turns, it can make a DC 󰀱󰀷 Constitution saving throw against the spell. On a success, the spell ends. Sickness. The target takes 󰀹 (󰀲d󰀸) poison damage and must make a DC 󰀱󰀷 Constitution saving throw. On a failed save, it is also poisoned until the end of the Krakolich's next turn. Spellcasting.  The Krakolich casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 󰀱󰀷, +󰀹 to hit with spell attacks). At will: chill touch, dancing lights, li ghts, false life, mage hand, magic missile, mending  󰀱/day each: animate dead, bestow curse, Bigby's hand, blight, blindness/deafness, dimension door, stoneskin, web

Legendary Actins The Krakolich can take 󰀳 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Krakolich regains spent legendary actions at the start of its turn. Cast At-Will Spell. The Krakolich casts a spell it can cast at will. Detect. Krakolich makesuses a Wisdom (Perception) check. Necrotic The Ray.  The Krakolich its Necrotic Ray action. Psychic Drain (Costs 󰀲 Actions). One creature charmed by the

Krakolich takes 󰀱󰀰 (󰀳d󰀶) psychic damage, and the Krakolich

see within 󰀳󰀰 feet of it. The target must succeed on a DC 󰀱󰀴 Wisdom saving throw or be magically charmed by the Krakolich until the Krakolich dies or until it is on a different plane

regains hit points equal to the damage the creature takes. Tail Swipe. The Krakolich makes one tail attack.

 

iving Spells VARIOUS SOURCES

 Areas o wild magic and sites that have been ravaged ravaged by powerul eldritch orces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy en ergy..

L󰁩󰁶󰁩󰁮󰁧 B󰁩󰁧󰁢󰁹’󰁳 H󰁡󰁮󰁤  A living living Bigby’ Bigby’ss hand is a L Large, arge, h hovering overing hand o shimmershimmering, translucent orce. It oten serves as a guardian, attacking creatures that cross its path while remaining loyal to its orders.

L󰁩󰁶󰁩󰁮󰁧 B󰁬󰁡󰁤󰁥 󰁯󰁦 D󰁩󰁳󰁡󰁳󰁴󰁥󰁲  A living blade o disaster has a wicked will o its own. It looks like a floating, black planar rit ri t in the shape o a sword. Like a demon, it craves destruction.

Living Bigby s Hand

Living Blade f Disaster 

Large Construct, Unaligned 

Small Construct, Unaligned 

Armor Class 󰀲󰀰 (natural armor) Hit Points 󰀵󰀲 (󰀵d󰀱󰀰 + 󰀲󰀵) Speed 󰀰 ft., fly 󰀶󰀰 ft. (hover)

Armor Class 󰀱󰀴 (natural armor) Hit Points 󰀶󰀷 (󰀹d󰀶 + 󰀳󰀶) Speed 󰀰 ft., fly 󰀳󰀰 ft. (hover)

STR 󰀲󰀶 󰀨+󰀸󰀩

DEX 󰀱󰀰 󰀨+󰀰󰀩

CON 󰀲󰀰 󰀨+󰀵󰀩

INT 󰀱 󰀨−󰀵󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀱 󰀨−󰀵󰀩

STR 󰀱󰀰 󰀨+󰀰󰀩

DEX 󰀱󰀶 󰀨+󰀳󰀩

CON 󰀱󰀹 󰀨+󰀴󰀩

INT 󰀶 󰀨−󰀲󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀳 󰀨− 󰀴󰀩

Saving Throws Dex +󰀲, Wis +󰀲 Skills Perception +󰀲, Stealth +󰀲 Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned,

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

unconscious Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲 Languages — Challenge  󰀴 (󰀱,󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲

Senses  darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰 Languages  — Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀲

Magic Resistance. The living spell has advantage on saving

throws against spells and other magical effects. Unfettered. The living spell can move through any barrier, barrier, even a wall of magical force. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.

throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.

Actins Force Fist. Melee Spell Attack: +󰀱󰀰 to hit, reach 󰀵 ft., one target. Hit: 󰀲󰀶 (󰀴d󰀸 + 󰀸) force damage. If the target is a Large

or smaller creature, the living spell can move it up to 󰀵 feet and move with it, without provoking provo king opportunity attacks.

Grasping Hand. The living spell attempts to grab or smaller creature within 󰀵 feet of it. The target musta Huge succeed

on a DC 󰀱󰀵 Dexterity saving throw or be grappled (escape DC 󰀱󰀵). Until the grapple ends, the target takes 󰀱󰀵 (󰀲d󰀶 + 󰀸)

Magic Resistance. The living spell has advantage on saving

Actins Force Blade. Melee Spell Attack: +󰀶 to hit, reach 󰀵 ft., one target. Hit: 󰀲󰀶 (󰀴d󰀱󰀲) force damage, unless the living spell

rolled an 󰀱󰀸 or higher on the d󰀲󰀰 for the attack, in which case the attack is a critical hit that deals 󰀷󰀸 (󰀱󰀲d󰀱󰀲) (󰀱󰀲d󰀱󰀲) force damage instead.

Reactins

bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can’t use Force Fist until the grapple ends.

Preemptive Strike. The living spell makes a melee attack

against a creature that starts its turn within 󰀵 feet of the living spell.

 

Living Demiplane Medium Construct, Unaligned 

L󰁩󰁶󰁩󰁮󰁧 B󰁵󰁲󰁮󰁩󰁮󰁧 H󰁡󰁮󰁤󰁳  A living burning hands is a spell that takes sadistic satisaction in setting things aflame. As a an o flame it floats through the winds like a fiery kite, looking or anything that it might use as kindling.

L󰁩󰁶󰁩󰁮󰁧 D󰁥󰁭󰁩󰁰󰁬󰁡󰁮󰁥  A living demiplane is a spell that has become vaguely selaware. It is a shadowy rectangle, 5 eet wide and 10 eet high, which creeps along flat, solid suraces and groans sotly when it moves. When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itsel, then deposits the victim in an extradimensional chamber.

Armor Class 󰀱󰀵 (natural armor) Hit Points 󰀱󰀵 (󰀲d󰀸 + 󰀶) Speed 󰀲󰀵 ft., fly 󰀲󰀵 ft. CON 󰀱󰀶 󰀨+󰀳󰀩

INT 󰀳 󰀨− 󰀴󰀩

DEX 󰀱󰀰 󰀨+󰀰󰀩

CON 󰀱󰀰 󰀨+󰀰󰀩

INT 󰀱 󰀨−󰀵󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀱 󰀨−󰀵󰀩

Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰 Languages —

Proficiency Bonus +󰀲

Dimensional Form. The living spell can enter another

Medium Construct, Unaligned 

DEX 󰀱󰀲 󰀨+󰀱󰀩

STR 󰀱 󰀨−󰀵󰀩

Challenge  󰀰 (󰀱󰀰 XP)

Living Burning Hands

STR 󰀱󰀰 󰀨+󰀰󰀩

Armor Class 󰀱󰀰 Hit Points 󰀳󰀱 (󰀷d󰀸) Speed 󰀳󰀰 ft., climb 󰀳󰀰 ft.

WIS 󰀶 󰀨−󰀲󰀩

CHA 󰀶 󰀨−󰀲󰀩

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone Senses darkvision 󰀶󰀰 ft., passive Perception 󰀸 Languages  — Challenge 󰀱 (󰀲󰀰󰀰 XP) Proficiency Bonus +󰀲  Amorphous.  The living spell can move through a space as

narrow as 󰀱 inch wide without squeezing. Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.

