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Vol 2 Rise of Vecna

The document is a foreword for the second volume of the Domed Forgotten Realms adventure path, where players will encounter a version of the Forgotten Realms dominated by evil and ruled by Vecna. It encourages Dungeon Masters to personalize their campaigns by adding their own details and twists to the narrative. The document also includes credits for contributors and a table of contents outlining various sections and topics covered in the adventure.

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0% found this document useful (0 votes)
122 views124 pages

Vol 2 Rise of Vecna

The document is a foreword for the second volume of the Domed Forgotten Realms adventure path, where players will encounter a version of the Forgotten Realms dominated by evil and ruled by Vecna. It encourages Dungeon Masters to personalize their campaigns by adding their own details and twists to the narrative. The document also includes credits for contributors and a table of contents outlining various sections and topics covered in the adventure.

Uploaded by

tattoosbydeuces
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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“N󰁯󰁴󰁨󰁩󰁮󰁧 󰁩󰁳 󰁥󰁡󰁳󰁩󰁥󰁲 󰁴󰁨󰁡󰁮 󰁴󰁯 󰁤󰁥󰁮󰁯󰁵󰁮󰁣󰁥 󰁴󰁨󰁥 󰁥󰁶󰁩󰁬󰁤󰁯󰁥󰁲;

󰁮󰁯󰁴󰁨󰁩󰁮󰁧 󰁩󰁳 󰁭󰁯󰁲󰁥 󰁤󰁩󰁦󰁦󰁩󰁣󰁵󰁬󰁴 󰁴󰁨󰁡󰁮 󰁴󰁯 󰁵󰁮󰁤󰁥󰁲󰁳󰁴󰁡󰁮󰁤 󰁨󰁩󰁭.”


CREDITS
Doomed Forgotten Realms Project Manager Beta Readers Interior Artwork
Lead Scott McClintock Mark Lindner Dean Spencer
Scott McClintock Layout, Graphic Design, and Spencer Hibnick Baba Harpell
Colbornia
Lead Developer Product Engineering Cartography Dem’ghot’nec
Glumglum
Scott McClintock Marc Altfuldisch Buck Wev Racine Ramur
Chauntea's Graveyard Veteran of the Twenty
Concept Art Direction Escape from the Goblet Zepara's Perfect Blade
Scott McClintock Marc Altfuldisch Gorna'ss Insanitarium
Gorna'
House of the Bright Blade Harley Dela Cruz
The Maelstrom Corrupted Tree
Writing Cover Illustrator Thornhold Zombies
Scott McClintock Raluca Marinescu (Vecna) Tomb of Dem'ghot'nec Jimmy Nijs
Marc Altfuldisch Marc Altfuldisch (Backdrop) Xanathar's Lair
Xantharl's Keep
Chief Guh
Igor and Yip
Editing Creative Consultants Christian Zeuch Lord Tyranax
Pile of Bones
Kathleen Harrington Eric Tkachuk Sword Coast
Rain Giant Mummy
Developer James Wright Daniel F. Walthall The Krakolich
JVC Parry Triboar Xanathar and Sylgar
Marc Altfuldisch James Wright Raluca Marinescu
Mike Sell Helm's Hold Vecna
Producer Mirabar
Scott McClintock Playtesters
Marc Altfuldisch Balkohm Caebrek
Damarius Sunstalker
Drizlav
Fakalyn Sylvaranth

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 Vec-
na’s ascension are included within the adventure, and
more will be included within uture titles. However,
much has intentionally been let vague. We encour-
age 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 ultimate-
ly 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
ON THE COVER do so please share with us your own villainous twists
Vecna stands victorious, his cosmic malevolence leaving Toril
in ruins as he prepares to conquer all of reality 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󰁯󰁲󰁥󰁷󰁯󰁲󰁤 󰀴 A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 A
S󰁥󰁣󰁲󰁥󰁴󰁳 󰁯󰁦 󰁴󰁨󰁥 W󰁨󰁩󰁳󰁰󰁥󰁲󰁥󰁤 O󰁮󰁥 󰀸󰀸
I󰁮󰁴󰁲󰁯󰁤󰁵󰁣󰁴󰁩󰁯󰁮 󰀶 Artificially Accelerated Organisms .......................................󰀸󰀸
D󰁯󰁯󰁭󰁥󰁤 F󰁯󰁲󰁧
F󰁯󰁲󰁧󰁯󰁴󰁴󰁥󰁮
󰁯󰁴󰁴󰁥󰁮 R󰁥󰁡󰁬󰁭󰁳
R󰁥󰁡󰁬󰁭󰁳 ............
........................
........................
........................
.............. 󰀷 Dawn of a New Age A ge ............................
........................................
........................
......................󰀸󰀹
..........󰀸󰀹
A H󰁩󰁳󰁴󰁯󰁲󰁹
H󰁩󰁳󰁴󰁯󰁲󰁹 󰁯󰁦 D󰁯󰁯󰁭 .............
.........................
........................
........................
........................
...............
... 󰀷 Dwarfholds of the North ....................
................................
........................
......................󰀸󰀹
..........󰀸󰀹
D󰁲󰁡󰁭󰁡󰁴󰁩󰁳󰁳 P󰁥󰁲󰁳󰁯󰁮
D󰁲󰁡󰁭󰁡󰁴󰁩 P󰁥󰁲󰁳󰁯󰁮󰁡󰁥
󰁡󰁥 .............
.........................
........................
........................
........................
...............
... 󰀷 Life in Mirabar .......................................................................󰀹󰀰
Other Deities
Deities...........
.......................
........................
........................
........................
........................
................ 󰀹󰀱
A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥 S󰁵󰁭󰁭󰁡󰁲󰁹 ..............................................................󰀸 The Harpel
Harpells
ls........................
....................................
........................
........................
........................
................ 󰀹󰀱
A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥
A󰁤󰁶󰁥󰁮󰁴󰁵 󰁲󰁥 F󰁬󰁯
F󰁬󰁯󰁷󰁣󰁨󰁡󰁲󰁴
󰁷󰁣󰁨󰁡󰁲󰁴 ............
........................
........................
........................
.....................
......... 󰀱󰀰 The Ordning ..........................................................................󰀹󰀲
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀱 Vecna's Endgame ..................................................................󰀹󰀳
M󰁩󰁲󰁡󰁢󰁡󰁲 󰀱󰀱 A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 B
T󰁨󰁥 C󰁩󰁴󰁹 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲 ..............................................................󰀱󰀲 M󰁯󰁮󰁳󰁴󰁥󰁲󰁳 󰁡󰁮󰁤 NPC󰁳 󰀹󰀴
Artificer........................
....................................
........................
........................
........................
......................󰀹󰀴
..........󰀹󰀴
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀲 Battlerager...........
Battlerager .......................
........................
........................
........................
........................
..................󰀹
......󰀹󰀴󰀴
I󰁮 S󰁥󰁡󰁲󰁣󰁨 󰁯󰁦 󰁴󰁨󰁥 D󰁷󰁡󰁲󰁶󰁥󰁳 󰀲󰀶 Bard .......................
...................................
........................
........................
........................
........................
................
....󰀹󰀵
󰀹󰀵
T󰁨󰁥 G󰁲󰁥󰁡󰁴 U󰁮󰁤󰁥󰁲󰁧󰁲󰁯󰁵󰁮
U󰁮󰁤󰁥󰁲󰁧󰁲󰁯󰁵󰁮󰁤 󰁤 H󰁩󰁧󰁨󰁷󰁡󰁹...........
H󰁩󰁧󰁨󰁷󰁡󰁹.......................
........................
.............. 󰀲󰀷 Blackguard .............................................................................󰀹󰀵
T󰁯󰁭󰁢
T󰁯󰁭󰁢 󰁯󰁦 D󰁥󰁭’󰁧󰁨󰁯󰁴’󰁮
D󰁥󰁭’󰁧󰁨󰁯󰁴’󰁮󰁥󰁣
󰁥󰁣 ...........
.......................
........................
........................
......................󰀳󰀱
..........󰀳󰀱 Blight, Algae ..........................................................................󰀹󰀶
Bullywug, Slime-Touched .....................................................󰀹󰀶
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀳 Catoblepas
Catobl epas ........................
....................................
Chief Guh ........................
........................
....................................
........................
........................
........................
........................
................
........................
.... 󰀹󰀷
..................
...... 󰀹󰀷
R󰁥󰁴󰁵󰁲󰁮 󰁴󰁯 M󰁩󰁲󰁡󰁢󰁡󰁲 󰀳󰀳 Chwingaa .......................
Chwing ...................................
........................
........................
........................
......................󰀹󰀸
..........󰀹󰀸
B󰁡󰁣󰁫 󰁡󰁴 󰁴󰁨󰁥 G󰁯󰁢󰁬󰁥󰁴............
........................
........................
........................
........................
...............
... 󰀳󰀳 Colbornia
Colbor nia .......................
...................................
........................
........................
........................
....................󰀹󰀸
........󰀹󰀸
T󰁨󰁥 A󰁭󰁢󰁥󰁲 H󰁵󰁬󰁫 ...........
.......................
........................
........................
........................
.....................
......... 󰀳󰀴 Desiccated Shambler ............................................................󰀹󰀹
Elemental, Unified ................................................................󰀹󰀹
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀴 Fessler
Fes sler .......................
...................................
........................
........................
........................
......................
.......... 󰀱󰀰󰀰
F󰁲󰁯󰁭 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬 󰁴󰁯 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 GaolliaMountain
Gaollia
󰀳󰀵 󰀳󰀵 Giant, .......................
...................................
........................
........................
........................
......................
.......... 󰀱󰀰󰀰
...................................................................󰀱󰀰󰀱
E󰁶󰁥󰁲󰁮󰁩󰁧
E󰁶󰁥󰁲󰁮󰁩󰁧󰁨󰁴
󰁨󰁴 ...........
.......................
........................
........................
........................
........................
...................
.......
Giant, Rain...........
Rain.......................
........................
........................
........................
........................
.................󰀱󰀰󰀱
.....󰀱󰀰󰀱
L󰁵󰁳󰁫󰁡󰁮 ............
L󰁵󰁳󰁫󰁡󰁮 ........................
........................
........................
........................
........................
........................
............󰀳󰀵
󰀳󰀵 Giant Severed
Severed Hand..............
..........................
........................
........................
......................
.......... 󰀱󰀰󰀲
N󰁥󰁶󰁥󰁲󰁷󰁩󰁮󰁴󰁥󰁲
N󰁥󰁶󰁥󰁲󰁷󰁩 󰁮󰁴󰁥󰁲 W󰁯󰁯󰁤 ...........
.......................
........................
........................
........................
...............
... 󰀳󰀵 Hydroloth
Hydr oloth ........................
....................................
........................
........................
........................
................
.... 󰀱󰀰󰀲
P󰁯󰁲󰁴 L󰁬󰁡󰁳󰁴..........
L󰁬󰁡󰁳󰁴......................
........................
........................
........................
........................
....................
........ 󰀳󰀵 Ice Wyrm ..............................................................................󰀱󰀰󰀳
T󰁲󰁡󰁶󰁥󰁬 E󰁮󰁣󰁯󰁵󰁮󰁴󰁥󰁲󰁳 ...............................................................󰀳󰀶 Igneous Knight .....................................................................󰀱󰀰󰀳
Iron Cobra .......................
...................................
........................
........................
........................
................
.... 󰀱󰀰󰀴
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀵 Kamadan
Kamad an .......................
...................................
........................
........................
........................
..................
...... 󰀱󰀰󰀴
X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳
X󰁡󰁮󰁴󰁨󰁡󰁲󰁬 ’󰁳 K󰁥󰁥󰁰 󰀳󰀷 Krakolich
Krakol ich........................
....................................
........................
........................
........................
..................
...... 󰀱󰀰󰀵
G󰁯󰁲󰁮󰁡’󰁳
G󰁯󰁲󰁮󰁡 ’󰁳 I󰁮󰁳󰁡󰁮󰁩󰁴
I󰁮󰁳󰁡󰁮󰁩󰁴󰁡󰁲󰁩󰁵
󰁡󰁲󰁩󰁵󰁭 󰁭 ...........
.......................
........................
........................
.......................
........... 󰀳󰀹 Living Spell
Spells s ........................
............ ........................
........................
........................
........................
............ 󰀱󰀰󰀶
A M󰁡󰁤󰁤󰁥󰁮󰁩󰁮󰁧 C󰁯󰁮󰁣󰁬󰁵󰁳󰁩󰁯󰁮 ..................................................󰀴󰀶 Nilbog
Nilbo g ............
........................
........................
........................
........................
........................
......................
.......... 󰀱󰀰󰀸
Purple Wormling
Wormling ...........
.......................
........................
........................
........................
..................
...... 󰀱󰀰󰀸
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀶 Sea Elf........................
....................................
........................
........................
........................
......................
.......... 󰀱󰀰󰀹
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 ............
........................
........................
........................
........................
........................
.......................
...........󰀱󰀱
󰀱󰀱󰀳󰀳
H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤 ..........................................................................󰀵󰀵 Xanath Xanathar ar ........................
....................................
........................
........................
........................
...................
....... 󰀱󰀱󰀳
󰀱󰀱󰀳
L󰁥󰁩󰁬󰁯󰁮 .....................................................................................󰀵󰀹
A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 C
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀷 H󰁡󰁮󰁤󰁯󰁵󰁴󰁳 󰀱󰀱󰀴
T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤 󰀶󰀰
T󰁨󰁥 R󰁵󰁩󰁮󰁳
R󰁵󰁩󰁮󰁳 󰁯󰁦 T󰁨󰁯󰁲󰁮
T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤
󰁨󰁯󰁬󰁤 ...........
.......................
........................
........................ ..... 󰀶󰀱 A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 D
.................
X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 L󰁡󰁩󰁲 ....................................................................󰀶󰀴 M󰁡󰁧󰁩󰁣 I󰁴󰁥󰁭󰁳 󰀱󰀱󰀷
C󰁨󰁡󰁰󰁴󰁥󰁲 󰀸 A󰁰󰁰󰁥󰁮󰁤󰁩󰁸 E
X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 G󰁵󰁩󰁤󰁥 󰁴󰁯 S󰁡󰁶󰁩󰁮󰁧 󰁴󰁨󰁥 W󰁯󰁲󰁬󰁤 󰀷󰀰 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
󰁯󰁲󰁤 V󰁥󰁣󰁮󰁡 󰁨󰁡󰁳 󰁢󰁥󰁥󰁮 󰁫󰁮󰁯󰁷󰁮 󰁢󰁹 󰁭󰁡󰁮󰁹
atropal was to serve as a corporeal vessel or the
names—The Maimed Lord, The
godly essence o Vecna.
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,
time, tutored by the serpentine embodiment o magic inspired the
t he Cult o the Dragon’
Dragon’ss Red Wyrmspeaker,
Wyrmspeaker,
itsel. He was a supreme archlich o inestimable Severin, to summon orth Tiamat rom her lair upon
power, rumored to have stolen the secret o undeath the Nine Hells. The Thayan illusionist and secret
rom the demon lord Orcus. He was an emperor, V
Vecnan
ecnan disciple,
disciple, Rath
Rath Modar,
Modar, worked
worked with Severin
Severin to
worshiped
worshipe d as a god.
god. Then, through orce
orce o will,
will, he bring this mad plan to ruition.
became a god.
And so the Soulmonger fed.
He was betrayed and slain by his closest lieutenant.
He was imprisoned in the distant domains o To one such as Vecna, even the grandest plan is but
Ravenlot. None o this stopped him. the seed o an even grander plan. As part o Tiamat’s
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 incar- agents, posing
incredible as cultists
power, o some
including the dragon, stole relics
o Netherese o
origin,
nate. He hoards secrets like Tiamat hoards treasure.
Vecna
Vecna’’s core belie
belie is that
that or every
every person, or
or every
every in service o their lord. Four such artiacts were later
city, or every world, there exists a secret so power- ound in the Dessarin Valley by cultists o Elemental
ul that it can bring about their downall. He gathers Evil. This cult went on to raze and destroy much o
such secrets to urther his divine ascendency. the Valley.
Valley.
As part o his quest or greater godhood, Vecna
Vecna be- And so the Soulmonger fed.
sieged the planar hub o the multiverse. Although his
Soon thereater, Vecna tricked Gromph Baenre, the
plans were ultimately thwarted, he nonetheless man-
archmage o Menzoberranzan, into summoning the
aged to plunder the hub’s many secrets. One o these
many demon lords o the Abyss into the Underdark.
secrets was the existence o worlds beyond that o his
Madness and decimation on a catastrophic scale
birth. O all these worlds, Vecna was most ascinated
soon ollowed.
by the magic-rich realms o Toril. He was particularly

obsessed by the eldritch ingenuity o allen Netheril. And so the Soulmonger fed.
his
Vecna set hi s eye to conquest. The breaking and reshuffling o Annam’s Ordning.
With the patience
patience and
and restraint
restraint o an expert
expert strate-
strate- Elturel and Baldur’s Gate’s descent into Avernus.
gist, Vecna spent generations preparing Toril or his Auril’ss sel-imposed
Auril’ sel-imposed exile
exile and the
the subsequent
subsequent eter-
nal winter. In one way or another Vecna, the cosmic
arrival. In the planar hub, Vecna learned o the exis-
mastermind, had his hand in it all.
tence o portals that allowed travel between worlds
and communicated this inormation to his most de- And Finally the Soulmonger was full.
voted ollowers.
ollowers. They
They,, in turn, slowly
slowly infiltrated
infiltrated every
every
corner o the Sword Coast rom Candlekeep to Sil- V
Vecna
ecna was
was reborn.
reborn. He gathered
gathered to his
his banner all that
verymoon. Year
Year ater
ater year,
year, VVecna
ecna’’s cultists gathered was evil.
evil. Not just
just his cultists,
cultists, but orcs rom Dark Ar-
and obscured knowledge, subverted governments, row Keep, yuan-ti rom Najara, giants rom all across
and patiently corrupted the good-hearted champions the Sword Coast, and liches rom Warlock’s Crypt,
o Faerûn, all in the name o their Maimed Lord. all ought at his bidding. The Realms, devastated by

At the same time, the archlich Acererak, one o repeated calamity, ell quickly. In less than a year’s
time, Vecna ensconced himsel within Waterdeep,
Vecna
Vecna’’s oldest and
and most loyal
loyal servants, traveled
traveled to declaring himsel the Lord o Toril.
the jungles o Chult to build a hidden, deathtrap
dungeon. In the heart o this dungeon, he secreted Evil has ruled the lands ever since.
Domed Frgtten Realms is the second volume o the Domed
Rise Of Vecna
Frgtten Realms adventure path. Although the experi-
ence will be optimized i your players have completed
Welcome to a dark chapter in
Welcome in the history o
o the
the ACADEMY OF ADVENTURE, it is not required. The Rise
Forgotten Realms. A chapter in which your players
Of Vecna is an epic, sel-contained story or three to
are destined to play a starring role. Through their
five characters that will take your players rom 3rd to
actions, the Realms will find salvation. Or doom.
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 A Histry f Dom
come to pass.completed
successully It is an acknowledgment
campaign, likelythat or every
a dozen Faerûn has changed dramatically in the years since
more have fizzled out or ailed. This adventure serves V
Vecna
ecna’’s conquest. Tiamat holds
holds court over
over the drag-
drag-
as a tribute to these ailed campaigns. As described ons o the Realms rom atop her Soaring Citadel.
in Rise of Tiamat
Tiamat, “Nations and kingdoms shatter, civ- Zariel wages war over the cratered ruin that was
ilization collapses into bloody war, and chaos reigns once Baldur’s Gate. The drow el Jarlaxle, one o the
supreme... Such dark times need not mean the last hopes or a dying realm, rules over the sailing
end o your campaign, however... The new goal is city o Qu’madosan Delmah. And the Frostmaiden
to bring peace to the world once more.
more.” Auril’ss arctic grasp expands
Auril’ expands e
ever
ver outwards.
outwards. For
For a
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 exploit-
ed 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 & Dramatis Persnae
The main members o the adventure’s cast o
Dragons since its earliest days. His relevant back- characters 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 Personae
Major NPC Description Main Description
Baba Harpell Oldest living matron of the Harpell family Chapter 󰀶, area C󰀲
Brigadier General Member of the fallen Gutbuster Brigade Chapter 󰀲, Tomb of Dem’Ghot’Nec
Bawling Stibber
The Clockwork King Dwarven artificer who mourns his fallen kin Chapter 󰀱, area A󰀵
Colbornia Undead dryad who believes she is the ghost of Chauntea Chapter 󰀱, area A󰀹
Dem’ghot’nec Infernal presence haunting the Underdark Chapter 󰀲, The Great Underground
Highway
Gorna Green slaad infesting Xantharl’s Keep Chapter 󰀵, area B󰀱
Guh Mountain giant chief based in Grudd Haug Chapter 󰀸, area I󰀵
Iron Viper Zhentil commander sent to investigate Xantharl’s Keep Chapter 󰀵, Current Events
Krakolich Undead aboleth lairing within the Maelstrom Chapter 󰀹, area J󰀱
Maximus Paladin delivering mysterious cargo to Thornhold Chapter 󰀶, area F󰀵
Racine Ramur Secret leader of the Mirabarran resistance Chapter 󰀱, area A󰀳
Serissa Missing queen of the rain giants Chapter 󰀹, area J󰀱󰀵

Worvil “The Weevil”


Forkbeard Megalomaniac leader of Xantharl’s Keep Chapter 󰀵, area B󰀱󰀷
Xanathar Paranoid beholder crime lord hiding beneath Thornhold Appendix B
Zephyrus Pseudonym for Uthor, uncle to Queen Serissa 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 arch-
arch-
lich 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 res-
the courier, the characters need a clockwork key that cuing the Hellrider, the characters board his inernal
can only be obtained rom an artificer known as the vehicle
vehicle and use it to escape a heated pursuit. With
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 Chaunt- accompany 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
key to gain entrance to the Greater Mines o Mirabar. shroudstones of the Ancients.
Ancients. Ater passing through
They then search the mines or the missing dwarven Leilon (location G), the characters eventually arrive at
courier. This search quickly turns into a nightmarish Thornhold.
trek along a dark, zombie-filled subterranean high- Chapter 7 sees the characters fighting through
way.. Going days
way days without sleep or sustenance,
sustenance, the savage, slime-worshipping bullywugs and navigating
characters must vanquish Dem’ghot’nec, an ancient trap-filled catacombs to find their mysterious contact.
devil that can wear the flesh o zombies. Then, within They realize that the contact is none other than the
a lost tomb, the characters revive the courier and beholder Xanathar, ormer crime lord o Waterdeep.
retrieve the missing gemstone. 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 charac-
charac- gemstone. 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 allen storm giants. Also within the Maelstrom is an
the gemstone to the rain giant, Zephyrus, in Triboar. ancient relic known as the Wyrmskull Throne that
In chapters 4, 5, and 6 the characters begin a can be used to destroy the gems. To activate the
sweeping, overland journey that will take them up throne, the characters must reunite with Zephyrus
and down the Sword Coast. Along the way they have and travel to the Elemental Plane o Water to obtain
ample opportunities to see how Vecna’s conquest a ruling scepter
scepter. To then transport themselves to the
has transormed the Realms. At first they travel rom Maelstrom, the characters must visit the hill giant
Mirabar to Triboar (location D). Along the way, they steading Grudd Haug (location I) and steal a magical
potentially visit Xantharl’s Keep (location B) and conch shell.
Longsaddle (location C). Once in Triboar, the charac- The adventure concludes with chapter 9. In this
ters meet the rain giant Zephyrus. Unbeknownst to chapter the characters, aided by Zephyrus, must
them, Zephyrus is really Uthor, ormer storm giant battle their way through the Maelstrom to eventually
royalty, who has adopted a new, simpler lie ater the ace the Krakolich, an undead aboleth who now rules
all o his
second kin. Zephyrus
shroudstone inorms
of the the characters
Ancients is currentlythat
helda the Maelstrom.
characters Upon
use the deeatingThrone
Wyrmskull the Krakolich thethe
to destroy
by the Hellrider, Lord Maximus, who is hiding out in three shroudstones of the Ancients,
Ancients, precipitating the
Helm’’s Hold (location F).
Helm 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.

CHAPTER 2: IN SEARCH OF THE DWARVARVES


ES
󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 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 The characters pass through Longsaddle, Triboar
Triboar,,
Zhentarim put an end to an unexpected madness that has Helm’s Hold, and Leilon before reaching Thornhold.
Helm’s
fallen upon Xantharl’s Keep. To
To do so they must journey Along the way the must rescue Lord Maximus, a
through the demented psyche of the keep’s
keep’s commander. 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 NG THE WORLD
VING
󰁦󰁯󰁲 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁯󰁦 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󰁨󰁩󰁳 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁰󰁲󰁯󰁶󰁩󰁤󰁥󰁳 󰁥󰁸󰁴󰁥󰁮󰁳󰁩󰁶󰁥 󰁤󰁥󰁴󰁡󰁩󰁬󰁳 󰁲󰁥󰁧󰁡󰁲󰁤󰁩󰁮󰁧 󰁴󰁨󰁥 󰁣󰁩󰁴󰁹 󰁯󰁦 ics. Any treasure that was accumulated during that
M󰁩󰁲󰁡󰁢󰁡󰁲. S󰁵󰁣󰁨 󰁤󰁥󰁴󰁡󰁩󰁬󰁳 󰁡󰁲󰁥 󰁩󰁮󰁴󰁥󰁮󰁤󰁥󰁤 󰁴󰁯 󰁨󰁥󰁬󰁰 󰁳󰁥󰁴 󰁴󰁨󰁥 󰁣󰁡󰁭󰁰󰁡󰁩󰁧󰁮’󰁳
󰁧󰁲󰁩󰁭, 󰁤󰁹󰁳󰁴󰁯󰁰󰁩󰁡󰁮 󰁴󰁯󰁮󰁥. F󰁯󰁬󰁬󰁯󰁷󰁩󰁮󰁧 󰁣󰁬󰁵󰁥󰁳, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁥󰁥󰁴 adventure is ound within their dressing room locker.
R󰁡󰁣󰁩󰁮󰁥 R󰁡󰁭󰁵󰁲, 󰁴󰁨󰁥 󰁬󰁥󰁡󰁤󰁥󰁲 󰁯󰁦 󰁡 󰁬󰁯󰁣󰁡󰁬 M󰁩󰁲󰁡󰁢󰁡󰁲󰁲󰁡󰁮 󰁲󰁥󰁳󰁩󰁳󰁴󰁡󰁮󰁣󰁥. Regardless o whether the characters have played the
W󰁨󰁩󰁬󰁥 󰁰󰁥󰁲󰁦󰁯󰁲󰁭󰁩󰁮󰁧 󰁴󰁡󰁳󰁫󰁳 󰁦󰁯󰁲 R󰁡󰁣󰁩󰁮󰁥, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁨󰁡󰁶󰁥 󰁡󰁮 󰁯󰁰- previous adventure, one o them immediately notic-
󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹 󰁴󰁯 󰁥󰁸󰁰󰁬󰁯󰁲󰁥 󰁴󰁨󰁥 󰁣󰁩󰁴󰁹. T󰁨󰁥󰁳󰁥 󰁴󰁡󰁳󰁫󰁳 󰁩󰁮󰁣󰁬󰁵󰁤󰁥 󰁥󰁲󰁡󰁤󰁩󰁣󰁡󰁴󰁩󰁮󰁧
󰁡 󰁧󰁡󰁮󰁧 󰁯󰁦 󰁭󰁥󰁰󰁨󰁩󰁴󰁳 󰁡󰁮󰁤 󰁰󰁲󰁯󰁣󰁵󰁲󰁩󰁮󰁧 󰁡 󰁣󰁯󰁬󰁬󰁥󰁣󰁴󰁩󰁯󰁮 󰁯󰁦 󰁧󰁥󰁡󰁲󰁳 󰁦󰁲󰁯󰁭 es an unusual lump in their pouch. Looking closer,
󰁡 󰁧󰁯󰁤-󰁨󰁡󰁵󰁮󰁴󰁥󰁤
B󰁹 󰁴󰁨󰁥 󰁥󰁮󰁤 󰁯󰁦󰁧󰁡󰁲󰁤󰁥󰁮.
󰁴󰁨󰁥 󰁣󰁨󰁡󰁰󰁴󰁥󰁲, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁡󰁲󰁥 󰁴󰁡󰁳󰁫󰁥󰁤 󰁷󰁩󰁴󰁨 they discover a strange wooden coin that they do not
󰁨󰁥󰁡󰁤󰁩󰁮󰁧 󰁴󰁯 󰁴󰁨󰁥 G󰁲󰁥󰁡󰁴󰁥󰁲 M󰁩󰁮󰁥󰁳 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲 󰁩󰁮 󰁨󰁯󰁰󰁥󰁳 󰁯󰁦 󰁯󰁦 󰁦󰁩󰁮󰁤- remember possessing. On one side o the coin is a
󰁩󰁮󰁧 󰁡 󰁭󰁩󰁳󰁳󰁩󰁮󰁧 󰁤󰁷󰁡󰁲󰁶󰁥󰁮 󰁣󰁯󰁵󰁲󰁩󰁥󰁲 󰁷󰁨󰁯 󰁷󰁡󰁳 󰁳󰁵󰁰󰁰󰁯󰁳󰁥󰁤 󰁴󰁯 󰁤󰁥󰁬󰁩󰁶󰁥󰁲 󰁡 goblet and on the other side is a carved gemstone.
󰁭󰁡󰁧󰁩󰁣󰁡󰁬 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥 (󰁫󰁮󰁯󰁷󰁮 󰁡󰁳 󰁡 S󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥 󰁯󰁦 󰁴󰁨󰁥 A󰁮󰁣󰁩󰁥󰁮󰁴󰁳)
󰁴󰁯 R󰁡󰁣󰁩󰁮󰁥. T󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁬󰁥󰁡󰁲󰁮 󰁴󰁨󰁡󰁴 󰁴󰁨󰁥󰁲󰁥 󰁡󰁲󰁥 󰁴󰁷󰁯 󰁯󰁴󰁨󰁥󰁲 󰁳󰁵󰁣󰁨 The characters also notice their own identiying
󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥󰁳 󰁡󰁮󰁤 󰁴󰁨󰁡󰁴 󰁤󰁥󰁳󰁴󰁲󰁯󰁹󰁩󰁮󰁧 󰁴󰁨󰁥󰁭 󰁷󰁩󰁬󰁬 󰁧󰁲󰁥󰁡󰁴󰁬󰁹 󰁲󰁥󰁤󰁵󰁣󰁥 V󰁥󰁣-
󰁮󰁡’󰁳󰁳 󰁰󰁯󰁷󰁥󰁲󰁳.
󰁮󰁡’ 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
󰁥󰁧󰁩󰁮 󰁢󰁹 󰁲󰁥󰁡󰁤󰁩󰁮󰁧 󰁴󰁨󰁥 A󰁣󰁣󰁥󰁬󰁥󰁲󰁡󰁴󰁥󰁤 notices that they eel coldly estranged rom their
Artificial Organisms rom appen- deity. They cannot cast spells, Channel Divinity, Lay
dix A. Then read or paraphrase on Hands, or Divine Smite. These restrictions are to

the text below. It is written with help set encounters.


combat the tone andCharacters
should be resolved
will havebeore any
an oppor-
the intent o thrusting your characters immediately
into the adventure. For groups that enjoy role-playing, tunity to restore their abilities when they visit area
consider drawing out the experience and allowing a A4. Should they overlook
overlook this opportunity
opportunity,, be sure to
to
greater degree o interaction. Also, consider having provide another one as soon as possible.
the gnome bioengineer reer to the characters by The Sign o the Forgehammer is a large compound
their names, rather than numbers, i you think that used by newly manuactured AAOs. The boarding
they might find the depersonalization off-putting. house is immediately visible to the characters, and
I the characters have
have played the ACADEMY OF its entrance is easily ound by ollowing Fibblestib’s
ADVENTURE , then they recognize the corpses that were directions. For more details on the Sign o the Forge-
floating in the vats as their ellow students, the Icon- hammer see area A1.