Actins Magical Strike. Melee Spell Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) fire damage. Spell Mimicry (Recharge 󰀵–󰀶). The living spell unleashes a

thin sheet of flames in a 󰀱󰀵-foot cone. Each creature in that

creature’s space and vice versa, and it can move through creature’s a space as narrow as 󰀱 inch wide without squeezing. The living spell can’t detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below). Extradimensional Chamber. When the living spell enters another creature’s creature’s space (or vice versa) for the first time on a turn, the other creature must succeed on a DC 󰀱󰀰 Dexterity saving throw or be pulled into the living spell’s extradimensional space, an unfurnished stone chamber 󰀳󰀰 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically automatically.. Creatures in the chamber never run out of breathable air air.. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can’t see, target, or deal damage to the living spell; however, however, they can damage the room around them. Each 󰀵-foot-square section of ceiling, wall, and floor in the chamber has AC 󰀱󰀷 󰀱󰀷,, 󰀵󰀰 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 󰀰 hit points, the living spell and its chamber are destroyed (see “Planar Destruction” below). Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Planar Destruction. The living spell is destroyed when it or a 󰀵-foot-square section of its extradimensional chamber is reduced to 󰀰 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is

area must make a DC 󰀱󰀳 Dexterity saving throw, taking 󰀱󰀰 (󰀳d󰀶) fire damage on a failed save, or half as much damage on a successful one.

wearing or carrying. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.

 

Nilbg

ADAPTED AD APTED FROM VOL VOLO’S O’S GUIDE TO MONSTERS  An invis invisible ible trickster spirit that turns a goblin into a  wise-cracking,  wise-crac king, impish creature through possession, the nilbog has the power to drive others to do the opposite o  what they desire. Attacking Attacking a goblin possessed by a nilbog is oolhardy, and killing the creature just prompts the spirit to possess another goblin beore enacting revenge.

Nilbg

Purple Wrmling

Small Humanoid (Goblinoid), Typically Chaotic Evil 

STORM KING’S THUNDER

Armor Class 󰀱󰀳 (leather armor) Hit Points 󰀷 (󰀲d󰀶) Speed 󰀳󰀰 ft. STR 󰀸 󰀨−󰀱󰀩

DEX 󰀱󰀴 󰀨+󰀲󰀩

CON 󰀱󰀰 󰀨+󰀰󰀩

INT 󰀱󰀰 󰀨+󰀰󰀩

WIS 󰀸 󰀨−󰀱󰀩

CHA 󰀱󰀵 󰀨+󰀲󰀩

Skills Stealth +󰀶 Senses Darkvision 󰀶󰀰 ft., passive Perception 󰀹 Languages Common, Goblin Challenge 󰀱 (󰀲󰀰󰀰 XP)

Proficiency Bonus +󰀲

Nilbogism.  Any creature that attempts to damage the nilbog

must first succeed on a DC 󰀱󰀲 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog.   The nilbog can’t regain hit points, including through magmagical healing, except through its Reversal of Fortune reaction.

Actins Fool’s Scepter. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) bludgeoning damage. Shortbow.  Ranged Weapon Attack: +󰀴 to hit, range 󰀸󰀰/󰀳󰀲󰀰 ft., one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage. Nilbog Joke (Concentration). The nilbog targets a creature it can see within 󰀳󰀰 feet with laughter-inducing magic. The target must succeed on a DC 󰀱󰀲 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration, as it laughs uncontrollably uncontrollably.. A creature with an Intelligence score of 󰀴 or o r less isn’t affected.   At the end of each each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving savi ng throw if it’s triggered by damage. On a success, the spell ends. Spellcasting.  The nilbog casts one of the following spells without needing material components, using Charisma as its spellcasting ability (spell save DC 󰀱󰀲). At will: mage hand , vicious mockery 󰀱/day: confusion

Bnus Actins Nimble Escape. The nilbog takes the Disengage or Hide

action.

Reactins

 A purple wormling wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 eet long and weighs 1,500 pounds. Its mouth and musculature aren’t yet strong enough to allow the wormling to burrow through rock. Nevertheless, the wormling is a voracious eeder and attacks  just about anything anything it can wrap its mouth mouth around around..

Purple Wrmling Large Monstrosity, Unaligned 

Armor Class 󰀱󰀲 (natural armor) Hit Points 󰀴󰀲 (󰀵d󰀱󰀰 + 󰀱󰀵) Speed 󰀲󰀰 ft. STR 󰀱󰀶 󰀨+󰀳󰀩

DEX 󰀷 󰀨−󰀲󰀩

CON 󰀱󰀶 󰀨+󰀳󰀩

INT 󰀱 󰀨−󰀵󰀩

WIS 󰀶 󰀨−󰀲󰀩

CHA 󰀲 󰀨− 󰀴󰀩

Senses blindsight 󰀳󰀰 ft., tremorsense 󰀳󰀰 ft., passive Perception 󰀸 Languages — Challenge 󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲

Actins Multiattack.  The wormling makes two attacks: one with its

Bite and one with its Tail Stinger Stinger.. Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀷 (󰀱d󰀸 + 󰀳) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 󰀱󰀳 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against all attacks and other effects outside the wormling, and it takes 󰀳 (󰀱d󰀶) acid damage at the start of each of the wormling’s turns.   If the wormling takes 󰀱󰀰 damage or more on a single turn from a creature inside of it, the wormling must succeed on a DC 󰀲󰀱 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 󰀱󰀰 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 󰀵 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀵 (󰀱d󰀴 + 󰀳) piercing damage, and the target must

Reversal of Fortune. In response to another a nother creature dealing damage to the nilbog, the nilbog reduces the damage to 󰀰 and regains 󰀱d󰀶 hit points.

make a DC 󰀱󰀳 Constitution saving throw, taking 󰀱󰀰 (󰀳d󰀶) poison damage on a failed save, or half as much damage on a successful one.

 

Skum

GHOSTS OF SALTMARSH SALTMARSH Skum are humanoids that have irredeemably succumbed to an aboleth’s magic. They barely resemble their past orms, their skin turning slimy and translucent while their limbs  warp to resemble resemble deep-sea deep-sea odditi oddities. es.

Sea Elf

Skum

STORM KING’S THUNDER

Medium Aberration, Typically Lawful Evil 

Sea elves are a orm o aquatic elves that live throughout the Sea o Swords. Allies o the storm giants, sea elves were seen as the protectors pro tectors o the sea. During Vecna’s reign, however, the evil creatures o the deep banded together, nearly eradicating the elves. The ew sea elves who still live are either rebels or slaves.

Armor Class 󰀱󰀴 (natural armor) Hit Points 󰀹󰀳 (󰀱󰀱d󰀸 + 󰀴󰀴) Speed 󰀲󰀰 ft., swim 󰀴󰀰 ft. STR 󰀱󰀹 󰀨+󰀴󰀩

DEX 󰀱󰀱 󰀨+󰀰󰀩

CON 󰀱󰀸 󰀨+󰀴󰀩

INT 󰀷 󰀨−󰀲󰀩

WIS 󰀱󰀲 󰀨+󰀱󰀩

CHA 󰀹 󰀨−󰀱󰀩

Sea Elf Medium Humanoid (Elf), Typically Chaotic Good 

Skills Perception +󰀴 Damage Resistances psychic Senses darkvision 󰀱󰀲󰀰 ft., passive Perception 󰀱󰀴 Languages Common, Deep Speech, telepathy 󰀶󰀰 ft. Challenge  󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳

Armor Class 󰀱󰀱 Hit Points 󰀱󰀱 (󰀲d󰀸 + 󰀲) Speed 󰀱󰀰 ft., swim 󰀴󰀰 ft. STR 󰀱󰀰 󰀨+󰀰󰀩

DEX 󰀱󰀳 󰀨+󰀱󰀩

CON 󰀱󰀲 󰀨+󰀱󰀩

INT 󰀱󰀱 󰀨+󰀰󰀩

WIS 󰀱󰀱 󰀨+󰀰󰀩

CHA 󰀱󰀲 󰀨+󰀱󰀩

Skills Perception +󰀲 Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲 Languages  Common, Elvish Challenge 󰀱/󰀸 (󰀲󰀵 XP) Proficiency Bonus +󰀲  Amphibious.  The sea elf can breathe air and water. water. Fey Ancestry. The sea elf has advantage on saving savi ng throws

against being charmed, and magic can’t put it to sleep.

Actins Spear. Melee or Ranged Weapon Attack: +󰀲 to hit, reach 󰀵 ft.

 Abolethic Vassal.  The skum is permanently charmed by its

aboleth master.  Amphibious.  The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 󰀶 (󰀱d󰀱󰀲) (󰀱d󰀱󰀲) acid damage every 󰀱󰀰 minutes it goes without exposure to water.