All is warm. And secure. YouYou are floating in the liquid Somehow, you know the bodies floating within those vats
ether.. You
ether You have awakened from a previous life and find are dead and that it was only through their deaths that you
yourself, curiously,
curiously, in another
ano ther.. There is a sound. A door were brought to life.
opening? And then your old world is turned upside down The other gnomes, walking through the laboratory, echo in
as you fall into a cold, harshly lit new one. It takes time for unison, “Life only through Death.”
your eyes to adjust, but you seem to be in a vast, under- The gnome ushers you from the laboratory into a smaller
ground chamber. YourYour friends are nearby, shivering, naked, dressing chamber.
chamber. He points
poi nts toward a footlocker,
footlocker, filled
and equally confused. The white-tiled chamber is full of with your possessions, and continues talking as you dress.
indistinct shapes and reeks of disinfectant. There is a dis- “You are in Mirabar. The year is 5 VR. You are fortunate to
orienting cacophony of beeps. Eventually you realize that be born into such an auspicious era.”
these beeps are coming from hundreds of upright vats.
The vats appear to be made of o f glass, filled with bubbling The gnome leads you out of the dressing room to a spiral
liquid, and have various humanoids floating within them. staircase that goes up and up and up. He unlocks and then
Gnomes dressed in black walk through the laboratory,
laboratory, opens a large, iron door
doo r. A blast of freezing wind tears into
squinting into the vats and scribbling notes onto parch- the stairwell as you are unceremoniously shoved into the
ment. Some of them wear pendants bearing the symbol of glaring daylight. You
You find yourself on a cobbled street of
a broken anvil. cold, grey stone surrounded by slate-roofed buildings.
“Report to the Sign of the Forgehammer for quartering.
“AAO
“AA
am O numbers 1154,
Bioengineer 1155, 1156,
Fibblestib.” Oneand 1157,gnomes
of the welcome to life. I
is talking You can find it down the street and to the right.
rig ht. They
to you, gesturing for you to stand up. The gnome contin- should be able to answer any of o f your questions there.” The
ues, “Life only through Death,” and then gestures to some gnome then slams shut the iron door, locking it behind
nearby vats. The fluid of the vats is tinged red with blood. him.
The City f Mirabar A󰀱. S󰁩󰁧󰁮 󰁯󰁦 󰁴󰁨󰁥 F󰁯󰁲󰁧󰁥󰁨󰁡󰁭󰁭󰁥󰁲
Area A This compound is used to temporarily house newly
crated AAOs. Mirabar currently has more homes
Mirabar was once the greatest mining center o the than inhabitants, so resettlement is typically a ore-
northern Sword Coast, although most o its mines gone conclusion. These new homes are bestowed by
are now in disuse. The land around the city is still the Ministry o Secrets whenever the AAOs coness
surrounded by slag heaps, broken rock, and aban- the last o any secrets that they may be harboring.
doned quarries. Mirabar was built atop a knoll along The compound is run by a genial AA
AAOO 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
he a stoop
looksstoop
to beand requires
reqauires
near a cane
hundredcane to stand.
years stand. Although
o age,Althoug
he was,hin
ever-narrowing cobblestone streets. For more on lie truth, born just last year. Robear welcomes the char-
in Mirabar, see appendix A.
acters and shows them to their quarters. The rooms
are tiny and dirty, filled almost entirely by a pallet that W󰁲󰁯󰁮󰁧 S󰁩󰁤󰁥 󰁯󰁦 󰁴󰁨󰁥 L󰁡󰁷
is presumably meant to serve as a bed. At some point during the adventure the characters might
Robear can provide the characters with any any rele-
rele- engage in suspicious activities. In this case, two Fingers of
Vecna (spies) station themselves at the Sign of o f the Forge-
vant inormation
inormation rom the introduction
introduction section.
section. F
For
or hammer,, covertly observing the characters. A third Finger
hammer
detailed questions regarding Vecna, Robear reers of Vecna attempts to secretly shadow the characters. This
the characters to the Temple o Truth (area A2). I surveillance can be discerned by any character with a pas-pa s-
the characters show Robear their wooden token, he sive Perception of 14 or
o r higher. The Fingers can be circum-
responds with immediate suspicion, questioning how vented or eluded with a successful DC 12 group Dexterity
(Stealth) check.
the characters received the token. At the end o this Similarly
Similarly,, at some point during the adventure the char-
interrogation, he reveals that it is a drinking token acters might be chased by goblin guards or Blood of Vecna
rom the Goblet and Gems (area A3). He can provide (bandits). Possible ways the characters can escape their
basic inormation regarding the establishment, as pursuers include trying to outrun them by making a suc-
well as directions
directions or getting
getting there.
there. I the character
characterss cessful Strength (Athletics) check, or trying to evade them
do not show their token to Robear, then once they are by making a successful Dexterity (Stealth) check. Any such
check is DC 12. In the event of a failed check, the pursuers
alone they receive a mysterious telepathic message catch up to the characters and engage in i n melee attacks.
urging them to deliver their token to Racine at the
Goblet and Gems.
A󰀳. T󰁨󰁥 G󰁯󰁢󰁬󰁥󰁴 󰁡󰁮󰁤 G󰁥󰁭󰁳
A󰀲. V󰁥󰁣󰁮󰁡’󰁳 T󰁥󰁭󰁰󰁬󰁥 󰁯󰁦 T󰁲󰁵󰁴󰁨 Beore Vecna, this esthall was, according to Volo’s
This temple was once a grungy, dust-covered ware- Guide to the North,
North, “the only exciting and impres-
house that stored manure. Now, years later, it has sive-looking tavern in Mirabar.” Nowadays, this holds
been converted into a mockery o a temple. This even more true. The tavern’s sign is a shining goblet
“temple” consists o a small library filled primarily that seems to glow even during the day. The mood
with the latest
latest edition
edition o Volo’s Guide to Vecna.
Vecna. Visi- inside is generally estive, bordering on rowdy during
ble rom the library is a large scriptorium where hun- the evening hours. The Goblet and Gems is a popular
dreds o floppy-hatted Volos work at mass-producing establishment because o its ample supply o cheap
their latest guide. Near the entrance to the library is a alcohol and live entertainment, as well as the act that
shat reerred to as the Pit o Falsehoods. The temple it is avoided by goblin patrols. It has a stage or live
is tended by our clergy (cult
(cult fanatics)
fanatics) reerred to as music, a gambling hall in its basement, and plenty
Memories o Vecna. o side booths and back rooms or private meetings.
The Pit o Falsehoods
Falsehoods connects to a sealed section Secret tunnels connect many o these locations.
o the Mirabarran undercity. Any book predating The drinks are strong, but expertly crated, so that
the Age o Vecna—and hence filled with alsehoods they go down smooth. They are served by gregarious
and heresies—is required to be thrown into the pit. male and emale AAOs reerred to as “the Gems.”
Bookworms, some o gargantuan proportion, prowl These AAOs provide an attentive ear and sympathet-
through these lightless tunnels (use the statistics or ic shoulder to the townsolk o Mirabar, even going
swarm of insects (centipedes),
(centipedes), purple wyrmlings so ar as to reserve time in the side booths or back
(appendix B), and purple worms)
worms) consuming the rooms or deeper conversations. What is not readily
discarded tomes. The tunnels are also haunted by known, is that most o the Gems are spies or the
ghosts,, rumored to be created by the release o psy-
ghosts V
Vecnan
ecnan clergy
clergy and report back
back to them regularly
regularly..
chic energy accompanying the destruction o power- The owner and bartender o the tavern is Racine
ul texts such as sacred scriptures and other arcane Ramur (LG emale hal-el veteran
veteran).
). Although she
writings. eigns allegiance to Vecna, readily acilitating the
Volo’s Guide to Vecna is ull o propaganda and du- Gems’ subteruge, she is the leader o the local Mi-
bious acts. It talks, in superlative allegory more than rabarran resistance, the Silent Axes. She is a young
actual history, about Vecna’s liberation o the Sword woman whowho wears
wears plain, w
wine-stained
ine-stained clothing that
that
Coast rom the tyranny o its many oppressors such contrasts sharply with the flashier ashions worn by
as the Lord’s Alliance and Emerald Enclave. The the Gems. Her only touch o style is a gem-studded
guide then praises Vecna or protecting the small olk hair comb of telepathy
telepathy (unctionally equivalent to a
o the Reams rom the dragons, giants, demons, and helm of telepathy
telepathy). She appears wrapped up in her
devils that still run rampant because o the previous own world, not responding to conversation or trail-
actions’ ineptitudes. The guide also contains a pas- ing off in mid-sentence. This pensive demeanor is a
sage regarding Vecna’s early years (see handout C1 in cover or the act she is oten concentrating on other
appendix C). telepathic talks.
I the characters ask any o the Gems about their Mirabar. Ater a titanic struggle, she was slain by
wooden coin,
coin, they
they politely reer the characters
characters to V
Vecna.
ecna. Ever
Ever since,
since, the garden
garden has been
been a haunt-
haunt-
Racine. I the characters ask Racine about their coin, ed, orsaken place.
she inorms them that it entitles its bearer to a VIP Racine also has the ollowing two requests or the
experience. Shortly thereater a slight AAO, dressed characters:
in layers o stunning blue silk robes, glides up to the
Malicious Mephits. Racine’s first request is or the
characters and invites them into a backroom or con-
characters to exterminate a gang o mephits that has
versation.. I the character
versation characterss accept his
his invitation,
invitation, then
then
taken up residence in an abandoned weapon shop
he takes them into a richly urnished backroom dec-
known as the House o the Bright Blade. She can
orated in vivid shades o blue. He introduces himsel
share the background inormation provided in area
as Lapis (LN male human commoner
commoner), ), extending his A6. Racine
Racine emphasizes
emphasizes the act
act that the mephits wi
will
ll
let hand or a handshake. I the characters shake his
continue to respawn until the orge’s fire is perma-
hand they can’t help but notice his identiying mark, a
nently extinguished. She is unsure how to extinguish
sparkling blue gemstone. Ater ormalities conclude,
the fire, suggesting that the characters visit the Clock-
Lapis begins to politely inquire about the characters,
work King
King or help
help (see area
area A5).
asking them to “open their minds to intimate con-
versation..” At this
versation this point, Racine
Racine tries, repeatedly i Delving for Dwarves. Ater the successul eradica-
necessary, to use her hair comb to make telepathic tion o the mephits, Racine makes a second request.
conversation with whichever character asked about Read or paraphrase the ollowing:
the coin. Read or paraphrase the ollowing:
“Over the years, we have determined that Vecna draws
power from three gemstones. Our agents have been
“Please forgive my secrecy. One can’t be too careful trying to steal these gemstones in hopes of bringing
these days. My name is Racine, owner
o wner of the Goblet about the lich’s downfall. We determined
determined that one of
and head of the local resistance known as the Silent
Axes. By now, you have likely learned much of your them was
allied withsequestered
the dwarvendeep withintothe
resistance Underdark
secure and
it. Recently
nature. However, what you probably don’t know is that we received word that they succeeded. However,
However, their
your technician, Fibblestib, also works for the resis- envoy was supposed to deliver it to us twelve days ago
tance. At our request, he sabotaged your incubation and has yet to do so. We fear the worst and want you
to give you a greater degree of freedom and autonomy to track him down and secure the stone.”
ston e.”
than most AAOs possess. You are our only hope.”
Inormation within the resistance is highly compart-
Racine continues the conversation with the charac- mentalized. Because o this Racine does not know
ters, answering any questions that they might have. the name o the contact, only that he is a male dwar.
As a trueborn
trueborn who has
has lived
lived her whole
whole lie in Mirabar
Mirabar, She does know that he was traveling along an aban-
she can vouch first-hand as to the darkness and su- doned underground highway that connects Mithral
ering that Vecna has brought to the city. Examples o Hall to Mirabar’s mines. Racine can supply directions
inormation she might provide include: to the mines’ entrance but warns that the doors to
J
With the exception
nan spiesexception o Lapis,
and should not be all
atrusted.
ll the Gems
Gems are Vec-
Vec- the mines arethe
recommends likely locked. To
characters circumvent
visit this, she
the Clockwork King,
who is rumored
rumored to have
have a skeleton
skeleton key that
that might
J The Eyes o Vecna are not actual maniestations
open the doors.
o Vecna but, rather, undead creatures known
as will-o’-wisps that serve as spies or the local Racine offers our
our 100 gp gemstones
gemstones or
or compl
comple-
e-
clergy. tion o the first task and eight 100 gp gemstones
or completion o the second. Any checks to per-
J Much o the ormer wealth o Mirabar is scattered suade Racine to increase the reward are made at
throughout the Hall o Sparkling Stones. The disadvantage, due to the difficulties o negotiating
place is ull o goblins and impervious to direct telepathically.
assault. However, the goblins are lazy and inatten-
tive, and it is occasionally possible, albeit danger- I an
anyy obvious clerics or paladins are in the group,
ous, to sneak in and steal rom them. then Racine consoles them or the loss o their deity.
She, like most in Mirabar, alsely believes that Vecna
J The town’s central garden once supplied enough
ood to eed the entire city. Now it is a cursed, has
still slain the Realms’s
suggests entire
that they visit pantheon.
one However,
o the city’s she
ew tem-
blighted place known as Chauntea’s Graveyard. It ples, area A4, to try and find some peace with their
is called this because, years ago, the earth god- god’s passing.
dess Chauntea rose up rom the garden to protect
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 en-
courages 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

still live. This divine revelation is sufficient to restore


A󰀴.
This C󰁨󰁵󰁲󰁣󰁨
church is a 󰁯󰁦 T󰁹󰁭󰁯󰁲󰁡
small, stone building surrounded by any missing abilities.
a dozen abandoned shops. The church, as well as the Characters who take time to search the debris
debris
surrounding buildings, is filled with trash and debris. find an overturned altar and battered offering bowl.
The only outward sign o its ormer unction is the A successul
successul DC 10 Intellig
Intelligence
ence (Religion)
(Religion) check is
is
small carving o a ace-up coin on the lintel o the en- sufficient to know that it was common practice to
tryway. A crude skull has been carved over the coin, toss a coin into the bowl beore undertaking a risky
partially obscuring it. The Church o Tymora was venture. I the coin landed ace-up, then
then it indicated
indicated
once popular with Mirabarran merchants seeking Tymora’s blessing. Any coin tossed into the bowl by a
Tymora’s blessing beore undertaking a risky venture. character lands ace-up. The first character to do this
However, since the alleged death o Tymora, it has receives the benefit o the Lucky eat, although their
allen into disuse and is now shunned as a cursed luck points can only be spent while in Mirabar.
site that brings bad luck to visitors. Further blessings might be bestowed, at the DM’s
DM’s

Anygod
their pious character
receives who
a aint takes theThe
response. time to pray
details o to
this discretion,
special i the temple
precautions is cleared
are taken, o debris.
however, Unless
this draws
response are let to the DM and should be tailored to the attention o a patrol o 1d4 + 1 goblins mounted
your character
character and
and their deity
deity.. The response
response should,
should, atop their wolves or possibly a will-o
will-o’’-wisp (25 per-
at the least, indicate to the character that the gods cent chance).
A󰀵. L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 C󰁬󰁯󰁣󰁫󰁷󰁯󰁲󰁫 K󰁩󰁮󰁧 J A mechanical
mechanical crab
crab called a clockwork familiar
(worth 200 gp). I a character places a drop o
The Clockwork King presides over a neighborhood o
blood into a receptacle within the crab, then the
abandoned houses. These houses, themselves filled
crab bonds with the character as per the find fa-
with a bewilde
bewildering
ring hoard o garbage,
garbage, are connected
connected
miliar spell
spell. The crab can use an action to trans-
via a teetering
teetering maze
maze o junk and debris.
debris. A trapdoor
trapdoor in
orm, with a rumbling o gears, into a seahorse.
one o these houses leads into a section o the under-
Similarly, it can use an action to transorm rom
city, urther filled with useless bric-a-brac. The maze
a sea horse into a crab. I reduced to 0 hit points,
and houses are ceaselessly patrolled by our iron
the clockwork amiliar is permanently destroyed.
cobras (see appendix B).
J A small, toy coffin (worth
(worth 10 gp). Any
Any character
character
The Clockwork
appendix B) is oneKing (LN
o the male
ew dwarremaining
dwarves artificer,, see
artificer in who succeeds
succeeds at a DC 12 Wisdom
Wisdom (Perception)
(Perception)
Mirabar. He keeps his beard shaved in remembrance check can hear what sounds like dozens o tiny
o his missing kin. He talks at a slow, deliberately fists pounding to get out o the coffin. The coffin
measured pace, oten using his fingers to seemingly is locked. Although too delicate to be orced open
count his words while speaking. He is guarded by two without destroying
destroying it, the
the lock can
can be picked
picked by a
javelin-wie
javelin-wielding
lding monodrones whom he reers to as character who makes a successul DC 10 Dex-
Null and Prime. terity check using thieves’ tools. Once opened,
dozens o miniature mechanical crawling claws
Since the Clockwork King does not speak Modron,
scuttle orth. Inside the coffin is a charred silver
he knows little o his bodyguards. They showed up
wedding ring with a small blood
blood diamond
diamond in it.
on his doorstep a year ago, seemingly attracted to The ring is worth 100 gp. Engraved on the bot-
his junkyard, and have been with him ever since. The tom o the coffin are the words, “Is no un, is no
modrons are escaped test subjects rom Luskan’s
Blinsky!” I asked, the Clockwork King indicates
Hosttower o the Arcane. I the characters manage to
communicate with them, they remember little o their that he thinks the coffin came rom Luskan.
ormer lives, talking only o a “bad tower” and “mean J A mind-sha
mind-sharpened
rpened armor
armor (chain shirt) (worth 250
wizards.” I this inormation
inormation is communicated
communicated to the gp) (see appendix B). This inused armor can
Clockwork King, then he iners that they likely came send a jolt to the wearer to reocus their mind.
rom Luskan. The armor has 4 charges. When the wearer ails
a Constitution saving throw to maintain concen-
The Clockwork King was originally a successul
tration on a spell, the wearer can use its reaction
artificer who crated clockwork items or the wealth-
to expend 1 o the armor’s charges to succeed in-
ier amilies o Mirabar. Because o his success, he
stead. The armor regains 1d4 expended charges
was able
able to buy more
more and more
more houses to hold all o
daily at dawn.
the accumulated junk that he could not bring himsel
to part with. This hoarder’s mentality has served him J A clockwork amulet (see appendix B) (worth 150
well in the Age
Age o Vecna,
Vecna, and
and he has
has made significant
significant gp). When a character makes an attack roll while
wealth selling normally worthless
worthless items
items rom his wearing the amulet,
amulet, they can
can orgo rolling the d20
junkyard
junkya rd kingdom.
kingdom. He now
now sees himsel
himsel as
as more o a to get a 10 on the die. Once used, this property
merchant than a crater. He preers to sell his wares can’t be used again until the next dawn.
or coin or gemstones but can occasionally be per- J A musician
musician’’s clockwork companion (worth 250 gp).
suaded to trade or unusual items, even i these items This bundle o gears and string still needs to be
are ultimately useless. completed by the Clockwork King. Given 1d4
I the characters express interest in trade, then he days, he can turn it into a clockwork instrument
takes them into one o his homes, which he reers unctionally equivalent to an instrument of the
to as the Clockwork Bazaar. This bazaar includes a bards.. It can be turned into either a lute, bandore,
bards
wide variety
variety o mundane
mundane items
items as well
well as the ollow- or cittern, depending on the purchasing charac-
ing unique items: ter’s preerence. Once this configuration has been
J A small, handheld
handheld device
device called the clockwork completed it is irreversible.
quantifier (worth 100 gp). I a character uses an J The ollowing potions brewed rom a clockwork
action to wave the quantifier beore a group o alchemist’s set that looks similar to a modern-day
items, the quantifier announces, in a loud dwar- coffee maker: three viscous potions of healing
ven voice,
voice, the exact
exact number
number o items in the group. (worth 50 gp each), one viscous potion of great-
The quantifier has ten remaining charges. er healing
healing (worth 100 gp), two viscous potions
of resistance
resistance (fire) (worth 100 gp each), and a
viscous potion of vitality (200 gp). Viscous potions A󰀶. T󰁨󰁥 H󰁯󰁵󰁳󰁥 󰁯󰁦 󰁴󰁨󰁥 B󰁲󰁩󰁧󰁨󰁴 B󰁬󰁡󰁤󰁥
are thick and syrupy, taking longer than normal
Beore the Vecnan occupation, The House o the
to consume. I imbibed during combat, then their
Bright Blade was widely regarded as the preeminent
effect does not occur until the character’s turn on
establishment or customized daggers and swords.
the ollowing round.
Its proprietor and blacksmith, Zespara Alather, was
J A clockwork key (see below or pricing). This one o the finest blacksmiths o the Sword Coast.
large, multi-pronged key can be used to open the Now, this abandoned shop serves as the swelter-
gates to the Greater Mines o Mirabar. More gen- ing lair o a gang o abusive mephits. The mephits
erally, it works as a set o thieves’ tools that gives picked this particular location or their lair because
+2 to any check made while using them. o its ever-burning orge. This orge, connected to the
J A dimensional nullifier (see below or pricing). Elemental Plane o Fire, was a major contributor to
The nullifier is an indestructible, translucent box Zespara’ss success
Zespara’ succe ss as a smithy
smit hy..
that appears to contain a model replica o the The mephits are crude and abusive. The Vecnan
multiverse within it. Atop the box is a big, red clergy tolerate the mephits’ existence because they
button. Above the button, written in Dwarvish serve as unwitting guardians to the shop’s small
runes, are the words, “DO NOT PUSH.” Pushing fissure into the Elemental Planes. However, the me-
the button immediately closes any dimensional phits are despised by goblins, trueborns, and AAOs.
portals within 5 eet o it. All creatures, objects, As such, these groups turn a blind
blind eye
eye to any
any actions
or magical effects within 5 eet o it are subject to the characters take against the mephits.
a dispel magic effect that has +6 to any required The mephit gang is sizable, comprising seven
checks. Upon activation, the box turns darkly magma mephits,
mephits, twelve smoke mephits,
mephits, and twelve
opaque and the button no longer unctions. On steam mephits.
mephits. The mephits detest the cold o night
the 1st day o the next month, the box regains its and so only leave their lair during the daytime hours.
translucence and the button unctions yet again. When they
they do so, they
they prowl th
the
e streets in
in groups o
I the characters inquire about the orge rom the three (one mephit o each type) with the sole purpose
House o the Bright Blade, the Clockwork King gets o sadistically terrorizing townsolk. Six such groups
visibly excited
excited.. He offers
offers the one-time
one-time use o his are typically active between the hours o noon and
dimensional nullifier i the characters
characters promise to first midaternoon. The number o patrols diminishes the
use the orge’s flames to straighten an adamantine closer it gets to either dusk or dawn.
axle rod or him. I the character agree to this, then I a mephit patrol encounters meaningul resis-
he supplies them with the necessary tools, including
including tance, then urther patrols increase to include one
a leather apron and gloves, as well as instructions magma mephit,
mephit, two smoke mephits,
mephits, and two steam
on how to perorm the straightening. The Clockwork mephits.. Should these larger patrols encounter
mephits
King also loans them the dimensiona
dimensionall nullifier. continued resistance, then the gang remains holed
The clockwork key is one o the Clockwork King’s up within the smithy or a ew days beore resuming
earliest devices. Because o this, it has sentimental their patrols. Any mephit that is slain respawns 24
value and the Clockwork
Clockwork King is unwilling
unwilling to sell
sell it hours later in area A6c.
or coin. He is willing to trade or it, but only i the Their lair includes the ollowing rooms:
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 an
filled with soot and smoke. The interior has been gut-
intact 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, andand a row o empty crates
crates are struc-
that 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 char-
to 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. FinallyFinally,, he
A6c).
can provide the characters with directions to the Bou-
levard o Religious Freedom (area A7) and tell them The mephits preer the warmth o area A6c, so pri-
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orce- ice can be seen repeatedly orming and then melting,
ments rom area A6c arrive two rounds later. The creating a puddle o lukewarm water around the trap-
mephits speak Common but are nonetheless difficult door. The trapdoor is locked but may be picked by a
to reason with. They attempt to ridicule, righten, tor- character who makes a successul DC 15 Dexterity
ture, and then kill any intruders. This process quickly check using thieves’ tools. Alternatively, it can be
attracts the attention o the mephits in area A6c. orced open with a successul DC 20 Strength check.
A ew
ew dozen swords and daggers are scattered Opening the trapdoor immediately releases a blast
throughout the ash that covers the floor. Despite pro- o rigid air that fills the hallway and shop. Until the
longed exposure to magma, smoke, and steam, parts trapdoor is closed, any fire damage taken in either
o these weapons still gleam and hold their relative location inflicts hal damage (rounded down). Below
shape, making their expert cratsmanship evident. the trapdoor is a ladder leading to area A6d.
I any character enters the shop and makes a suc-
A6󰁢. O󰁦󰁦󰁩󰁣󰁥
cessul DC 15 Wisdom (Perception) check, then they This spacious office is filled with the wreckage o bro-
notice a large trapdoor in the hallway. A light sheen o ken 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󰁡󰁩󰁤󰁥󰁮 The ladder descends 30 eet beore ending in a large,
Your eyes become icy blue. You You gain resistance to cold rozen chamber. The walls, floor and ceiling are all
damage. In addition, you can cast the gust of wind spell made o ice. They have been gouged in hundreds
(save DC 12) once without expending a spell slot, using o places by what looks to have been shovels or ice
Intelligence, Wisdom, or Charisma as your spellcasting
ability (choose when you gain this blessing). You
You regain the picks. A glowing six-pointed snowflake has been
ability to cast this spell in this manner on the first day of emblazoned along the entirety o the room’s northern
each month. wall. Two iron doors
doors lead out
out o the room.
room.
A successul DC 12 Intelligence (Religion) check is
Characters who search through the debris find eight required or a character to determine that the snow-
black iron spindle-shaped trade bars with squared flake is the symbol o Auril, goddess o winter. This
ends weighing about two pounds each. These trade room is a long-abandoned temple o Auril rom centu-
bars are worth 10 gp within Mirabar, and 5 gp else- ries past. Ancient rumors persisted across the years
where. o a hidden treasure and so the temple routinely
A6󰁣. S󰁭󰁩󰁴󰁨󰁹 attracted worshippers o the Frost Maiden, much to
This gutted chamber is little more than heaps o ash the annoyance o the shop owner above. The gouges
and fire-blackened stone walls. Along the northern represent their unsuccessul search or this treasure.
wall is a orge. The fire raging
raging within
within the orge
orge is un- The iron doors are locked and also sealed with an
naturally hot. Near the orge are a couple o warped arcane lock
lock spell. A sheet o ice covers both doors
anvils and a useless wheelbarrow. and fills the lock mechanisms, making them impos-
Any character who stands within 10 eet o the sible to open by mundane means. Should the char-
orge takes 3 (1d6) fire damage per round. The fire, acters manage to open them, they lead to the aban-
due to its connection to the Elemental Plane o Fire, doned Mirabarran undercity.
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, spin-
be 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-
(Inves-
extinguished 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
Buried within the piles o ash are hammers, tongs, characters enter the temple. The room is painully
and other smithing implements, as well as more cold, inflicting 2 (1d4) cold damage on every initiative
blades. All o these items are warped beyond use, count 20 to every creature inside it that isn’t protect-
with the excepti
exception
on o Zespara
Zespara’s’s perfect
perfect blade
blade (see ed by cold weather clothing or resistant to cold dam-
appendix D). Zespara
Zespara’s’s perfect
perfect blade
blade is also covered age. The ceiling’s shimmering ice solidifies, revealing
in soot and superficially charred, requiring a suc- an inscription that reads, “Speak my name to court
cessul DC 20 Wisdom (Perception) check to find it my blessing, though death you may find in its stead.”
and another to determine that it is still serviceable. I Any character who speaks the name Auril Auril must
the characters successully deeat the mephits, then succeed on a DC 15 Constitution saving throw. On a
Zespara’s
Zespara ’s perfect blade
blade,, impressed by their heroism, ailed save, the character reezes rom the inside out,
introduces hersel to them telepathically. taking 14 (4d6) cold damage. On a success-
ul save, the character gains the minor
blessing of the Frostmaiden,
Frostmaiden, which
Auril can rescind atat any time while
while
she is alive. This blessing also
ends i Auril dies. It otherwise
adheres to the rules or bless-

ings as described
Dungeon in chapter
Master’ss Guide
Master’ Guide.. 7 o the

Zespara's Perfect Blade


A󰀷. B󰁯󰁵󰁬󰁥󰁶󰁡󰁲󰁤 󰁯󰁦 R󰁥󰁬󰁩󰁧󰁩󰁯󰁵󰁳 F󰁲󰁥󰁥󰁤󰁯󰁭 characters’ levels at this point. However, the Hall o
Sparkling Stones is also filled with vast piles o dis-
This broad avenue is a broken, weed-strewn corpse
carded treasure; gemstones, in particular, are present
o its ormer sel, littered with wol dung and coated
in abundance. Because o this, the Hall o Sparkling
in chalky rock dust. Piles o rubble line the sides o
Stones makes or an excellent heist location or
the street, behind which is an impenetrable tangle o
stealth-minded characters
thorns. Following the boulevard leads to the Hall o
Sparkling Stones, a sad, dust-covered ortress. I the characters wish to attempt a heist, determine
how your players wish to approach the situation, as
Upon inspection, it is easy to discern that the piles
laid out below
below..
o rubble were once finely crated statues. A success-
Heist Recon. I the characters wish to reconnoiter
ul DC 10 Intelligence
to determine that they (Religion) check
were statues is required
o gods and that the Hall, they must move around the area unseen.
nearly every major deity was represented. A dusty Have them make a group Stealth check. At a dis-
plaque is affixed to the road near each broken statue. tance, they are hard to discover, making the starting
The plaque reads, “THERE IS NO [GOD NAME]. DC 5. However, or every 2 hours the characters
ONLY VECNA.” The gods named upon the plaques remain, they must attempt another group Stealth
range rom Azuth to Waukeen. check. The DC increases by 1 with each attempt.
Any character who inspects the tangle o thorns Consult the Heist
Heist Recon
Recon table to determine what in-
and makes a successul DC 20 Wisdom (Perception) ormation they gather along the way. What is learned
check notices a small path leading into the briars. may go a long way when planning the actual heist.
This path can be discovered without such a check i Heist Recon
the character has already been inormed o its exis- Hours Intel G
Gaathered
tence. The hidden pathway leads to area A9.
>󰀲 There are windows from the 󰀲nd story and

A󰀸. H󰁡󰁬󰁬 󰁯󰁦 S󰁰󰁡󰁲󰁫󰁬󰁩󰁮󰁧 S󰁴󰁯󰁮󰁥󰁳


The Hall o Sparkling Stones is built upon a large 󰀲󲀓󰀴
upwards, and a cellar entrance with a portcullis.
The cellar entrance is always guarded by a lone
ogre.
knoll. The ortress was built to look like a giant
A duergar arrives, an axe lying flat across his
guard in ull plate and helm, with a shield held beore outstretched hands. He talks with a group of
its ace. Thousands o rusted greataxes have been hobgoblin guards, is let in, and comes back out
hammered into the ront o the building. A success- 󰀲󰀰 minutes later with a small, bald goblin. The
󰀵󲀓󰀶 duergar hammers the axe into the side of the
ul DC 10 Intelligence (History) check is required to building, and is then given a small pouch by the
determine that the greataxes belonged to the Axes o goblin (containing 󰀵󰀰 gp). The duergar bows
respectfully and walks away as the goblin re-
Mirabar, shield dwar veterans who once served as enters the Hall.
part o the city’s elite guard. The goblins sometimes bicker and argue among
The Hall o Sparkling Stones was once the seat themselves. The hobgoblins are disciplined,
󰀷󲀓󰀸 with no obvious weaknesses to exploit. Ogres
o the Mirabarran government. Now, it serves as sometimes fall asleep on the job. There is likely
the barracks or the goblin clan Kreeth and their an entrance on the roof, as a goblin appears from
there during guard rotations.
bald, nearsighted chietain, Mayor Maroo. The Hall Three goblins arrive, each carrying a sack that
was once an architectural
architectural marvel
marvel o the world,
world, with seems to be moving. As they reach the entrance,
stained glass windows, black marble tables, and words are exchanged and one of the goblins
inlaid traceries o gold, silver, and platinum. Now, it is 󰀹󲀓󰀱󰀶 pulls a cat from one of the sacks, only to put
it back into the sack. They are let into the Hall,
the world’s prettiest dung heap. exiting again half an hour later
later,, this time carrying
a small chest (which contains 󰀳󰀰󰀰 gp as a reward
Mayor Maroo is an avid cat lover and, consequently, for bringing new cats to Mayor Maroo).
the Hall o Sparkling Stones is ull o hundreds o 󰀱󰀷
󰀱󰀷󲀓󰀲
󲀓󰀲󰀴󰀴 Guar
Guard d rot
rotat
ation
ionss hap
happe
pen n eve
every
ry 󰀸 h hou
oursrs..
stray cats that he has adopted over the years. Most o
󰀲󰀵
󰀲󰀵+
+ The
The nnum
umbe
berr of
of gua
guard
rdss is
is d
dou
oubl
bled
ed at nigh
night.
t.
these cats are harmless but a eral ew have banded
together into hunting packs. Maroo is guarded by Tools. In preparation o the heist, the characters
a trained kamadan (see appendix B). Maroo also might wish to spend some time searching Mirabar or
passionately hates all dogs. He reuses to allow his various tools
tools to assist them.
them. Finding
Finding an item
item rom the
goblins to stable their wolves in the Hall o Sparkling Heist Tools table below takes 4 hours o work and re-

Stones,
the city’smaking
stables.them, instead, quarter their steeds in quires
check. aAny
successul DC 10grants
tool acquired Intelligence (Investigation)
its bonus only when
Hall Heist. The Hall o Sparkling Stones is a large used in conjunction with the corresponding infiltra-
building filled with ogres, goblins, hobgoblins, and tion method as shown in the Infiltration Modified
cats. Such a orce should be unassailable, given the column.
Heist Tools Heist Scheme

Tool Entry or Bonus Scheme Check Required Heist


Scheme Bonus
A 󰀱󰀰󰀰-foot rope and a Point of Entry: +󰀱󰀰 Athletics Contributors. The characters DC 󰀱󰀰 Deception.
grappling hook roof or window bring a dwarven axe as an Automatic success +󰀵
offering. with dwarven axe.
A dwarven axe Scheme: +󰀵 Deception
contributors per axe Cat Sellers. The characters DC 󰀱󰀵 Deception.
bring one or more cats for Automatic success +󰀱󰀰
A cat Scheme: +󰀵 Deception with one or more
cat sellers per cat Mayor Maroo. cats.
Goblin and hobgoblin Scheme: Silver Tongues. The
disguises contributors
cat sellers or +󰀵 Deception characters attempt to talk
their way inside. DC 󰀲󰀰 Deception +󰀰
Shovels, pickaxes, and a Point of Entry: +󰀱󰀰 Athletics The Heist. As it is finally time or the heist, ask
cart dig a tunnel
the characters to make a DC 10 group Stealth check
Timing. To proceed with the
Point of Entry and Timing. i they sneaked inside or a DC 10 group Deception
heist, the characters must decide their point o entry check i they were allowed inside. I they ail, they can
and when to carry out the heist. Use the Heist Point attempt the other check at DC 15. On a second ail-
o Entry and Heist Timing tables below to determine ure, that, they must abandon the heist. On a success,
any modifiers they amass or the heist itsel. they navigate the Hall and succeed with the heist.
Some options might require a group check to suc- Heist Success. To determine what treasure they
cessully pull off. The characters might get a bonus find, let the characters roll a d100 on the Hall Heist
to a check i they previously acquired appropriate table below, then add together all the heist bonuses
tools. Failing a check doubles any negative modifiers they have amassed and add the bonuses to the roll.
gained rom that option or removes any positive mod-
ifiers gained rom that option. Hall Heist
Roll Treasure Magic Items
Heist Point of Entry
󰀰󲀓󰀱󰀰 󰀲d󰀶 × 󰀱󰀰 gp -
Point of Entry Check Required Heist
Bonus 󰀱󰀱󲀓󰀱󰀹 󰀲d󰀶 × 󰀱󰀰 gp Roll 󰀱d󰀶 times on Magic
Item Table A
Side entry — +󰀰
󰀲󰀰󲀓󰀲󰀹 󰀴d󰀶 × 󰀱󰀰 gp Roll 󰀱d󰀶 times on Magic
Cellar — +󰀱 Item Table A
󰀲nd-story window DC 󰀵 Athletics +󰀲 Roll 󰀱d󰀶 times on Magic
󰀳󰀰󲀓󰀳󰀹 󰀲d󰀶 × 󰀲󰀵 g p Item Table A
󰀳rd-story window DC 󰀱󰀰 Athletics +󰀳
󰀴th-story window DC 󰀱󰀵 Athletics +󰀴 󰀴󰀰󲀓󰀴󰀹 󰀴d󰀶 × 󰀲󰀵 gp Roll 󰀱d󰀶 times on Magic
Item Table A
Front gate DC 󰀲󰀰 Deception +󰀶
󰀵󰀰󲀓󰀵󰀹 󰀲d󰀶 × 󰀵󰀰 g p Roll 󰀱d󰀴 times on Magic
Roof DC 󰀲󰀰 Athletics +󰀸 Item Table B
DC 󰀱󰀵 Athletics each day Roll 󰀱d󰀴 times on Magic
Dig a tunnel for three consecutive days +󰀱󰀰 󰀶󰀰󲀓󰀶󰀹 󰀴d󰀶 × 󰀵󰀰 gp Item Table B
󰀷󰀰󲀓󰀷󰀹 󰀲d󰀶 × 󰀷󰀵 gp Roll 󰀱d󰀴 times on Magic
Heist Timing Item Table C
Heist 󰀸󰀰󲀓󰀸󰀹 󰀴d󰀶 × 󰀷󰀵 gp Roll 󰀱d󰀴 times on Magic
Time Check Required Bonus Item Table C
Nighttime — +󰀰 󰀹󰀰󲀓󰀹󰀹 󰀲d󰀶 × 󰀱󰀰󰀰 gp Roll 󰀱d󰀴 times on Magic
Item Table D
Daytime — +󰀳
󰀱󰀰󰀰󲀓󰀱󰀰󰀹 󰀴d󰀶 × 󰀱󰀰󰀰 gp Roll 󰀱d󰀴 times on Magic
Guard rotation DC 󰀱󰀵 Stealth +󰀵 Item Table D
Guard rotation 󰀱󰀱󰀰󲀓󰀱󰀱󰀹 󰀲d󰀶 × 󰀱󰀰󰀰 gp Roll 󰀱d󰀴 times on Magic
with awareness of DC 󰀱󰀰 Stealth +󰀵 Item Table F
the roof guard
󰀱󰀲󰀰+ 󰀲d󰀶 × 󰀲󰀵󰀰 gp Roll once on Magic Item
Scheme. Finally, i the characters approach the Table G
Hall via the ront gate, the side doors, or the cellar Escape. To successully escape, it is assumed
when there
there isn’t
isn’t a guard rotation,
rotation, they may wish
wish to that the characters exit in the same manner as they
employ a scheme. Use the Heist Scheme table below entered. To do so, they must make a DC 10 group
to determine any modifiers they amass or the heist Stealth check i they sneaked in or a DC 10 group
itsel. 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 archliches leading Vecna’s armies. They then raised
flee, which causes them to lose either the gold or the her as an undead abomination and inflicted upon her
magic items they acquired (their choice) and results a madness, causing her to believe that she was the
in the same consequences as a ailed heist. ghost o Chauntea. Her lair is a maze o briars.
I you wish, however,
however, you can instead have
have them A9󰁡. B󰁲󰁩󰁡󰁲 M󰁡󰁺󰁥
move through the various steps again in reverse or- The walls o the maze are 10 eet tall and are too
der. flimsy to be scaled effectively. A 5-oot square o
Failed Heist. I the heist ails, the characters must
Failed
briars has AC 11, 25 hit points, and immunity to
run or their lives. Each character gains two levels o bludgeoning, piercing, and psychic damage. When a
exhaustion and loses hal their hit points. They finally creature comes into direct contact with the thorns
lose their pursuers in the woods outside Mirabar. I or the first time on a turn, the creature must succeed
another heist is attempted later, the heavily increased on a DC 10 Dexterity saving throw or take 5 (1d10)
security imposes disadvantage on all associated slashing damage rom the briars’ bladelike thorns.
group checks. The ground o the maze is blighted. It is semiper-
Developments. See the Heist Develop-
Further Developments.
meable to water, seeming to grudgingly absorb it over
ments table below or additional events that might time. However, the dirt soaks up even the slightest
occur under certain conditions. drop o blood with parched desperation. Anytime
a beast or humanoid takes 5 or more piercing or
Heist Developments slashing damage, their spilled blood soaks into the
Event soil. One round later, 1d4 twig blights sprout in an
Cats! If the characters successfully masqueraded as cat adjacent square.
sellers and brought one or more new cats, Mayor Maroo
greets them warmly and rewards them with a small chest Two desiccated shamblers (see appendix B), live
containing 󰀱󰀰󰀰 gp per cat. Furthermore, the characters
characters have
advantage
Mayor on any future ability checks made to interact with
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 Chaunt-
ea, the goddess o agriculture. Years ago, it grew

enough
the wallsproduce to eed
are nothing the than
more entirety o o
piles Mirabar.
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 de-
ranged ghost now haunts these fields, poisoning the
lands with her bitter tears.
Colbornia is now an eerie
shadow of her former self
These
den was legends are alse.
a huge apple tree The centerpiece
that grew apples o
asthe gar-
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
within the maze. Their
Their location is marked
marked by an S insect swarm (wasps
wasps)) with the ollowing changes:
on the map. Because o their Root Sense ability, they J They are undead rather than beast.
immediately notice the arrival o any characters and
move to intercept them. One shambler moves to J They have damage immunity to poison.
attack the characters directly, while the other moves J They have condition immunity to exhaustion and
into an adjoining corridor with hopes o using its poison.
Transplant ability on whichever character is taking up These rare bee-like creatures do not produce a
the rear. bee’s typical honey. Instead, they produce a resin-like
The two locations marked with an X on the map substance similar to amber that is prized by jewelers
have large, brittle-looking hives nested within the bri- or its hardness and rarity. Inside each hive is a large
ars. Disturbing the hives agitates an undead swarm chunk o this amber-like substance worth 100 gp.
o malevolent bee-like creatures. Use the statistics or
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


tiny whirlwinds through
o dead theand
leaves clearing, stirring
dust. One up
round
later, Colbornia (see appendix B) emerges rom her
tree. Read or paraphrase the ollowing:

The branches of the corrupted tree move with mali-


cious 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 de-
mands, “Who dares disturb the eternal rest of Chaunt-
ea, 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- A󰀱󰀰. M󰁩󰁮󰁩󰁳󰁴󰁲󰁹 󰁯󰁦 S󰁥󰁣󰁲󰁥󰁴󰁳
viously mad
mad and difficult
difficult to reason
reason with. She rambles
rambles
The Ministry o Secrets is a plain, granite mansion
repeatedly about her death at the hands o Vecna,
filled with a garish display o riches. The lobby is
growing increasingly angry every round. Unless this
paneled with exotic wood imported all the way rom
anger is mitigated, she attacks three rounds ater
distant Chult. Priceless silk tapestries rom Calim-
leaving her tree.
shan, illustrating Vecna’s many victories, hang upon
A character can appeal to her delusions with a the walls. Scenes urther gloriying the great god
successul DC 18 Intelligence (Religion) check. I V
Vecna
ecna are painted along
along the vaulted
vaulted ceiling.
ceiling. Couches
Couches
successul, Colbornia calms down and grants the and divans plush enough to accommodate royalty
characters sae passage into her clearing. However, are oten occupied by plain, dust-covered city olk
on any given round there is a 20 percent chance that anxious to trade the secrets o their day-to-day lives
her madness returns, and she immediately attacks or some bread and the hope, however unlikely, o a
the “treacherous” characters. 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 congrega-
retreat 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 typical-
characters then have three rounds beore her mad- ly 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
Beside the tree is a small, overgrown altar bearing daily governance. The Teeth o Vecna are specialist
the symbol o Chauntea. Next to the altar is a burlap wizards, eared or their magi
magical
cal bite. Although their
sack that is actually a bag of beans.
beans. The tree has AC raw power requently rivals, and sometimes exceeds,
15, 250 hit points, and immunity to bludgeoning, that o the Memories, they are oten lower in the hier-
piercing, and psychic damage. I reduced to 0 hit archy. Below the Memories and Teeth are the Fingers
points, it is destroyed. Destroying the tree brings o Vecna. The Fingers are thieves and rogues, respon-
peace to Colbornia’s haunted soul, effectively deeat- sible or gathering secrets. Last in the hierarchy are
ing her. the Blood o Vecna, zealous thugs who are willing to
I Colbornia dies, she withers away into a pile o lay down their lives when needed.
dead leaves. I her tree is also destroyed, a tiny stalk Mirabar’s Thought o Vecna is a lich named The
bearing an acorn grows rom Colbornia’s remains. Sakabarus. The Sakabarus takes little interest in the
Any character
character who makes
makes a successul
successul DC 10 Wis- affairs o Mirabar and is usually immersed in arcane
dom (Nature) check discerns that the acorn appears experiments involving AAOs. He delegates his au-
pure and unblemished by the surrounding corrup- thority to Memories o Vecna as well as to a squad o
tion. I the characters plant the acorn in undefiled enslaved yugoloths comprising an arcanaloth
arcanaloth,, our
earth, a new tree begins to grow. The tree reaches mezzoloths,, and a hydroloth (see appendix B).
mezzoloths
maturity ater a month’s time, and Colbornia's proge- Any character
character who attempts
attempts to trade a secret o
ny, the dryad Myamolle, now dwells within it. genuine value will be rewarded with gold and gem-
The covered well has a lowered bucket connected stones up to 500 gp in value. However, they will also
by chains to a series o gears. These are the gears draw the attention o the Fingers o Vecna, who will
desired by the Clockwork King. The gears are activat- attempt to spy on the characters or the remainder o
ed by a lever. The entire contraption is rusted rom the adventure.
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
appendix D); it can easily be removed rom its chains
by using an action.
CHAPTER 2
I󰁮 S󰁥󰁡󰁲󰁣󰁨 󰁯󰁦 󰁴󰁨󰁥 D󰁷󰁡󰁲󰁶󰁥󰁳
I󰁮 󰁴󰁨󰁩󰁳 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁧󰁡󰁩󰁮 󰁥󰁮󰁴󰁲󰁡󰁮󰁣󰁥 󰁴󰁯 󰁴󰁨󰁥 G󰁲󰁥󰁡󰁴󰁥󰁲 “Supernatural Gits” in the Dungeon Master’
Master’ss
M󰁩󰁮󰁥󰁳 󰁯󰁦 M󰁩󰁲󰁡󰁢󰁡󰁲 󰁩󰁮 󰁨󰁯󰁰󰁥󰁳 󰁯󰁦 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲󰁩󰁮󰁧 󰁴󰁨󰁥 󰁬󰁯󰁳󰁴 󰁤󰁷󰁡󰁲󰁶󰁥󰁮
󰁣󰁯󰁵󰁲󰁩󰁥󰁲. I󰁮󰁳󰁴󰁥󰁡󰁤, 󰁴󰁨󰁥󰁹 󰁦󰁩󰁮󰁤 󰁡 󰁶󰁡󰁳󰁴 󰁳󰁵󰁢󰁴󰁥󰁲󰁲󰁡󰁮󰁥󰁡󰁮 󰁨󰁩󰁧󰁨󰁷󰁡󰁹 󰁩󰁮- Guide).
Guide ). Otherwise, the skittish creatures scatter
󰁦󰁥󰁳󰁴󰁥󰁤 󰁢󰁹 󰁨󰁯󰁲󰁤󰁥󰁳 󰁯󰁦 󰁴󰁨󰁥 󰁷󰁡󰁬󰁫󰁩󰁮󰁧 󰁤󰁥󰁡󰁤. W󰁯󰁲󰁳󰁥 󰁳󰁴󰁩󰁬󰁬, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣- into the storm, quickly disappearing rom sight.
󰁴󰁥󰁲󰁳 󰁡󰁲󰁥 󰁳󰁴󰁡󰁬󰁫󰁥󰁤 󰁢󰁹 D󰁥󰁭’󰁧󰁨󰁯󰁴’󰁮󰁥󰁣, 󰁡󰁮 󰁡󰁮󰁣󰁩󰁥󰁮󰁴, 󰁩󰁭󰁰󰁲󰁩󰁳󰁯󰁮󰁥󰁤 󰁤󰁥󰁶󰁩󰁬
󰁯󰁮 󰁴󰁨󰁥 󰁣󰁵󰁳󰁰 󰁯󰁦 󰁢󰁲󰁥󰁡󰁫󰁩󰁮󰁧 󰁦󰁲󰁥󰁥 󰁦󰁲󰁯󰁭 󰁩󰁴󰁳 󰁢󰁯󰁮󰁤󰁳. A󰁦󰁴󰁥󰁲 󰁶󰁡󰁮󰁱󰁵󰁩󰁳󰁨- J Unholy Unearthing. While exploring
exploring a quarry,
quarry,
󰁩󰁮󰁧 󰁴󰁨󰁥 󰁤󰁥󰁶󰁩󰁬, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁦󰁩󰁮󰁤 󰁴󰁨󰁥 󰁭󰁩󰁳󰁳󰁩󰁮󰁧 󰁣󰁯󰁵󰁲󰁩󰁥󰁲 󰁡󰁮󰁤 󰁲󰁥- the characters come across our cultists and a
󰁴󰁲󰁩󰁥󰁶󰁥 󰁴󰁨󰁥
󰁳󰁵󰁲󰁦󰁡󰁣󰁥 󰁭󰁡󰁧󰁩󰁣󰁡󰁬
󰁷󰁯󰁲󰁬󰁤, 󰁳󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥.
󰁴󰁨󰁥󰁹 F󰁩󰁮󰁤󰁩󰁮󰁧
󰁣󰁡󰁮 󰁬󰁥󰁡󰁶󰁥 󰁡󰁮󰁤 󰁤󰁥󰁬󰁩󰁶󰁥󰁲󰁡󰁴󰁨󰁥
󰁴󰁵󰁮󰁮󰁥󰁬
󰁧󰁥󰁭 󰁢󰁡󰁣󰁫 󰁴󰁯 󰁴󰁨󰁥
󰁴󰁯 R󰁡󰁣󰁩󰁮󰁥. cult 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
󰁨󰁥 󰁥󰁮󰁴󰁲󰁡󰁮󰁣󰁥 󰁴󰁯 󰁴󰁨󰁥 G󰁲󰁥󰁡󰁴󰁥󰁲 M󰁩󰁮󰁥󰁳 󰁯󰁦
Tiamat.
Mirabar is roughly fity miles north-
west o Mirabar.
Mirabar. Depending
Depending upon J Prospective Prospecting.
Prospecting. While exploring one o
the characters’ speed o travel, it the lesser mines, the characters discover a set o
takes two to three days to reach the mining tools. A character using these tools or 8
mines’ entrance. The journey winds through a des- hours can attempt a DC 15 Intelligence (Investi-
olate stretch o abandoned lesser mines and empty gation) check. I successul, they unearth a cluster
quarries, beore reaching the imposing 15-oot tall o gemstones worth a total o 250 gp.
doors o the greater mines. At the DM’s discretion the J A Web
Web of Possibilities. The road cuts through a
journey might
might go uneventully
uneventully or can include
include any
any o spider-haunted quarry that is filled with curtains
the ollowing encounters: o dirty webs. Dozens o giant spiders live within.
J The Tooth that Bites. While traveling along the The quarry can be circumvented easily but takes
road, the characters are accosted by Hamun six hours to do so. Saely traversing the quarry re-
Kost, a Tooth of Vecna (appendix B). The sal- quires a successul DC 13 Wisdom (Survival) or
low-skinned mage, who is accompanied by two Dexterity (Stealth) group check. I the characters
thugs and a hal-el zombie
zombie,, interrogates the ail, then they are bitten by the giant spiders and
characters about their presence here. Hamun’s chased rom the webs; they are afflicted by the
suspicions can be allayed with a successul DC poisoned condition or the next 48 hours. I the
13 Charisma (Deception) check; otherwise, he at- characters succeed, then, while saely bypassing
tacks the characters. The wizard carries a leather the spiders, they discover the desiccated re-
bag containing 40 gp, one pearl (worth 100 gp), mains o a ellow traveler. Searching the remains
a potion o healing, and a scroll o darkness. The uncovers a set o alchemist’s tools as well as a
zombie wears a torn tabard bearing the insignia stoppered vial that contains three dried spiders
o a gauntlet clasping a sword and carries the that radiate transmutation magic. I a creature
yellowed
yellow ed deed to an apple
apple orchard in the distant
distant consumes one o these spiders, then that creature
town o Phandalin. gains the benefit o the spider climb spell but
J Cold “War.” A snowstorm strikes suddenly. While must also make a successul DC 13 Constitution
making their way through the storm, any char- saving throw or be affected by the poisoned condi-
acter with a passive Perception o 13 or higher tion or one hour.
notices small tracks leading off the road. The J Furry Feline Friend. The characters come
Feline Friend.
tracks can be ollowed by making a successul DC across a hungry kamadan kitten (use the statis-
13 Wisdom (Survival) check. I ollowed, the char- tics or a cat
cat)) that got lost ater escaping rom the
acters find a trio o small 6-inch-tall creatures that Hall o Sparkling Stones. The kitten has orange
resemble animated dolls with spindly limbs and ur with black spots and six strange bulges along
wild hair
hair. These elemental
elemental creatures, known as its back. I the characters eed it, then the kitten
chwingas (see appendix B), are in the midst o a ollows them to the best o its abilities. I the
playul snowball fight. I the characters play with characters still have the kitten ater 100 days, it
them, then aterwards the chwingas bestow the matures into a kamadan juvenile (use the statis-
characters with a charm o animal conjuring (see tics o a panther
panther),), a leopard-like creature with
six tiny serpents sprouting rom its back. It grows
into a true kamadan (appendix B) one year later. The Great Undergrund
Upon reaching the Greater Mines, the characters
note that the massive doors are coated in everbright
Highway
and shine as brightly as the day they were orged. The Great Underground Highway is vast and spa-
They bear the insignia o Mirabar: a double-bladed cious, at least by dwarven standards, being 30 eet
axe with a pointed hat and a flaring, flat base. Cast- high and 30 eet wide. Although ancient, its crats-
ing detect magic on the doors reveals an aura o manship equals or exceeds any present-day architec-
abjuration magic emanating rom them. The doors’ tural eats. It extends roughly 300 miles to the east,
sturdy construction and expertly crated locks dey beore eventually reaching Mithral Hall. Dwarvish
any attempts to orce them open. However, mag- runes are carved into the walls, marking the miles.
ic such as the knock spell, or the clockwork key Upon reaching the Highway
Highway,, the characters are
smoothly opens the locks. greeted by a horrific sight. Zombies, in various stages
ONCE THE DOORS HAVE BEEN SUCCESSFULLY OPENED, ALLOW o decay, wander this road by the thousands. They
THE CHARACTERS TO ADVAN
ANCE
CE TO 4TH LEVEL. move in lethargic silence, broken only by the aint
Beyond the doors is a broad corridor,
corridor, 15 eet wide shuffling o their dead eet. The zombies are primar-
and 15 eet high, leading north into the darkness. ily dwarven in origin, although other subterranean
The corridor is made o perectly fitted stone exca- races such as drow elves, kuo-toa, and svirneblin are
vated rom nearby Mirabarra
Mirabarrann quarries.
quarries. It extends
extends also represented. A small number o these zombies
our miles north beore intersecting with the Great have a second hideous head growing, like a dead
Underground Highway. Many smaller abandoned tumor, rom the side o their neck. Every 100 eet,
mines branch off rom this initial corridor. Dwarvish a ghostly skull floats in the middle o the highway.
guide runes are etched into the stone walls. These These grimacing apparitions cast a spectral blue
runes can be read by anyone who speaks Dwarvish, radiance that dimly illuminates the highway.
and serve as directions to the Great Underground These skulls are necrotic beacons
beacons,, creations o
Highway. V
Vecna
ecna that can each
each attract any undead
undead creature
creature
Thirty minutes ater their opening, the entrance having an Intelligence o 3 or less, within a hal-mile
doors slam shut with an echoing thud. This effect radius. Hundreds o such beacons together, however,
is due to a deensive enchantment placed years can attract undead creatures rom leagues away. The
ago during the Vecnan invasion. The clockwork key beacons also have the ollowing properties:
does not work i used rom the interior o the mines, J They are maniestations o pure magic. As such,
although it still reopens the doors i used rom the they can only be destroyed by dispel magic or
exterior. As beore, the doors again close thirty min- similar effects. They are a 7th-level spell effect.
utes ater their opening.
J They preserve the flesh o any undead creature
within 50 eet.