Actins Multiattack.  The skum makes three attacks: two with its

Trident and one with its Mind-Breaking Touch. Trident. Melee Weapon Attack: +󰀷 to hit, reach 󰀵 ft., one target. Hit: 󰀷 (󰀱d󰀶 + 󰀴) piercing damage. Mind-Breaking Touch. Melee Weapon Attack: +󰀷 to hit, reach

or range 󰀲󰀰/󰀶󰀰 ft., one target. Hit: 󰀳 (󰀱d󰀶) piercing damage, or 󰀴 (󰀱d󰀸) piercing damage if used with two hands to make a melee attack.

󰀵 ft., one target. Hit: 󰀱󰀸 (󰀴d󰀸) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum’s skum’s next turn.

 

The Frgtten Medium Undead, Chaotic Evil 

Armor Class 󰀱󰀵 (leather armor) Hit Points 󰀹󰀷 (󰀱󰀳d󰀸 + 󰀳󰀹) Speed 󰀳󰀰 ft. STR 󰀱󰀵 󰀨+󰀲󰀩

DEX 󰀱󰀸 󰀨+󰀴󰀩

CON 󰀱󰀶 󰀨+󰀳󰀩

INT 󰀹 󰀨−󰀱󰀩

WIS 󰀹 󰀨−󰀱󰀩

CHA 󰀱󰀶 󰀨+󰀱󰀩

Saving Throws Dex +󰀷, Con +󰀶

Teeth f the Maelstrm The Teeth o the Maelstrom are the enorcers o the Krakolich’ss will. The Teeth consist o a drowned assassin reerred lich’ to as the Forgotten, a sahuagin priestess known as She  Who Feeds, Feeds, and a merrow barbarian barbarian called Whalebane Whalebane..

T󰁨󰁥 F󰁯󰁲󰁧󰁯󰁴󰁴󰁥󰁮 The Forgotten is a drowned assassin who stalks and kills in grim pantomime o its ormer occupation. Its weapons are encrusted with barnacles but wielded with deadly precision. Hidden behind a simple dritwood mask, this creature’s ace, when exposed, causes terror in mortal hearts.

S󰁨󰁥 W󰁨󰁯 F󰁥󰁥󰁤󰁳  As the mouthpiece o her god, Sekola Sekolah, h, She Who Feeds both speaks and eats or her voracious, blood-thirsty patron. It was known that the sahuagin was touched by her god when, as an inant, she cannibalized her entire nursery.  As she aged her hide has has gradually taken taken on a reddish hue that ades when she is hungry and darkens whenever she eeds.

W󰁨󰁡󰁬󰁥󰁢󰁡󰁮󰁥  As a juvenile, juvenile, Whaleban Whalebane e made made a n name ame or himsel himsel by killing  Angajuk, an awak awakened ened sperm whale, with his bare hands.  Whalebane  Whaleb ane then went on tto o distingu distinguish ish himsel himsel as a merce-

Skills Intimidation +󰀷, Stealth +󰀷 Damage Immunities poison Condition Immunities poisoned Senses darkvision 󰀶󰀰 ft., passive Perception 󰀹 Languages understands Common but can’t speak Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳 Bottom Treader. The Forgotten cannot swim, and it sinks

to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. underwater. It is i s immune to the effects of being underwater at a depth greater g reater than 󰀱󰀰󰀰 feet. Undead Fortitude. If damage reduces the Forgotten to 󰀰 hit points, it must make a Constitution saving throw with a DC of 󰀵 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Forgotten drops to 󰀱 hit point instead. Unusual Nature. The Forgotten doesn’t require air ai r, food, drink, or sleep.

Actins Multiattack.  The Forgotten makes two Hand Crossbow

attacks or two Dagger attacks. It can then take the Dash, Disengage, or Hide action. Hand Crossbow. Ranged Weapon Attack: +󰀷 to hit, range 󰀳󰀰/󰀱󰀲󰀰 ft., one target. Hit: 󰀷 (󰀱d󰀶 + 󰀴) piercing damage, and the target must make a DC 󰀱󰀳 Constitution saving throw, taking 󰀱󰀴 (󰀴d󰀶) poison damage on a failed save, or half as much damage on a successful one. Dagger. Melee Weapon Attack: +󰀷 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀴 + 󰀴) piercing damage, and the target must make a DC 󰀱󰀵 Constitution saving throw, taking 󰀲󰀱 (󰀶d󰀶) poison damage on a failed save, or half as much damage on a successful one. Reveal (󰀱/Day) ( 󰀱/Day).. The Forgotten removes its mask, revealing its rotted face. Each creature of the Forgotten’s choice with-

nary in the Wars o the Thirteenth Thi rteenth Trench, Trench, playing a key role in the mass extermination o the locathahs. Most recently,  Whalebane  Whaleb ane wa wass selected selected tto o serve directly under the the undead undead aboleth known as the Krakolich.

in 󰀵󰀰 feet of it that can see the Forgotten must succeed on a DC 󰀱󰀳 Wisdom saving throw or be frightened until the end of its next turn.

 

She Wh Feeds Medium Humanoid (Sahuagin), Lawful Evil 

Armor Class 󰀱󰀴 (natural armor) Hit Points 󰀷󰀱 (󰀱󰀱d󰀸 + 󰀲󰀲) Speed 󰀳󰀰 ft., swim 󰀴󰀰 ft. STR 󰀱󰀶 󰀨+󰀳󰀩

DEX 󰀱󰀲 󰀨+󰀱󰀩

CON 󰀱󰀴 󰀨+󰀲󰀩

INT 󰀱󰀲 󰀨+󰀱󰀩

WIS 󰀱󰀸 󰀨+󰀴󰀩

CHA 󰀱󰀰 󰀨+󰀰󰀩

Saving Throws Wis +󰀷 Skills Insight +󰀷, Perception +󰀷 ft ., passive Perception 󰀱󰀷 Senses darkvision 󰀱󰀲󰀰 ft., Languages Common, Sahuagin Challenge  󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳 Blood Frenzy. She Who Feeds has advantage on melee

attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. She Who Feeds can breathe air and water, but she needs to be submerged at least once every 󰀴 hours to avoid suffocating. Shark Telepathy. She Who Feeds can magically command any shark within 󰀱󰀲󰀰 feet of her, using a limited telepathy. Sekolah’s Blessing (󰀲/Day). When She Who Feeds makes an attack roll she can gain a +󰀱󰀰 bonus to the roll.

Actins Multiattack.  She Who Feeds makes two attacks with her

Toothsome Staff, or one attack with her Bite and two with her Claws. Toothsome Staff. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀶 (󰀳d󰀸 + 󰀳) piercing damage. Bite. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft., one target. Hit: 󰀵 (󰀱d󰀴 + 󰀳) piercing damage. Claws. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft., one target. Hit: 󰀵 (󰀱d󰀴 + 󰀳) slashing damage. Guiding Bolt. Ranged Spell Attack: +󰀷 to hit, range 󰀱󰀲󰀰 ft., one creature. Hit: 󰀱󰀴 (󰀴d󰀶 + 󰀳) radiant damage, and the next attack roll made against this target before the end of She Who Feed’s Feed’s next turn has advantage, thanks to the mystical dim light glittering on the target until then. Spellcasting.  She Who Feeds casts one of the following spells, using Wisdom as her spellcasting ability (spell save DC 󰀱󰀵, +󰀷 to hit with spell attacks). At will: guidance, mending, resistance, thaumaturgy 󰀱/day each: banishment, bestow curse, bless, detect magic, fear,  flamestrike, freedom of movement, stoneskin stoneskin

Bnus Actins Spiritual Weapon (Trident). ( Trident). She Who Feeds casts a spell to conjure a floating, spectral trident within 󰀶󰀰 󰀶 󰀰 feet of her that lasts for 󰀱 minute or until she creates a new trident. When the trident is first conjured, she can make an attack with it as part of the same bonus action. On subsequent turns, She Who Feeds can take a bonus action to move the trident