J They putrey any ood or consumable liquid that


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
discretion.
These zombies were created by the demon lord,
Demogorgon. Years ago, the demon lords o the
Hordes of zombies occupy the
Great Underground Highway Abyss were
were summoned
summoned into the Underdar
Underdark k (see
Out of the Abyss or additional details) by Gromph
Baenre, the archmage o Menzoberranzan. This event that he possesses gives off a aint red glow that can
culminated in a brutal battle between Demogorgon be discerned by a character making a successul DC
and Orcus. Demogorgon prevailed, claiming the 10 Wisdom (Perception) check. As a disembodied
Prince o Demons’s wand as his prize. Because o presence, he cannot inflict or receive damage. Every
this wand, many o the unortunate casualties o 24 hours, Dem’ghot’nec can possess any number o
Demogorgon’s continued rampage through the Un- zombies whose total hit points do not exceed 2,200
derdark have been reanimated as zombies. Due to hit points. While possessing a zombie, he is in ull
the reality-warping presence o Demogorgon, some o control o its actions.
these zombies have grown a second head.
T󰁨󰁥 L󰁯󰁮󰁧 M󰁡󰁲󰁣󰁨
Vecna is not one to overlook an opportunity
opportu nity.. Once
he became aware o the legions o zombies sham- It is seventy-five
Occasional pilesmiles to Dem’
Decoupled
o rubble, m’ghot’nec’
ghot’nec ’s tomb.
with tom
the b.
bling through the Underdark, The Whispered One set
thousands o zombies through which the characters
up these beacons along the Great Underground High-
must successully navigate, reduces a normal
way.. One reason
way reason or this was to have
have a secondary
travel pace to ten miles or an eight-hour day.
army on stand-by, should the need arise. The other
However, characters will likely travel or the entirety
reason was to clog the dwarven highways with un-
o each day (see below). In this case, the characters
dead, rendering them unusable.
can travel twenty-five miles per day, meaning that
In addition to this army o zombies, the Great Un- they will reach Dem’ghot’nec
Dem’ghot’nec’’s tomb
to mb in three days.
d ays.
derground Highway is also the territory o a vile fiend
Dem’ghot’nec
ghot’nec plans to drive
drive the characters to
known as Dem’ghot’nec,
ghot’nec, He Who Wears the Flesh
F lesh o
his tomb while simultaneously pushing them to
the Dead. Dem’ghot’nec is an ancient devil that ter-
their breaking point. Beore beginning this pain-
rorized the Delzoun dwarves thousands o years ago.
ul slog through darkness and despair, review the
His reign o terror was long-lived and led to much
rules or exhaustion (see appendix A in the Playe
Player's
r's
suffering, but the dwarves managed eventually to Handbook).
destroy his corporeal orm and imprison his inernal
essence in a magical gemstone that was entombed This encounter should be a ghastly experience
deep within the earth. that threatens the characters’ sanity as much as it
threatens their lives. Periodically, the characters will
Although the tomb was protected by wards, these
be called upon to make a saving throw to resist some
wards weakene
weakened d over the
the centuries.
centuries. Because o
madness-inducing effect. I they ail the saving throw
this weakening, a zombie umber hulk burrowed
then they gain one level o madness. A character
through the tomb on its way to a necrotic beacon.
afflicted with one level o madness receives a short-
Dem’ghot’nec was then able to possess the umber
term madness (Dungeon Master’
Master’ss Guide,
Guide, chapter 8).
hulk. While possessing the umber hulk, Dem’ghot’nec
The second time they gain a level o madness, they
tunneled his way into the Great Underground High-
become afflicted with long-term madness. The third
way,, where he
way he ound a wealth o additional,
additional, rotting
time they gain a level o madness, they become
hosts.
afflicted with an indefinite madness. The ourth time
Although able to move as a spirit, Dem’
Dem’ghot’nec they gain a level o madness, the cycle starts over
must corrupt the wards o his tomb beore regaining again and they become afflicted with short-term
his corporeal orm and ull power. The wards are madness. In addition to those specified in the adven-
empowered by symbols o Dumathoin, the dwarven ture, consider requiring additional saving throws as
god o buried secrets, engraved into the floor o the circumstances dictate.
fiend’s tomb. Spilling the blood o the living upon
Along this march, Dem’ghot’nec
ghot’nec will do everything
these symbols urther weakens the wards. As such,
in his power to prevent characters rom receiving
Dem’ghot’nec has spent the last year using his zom-
the benefit o a long rest, sending waves o zombies
bie puppets to corral living creatures into his tomb,
ater them every 30 minutes should they attempt to
where he then slays
slays them.
rest. Finally, always keep in mind that Dem’ghot’nec’s
The characters draw the attention o Dem’
Dem’ghot’nec ultimate goal is or all o the characters to
soon ater they enter the highway. The devil’s goal is successully reach his tomb. Because o this, he may
to use the zombies to drive the characters toward his intentionally lessen the challenge o some o the ol-
tomb. Dem’ghot’nec needs or the characters to reach lowing encounters:
the tomb alive; however, he wants them to be as weak D󰁡󰁹 O󰁮󰁥
as possible when they get there. Shortly ater the characters enter the highway,
Dem’ghot’nec
ghot’nec is a disembodied presence that flies Dem’ghot’nec
ghot’nec possesses
possess es fity
fi ty zombies rom the
through the air. He is invisible, although any zombie 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.
J The zombie hook horrors are undead.
Halway through the first day, the characters come
J They have immunity to poison damage and the
across a cave-in. A makeshit tunnel has been
poisoned condition.
excavated through the rubble, but the tunnel is only
15 eet wide and is packed with docile zombies. J They have the Undead Fortitude trait. I damage
The tunnel extends a ull mile in length, gradually reduces the zombie to 0 hit points, it must make
tapering to 5 eet o width beore widening again to a Constitution saving throw with a DC o 5 + the
damage taken, unless the damage is radiant or
15 eet. At the
successully end o the
escaped the cave-in
tunnel, and
the characters have
the highway rom a critical hit. On a success, the zombie drops
resumes as normal. to 1 hit point instead.
The zombies within the tunnel remain docile so Halway through the day,
day, the characters come
long as the characters take suitable precautions. across a shallow river that cuts across the highway.
However, pushing their way through throngs o rot- Because the river’s water is constantly moving, the
ted corpses, while massive stones creak and groan putreaction caused by the necrotic beacon
beacon has no
precariously above them, should be a harrowing, effect and it is sae to drink. On the ar side o the
claustrophobic experience. As such, each character river are our piercers
piercers,, hanging above a cluster o
must succeed on a DC 13 Wisdom saving throw or stalagmites.
suffer one level o madness. Toward the end o the second day,
day, the characters
characters
At the end o the first day,
day, each character must come across a stretch o the highway enguled in
succeed on a DC 13 Constitution saving throw or persistent magical darkness. This darkness unc-
tions as per the darkness spell, however, it cannot be
suffer one level
(or necessity) oo exhaustion.
this Adjust the
check, depending difficulty
upon to what dispelled by any magic short o a wish
wish.. The darkness
extent the characters were able to access ood, water, stretches or hal a mile. The ever-present zombies
and rest. still shamble through this stretch o the highway,
D󰁡󰁹 T󰁷󰁯 making it likely that characters will blindly bump into
A third o the way
way through the
the second day,
day, the char-
char- the zombies unless they significantly slow their move-
acters encounter another cave-in. This time, a 10-oot ment. Throughout the darkness, the characters hear
wide tunnel
tunnel has been burrowed
burrowed through
through the wall
wall o a horrific sound that is a cross between incoherent
the highway, circumventing the rubble. This exca- gibbering and the chittering o a thousand spiders.
vated tunnel,
tunnel, which
which winds
winds through a quarter mile The sound seems to come rom the darkness itsel.
o earth beore returning to the highway, is remark- While traveling
traveling through this
this darkness,
darkness, the characters
characters
ably clear o any o the usual zombies. However, two must succeed on a DC 13 Wisdom saving throw or
zombie hook horrors,
horrors, one o which has two heads, suffer one level o madness.
make their homes here. Dem’ghot’nec possesses At the end o the second day,
day, each character must
these hook horrors as soon as the characters enter succeed on a DC 15 Constitution saving throw or
the tunnel. The hook horrors then ominously drag suffer one level o exhaustion. Adjust the difficulty
their hooks along the wall o the tunnel as they shu- (or necessity) o this check, depending upon to what
fle toward the characters. Use the statistics or hook extent the characters were able to access ood, water,
horrors with the ollowing changes: and rest.
D󰁡󰁹 T󰁨󰁲󰁥󰁥 rom a critical hit. On a success, the zombie drops
This last stretch o highway is suffused with faerz- to 1 hit point instead.
ress.. Faerzress
ress Faerzress is an unusual magical energy that J The zombie harpies no longer have their Luring
pervades much o the Underdark; it eatured promi- Song action.
nently in Out of the Abyss.
Abyss. Due to the influence o the
Eight hours into the day, the demon-tainted faerzress
demon lords that have been released into the Un-
begins to wear on the characters’ minds. Each char-
derdark, faerzress now acts as a catalyst, spreading
acter must succeed on a DC 13 Wisdom saving throw
the demon lords’ madness. Demon-tainted faerzress
or suffer one level o madness. On top o this, each
has the ollowing properties:
character must succeed on a DC 17 Constitution sav-
J Areas suffused
suffused with faerzress are always filled
with dim light.
light. ing throw(or
difficulty or necessity)
suffer one o
level
thisocheck,
exhaustion. Adjust
depending the
upon
J A creature
creature in an area
area suffused with faerzress has to what extent the characters were able to access
advantage on saving throws against any divina- ood, water, and rest.
tion spell. Near the end o the day,
day, the characters come across
J Any creature
creature attempting
attempting to teleport
teleport into, within, a burrowed tunnel that branches off rom the high-
or out o a faerzress
faerzress-suffused
-suffused area must succeed way.. A character
way character who
who makes
makes a successul
successul DC 10
on a DC 15 Constitution saving throw. On a ailed Wisdom Perception)
Perception) check,
check, or has a passive
passive Percep-
Percep-
save, the creature takes 1d10 orce damage and tion o 10 or higher, notices the circulation o cold,
the teleportation attempt ails. resh air rom the tunnel. The tunnel winds upwards
100 eet beore a zombie umber hulk, possessed by
J When a spell
spell is cast
cast in a faerzress
faerzress-suffused
-suffused area, Dem’ghot’nec,
ghot’nec, burrows up rom below,
below, flanking the
the caster rolls a d20. On a roll o 1, the spell characters. Use the statistics or umber hulks with
has an additional effect, determined by roll- the ollowing changes:
ing on the Wild Magic Surge table ( Playe
Player’s
r’s
J The zombie umber hulk is undead.
Handbook, chapter 3).
J Any character J It has immunity to poison damage and the poi-
character who spends
spends more than eight hours
hours
soned condition.
in a faerzress
faerzress-suffused
-suffused area must succeed on a
DC 13 Wisdom saving throw or suffer one level o J It has the Undead Fortitude trait. I damage
madness. reduces the zombie to 0 hit points, it must make
Six hours into this day,
day, the characters come to a a Constitution saving throw with
with a DC o 5 + the
large chasm that cuts across the highway. The chasm damage taken, unless the damage is radiant or
is 30 eet across and 100 eet deep. A broken rope rom a critical hit. On a success, the zombie drops
bridge hangs loosely rom the western side o the to 1 hit point instead.
chasm. The walls o the chasm are honeycombed J It no longer has the Conusing Gaze trait.
with hundreds
hundreds o small
small caves.
caves. Ater another 100 eet the tunnel opens into the

Twenty-our
stone zombie
giant zombie harpies
lair quietlyand a two-headed
within these caves. tomb o Dem’ghot’nec.
When the first character
character either
either crosses, or has
climbed halway down, the ravine, Dem’ghot’nec
Dem’ghot’nec pos-
sesses our o the harpies and attacks the most vul-
nerable 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 ollow-
ing changes:
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 Dem'ghot'nec posseses a
zombie umber hulk
hulk
damage taken, unless the damage is radiant or
Tmb f Dem ght nec
The tunnel opens into a large tomb. Dozens o stat-
ues 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 radi-
ance. A dozen corpses are sprawled about the room

in various and
skeletons stages oadecay.
one, dwarSome are armor,
in spiked little more than
almost
looks as i he might still be alive. A second, rough-
hewn tunnel, on the ar wall, exits the tomb.
The Devil Emerges. One round ater the charac-
ters enter the tomb, the gemstone flashes a bright
crimson and Dem’ghot’nec maniests. Use the statis-
tics o a bearded 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. Dem'ghot'nec in his
Hellish Maul. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 devilish form

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) .
amidst horrific screams o pain. Similarly, i the
Although Dem
Dem’’ghot’nec ranked highly amidst hell’s
hell’s bearded devil is slain, then the gemstone shatters,
hierarchy, this is the best orm he can take, given the returning Dem’ghot’nec
ghot’nec to the Hells.
wards that
that still imprison
imprison him within
within the gemstone. In
What Remains. Most o the bodies are the corpses
his corporeal orm he laughs, “Worry not, fleshlings.
o poorly equipped barbarians who were driven into
Soon your suffering shall come to an end, and with
the tomb rom above. However, one o the bodies
your blood shall come
come my reedom!”
reedom!” At
At these words
words
belongs to Brigadier General Bawling Stibber (CN
Dem’ghot’nec attacks.
male dwar battlerager
battlerager,, see appendix B), o the
DMs should give some thought to fine-tuning this amed Gutbuster Brigade. Although vanquished a
encounter. As written, it assumes that the characters tenday ago by Dem’ghot’nec, Bawling still clings to
have not had an opportunity to engage in a long rest
since entering the mines. As such, they are likely lie
withwith
eithfierce
either dwarven
er magical
magica tenacity
l healing or a and
succcan be DC
successul
essul revived
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
At the start o each o Dem’
Dem’ghot’nec’
ghot’nec’s turns, the Bawling volunteers to return to the Highway to orage
magical gemstone flashes brightly, briefly filling the or ood. Six hours later, he returns with a dripping
characters’ minds with visions o hellish flames and net ull o waterorbs. These waterorbs are a bulbous,
inernal torture. Each character must succeed at a edible ungus that can be squeezed like a sponge to
DC 10 Wisdom saving throw or suffer one level o yield drinkable
drinkable water.
water.
madness. This radiance can be negated with a dark- Bawling currently carries the ruby shroudstone of
ness spell, or even something more mundane such as the 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 Devil’s Due. Destroying the gemstone sends the gemstone, only that it has traded hands many
Dem’ghot’nec’
ghot’nec’s inernal
ine rnal essence
ess ence back to the
t he Nine times on its way to him and that his superiors believe
Hells, orcing the bearded devil to burst into flames it holds the key to deeating Vecna.
Bawling can provide the characters with details re- reveals the inormation on Dem’ghot’nec contained in
garding the ate o the dwarves (See “Dwarfolds o the Great Underground Highway section. The room’s
the North” in appendix A as well as the inormation statues symbolize dwarven heroes who played a
on demon lords contained in the Great Underground critical role, thousands o years ago, in stopping the
Highway section). Bawling was part o the dwarven fiend. A character who makes a successul DC 15
army that was let behind by Bruenor Battlehammer. Intelligence (Investigation) check determines that one
Now, years later, this army numbers less than a hun- o the statues is an upright sarcophagus. It is locked
dred. Bawling encourages the characters to return but may be picked by a character making a successul
to Mirabar to deliver the stone to Racine. Bawling DC 15 Dexterity check using thieves’ tools. Alterna-
wishes to return to the
the Underdark
Underdark so that he can tively, it can be orced open with a successul DC 20
reunite with the Gutbuster Brigade, although he can Strength check. Within the sarcophagus is a belt of
be talked into joining the characters with a successul dwarvenkind and a mithral scepter worth 250 gp.
DC 18 Charisma (Persuasion) check. Bawling has grown deeply pragmatic over the years
Treasure. The Dwarvish runes tell the story o and does not object to the plundering o these trea-
the Delzoun dwarves and how they imprisoned sures.
Dem’ghot’nec within this tomb. Reading the runes
CHAPTER 3
R󰁥󰁴󰁵󰁲󰁮 󰁴󰁯 M󰁩󰁲󰁡󰁢󰁡󰁲
T󰁨󰁩󰁳 󰁳󰁨󰁯󰁲󰁴 󰁣󰁨󰁡󰁰󰁴󰁥󰁲 󰁣󰁯󰁮󰁣󰁬󰁵󰁤󰁥󰁳 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳’ 󰁴󰁩󰁭󰁥 󰁩󰁮 M󰁩󰁲󰁡-
󰁢󰁡󰁲, 󰁷󰁲󰁡󰁰󰁰󰁩󰁮󰁧 󰁵󰁰 󰁴󰁨󰁥 󰁡󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥’󰁳
󰁡󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥’󰁳 󰁦󰁩󰁲󰁳󰁴 󰁳󰁴󰁯󰁲󰁹 󰁡󰁲󰁣. U󰁰󰁯󰁮 󰁲󰁥󰁴󰁵󰁲󰁮- T󰁨󰁥 T󰁲󰁡󰁰
T󰁲󰁡󰁰 R󰁥󰁶󰁥󰁡󰁬󰁥󰁤
R 󰁥󰁶󰁥󰁡󰁬󰁥󰁤
󰁩󰁮󰁧 󰁦󰁲󰁯󰁭 󰁴󰁨󰁥 󰁭󰁩󰁮󰁥󰁳, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲 󰁴󰁨󰁡󰁴 R󰁡󰁣󰁩󰁮󰁥 󰁡󰁮󰁤 Immediately ater the characters either drink the
󰁨󰁥󰁲 󰁲󰁥󰁳󰁩󰁳󰁴󰁡󰁮󰁣󰁥 󰁨󰁡󰁶󰁥 󰁢󰁥󰁥󰁮 󰁣󰁯󰁭󰁰󰁲󰁯󰁭󰁩󰁳󰁥󰁤. A󰁦󰁴󰁥󰁲 󰁢󰁡󰁴󰁴󰁬󰁩󰁮󰁧 󰁡 󰁤󰁯󰁰-
󰁰󰁥󰁬󰁧󰁡󰁮󰁧󰁥󰁲 󰁡󰁳󰁳󰁡󰁳󰁳󰁩󰁮, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁦󰁩󰁧󰁨󰁴 󰁴󰁨󰁥󰁩󰁲 󰁷󰁡󰁹 󰁯󰁵󰁴 wine or conront
conront the doppelganger
doppelganger,, they collectiv
collectively
ely
󰁯󰁦 󰁴󰁨󰁥 󰁣󰁩󰁴󰁹. B󰁡󰁳󰁥󰁤 󰁯󰁮 󰁴󰁨󰁥󰁩󰁲 󰁦󰁩󰁮󰁡󰁬 󰁩󰁮󰁳󰁴󰁲󰁵󰁣󰁴󰁩󰁯󰁮󰁳 󰁦󰁲󰁯󰁭 R󰁡󰁣󰁩󰁮󰁥, hear the desperate voice o Racine screaming in their
󰁴󰁨󰁥󰁹 󰁭󰁵󰁳󰁴 󰁤󰁥󰁬󰁩󰁶󰁥󰁲 󰁴󰁨󰁥 󰁧󰁥󰁭󰁳󰁴󰁯󰁮󰁥 󰁴󰁯 󰁴󰁨󰁥 󰁲󰁡󰁩󰁮 󰁧󰁩󰁡󰁮󰁴, Z󰁥󰁰󰁨󰁹󰁲󰁵󰁳,
󰁩󰁮 T󰁲󰁩󰁢󰁯󰁡󰁲. heads, GET is
ered. There OUT! IT’S tunnel
a secret A TRAP! We’ve
under thebeen
table.discov-
Go
to the Amber Hulk, near the River Gate. Deliver the
gemstone to the rain giant,
giant, Zephyrus,
Zephyrus, in Triboar
Triboar.. Go
now— her voice is cut off with a telepathic scream o
pain. TERRANOXYIA! I almost forgot! TERRANOXY-
IA! Racine screams again and then goes silent.
Battle! At this point, the doppelganger yells, “We’ll
󰁨󰁥 󰁤󰁷󰁡󰁲󰁶󰁥󰁮 󰁴󰁯󰁭󰁢’󰁳
󰁴󰁯󰁭󰁢’󰁳 󰁥󰁸󰁩󰁴 󰁴󰁵󰁮󰁮󰁥󰁬
󰁴󰁵󰁮󰁮󰁥 󰁬 󰁳󰁬󰁯󰁰󰁥󰁳 tear your secrets rom you, even in death!” and
upwards or hal a mile beore emerg- attacks the characters. The doppelganger directs its
ing onto a snow-covered mountain. attacks toward any character who appears to be poi-
From their vantage point the charac- soned. It fights to the death, reverting to its natural
ters can see Mirabar to the southeast. orm once slain.

Thedays,
ul return trip takes
during whichbetween
ood andtwo to three
water unevent-
can be easily A Way
tableWfinds theAny
ay Out. character
character
unlocked who searches
trapdoor. searches under
Underneath is athe
oraged. By the time the characters return to Mirabar, ladder and a long, cramped tunnel that ends in anoth-
the events o the Great Underground Highway begin er ladder. This second ladder leads up to the loose
to eel like nothing more than a bad nightmare. cobblestone o a dust-covered road. Awaiting the
characters in the streets above is a band o Vecnan
Back at the Gblet cultists.
Ten Bloo
Bloods
ds o Vecna (bandits
bandits)) patrol the immediate
When the characters
characters return to the Goblet, they find street and do their best to kill or apprehend the char-
no sign o Racine. Instead, a towering, 8-oot tall AAO acters. Two abandoned homes immediately north o
called Ruby (LN emale human commoner
commoner), ), tends the characters and two abandoned homes immediate-
the bar. Shortly ater the characters enter, Lapis ly to the south are ortified with barricaded doors that
invites them into his backroom. He talks directly require a DC 15 Strength (Athletics) check to break
with the characters
characters,, assuring them that Racine
Racine is open. They also have shuttered windows that provide
fine and just away on business. Lapis also assures three-quarters cover. A Memory o Vecna (cult(cult fanat-
the characters that it is sae to talk openly. He pours ic)
ic) and a Finger o Vecna (spy
(spy) are within each o the
each character a cup o warm, spiced wine as he northern buildings. A Tooth of Vecna (see appendix
asks about their adventures. I Racine promised the B) and a Finger o Vecna (spy
( spy) are in the southwest
characters any rewards, then Lapis delivers these building. The southeast building is unoccupied and
rewards during their discussions. Any character who unlocked, providing a potential reuge or the char-
succeeds on a DC 15 Wisdom (Perception) check acters. Upon seeing the characters, the Fingers and
notices that the gemstone marking on Lapis’ wrist is Tooth immediately reinorce the Bloods with ranged
oriented differently than beore. attacks, while the Memories provide auxiliary sup-
In truth, Racine has been compromised.
compromised . Racine port as needed.
managed to successully flee ater her tavern was Fight or Flight. Fleeing characters can escape
raided, however Lapis was captured and executed. down either end o the street or through an alleyway
The Lapis that the characters now talk with is a that cuts between the two northern buildings. Be-
doppelganger who works or the Ministry o Secrets. cause o their entrenched position, the Memories,
The doppelganger attempts to poison the characters Fingers, and Tooth cannot pursue fleeing characters,
with assassin
assassin’’s blood (see Dungeon Master’
Master’ss Guide,
Guide, although the Bloods o Vecna will chase them dog-
chapter 8) while waiting or Vecnan reinorcements gedly. Loud noises, such as a thunderwave
thunderwave,, draw
to surround the tavern. 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 of greater
greater healing
healing,, a spell scroll
attention o the arcanaloth rom area A10. I the of lesser restoration,
restoration, and a map o the Sword Coast
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
Demodragons, who are now agents o Vecna. and exits amidst a tangle o thorny vines.
The Amber Hulk is guarded by an earth elemen-
tal,, bound here years ago by a powerul wizard allied
tal
The Amber Hulk with the resistance.
resistance. As soon as
as the characters
characters enter
enter
Ater deeating or escaping the Vecnan
Vecnan police and the building, the elemental aggressively rises through
evading possible pursuit, the characters should even- the floor. Its words sound like the grinding o stone
tually find their way to the Amber Hulk. Its warped, as it inquires in Primordial, “WHAT IS THE SAFE
aded sign shows a smiling umber hulk holding a PHRASE? WHAT IS THE SAFE PHRASE?” I the
sack brimming with yellow gemstones. The shop’s characters respond with “Terranoxyia,” then the
doors and windows are barricaded but can be orced elemental stands down and allows the characters
open with a successul DC 10 Strength (Athletics) to do as they will. I the characters do not respond
check. A character who makes a successul DC 10 appropriately, then the elemental fights to the death.
Wisdom (Perception)
(Perception) check
check notices
notices a strange
strange shape
shape For dramatic effect, consider having another Vecnan
within a nearby shrub;
shrub; investigation
investigation reveals
reveals a crow-
crow- squad assault the building during this final moment.
bar. Using the crowbar allows entry to the building Once the elemental is properly dealt with, the char-
without requiring
requiring Strength
Strength checks.
checks. acters can saely escape Mirabar through the crack.
The Amber Hulk once sold mining supplies, but is ADVAN
ANCE
CE THE CHARACTERS TO 5TH LEVEL
now a barren, rat-inested building holding little more AFTER BREAKING OUT OF MIRABAR.
than two barrels. Investigating the barrels reveals
The road rom Mirabar to Triboar now awaits.
that one is ull o resh water while the other is filled
CHAPTER 4
F󰁲󰁯󰁭 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬 󰁴󰁯 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲
G󰁩󰁶󰁥󰁮 󰁴󰁨󰁥 󰁭󰁡󰁰 󰁴󰁨󰁥󰁹 󰁦󰁯󰁵󰁮󰁤 󰁩󰁮 M󰁩󰁲󰁡󰁢󰁡󰁲, 󰁴󰁨󰁥 󰁭󰁯󰁳󰁴 󰁬󰁩󰁫󰁥󰁬󰁹 󰁰󰁡󰁴󰁨 󰁦󰁯󰁲
󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁩󰁳 󰁳󰁯󰁵󰁴󰁨, 󰁡󰁬󰁯󰁮󰁧 󰁴󰁨󰁥 L󰁯󰁮󰁧 R󰁯󰁡󰁤. T󰁲󰁡󰁶󰁥󰁬󰁩󰁮󰁧 󰁴󰁨󰁩󰁳
󰁲󰁯󰁡󰁤, 󰁴󰁨󰁥󰁹 󰁷󰁩󰁬󰁬 󰁰󰁡󰁳󰁳 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 󰁡󰁮󰁤 L󰁯󰁮󰁧󰁳󰁡󰁤󰁤󰁬󰁥
uskan
󰁢󰁥󰁦󰁯󰁲󰁥 󰁥󰁶󰁥󰁮󰁴󰁵󰁡󰁬󰁬󰁹 󰁲󰁥󰁡󰁣󰁨󰁩󰁮󰁧 T󰁲󰁩󰁢󰁯󰁡󰁲. F󰁲󰁯󰁭 T󰁲󰁩󰁢󰁯󰁡󰁲, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣-
󰁴󰁥󰁲󰁳 󰁷󰁩󰁬󰁬 󰁭󰁯󰁳󰁴 󰁬󰁩󰁫󰁥󰁬󰁹 󰁨󰁥󰁡󰁤 󰁷󰁥󰁳󰁴, 󰁦󰁯󰁬󰁬󰁯󰁷󰁩󰁮󰁧 󰁴󰁨󰁥 T󰁲󰁩󰁢󰁯󰁡󰁲 T󰁲󰁡󰁩󰁬, Beore Vecna’s invasion, Luskan was described as
󰁢󰁥󰁦󰁯󰁲󰁥 󰁴󰁡󰁫󰁩󰁮󰁧 󰁴󰁨󰁥 H󰁩󰁧󰁨 R󰁯󰁡󰁤 󰁮󰁯󰁲󰁴󰁨 󰁴󰁯 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤. A󰁴 H󰁥󰁬󰁭’󰁳 “...a dirty dive with filthy streets, squat buildings,
H󰁯󰁬󰁤, 󰁴󰁨󰁥󰁹 󰁷󰁩󰁬󰁬 󰁤󰁩󰁳󰁣󰁯󰁶󰁥󰁲 󰁩󰁮󰁦󰁯󰁲󰁭󰁡󰁴󰁩󰁯󰁮 󰁴󰁨󰁡󰁴 󰁳󰁥󰁮󰁤󰁳 󰁴󰁨󰁥󰁭 󰁳󰁯󰁵󰁴󰁨,
󰁴󰁨󰁲󰁯󰁵󰁧󰁨
󰁯󰁦 󰁥󰁡󰁣󰁨 󰁯󰁦L󰁥󰁩󰁬󰁯󰁮, 󰁡󰁮󰁤 󰁵󰁬󰁴󰁩󰁭󰁡󰁴󰁥󰁬󰁹
󰁴󰁨󰁥󰁳󰁥 󰁭󰁡󰁪󰁯󰁲 󰁬󰁯󰁣󰁡󰁴󰁩󰁯󰁮󰁳󰁴󰁯󰁡󰁲󰁥T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤.
󰁰󰁲󰁯󰁶󰁩󰁤󰁥󰁤 󰁩󰁮T󰁨󰁥 󰁤󰁥󰁴󰁡󰁩󰁬󰁳5
󰁣󰁨󰁡󰁰󰁴󰁥󰁲󰁳 ramshackle
pirates thinlydocks, creaky
disguised as old
sea longships, and crass
traders.” Some things
󰁴󰁨󰁲󰁯󰁵󰁧󰁨 7. never change. The city is still ruled by five High Cap-
tains 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—Arctu-
characters might explore ria, Muiral the Misshapen, and Trobriand, the Metal
include Evernight, Luskan, the Mage—who are now loyal to Vecna.
Neverwinter Wood, and Port Permanent portals to Ravenlot exist within the
Llast. Hosttower. The energy rom these portals is used to
help manuacture artificial organisms. Occasionally,
Evernight dark, terrible things escape through the portals. As
such, the oggy streets o Luskan are now home to
According to the Neverwinter
According Neverwinter Campaign
Campaign Setting,
Setting, vampires,, werewol
vampires werewolves
ves,, and other horrors.
“Legend has it that every major eature o the mortal
world—every
world—e very mountain,
mountain, every ocean,
ocean, every
every orest, ev- Neverwinter Wod
ery river, and every city—has a dark, twisted reflection
in the Shadowell. There, shade is darker, edges are The orest east o Evernight seems to have a loath-
murkier, and everything that makes a place whole- some quality about it, or at least an air o uneasiness.
some and natural is warped into a dark and twisted The Neverwinter Wood holds countless ruins and
version o itsel.
itsel.” more than a ew crumbling castles. For this reason,
The shrouded city o Evernight is the dismal the archlich Acererak oten visits this brooding orest.
reflection o Neverwinter, the so-called Jewel o the In particular, he is slowly and careully exploring the
North. Some years ater Vecna’s conquest, the cities ruins o Xinlenal, the Fallen City. He is also attempt-
o Neverwinter and Evernight traded places. Now, ing to tap into the latent energy still contained within
Szass Tam’s Dread Ring.
the citizens
skies o Neverwinter
o the Shadowell, andsleep under the sunless
the maddened necro- Although the characters
characters might
might be tempted
tempted to cut
mancers and shambling dead o Evernight have been through the Neverwinter Wood, such a shortcut
unleashed upon Faerûn. would likely
likely prove atal.
atal. The woods
woods are occupied
occupied
Although an interesting
interesting locale,
locale, Evernight
Evernight does not by blights
blights,, corrupted treants
treants,, ghosts
ghosts,, liches
liches,, and
play a direct role within this adventure. As such, it wraiths,, all o which are drawn to living flesh like
wraiths
is up to the DM as to why Evernight has swapped moths to flame. Any character who carries Colbor-
places with its planar doppelganger. Perhaps the nia’s acorn experiences intense unease when near
maniestation o Evernight is a sign o the Sword the Neverwinter Wood. This unease intensifies
Coast’s ongoing hopelessness and a harbinger o should the character venture into the orest.
the Shadowell’s impending encroachment upon the
Realms. Maybe the switch was orchestrated by Orcus Prt last
to provide a beachhead on Faerûn. Or it might be
that Vecna used his godly powers to drag Evernight This small, coastal town has been abandoned or
rom the Shadowell, providing staging grounds or years and
and its harbor
harbor is strewn
strewn with long-plundered
long-plundered
an eventual assault upon the Plane o Shadow. For shipwrecks. However, this location is still the only
a more detailed adaptation o Evernight and the accessible port between Luskan and Evernight. On
Shadowell see Ulraunt’s Guide to the Planes: The moonless nights, Jarlaxle Baenre and the Bregan
Shadowfell. D’aerthe oten sneak into Port Llast, smuggling
goods to and rom the mainland. For more details only survivor, used to mock him or his pacifist ways,
on the Bregan D’aerthe see Domed Frgtten Realms: nicknaming him “Fight.”
Sword Coast Gazetteer.
Though not worth much in combat, he’she’s looking
or riends and loves to play cards. He is a master at
Travel Encunters Three Dragon Ante but he preers to play his own
game “Arcana the Conclave.” When he wins a game,
This lengthy journey can be seeded with random he shouts “Infinite c-c-combo!” or “HA! I WIN!”
encounters as desired. See the Dungeon Master’s
Master’s
Guide or descriptions o random encounters
M󰁩󰁤󰁮󰁩󰁧󰁨󰁴 M󰁥󰁮󰁡󰁣󰁥
as well as lists o monsters by environment. You The road rom Triboar to Helm’s Hold skirts the edg-
can also populate the roads with ellow travelers es o the Neverwinter Wood. It is quiet during the day,
(commoners
commoners)) that can be used to deliver relevant but at night the dark creatures o the orest venture
background inormation about impending locales. orth in search o sustenance. Possible nighttime
encounters include ghosts
ghosts,, shadows
shadows,, and wraiths
wraiths..
Use the Encounter Locations table or a quick
overview o the encounters presented here. Use them S󰁣󰁯󰁲󰁮 󰁯󰁦 󰁴󰁨󰁥 S󰁷󰁡󰁭󰁰󰁳
as needed to ensure the characters are 7th level upon The road rom Leilon to Thornhold ollows the edge
reaching Thornhold Keep. o the Mere o Dead Men. Encounters might include
Encounter Locations shambling mounds or a raiding party rom the Scaly
Death lizardman tribe. Such a raiding party consists
Encounter Location
o ten lizardfolk led by a lizard queen mounted upon
Awakened In Longsaddle and on the road from a catoblepas (see appendix B).
Arcana there to Triboar
Croak
Croakin
ingg Blu
Blues
es Be
Betw
twee
eenn Mira
Miraba
barr aand
nd Long
Longsa
sadd
ddle
le
T󰁨󰁲󰁯󰁵󰁧󰁨 󰁡 G󰁬󰁡󰁳󰁳 D󰁡󰁲󰁫󰁬󰁹
Don’t
Player Hate the Anywhere on the road A destitute man in tattered
tattered robes stands seemingly
seemingly
Midnight Nighttime between Triboar, Helm’s Hold, waiting or the characters
characters.. He wears
wears a mi
mirror
rror shard
Menace and Leilon on a leather necklace around his neck. I prompted,
Scorn of the the man introduces himsel as Alter Odim, a simple
Swamps Between Leilon and Thornhold
merchant o mirrors. His voice is sot and smooth,
Through a Glass Anywhere where two or more roads meet and his demeanor is inviting and warm.
Darkly
Underneath his robes, he has multiple handheld
A󰁷󰁡󰁫󰁥󰁮󰁥󰁤 A󰁲󰁣󰁡󰁮󰁡 mirrors, either with wooden handles (worth 5 gp),
steel handles (worth 10 gp), alabaster handles (worth
The road rom Longsaddle to Triboar is typically
15 gp), gilded handles (worth 20 gp), or ivory handles
sae. Living spells such as living Bigby’s hand,
hand,
(worth 50 gp).
living blade of disaster,
disaster, and living demiplane (see
appendix B) sometimes prowl south o Longsaddle, The first character who buys a mirror with a wood-

but they generally stay within the boundaries o the en, steel,an
receives alabaster, or gilded
enchanted mirror.handle
It has rom Alter, or
one charge
city. This road also borders the hunting grounds o a
tyrannosaurus zombie (see appendix B) carelessly every 5 gp it is worth. I a character attunes to the
transplanted here by Acererak. mirror, they can speak its command word as an
action to cast the mirror image
image spell on itsel without
C󰁲󰁯󰁡󰁫󰁩󰁮󰁧 B󰁬󰁵󰁥󰁳 expending a spell slot. Once the last charge is used,
The road between Mirabar and Longsaddle is lightly the mirror loses its magic and becomes a mundane
traveled and also generally sae. However, the recent mirror.
activity at Xantharl’s Keep has attracted the atten- The first character who buys a mirror with an
tion o a blue slaad.
slaad. I any o the characters bear the ivory handle rom Alter, receives a looking glass
glass (see
Blessing of Ssendam (see chapter 5), then the slaad appendix D).
is riendly. Otherwise, it attacks the most vulnerable
Alter Odim
Odim is in truth a mysterious
mysterious entity
entity rom the
spellcaster, hoping to inect them with chaos phage. I
successul, the slaad then attempts to flee. Far Realm, unbound by the regular rules o reality.