Whalebane Large Monstrosity (Merrow), Chaotic Evil 

Armor Class 󰀱󰀳 (natural armor) Hit Points 󰀱󰀰󰀲 (󰀱󰀲d󰀱󰀰 + 󰀳󰀶) Speed 󰀱󰀰 ft., swim 󰀴󰀰 ft. STR 󰀲󰀰 󰀨+ 󰀵󰀩

DEX 󰀱󰀰 󰀨+󰀰󰀩

CON 󰀱󰀷 󰀨+󰀳󰀩

INT 󰀸 󰀨−󰀱󰀩

WIS 󰀱󰀰 󰀨+󰀰󰀩

CHA 󰀹 󰀨−󰀱󰀩

Saving Throws Str +󰀸, Con +󰀶 Skills  Athletics +󰀸, Intimidation +󰀲  Abyssal, Aquan Languages Challenge  󰀵 (󰀱,󰀸󰀰󰀰 XP)

Proficiency Bonus +󰀳

 Amphibious.  Whalebane can breathe air and water. Reckless. At the start of his turn, Whalebane can gain advan-

tage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actins Multiattack.  Whalebane makes two attacks with his Har-

poon or one with his Bite and one with his Claws. Harpoon. Melee or Ranged Weapon Attack: +󰀸 to hit, reach 󰀱󰀰 ft. or range 󰀴󰀰/󰀸󰀰 ft., one target. Hit: 󰀱󰀵 (󰀳d󰀶 + 󰀵) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against Whalebane or be pulled up to 󰀴󰀰 feet toward Whalebane. Bite. Melee Weapon Attack: +󰀸 to hit, reach 󰀵 ft., one target.

up to 󰀲󰀰 feet and make an attack with it. Trident Attack. Melee Spell Attack: +󰀷 to hit, reach 󰀵 ft., one creature. Hit: 󰀸 (󰀱d󰀸 + 󰀴) force damage.

Hit: 󰀹 (󰀱d󰀸 + 󰀵) piercing damage. Claws. Melee Weapon Attack: +󰀸 to hit, reach 󰀵 ft., one target. Hit: 󰀱󰀰 (󰀲d󰀴 + 󰀵) slashing damage.

 

Toth f Vecna The Teeth o Vecna are specialist wizards, eared or their magical bite.

Tyrannsaurus urus Zmbie Tyrannsa TOMB OF ANNIHILATION

Toth f Vecna Medium Humanoid, Typically Lawful Evil 

Tyrannosaurus zomb zombies ies originally hailed ro rom m the jungles o Chult. They are avored pets o the powerul lich Acererak and over the years he has transported them across the seas to the Sword Coast. These rightening creatures have a gullet ull o smaller zombies, which they can disgorge. These zombies aren’t under the tyrannosaurus zombie’s control.

Armor Class 󰀱󰀲 (󰀱󰀵 with mage armor) Hit Points 󰀳󰀸 (󰀷d󰀸 + 󰀷) Speed 󰀳󰀰 ft. STR 󰀹 󰀨−󰀱󰀩

DEX 󰀱󰀴 󰀨+󰀲󰀩

CON 󰀱󰀳 󰀨+󰀱󰀩

INT 󰀱󰀶 󰀨+󰀳󰀩

WIS 󰀱 󰀱 󰀨+ 󰀰󰀩

CHA 󰀱󰀲 󰀨+󰀱󰀩

Tyrannsaurus Zmbie Huge Undead, Unaligned 

Saving Throws Int +󰀵, Wis +󰀲 Skills Arcana +󰀵, History +󰀵 Senses passive Perception 󰀱󰀰 Languages any four languages Challenge  󰀳 (󰀷󰀰󰀰 XP)

Armor Class 󰀱󰀱 (natural armor Hit Points 󰀱󰀳󰀶 (󰀱󰀳d󰀱󰀲 + 󰀵󰀲) Speed 󰀴󰀰 ft. Proficiency Bonus +󰀲

 Army Arcana.  When the Tooth Tooth casts a spell that causes

damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Actins Fire Bolt. Ranged Spell Attack: +󰀵 to hit, range 󰀶󰀰 ft., one creature. Hit: 󰀱󰀱 (󰀲d󰀱󰀰) fire damage. Burning Hands (Recharge 󰀴–󰀶). Each creature in a 󰀱󰀵-foot cube originating from the Tooth Tooth must make a DC 󰀱󰀳 Constitution saving throw, taking 󰀳d󰀶 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Fireball (Recharge 󰀶). The Tooth Tooth targets a point it can see within 󰀱󰀵󰀰 feet of it. Each creature in a 󰀲󰀰-foot-radius sphere centered on that point must make a DC 󰀱󰀳 Dexterity saving throw, taking 󰀲󰀸 (󰀸d󰀶) fire damage on a failed save, or half as much damage on a successful one.   The fire spread spreadss around corners. It ignites flammable flammable objects in the area that aren't being worn or carried. Spellcasting.  The Tooth Tooth casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 󰀱󰀳). At will: disguise self , mage armor , prestidigitation prestidigitation,  󰀱/day each: mirror image, shatter 

Bnus Actins Secret Step (Recharge 󰀴–󰀶). The Tooth of Vecna disappears

in a necrotic mist, teleporting up to 󰀳󰀰 feet to an unoccupied space that it can see.

STR 󰀲󰀵 󰀨+󰀷󰀩

DEX 󰀶 󰀨−󰀲󰀩

CON 󰀱󰀹 󰀨+󰀴󰀩

INT 󰀱 󰀨−󰀵󰀩

WIS 󰀳 󰀨−󰀴󰀩

CHA 󰀵 󰀨−󰀳󰀩

Damage Immunities poison Condition Immunities poisoned Senses darkvision 󰀶󰀰 ft., passive Perception 󰀶 Languages — Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳 Undead Fortitude. If damage reduces the tyrannosaurus

zombie to 󰀰 hit points, it must make a Constitution saving throw with a DC of 󰀵 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 󰀱 hit point instead. Unusual Nature. The tyrannosaurus zombie doesn’t require air, air, food, drink, or sleep.

Actins Multiattack.  The tyrannosaurus zombie makes two attacks:

one with its Bite and one with its Tail. Tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀳󰀳 (󰀴d󰀱󰀲 + 󰀷) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 󰀱󰀷). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can’t bite another target or disgorge zombies. Tail. Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀲󰀰 (󰀳d󰀸 + 󰀷) bludgeoning damage.

Bnus Actins

Reactins

Disgorge Zombie. The tyrannosaurus zombie disgorges a normal zombie, which appears in an unoccupied space

Counterspell (Recharge Tooth attempts tocreature interruptis a creature in the process󰀶).of The casting a spell. If the

within 󰀱󰀰 count. feet of After it. Thea zombie disgorged zombie actsroll onaits initiative is disgorged, d󰀶.own On a roll of 󰀱, the tyrannosaurus zombie runs out of zombies to disgorge and loses this action. If the tyrannosaurus zombie

casting a spell of 󰀳rd level or lower, lower, its spell fails and has no effect. If it is casting a spell of 󰀴th level or higher, the Tooth Tooth

must make an Intelligence check. The DC equals 󰀱󰀰 + the spell’ss level. On a success, the creature’s spell fails and has spell’ no effect.

still has this action when it dies, 󰀱d󰀴 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count.

 

Weevil The Weevil is a murderous brigand who has risen through the ranks o the Zhentarim and now serves as the lord o  Xantharl’’s Keep.  Xantharl Keep. In the grips o madnes madness, s, his everyday everyday arrogance has evolved into delusions o grandeur. He now sees himsel as the godly center o the universe.

Weevil

Xanathar   Xanathar was the latest in a long line o beholder crime

Gargantuan Humanoid (Dwarf), Neutral Evil 

Armor Class 󰀱󰀵 (studded leather) Hit Points 󰀱󰀶󰀵 (󰀱󰀰d󰀲󰀰 + 󰀶󰀰) Speed 󰀲󰀵 ft. STR 󰀲󰀵 󰀨+󰀷󰀩

DEX 󰀱󰀶 󰀨+󰀳󰀩

CON 󰀲󰀳 󰀨+󰀶󰀩

INT 󰀱󰀴 󰀨+󰀲󰀩

WIS 󰀱󰀱 󰀨+󰀰󰀩

CHA 󰀱󰀴 󰀨+󰀲󰀩

Saving Throws Str +󰀱󰀲, Dex +󰀸, Wis +󰀵 Skills Athletics +󰀱󰀲, +󰀱󰀲, Deception +󰀷 Damage Resistances poison Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰 Languages Common, Draconic, Dwarvish Challenge  󰀹 (󰀵,󰀰󰀰󰀰 XP)

Proficiency Bonus +󰀵

Dwarven Resilience. The Weevil Weevil has advantage on saving

throws against poison. Thunderous Stride. If the Weevil passes within 󰀲󰀰 feet of any character while using his Move action, then that creature must make a DC 󰀱󰀵 Dexterity (Acrobatics) saving throw or be knocked prone.

Actins Multiattack.  The Weevil makes three Handaxe attacks. Handaxe. Melee Weapon Attack: +󰀱󰀲 to hit, reach 󰀱󰀵 ft., one target. Hit: 󰀱󰀴 (󰀲d󰀶 + 󰀷) slashing damage. Celestial Doppelgangers (Recharge 󰀶). If the surrounding

area is starlit darkness, then the Weevil can twist the stars to his will, forming them into constellations of himself. He can make two such constellations. These doppelgangers have the statistics of ogres that deal lightning damage instead of bludgeoning or piercing.

lords who ruled the seedy underbelly o Waterdeep. It, like its orerunners, was an eye tyrant—a type o beholder that  willingly  willing ly chooses to live with and interact with other creatures. To do this effectively, an eye tyrant is required to rein in the otherwise rampant paranoia that characterizes beholders. Beore Vecna revealed himsel he took note o adversaries that might prove troublesome. Chie amongst these was  Xanathar.. More than raw power  Xanathar power,, Vecna eared knowledge. knowledge.  And Xanathar Xanathar had had such such knowledge knowledge in abundance abundance.. This was something Vecna could not abide.   As alwa always, ys, V Vecna ecna deeated Xanathar by using its secrets against it. Vecnan agents infiltrated the Xanathar Guild, a haven o thieves and slavers led by Xanathar. These agents kidnapped Xanathar’s beloved pet goldfish, Sylgar. With the loss o its fish, Xanathar’s paranoia became untethered. It tore apart its own organization, accusing everyone close to it o duplicity. Unable to trust anyone, Xanathar lived in seclusion within the Underdark beore eventually settling into its lair beneath Thornhold. Sylgar was magically preserved within an adamantine sphere, kept alive in the eventuality that Vecna might need leverage over Xanathar. The sphere was taken south where it was entrusted to a pit fiend indebted to Vecna. Sylgar has traded hands over the years and was most recently in the possession o the Hellrider, Lord Maximus.

G󰁡󰁭󰁥 S󰁴󰁡󰁴󰁩󰁳󰁴󰁩󰁣󰁳

 Xanathar is a beholder beholder that  that wears magic rings on three o its eyestalks. It is attuned to t o all three rings, which do don’ n’tt alter

Solar Eclipse. The Weevil Weevil plucks the sun from the sky and hurls it toward a creature, effectively casting a  fireball  spell.  spell.

The surrounding area is now starlit darkness.

 

the beholder’s challenge rating. It wears a ring a  ring of invisi invisibility bility on its ear ray eyestalk, a ring a  ring of mind mind shie shielding lding on  on its sleep ray eyestalk, and a ring a  ring of resistance (force) on (force) on its slowing ray eyestalk.

APPENDIX C H󰁡󰁮󰁤󰁯󰁵󰁴󰁳

Frm Vl's Guide t Vecna HANDOUT C1  In the beginning, beginning, there there was learning, learning,  and Vecna Vecna was was a paragon paragon among the the  learned. A student of magic, Vecna Vecna was a benevolent teacher who gave  his time and and his knowledge knowledge to his students. Working with Kas, his apprentice, Vecna ministered to the needs of commoners and scholars alike.  And yet the the people asked asked for more. They cried out for a leader, a visionary

thought turned to t o Kas—Vecna Kas—Vecna’s ’s most trusted ally—who willingly answered the inquisitors’ questions. He sur rendered the secrets of Vecna Vecna to the enemy, betraying our Lord and all his  friends.

 presence who who would help help lead them them  against their their tyrannical tyrannical leaders leaders and draconian gods. Out of humility, Vec na initially initially refused. refused. In time, though, though,  he came to understand their suffering suffering  and could no longer stand idly by by..

bone, growing sallow and sunken. When the torturers grew angry at  his determination determination they they maimed him, severing his hand and cutting out his eye.

  Vecna survived eleven eleven years without food and water, kept alive by his  passion and and mental clarity. clarity. No, I do  not lie! His His flesh stretched stretched taut taut to the

  Yet Vecna Vecna lived on for us! His soul   Vecna taught the people to stand up  remained rooted to his dying body  against tyranny tyranny.. He advised advised them to out of the hope of salvation. But this  march in in peaceful displays—nonviodisplays—nonviowas not to be. When starvation and  lent protests that showed showed the rulers rulers of  inhumanit  inhumanityy did not kill kill our Lord, the the land that their oppression would defilers decided that his time was at be resisted. However, the rulers  an end. quelled the protests, arresting and   They cut Vecna Vecna limb from limb torturing the followers, and impris and scattered scattered the parts parts of his body body oning Vecna. Those who supported throughout the world. We did not Vecna were rounded up and made  abide this this desecration. desecration. Time and  into examples, examples, their heads heads staked staked  again, we we attempted to assemble his upon rusted pikes along the roads.  parts, but the powers of darkness   Vecna’s ecna’s enemies tried to pry his thwarted our every attempt, and it secrets from him; they sought the was only through the purest magic  names of his allies. They starved starved that we finally succeeded. Vecna and imprisoned him alone   Vecna rose up and smote ruin upon  in a filthy filthy cell, but Vecna Vecna remained remained the usurpers and the pretenders.  resolute. He He never gave up hope They squealed in cowardice before that justice, reason, and compassion us. Yet Vecna has mercy even for cowwould triumph. And yet these hopes  ards and tyrants. Under Under Vecna Vecna’s ’s rule, rule, were slowly eroded by the passing of the transgressors were banished and time. Then, in an attempt to acquire  peace has has settled over over the land. land. Vecna’s secrets and learn the name

of his allies, these enemies of free

 

Map f the Swrd Cast HANDOUT C2

 

Rrschach Inkblt HANDOUT C3

 

APPENDIX D M󰁡󰁧󰁩󰁣 I󰁴󰁥󰁭󰁳 A󰁲󰁣󰁡󰁮󰁥 G󰁲󰁩󰁭 G󰁲󰁩󰁭󰁯󰁩󰁲󰁥 󰁯󰁩󰁲󰁥 Wondrous Wondr ous item, uncommon

 While you you are holding holding this leather-bound leather-bound book, you can use it as a spellcasting ocus or your wizard spells, and you gain a bonus o +1 to spell attack rolls and to the saving throw DCs o your wizard spells.   You can use this book as a spellbook. In addition,  when you use your Arcane Arcane Recovery Recovery eature, eature, you can increase the number o spell slot levels you regain by 1. B󰁵󰁧󰁳󰁭󰁡󰁳󰁨󰁥󰁲 Weapon (greatclub), rare

cauldron and cover the corpse with 200 pounds o salt (which costs 10 gp) or at least 8 hours, the salt is consumed and the creature returns to lie as i by  raise dead  dead  at  at the next dawn. Once used, this property can’t be used again or 7 days. C󰁬󰁯󰁣󰁫󰁷󰁯󰁲󰁫 A󰁭󰁵󰁬󰁥󰁴 Wondrous Wondr ous item, common

This copper amulet contains tiny interlocking gears and is powered by magic rom Mechanus, a plane o clockwork predictability. A creature that puts an ear to the amulet can hear aint ticking and whirring noises coming rom within.

This massive club is permanently stained with the splattered corpses o thousands upon thousands o insects. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a swarm with this weapon, the swarm takes an extra

  When you make an attack roll while wearing wearing the amulet, you can orgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

3d6 bludgeoning damage. Bugsmasher has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can use an action and expend 1 charge to release a wave o terror. Each creature o your choice in a 30-oot radius extending rom you must succeed on a DC 15 Wisdom saving throw or become rightened o you or 1 minute. While it is rightened in this way, a creature must spend its turns trying to move as ar away rom you as it can, and it can’t willingly move to a space within 30 eet o you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape rom an effect that prevents it rom

Wondrous Wondr ous item, very rare (requires attunement by a giant)

moving. I it Dodge has nowhere creature can use the action. itAtcan themove, end othe each o its turns, a creature can repeat the saving throw, ending the effect on itsel on a success.

Wondrous Wondr ous item, uncommon 󰁮 D󰁥󰁰󰁥󰁴󰁲󰁩󰁦󰁩󰁣󰁡󰁴󰁩󰁯󰁮 D󰁥󰁰󰁥󰁴󰁲󰁩󰁦󰁩󰁣󰁡󰁴󰁩󰁯

C󰁡󰁵󰁬󰁤󰁲󰁯󰁮 󰁯󰁦 R󰁥󰁢󰁩󰁲󰁴󰁨

  As an action, one application can be used on a petrified creature that is Medium or smaller, removing the petrified condition. A Large creature can have its petrified condition removed with the use o two applications. No amount o salve can depetriy a creature that is Huge or larger.

Wondrous Wondr ous Item, very rare (requires attunement by a druid or warlock)

This Tiny pot bears relie scenes o heroes on its cast iron sides. You can use the cauldron as a spellcasting ocus or your druid spells, and it unctions as a suitable component or the scrying scrying spell.  spell. When you finish a long rest, you can use the cauldron to create a potion of greater greater healing healing. The potion lasts or 24 hours, then loses its magic i not consumed.   As an action, you can cause the cauldron to grow large enough or a Medium creature to crouch within. You can revert the cauldron to its normal size as

C󰁯󰁮󰁣󰁨 󰁯󰁦 T󰁥󰁬󰁥󰁰󰁯󰁲󰁴󰁡󰁴󰁩󰁯󰁮

This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ eet long and weighs 20 pounds.   As an action, you can cast the teleport  spell  spell by blowing into the shell. The destination is fixed, and there is no chance o either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn. S󰁡󰁬󰁶󰁥

This exotic paste has the color and consistency o mud. A typical jar contains 1d4 + 1 applications.

I󰁮󰁦󰁥󰁲󰁮󰁡󰁬 G󰁥󰁭 Wondrous Wondr ous Item, uncommon

This gem contains a mote o inernal flame. When  you use an an action to break the gem, a barbed devil  devil  is summoned or 1 hour, and the gem’s magic is lost. The devil is riendly to you and your companions.

an action, harmlessly shunting anything that can t fit inside to the nearest unoccupied space.   I you place the corpse o a humanoid into the

Roll initiative or the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). I you don’t issue any commands to the devil, it deends itsel rom hostile

 

creatures but otherwise takes no actions.   Commanding the devil requires concentration. concentratio n. I  your concentration concentration is is broken, the devil devil doesn’t doesn’t disapdisappear. Instead, you lose control o the devil, it becomes hostile toward you and your companions, and it might attack. An uncontrolled devil can’t be dismissed by  you, and it disappears disappears 1 hour ater ater you summoned summoned it. L󰁯󰁯󰁫󰁩󰁮󰁧 G󰁬󰁡󰁳󰁳 Wondrous Wondr ous Item, artifact (requires attunement)

The looking glass is an ivory-handled, dual-sided handheld mirror with perectly polished glass. Both sides o the mirror have an hourglass symbol engraved; one ull at the top, the other ull at the bottom. The mirror can be used as a spellcasting ocus.   The mirror has 3 charges, and it regains 1d3 expended charges daily at dawn. I you expend the mirror’s last charge, roll a d20. On a 1, the mirror seemingly shatters as it disappears through time.  While attuned attuned to and holding the mirror, mirror, you can use the charges in the ollowing ways: • As a bonus action, you can expend 1 charge to make the mirror reflect the unseen 1 minute. I you do so, you and creatures within 5 eet o you can see invisible creatures and objects or the duration. The effect ends early i you let go o the mirror. • As a bonus action, you can expend 1 charge to make the mirror reflect writing in a manner you can understand or 10 minutes. I you do so, you and creatures within 5 eet o you can read all nonmagical writing or the duration, regardless o the language it is written in. The effect ends early i you let go o the mirror. • As a bonus action, you can expend 2 charges to absorb the mirror’s magic into yoursel or 1 minute. For the duration, you can see around corners, and  you ignore hal and three-quarters three-quarters cover. cover. • As an action, you can expend 1 charge to cast  augury . • As an action, you can expend 3 charges to cast legcast  legend lore, lore, describing a person, place, or object that is reflected in the mirror. • By spending 10 minutes in deep concentration, you can expend 3 charges to make the mirror’s reflection become timeless or 1 minute. When you do so, choose either past or uture, as well as a precise amount o time, up to 1,000 years.  Past. While  Past.  While looking into the mirror’s side with the hourglass symbol that is ull at the top, everything that is reflected in the mirror is reflected as it was at

it will be at the chosen amount o time in the uture. The effect shows just one possible outcome and doesn’t take into account any possible circumstances that might change that outcome.  Whether you you look into the past or the the uture, ttime ime stands still in the reflection. M󰁩󰁮󰁤-S󰁨󰁡󰁲󰁰󰁥󰁮󰁥󰁤 A󰁲󰁭󰁯󰁲  Armor (any), uncommon uncommon

The armor can send a jolt to the wearer to reocus their mind. The armor has 4 charges. When the  wearer ails a Constitution Constitution saving saving throw to maintain maintain concentration on a spell, the wearer can use its reaction to expend 1 o the armor’s charges to succeed instead. The armor regains 1d4 expended charges daily at dawn. S󰁣󰁲󰁯󰁬󰁬 󰁯󰁦 G󰁬󰁡󰁭󰁯󰁵󰁲 Scroll, rare

 A scroll o glamour glamour bears shiting shiting runes runes scrawled scrawled atop an ever-changing type o parchment. I you use an action to invoke the runes, you can make yoursel and up to five other willing creatures within sight look different until the effect ends or until you use  your action action to dismiss dismiss it. The effect lasts or 24 hours. Up to our targets can take the appearance o any creature that is Huge or smaller. Any remaining targets can only take the appearance o a creature that is Medium or smaller. Once the glamour has been cast, the runes on the scroll ade, and it crumbles to dust.   The changes wrought by this scroll ail to hold up to physical inspection. For example, i you use this scroll to add a hat to your outfit, objects pass through the hat, and anyone who touches it would eel nothing or would eel your head and hair. To discern that you are glamoured, a creature can use its action to inspect your appearance and must make a successul DC 15 Intelligence (Investigation) check. S󰁨󰁡󰁴󰁴󰁥󰁲󰁳󰁫󰁵󰁬󰁬 Wondrous item, uncommon

This is an ordinary humanoid skull inused with necrotic energy. You can use an action to throw the skull up to 60 eet. The skull explodes on impact and is destroyed. Each creature within a 10-oot radius o where the skull landed must succeed on a DC 15 Dexterity saving throw or take 6d6 necrotic damage. S󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥 󰁯󰁦 󰁴󰁨󰁥 A󰁮󰁣󰁩󰁥󰁮󰁴󰁳 Wondrous Won drous item, artifact

The seven shroudstones are egg-sized gemstones, each to one o the o the spectrum:corresponding a ruby, a jacinth, a topaz, ancolors emerald, a sapphire, an amethyst, and a fire opal, which serves as

the chosen amount o time in the past.  Future.  Futur e. While  While looking into the mirror’s side with the hourglass symbol that is ull at the bottom, everything that is reflected in the mirror is reflected as

the keystone. While their origins have been lost to history, it is still obvious that these magnificent gems are inused with an immense amount o primordial

 

magic. Some speculate that they were crated by the aboleths during their ancient battle with the gods. Others have suggested that the stones were crated using the same magic that protects portions o the planes rom divine intrusion. I each o the seven shroudstones is placed in a precise location o power, then they emanate a web o energy that hides the mortal world rom the heavens. Gods can no longer materialize as avatars. Except in rare circumstances, clerics and paladins lose access to their spells and eatures. T󰁨󰁥󰁲󰁭󰁡󰁬 B󰁵󰁣󰁫󰁥󰁴 Wondrous Wondr ous Item, uncommon

The thermal bucket is made o iron and is cold to the touch. However, whenever any nonmagical liquid is poured into the bucket, the liquid is magically  warmed to 65 degrees Celsius and receives receives the benefit o the purify the purify food and and drink  spell.  spell.

 When you drink this potion, it removes removes any any exhausexhaustion you are suffering and cures any disease or poison affecting you at the start o your next turn. Then, or the next 24 hours, you regain the maximum number o hit points or any Hit Die you spend. The potion’s crimson liquid is thick and syrupy, taking longer to consume than other potions. W󰁡󰁴󰁣󰁨󰁦󰁵󰁬 H󰁥󰁬󰁭 Wondrous Wondr ous Item, very rare (requires attunement)

 While you you wear this helm, helm, you gain gain a +1 bonus to AC and remain aware o your surroundings even while  you’re  you ’re asleep, a and nd you have have advantage advantage on Wisdom (Perception) checks that rely on sight.   As a bonus action, you can cast the see invisibility   spell rom the helm. Once this property o the helm is used, it can’t be used again until the next dawn. Wondrous Wondr ous item, artifact

Potion, varies

 You  You regain hit hit points at the start o your next next turn  when you drink this potion. The number o hit points depends on the potion’s rarity, as shown in the Viscous Potions o Healing table. Whatever its potency, a viscous potion is thick and syrupy, taking longer to consume than other potions.  Viscous  Visco us Potions of Heal Healing ing

Healing Greater healing Superior healing Supreme healing

Potion, varies

W󰁹󰁲󰁭󰁳󰁫󰁵󰁬󰁬 T󰁨󰁲󰁯󰁮󰁥

V󰁩󰁳󰁣󰁯󰁵󰁳 P󰁯󰁴󰁩󰁯󰁮 󰁯󰁦 H󰁥󰁡󰁬󰁩󰁮󰁧

Viscous Potion of...

V󰁩󰁳󰁣󰁯󰁵󰁳 P󰁯󰁴󰁩󰁯󰁮 󰁯󰁦 V󰁩󰁴󰁡󰁬󰁩󰁴󰁹

Rarity

HP Regained

Common Uncommon Rare Very rare

󰀲d󰀴 + 󰀲 󰀴d󰀴 + 󰀴 󰀸d󰀴 + 󰀸 󰀱󰀰d󰀴 + 󰀲󰀰

V󰁩󰁳󰁣󰁯󰁵󰁳 P󰁯󰁴󰁩󰁯󰁮 󰁯󰁦 R󰁥󰁳󰁩󰁳󰁴󰁡󰁮󰁣󰁥 Potion, varies

 When you drink this potion, you gain gain resistance resistance to one type o damage or 1 hour, beginning at the start o your next turn. A viscous potion is thick and syrupy, taking longer to consume than other potions. The DM chooses the type or determines it randomly rom the options below.  Viscous  Visco us Potions of Resistance

d󰀱󰀰 󰀱

Damage Type Acid

󰀲 󰀳 󰀴 󰀵 󰀶 󰀷

Cold Fire Force Lightning Necrotic Poison

The throne hovers a oot off the ground and is a massive thing made o polished obsidian with oversized eet—the impaled skulls o our ancient blue dragons. Runes glisten in the carved obsidian, winking to lie  with blue energy when when the throne throne’’s powers are actiacti vated.   Only a creature attuned to a Ruling Scepter and in possession o it can harness the powers o the Wyrmskull Throne. Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical orce field. While encased, the creature can’t be touched or moved rom the throne. Touching a Ruling Scepter to the orce field dispels the field, though the creature remains paralyzed until it is separated rom the throne.    Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne’s properties, which are as ollows: • The throne gains a flying speed o 30 eet and can hover and flies where the creature wills. This property doesn’t expend any charges. • Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn’t expend any charges. • As an action, the creature can expend 1 charge to cast lightning cast lightning bolt  (spell  (spell save DC 19) rom the throne. The spell is cast as though using a 9th-level

󰀸 󰀹 󰀱󰀰

Psychic Radiant Thunder

spell slot and deals 49 (14d6) lightning damage. The bolt discharges rom the mouth o one o the throne’s blue dragon skulls.

 

• As an action, the creature can expend 2 charges to cast the globe the globe of invulnera invulnerability  bility  spell  spell rom the throne. The globe encloses both the creature and the throne. • As an action, the creature can expend 3 charges to create a spectral image o an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts or 1 minute. At the end o each o the creature’s turns, the spectral dragon makes one bite attack and two claw attacks against targets o the creature’s choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon’ss bite and claw attacks. dragon’ attacks .

 you already already are proficient proficient in smith’ smith’s tools, then your proficiency bonus is doubled or any check you make  while using using them.   Sentience. Zespara’s perect blade is a sentient Lawul Good weapon with an Intelligence o 15, a  Wisdom o 10, and a Charisma o 8. It has has hearing and darkvision out to a range o 60 eet.   The weapon can speak, read, and understand Common and Dwarvish, and can communicate with its  wielder  wield er telepathically telepathically..

   Personality  Personality.. Zespara was a gruff, plain-spoken  woman who who prized unctionali unctionality ty over fluff. fluff. Despite being one o the best blacksmiths on the Sword • As an action, the creature can expend 9 charges to Coast, she was orced to unairly fight or recognition create a spectral image o our ancient blue dragons. in a male-dominated proession. Because o this, Collectively, these dragons can be ordered to destroy Zespara’s perect blade preers being wielded by a any object including, at the DM’s discretion, an artiemale character. character. act. Using this power to destroy an artiact uses all   Smithing is still her passion, and she is prone to o the energy within the Wyrmskull Throne, leaving telepathically critiquing the cratsmanship o other behind a permanently disenchanted husk.  weapons during combat. combat. She will will push her wielder wielder to

X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 B󰁯󰁷

seek out a ring a ring of telekinesis telekinesis,, which Zespara believes

Weapon (longbow), very rare (requires attunement)

This longbow was crated rom sacred wood harvested rom the Feywild. Its bow string is made rom a single strand o enchanted spider silk.   You gain a +2 bonus to attack and damage rolls made with this magic weapon. Any creature hit by an arrow rom this bow must make a DC 13 Strength saving throw. I they ail this saving throw, they are entangled by gossamer webs, reducing their movement by 10 eet until the end o their next turn. Z󰁥󰁳󰁰󰁡󰁲󰁡’󰁳 P󰁥󰁲󰁦󰁥󰁣󰁴 B󰁬󰁡󰁤󰁥 Weapon (blade), rare (requires attunement)

Zespara Alather was once the finest swordsmith in Mirabar. Her establishment, the House o the Bright Blade, was renowned or crating personalized blades. Ater Mirabar’s conquest, Zespara eared that she would be conscripted to crat blades or the Vecnan army. Rather than see her artistry turned to evil, she arranged to have her essence embedded within one o her blades. Although Zespara made arrangements to be smuggled out o Mirabar, these plans never came to ruition. Zespara has been collecting soot in her smithy ever since.   Zespara’s Zespara’s perect blade is rather plain to the eye. Its preerred orm is that o a longsword. However, during the attunement process, it can alter its shape to your preerence, taking the orm o either a dagger, shortsword, longsword, or customized greatsword.or At you, this perect point, the blade eels as i it was in weight and reach.

can beexperience orged intothe herjoys blade, allowing her to oncethen again o smithing.

  You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with smith’s tools while attuned to the blade. I

 

APPENDIX E

I󰁮󰁦󰁥󰁲󰁮󰁡󰁬 W󰁡󰁲 M󰁡󰁣󰁨󰁩󰁮󰁥󰁳 󰁮󰁦󰁥󰁲󰁮󰁡󰁬 󰁷󰁡󰁲 󰁭󰁡󰁣󰁨󰁩󰁮󰁥󰁳 󰁡󰁲󰁥 󰁶󰁥󰁨󰁩󰁣󰁬󰁥󰁳 󰁢󰁵󰁩󰁬󰁴 in the Nine Hells and typically ueled by the souls o the damned. Smaller

 war machines machines carry carry raiding parties or scouts. Larger, more menacing war machines can crush entire hordes o demons.

Rules Inernal war machines have their own stat blocks similar to those or creatures but with the ollowing considerations.

C󰁲󰁥󰁡󰁴󰁵󰁲󰁥 󰁡󰁮󰁤 C󰁡󰁲󰁧󰁯 C󰁡󰁰󰁡󰁣󰁩󰁴󰁹 Creature capacity describes how many creatures can ride the inernal war machine comortably. More creatures can fit by squeezing or by clinging to the outside o the vehicle.

A󰁲󰁭󰁯󰁲 C󰁬󰁡󰁳󰁳 Inernal war machines are made o inernal iron and bristle with spikes, blades, chains, and siege weapons. An inernal war machine typically has an Armor Class o 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.

S󰁰󰁥󰁥󰁤  A vehicle vehicle’’s speed represents represents the distance it can travel travel in 1 round. How much o that speed it travels each round is determined by its driver.

O󰁰󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹 A󰁴󰁴󰁡󰁣󰁫󰁳  War machines  War machines are subject subject to the rule on opportunity opportunity attacks outlined in chapter 9 o the Player the Player’s ’s HandHandbook . When a war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.

A󰁢󰁩󰁬󰁩󰁴󰁹 S󰁣󰁯󰁲󰁥󰁳  A war machine machine has the six six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality o construction. Inernal war machines usually have a score o 0 in Intelligence,  Wisdom, and and Charisma. Charisma.   I an inernal war machine has a 0 in a score, it automatically ails any ability check or saving throw that uses that score.

S󰁯󰁵󰁬 F󰁵󰁥󰁬

 While the vehicle vehicle is not moving, moving, attack rolls rolls made against it have advantage.

The engine at the heart o every inernal war machine has a urnace ueled by soul coins. coins. A soul coin is coin is a large coin minted rom inernal iron that carries a bound soul within it.

H󰁩󰁴 P󰁯󰁩󰁮󰁴󰁳

D󰁥󰁭󰁯󰁮 I󰁣󰁨󰁯󰁲 B󰁯󰁯󰁳󰁴 Pouring a flask o demon ichor into an inernal war

 An inernal inernal war machine’ machine’s hit points can be restored restored by making repairs to the vehicle. To repair a vehicle, the vehicle must be stationary, and the creature doing the repairs must have the necessary spare parts.  Ater 1 hour hour o repair work, the the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check i it is proficient with the tools used to make repairs. I the check succeeds, the vehicle regains 2d4 + 2 hit points.   When an inernal war machine drops to 0 hit points, it ceases to unction and is damaged beyond repair.

D󰁡󰁭󰁡󰁧󰁥 T󰁨󰁲󰁥󰁳󰁨󰁯󰁬󰁤

 A vehicle vehicle with with a damage damage threshold threshold has immunity

machine’s urnace increases the vehicle’s speed by 30 eet or 1 minute.

A󰁣󰁴󰁩󰁯󰁮󰁳 S󰁴󰁡󰁴󰁩󰁯󰁮󰁳 󰁡󰁮󰁤 C󰁲󰁥󰁷  An inernal inernal war machine doesn’t doesn’t have have a actions ctions o its its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various unctions.   A creature can use an action o the station it’ it’ss occupying. Once a creature uses a station’s action, that action can’t be used again until the start o that creature’s next turn. Only one creature can occupy each station. A creature not occupying an action station is either

to all damage unless it takes an amount o damage equal to or greater than its damage threshold value, in which case it takes damage as normal.

  A creature not occupying an action station is either in a passenger seat or clinging to the outside o the  vehicle.  vehic le. It can take actions actions as normal. normal.

 

Redeemer 

H󰁥󰁬󰁭 The helm o an inernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An inernal war machine  with no driver driver automaticall automaticallyy ails Dexterity Dexterity saving throws.   A driver driver proficient with with land vehicles can add their proficiency bonus to ability checks and saving throws made using the inernal war machine’s ability scores.    Drive. While the inernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop.  While the vehicle vehicle is moving, moving, the driver can steer it along any course. I the driver incapacitated, leaves the helm, or does nothing to alter the inernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.    Bonus Actions. As a bonus action, the driver can do one o the ollowing: • Start the inernal war machine’s engine or shut it off. • Cause the inernal war machine to take the Dash or Disengage action while the vehicle’s engine is running. • Insert a soul coin or pour a flask o demon ichor into the engine’s urnace.

The Redeemer is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help o a swinging wrecking ball. Iron  jaws are mounted on the ront o the ve vehicle, hicle, which which handles like a garbage truck.

Redeemer  Gargantuan Vehicle (12,000 lb.)

Creature Capacity 󰀸 Medium creatures Cargo Capacity 󰀱 ton Armor Class 󰀱󰀹 Hit Points 󰀲󰀰󰀰 (damage threshold 󰀱󰀰) Speed 󰀵󰀰 ft. STR 󰀱󰀸 󰀨+󰀴󰀩

DEX 󰀱󰀰 󰀨+󰀰󰀩

CON 󰀱󰀸 󰀨+󰀴󰀩

INT 󰀰 󰀨−󰀵󰀩

WIS 󰀰 󰀨−󰀵󰀩

CHA 󰀰 󰀨−󰀵󰀩

Damage Immunities fire, poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Crushing Wheels. The Redeemer can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 󰀱󰀱 Dexterity saving throw or take 󰀲󰀲 (󰀴d󰀱󰀰) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 󰀲󰀲 (󰀴d󰀱󰀰) bludgeoning damage. This trait can’t be used against ag ainst a particular creature more than once each turn. Flames of Redemption. When a soul coin is fed into the Redeemer’ss furnace, the soul is purified. This purification Redeemer’ process provides enough fuel for the Redeemer to operate

for oneWeapons. tenday. tenday.  The Redeemer’s weapon attacks are magMagic ical.

Actin Statins Chomper (Requires 󰀱 Crew and Grants Half Cover). Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one target. Hit: 󰀲󰀵 (󰀶d󰀶

+ 󰀴) piercing damage. A target reduced to 󰀰 hit points by this damage is ground to bits and spit out through pipes on both sides of the Redeemer. Redeemer. Any nonmagical items i tems the target was holding or carrying are destroyed as well. Wrecking Ball (Requires 󰀱 Crew and Grants Half Cover).  Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀵 ft., one target. Hit: 󰀴󰀰 (󰀸d󰀸 + 󰀴) bludgeoning damage. Double the damage if the target is an object or a structure. Harpoon Flinger , Front (Requires 󰀱 Crew and Grants Half Cover). Ammunition:  Ammunition: 󰀱󰀰 harpoons. Ranged Weapon Attack:  +󰀵 to hit, range 󰀱󰀲󰀰 ft., one target. Hit: 󰀹 (󰀲d󰀸) piercing damage.

Harpoon Flinger , Hind (Requires 󰀱 Crew and Grants Half Cover). Ammunition:  Ammunition: 󰀱󰀰 harpoons. Ranged Weapon Attack:  +󰀵 to hit, range 󰀱󰀲󰀰 ft., one target. Hit: 󰀹 (󰀲d󰀸) piercing

damage.

 

Thank yu fr yur supprt

 

Tiamat has been successfully summoned to the Forgotten Realms. Demon Lords prowl the Underdark. The Ordning is shattered. Baldur’s Gate has been swallowed up by Avernus.   And amidst the chaos presides the Maimed Lord Vecna. Rise Of Vecna imagines a world where all the various catastrophes threatened in a Wizards of the Coast hardcover adventure have come to pass. The Realms are in ruin and it falls to your players to pick up the pieces. While doing so they will travel across the Sword Coast — from the Greater Mines of Mirabar to the undersea fortress known as the Maelstrom. Along the way they will advance from 󰀳rd to 󰀱󰀰th level, possibly putting an end to Vecna’s dire machinations.

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