D󰁯󰁮’󰁴 H󰁡󰁴󰁥 󰁴󰁨󰁥 P󰁬󰁡󰁹󰁥󰁲 He reuses


repels to disclose
queries any inormation
with “I don’t o worth
know anything, and
I’m just
The characters might stumble upon Oliviér Fight (LE a humble mirror merchant.
merchant.” I attacked, he simply
male goblin
goblin),
), an unarmed, blue-haired goblin dressed evaporates into a dark mist and disappears. Other-
in regular clothing. His clan, o which he is now the wise, he disappears once the characters
characters leave.
leave.
CHAPTER 5 M󰁡󰁤󰁮󰁥󰁳󰁳 󰁡󰁮󰁤 L󰁯󰁳󰁳 󰁯󰁦 A󰁧󰁥󰁮󰁣󰁹
This chapter deals with madness, altered reality
reality,, and loss
of agency. Before running this chapter, you should discuss
X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 these topics with your players. In the event that the topics
are inappropriate for your table you can still run the keep
X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 󰁩󰁳 󰁡󰁮 󰁯󰁰󰁴󰁩󰁯󰁮󰁡󰁬 󰁳󰁴󰁯󰁰󰁰󰁩󰁮󰁧 󰁰󰁯󰁩󰁮󰁴 󰁡󰁬󰁯󰁮󰁧 󰁴󰁨󰁥
󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳’ 󰁪󰁯󰁵󰁲󰁮󰁥󰁹 󰁴󰁯 T󰁲󰁩󰁢󰁯󰁡󰁲. W󰁨󰁩󰁬󰁥 󰁴󰁨󰁥󰁲󰁥, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 as a monster’s lair or skip the keep without affecting the
󰁡󰁲󰁥 󰁲󰁥󰁣󰁲󰁵󰁩󰁴󰁥󰁤 󰁢󰁹 󰁴󰁨󰁥 Z󰁨󰁥󰁮󰁴󰁡󰁲󰁩󰁭 󰁴󰁯 󰁩󰁮󰁶󰁥󰁳󰁴󰁩󰁧󰁡󰁴󰁥 󰁡 󰁳󰁬󰁡󰁡󰁤-󰁩󰁮󰁦󰁥󰁳󰁴- adventure’ss overall plot.
adventure’
󰁥󰁤 󰁭󰁡󰁮󰁯󰁲 󰁨󰁯󰁵󰁳󰁥. T󰁨󰁥 󰁩󰁮󰁨󰁡󰁢󰁩󰁴󰁡󰁮󰁴󰁳 󰁯󰁦 󰁴󰁨󰁥 󰁭󰁡󰁮󰁯󰁲 󰁨󰁡󰁶󰁥 󰁢󰁥󰁥󰁮 󰁡󰁦- Finally,, it should be noted that these “madnesses” are
Finally
󰁦󰁬󰁩󰁣󰁴󰁥󰁤 󰁷󰁩󰁴󰁨 󰁶󰁡󰁲󰁩󰁯󰁵󰁳 󰁭󰁡󰁤󰁮󰁥󰁳󰁳󰁥󰁳 󰁢󰁹 󰁡 󰁶󰁩󰁳󰁩󰁴󰁩󰁮󰁧 󰁧󰁲󰁥󰁥󰁮 󰁳󰁬󰁡󰁡󰁤. A󰁦󰁴󰁥󰁲
󰁩󰁮󰁴󰁥󰁲󰁡󰁣󰁴󰁩󰁮󰁧 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥󰁳󰁥 󰁩󰁮󰁨󰁡󰁢󰁩󰁴󰁡󰁮󰁴󰁳, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁪󰁯󰁵󰁲󰁮󰁥󰁹 included to provide opportunities for unusual social
󰁴󰁨󰁲󰁯󰁵󰁧󰁨 󰁴󰁨󰁥󰁩󰁲 󰁯󰁷󰁮 󰁰󰁳󰁹󰁣󰁨󰁥󰁳 󰁢󰁥󰁦󰁯󰁲󰁥 󰁦󰁩󰁮󰁡󰁬󰁬󰁹 󰁤󰁯󰁩󰁮󰁧 󰁢󰁡󰁴󰁴󰁬󰁥 󰁷󰁩󰁴󰁨 encounters. You You and your players can engage with these
󰁴󰁨󰁥 󰁬󰁯󰁲󰁤 󰁯󰁦 󰁴󰁨󰁥 󰁭󰁡󰁮󰁯󰁲, W󰁯󰁲󰁶󰁩󰁬 “󰁴󰁨󰁥 W󰁥󰁥󰁶󰁩󰁬” F󰁯󰁲󰁫󰁢󰁥󰁡󰁲󰁤. 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 surround-
ing mental health.
󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳
󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 K󰁥󰁥󰁰 󰁩󰁳 󰁡 󰁦󰁯󰁲󰁴󰁩󰁦󰁩󰁥󰁤
village that stands
stands along More recently
recently,, a squad rom Zhentil Keep was
was dis-
the western side o the patched to investigate the increasingly strange com-
Long Road. Heavy cross- munication that has been arriving rom Xantharl’s
bows are mounted along its protective walls. Within Keep. This squad, led by the Iron Viper (LE male
these walls are dozens o steep-rooed buildings. human gladiator with expertise in the Insight skill
The village and keep are occupied by a Zhentarim [+7]), arrived here a day beore the characters. The
garrison led by Worvil “the Weevil” Forkbeard (NE squad consists o three veterans and thirty thugs
thugs..
male dwar bandit captain).
captain). The Zhent orces pro- They were dismayed when they witnessed the chaos
vide military
military protection to nearby Mirabar.
Mirabar. They also that has descended upon the village and are currently
charge a hety “protection tax” to any merchants camped outside the keep, earul that the garrison’s
passing through the keep. These taxes are delivered communal madness might prove contagious.
monthly to Zhentil Keep. The Weevil, however, has
spent the last ew years skimming off the top and A󰁲󰁲󰁩󰁶󰁩󰁮󰁧 󰁡󰁴 󰁴󰁨󰁥 K󰁥󰁥󰁰
keeping some o the taxes or himsel. Upon arriving at Xantharl’s Keep, the characters are
C󰁵󰁲󰁲󰁥󰁮󰁴 E󰁶󰁥󰁮󰁴󰁳 intercepted by soldiers loyal to the Iron Viper. Ater
In the years since the demons inested the a brie interrogation, the characters are escorted to
Underdark, earthquakes have become commonplace a decrepit tower, in which the Viper paces restlessly.
throughout the Realms. Occasionally, these earth- He sizes them up, asking a ew questions about their
quakes open rits into the Underdark, rom which capabilities beore making the ollowing proposal:
seeps demon-tainted
demon-tainted faerzress
faerzress.. Three months ago,
one o these earthquakes struck Xantharl’s Keep, “Xantharl’ss Keep has fallen prey to a collective mad-
“Xantharl’
opening a large rit in the basement o the main ness
send that may
for oil andorburn
may the
not place
be contagious.
down, butWe
thatcould
seems
keep. Since then, faerzress has been leaking steadily
like a terrible waste of an otherwise perfectly good
throughout the entire manor. infrastructure. ToTo avoid collateral damage, we would
The WWeevil
eevil was delighted by this turn o events, prefer to find a way to cure the madness. We think that
particularly since faerzress intereres with scrying we have tracked its source to the keep’s commander,
commander,
and teleportation. Emboldened by this added layer Worvil Forkbeard,
Forkbeard, also known as the Weevil. If you are
willing to go into
i nto the keep and successfully determine
o secrecy, the Weevil began to withhold even more and eradicate the source of this madness, then I am
taxes rom his Zhentarim superiors. prepared to pay each of you 250 gold. You You are autho-
The madness rom the tainted faerzress developed rized to do whatever you deem necessary, although be
aware that anything found in the manor is the lawful
slowly, almost imperceptibly, aggravating pre-existing
property of Zhentil Keep and shall remain that way.”
way.”
quirks among the Weevil and his servants. This slow
spread was unexpectedly accelerated two tendays
ago by the arrival o a green slaad loyal to Ssendam, The village itsel is largely quiet. The villagers
the slaad Lord o Insanity. The slaad’s chaotic energy suffer rom exaggerated quirks tinged with paranoia.
interacted with the faerzress
faerzress,, plunging the manor Because o this paranoia, they tend to remain in their
into chaos overnight. The slaad now presides over homes and avoid the characters. As such, a short,
this house o madness, pretending to be a traveling uneventul journey through the village takes the party
priest who goes by the name o Gorna. into the keep’s manor.
Grna s Insanitarium Gorna is a polymorphe
polymorphed d green slaad,
slaad, protected by
two o the Weevil’s personal guards (veterans
veterans).
). He is
Area B riendly, although occasionally incoherent. Gorna en-
The lord’s manor is filled with faerzress
faerzress.. The prop- courages the characters to explore the manor, hoping
erties o this unusual radiation are described in that they, too, will all victim to the madness, warning
chapter 2. Warped by the chaotic energy o the slaad, that the only rule o his insanitarium is that there is
the ever-present radiance maniests in strange ways. to be no violence o any kind. I asked about himsel,
These include: 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


We liberating allsubject
from the stale straitjackets
ourselves of sanity
sani ty..
to every neurosis,
seething, cackling, and chortling. psychosis, obsession, depression, mania, phobia, phil-
J Passing streams o violet energy that wave to the ia, addiction, and insanity possible. This insanity con-
centrates in our minds, dense and toxic, until digested
characters with riendly candor. by the psyche. Seeds of madness are created during
J Columns o light, fluffy radiance that swoop down this laborious, birthing process of the soul.” Gorna
and surround the characters. flashes what looks to be a sparkling red gemstone
before continuing, “Using wild magics inexplicable
J A snicker
snickering
ing luminescenc
luminescence
e that
that whispers
whispers crazy,
crazy, im- to prudes such as yourselves, we embed these seeds
plausible rumors that stretch the mind and strain inside the souls of our petitioners and then, POW!
the imagination. Power and freedom like you’ve never imagined!”
Writings. The interior o the manor is covered
Mad Writings. The sparkling gemstone is a red slaad egg. Gorna
in layers o graffiti. Most is gibberish, illegible, or has reuses to show it again, telling the characters that
a level o proundity beyond the characters’ compre- they are not yet ready or such a deep and spiritual
hension. Rare, intelligible snippets include: communion. Once they finish their pilgrimage o in-
J ALL HAIL GORNA THE THE MAD! sanity, he promises, he will git them with Ssendam’s
blessing. The first step o such a pilgrimage, accord-
J Not much time let, so. wake. Up. NOW
ing to Gorna, is to visit the true lord o the manor,
J Look over your shoulder beore you start! Weevil,
W eevil, who is in the keep’
keep’s basemen
basement. t.
J DOOM. DOOM TAKES US ALL. A successul
successul DC 20 Intellig
Intelligence
ence (Religion
(Religion)) check
The Occupants. Most o the manor’s occupants reveals that Ssendam is the slaad Lord o Insanity. I
suffer rom some type o madness that have been conronted with this inormation, Gorna indignantly
psychically implanted into their minds by Gorna (see replies, “Well, that is certainly one side o the story.”
area B1), where they now incubate like an egg. A statue o a portly
portly,, middle-aged
middle-aged human
human leans
Most o these NPCs can have their madness re- against the room’s northern wall, obscured by Gor-
solved in a manner detailed in their description. na and his guards. It appears to have been dragged
indoors rom elsewhere in the village. The statue’s
Their insanity
ration can
or a calm also be cured
emotions by a lesser
spell. Either resto-
resto-
way, once plaque has been removed and in its place the name
they have overcome their affliction, their incubating “SSENDAM” has been scrawled in green paint.
madness is expunged rom their brain in the orm o B󰀲. S󰁥󰁲󰁰󰁥󰁮󰁴'󰁳 A󰁶󰁩󰁡󰁲󰁹
a hollow green gemstone worth 100 gp.
Here are two long rows o shelves, holding dozens o
W󰁡󰁩󰁴󰁩󰁮󰁧 R󰁯󰁯󰁭
B󰀱. W󰁡󰁩󰁴󰁩󰁮󰁧 mesh cages, and a chest o drawers. Ten o these cag-
When the characters
characters enter the
the manor,
manor, read or para- es hold flying snakes,
snakes, used by the Zhentarim to deliv-
phrase the ollowing: er messages. The remaining mesh cages hold mice,
rats, and hamsters. One o the cages is empty and
You walk into the manor’s entry room. The air ai r sparkles seemingly broken. A successul DC 12 Intelligence
with pulsing, purple radiance. The walls are covered (Investigation) check reveals that the cage was bro-
in layer upon layer of graffiti. A priest in gray robes ken rom the inside. The drawers hold a quill, some
stands on the far side of
o f the room, flanked by two paper, and a jar o rare ink (worth 100 gp). The paper
armed guards. The priest wears a bronze mask bearing
the leering face of a demon. The priest greets
g reets you, as is cut into
a ew small strips,
are covered most osuch
in gibberish which
as,are blank,up,
“Skittle but
you enter, “Welcome
“Welcome to my lovely insanitarium.
i nsanitarium. I am
Gorna, high priest of Ssendam, god g od of liberation. Why SKAT!” and “Did gyre and gimble in the wabe?”
don’t you tell me your names and a little bit about The hallwa
hallwayy to the north has a staircase that leads
whatever sanity ails you?”
to area B8 on the second floor.
B󰀳. B󰁡󰁲󰁲󰁡󰁣󰁫󰁳 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
This is a plain, sparsely urnished room with just a
entering the room, then he looks up briefly and says,
couch, a table, and a ootlocker. A naked human runs
“Olleh,” beore returning to his reading. O’kuel is
through the room roaring, “FRawwr! Crrrckle! Burn!
reading a dry history book entitled We Few. A close
Burn! I’m a terrible fire come to consume! You can’t
inspection reveals that the book is upside down, as i
stop me! Swords can’t stop fire! Magic can’t contain
he is reading the words backward.
fire! You’ve got nothing to stop me!”
Ater years
years o swindling
swindling and
and deceit,
deceit, O’kuel
O’kuel has
The naked man is a manor guard (CN human
come to regret his lietime o lies. He now speaks
veteran).
veteran). His clothes and weapons are in the oot-
backward, in an attempt to undo these “bad words.”
locker, along with a set o gambling dice and a book O’kuel pretends not to understand any words that
o jokes. His name was once Bazim, but he now
are spoken to him, unless they are spoken backward,
insists that he is a nameless fire. Bazim ollows the
responding with, “Tahw egaugnal era uoy gnikaeps?”
characters around the manor, taunting and harassing
He points to his book, exclaiming, “Repap! Repap!”
them.
I any characters bring him paper, along with some-
I splashed with water, Bazim exclaims, “Oh, no! thing to write with, he can communicate by writing
Water
W ater beats fire! I’m
I’m beaten! I’m sputtering!” He spits backward.
over and over as he sputters, beore retreating to a
Either by mouth or by quill, O’kuel tells the ol-
corner o the room to sulk. As he does so, a small
lowing story, “Evi dias stol o dab sgniht taht evah
green gemstone alls to the ground.
thguorb em dab amrak. Gnikaeps sdrawkcab si eht
B󰀴. D󰁩󰁮󰁩󰁮󰁧 R󰁯󰁯󰁭 ylno yaw
yaw ot ekat
ekat kcab eseht sdrow
sdrow dna meeder ym
This is a large dining room with an antique table and amrak. Ro gnihsaw ym htuom tuo htiw paos. Tub I
crystal chandelier. A man in servant’s clothing sits evah on paos!”
at the table, reading a book. The man is O’kuel (NE
I the characters give O’kuel some soap, he then by a successul DC 25 Dexterity check made us-
asks or “Retaw,” beore thoroughly rinsing his mouth ing thieves’ tools. It can also be orced open with a
out. He spits the soapy water onto the floor and successul DC 25 Strength check. I the word “Ssen-
exclaims, “Thanks! Much better!” beore returning to dam” is spoken within 5 eet o the door, it suppress-
his book. At this point, a green gemstone clatters to es the lock or 1 minute. I the characters give any
the ground beside him. three gemstones to Lum, then he shouts aloud, “Take
that, Ssendam!” beore pulling his corncob lever. The
M󰁡󰁫󰁩󰁮󰁧 S󰁥󰁮󰁳󰁥 󰁯󰁦 O󲀙󰁫󰁵󰁥󰁬 door to the north opens with a aint click.
Mad Speech Translation B󰀶. S󰁴󰁯󰁲󰁡󰁧󰁥 R󰁯󰁯󰁭
Olleh Hello This chamber is used or the storage o ood and
Tahw egaugnal era uoy What language are you drink. Crates o potatoes, sacks o flour, and casks
gnikaeps? speaking? o ale are just a sampling o what is held in this
Repap! Paper! well-stocked
well-stocked pantry.
pantry. Any character
character who spends
spends time
Evi dias stol fo dab sgniht I’ve said lots of bad things searching through the goods discovers a small chest
taht evah thguorb em dab that have brought me bad stocked with two potions of healing
healing and two spell
amrak. Gnikaeps sdrawkcab karma. Speaking backward scrolls of create food and water.
si eht ylno yaw ot ekat kcab is the only way to take back
eseht sdrow dna meeder these words and redeem The faerzress is noticeably thicker in this room,
ym amrak. Ro gnihsaw ym my karma. Or washing my
htuom tuo htiw paos. Tub I mouth out with soap. But I seeming to bubble up rom the staircase that leads
evah on paos! have no soap! down into darkness (see area B12).
Retaw Water
B󰀷.
B󰀷. S󰁥󰁲󰁶󰁡󰁮󰁴’󰁳
S󰁥󰁲󰁶󰁡󰁮󰁴 ’󰁳 Q󰁵󰁡󰁲󰁴󰁥󰁲󰁳
Two beds, a ew chests, and an armoire are the only
urnishings o this room. An elderly man in sweeping
B󰀵.
This K󰁩󰁴󰁣󰁨󰁥󰁮
kitchen is in disarray, as i recently ransacked.
black robes stands near a pile o cleaning supplies.
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 magemage), ), 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 char- blames 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 handhand to meticulously
they are not crazy, then read or paraphrase the ol- clean 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-
The manthat
thought wipes histhe
I was brow in one.
only relief.This
“Thank goodness!
whole house is I ers dust aster than he can remove it.
turned upside down! I think that I’ve managed to build I Cledge notices the characters enter the room,
a machine that will make everyone sane again.” then he looks at them with horror, demanding that
The man gestures to his teetering fort of spice racks they stay back so that their impurity does not undo
and cutlery.
cutlery. “It just needs three of those crazy gems his three days o deep cleaning. A successul DC 10
to power it. Then we pull this lever right here,” he ges- Wisdom (Perception)
(Perception) check
check reveals
reveals that
that Cledge is
tures to a corncob wedged into a cheese grater, “and
WHAM! World saved, no questions asked!” sleep-deprived. A successul DC 15 Dexterity (Sleight
o Hand) or DC 15 Charisma (Deception) check
I ask
asked
ed how he built the machine, Lum responds convinces Cledge that the bed is clean enough or
that he has always been smart, but didn’t remem- him to sleep in. He can also be convinced through
ber exactly how smart until recently. He reuses the successul use o illusion magic or orced to sleep
to allow the characters to enter his ort, rantically with magic
magic such as
as the sleep spell. As soon as he alls
warning them that they
they might
might accidentally
accidentally trigger
trigger its asleep, one way or another, a small green gemstone

sel-destruct system. materializes near his head.


The door to the north is behind Lum’s ort. It is The cleaning supplies consist o brooms, mops,
sealed with an arcane lock
lock. The lock can be picked buckets o water, and a dozen blocks o soap.
B󰀸. S󰁥󰁣󰁯󰁮󰁤 F󰁬󰁯󰁯󰁲 H󰁡󰁬󰁬󰁷󰁡󰁹 B󰀹. G󰁵󰁥󰁳󰁴 R󰁯󰁯󰁭
This large hallway leads to the guest room (area B9) This finely appointed bedroom is decorated in var-
and study (area B10). Its walls are lined with water- ious shades o blue. Sitting on one o the beds is a
color paintings o orests. There is also a large, lie- glum-looking minstrel, hal-heartedly plucking at the
sized portrait o an impossibly proportioned dwar strings o her lyre. Next to her, a paranoid songbird
wearing
wearin g regal clothing
clothing and
and a king’
king’s crown. The por- eyes the room with avian suspicion. The minstrel’s
trait is labeled, “Worvil Forkbeard, Lord o Xantharl’s name is Orchestra (CG emale hal-el bardbard,, see
Keep.” A small table in the hallway is occasionally appendix B). I she notices the characters, then she
utilized by the manor’s guardsmen but is currently looks up and says, “Oh, hey there ,”,” beore returning

unused.
lining theOther
hall, than
thereaisew empty
little crates
to see here.and barrels to her moping.
Orchestra is in a deep unk, burdened by the hope-
The door
door to the study is secured
secured by an arcane lock
lock lessness o the world around her. Her songbird, Bird-
spell. The lock can be picked by a successul DC 25 ie, is experiencing a bout o paranoia. Birdie reuses
Dexterity check made using thieves’ tools. Alterna- to sing, because he knows THEY are listening and
tively, the door can also be orced open with a suc- reuses to eat because he knows THEY have poi-
cessul DC 25 Strength check. The phrase “Worvil soned his ood. Birdie’s reusal to eat or sing is just
Forkbeard” spoken within 5 eet o the door sup- deepening Orchestra’s sadness.
presses the lock or 1 minute. Finally, the door can be A successul DC 15 Wisdom (Animal Handling)
unlocked by the key carried by the Weevil (see area check convinces Birdie to eat his ood and sing. This
B17). check is made with advantage i supplemented with
speak with animals or similar magic. Seeing Birdie
eat and sing brightens Orchestra’s mood, dispelling At the foot of the staircase is a quivering threshold,
extending indefinitely in all directions, sharply delin-
her miserable mood. Alternatively, Orchestra can be eating your own madness from what lies before you.
cheered up with a successul DC 15 Charisma (Per- You know wi
with
th obsessive, unrelenting certainty that
ormance) check. This check is made with advantage beyond this threshold lie fates worse than death. To
i characters use the book o jokes rom area B3. move beyond it risks drowning in a tidal pool of your
Either way, once Orchestra’s mood is brightened, a own madness.
small green gemstone maniests itsel upon the bed
next to her.
her. Any character who steps through the threshold
finds themselves in area B13. DMs are encouraged to

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


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 When the characters
characters step through
through the threshold,
threshold,
or, in the absence o such visitors, his avorite guards- they are entering an area o psychic energy that is
men. The desk is covered with maps o the sur- more thought than reality. Consequently, the laws
rounding area as well as scores o tiny black ledgers. o nature work differently. As an action, a character
The walls are decorated with stuffed animal heads. can make an Intelligence check to mentally move an
Behind the room’s desk, mounted prominently, is a object that they can see within 30 eet o them. The
longbow o exquisite cratsmanship. DC depends on the object’s size: DC 5 or Tiny, DC
The ledgers atop the desk keep track o incoming 10 or Small, DC 15 or Medium, DC 20 or Large,
and outgoing taxes. A character who makes a suc- and DC 25 or Huge or larger. On a successul check,
cessul DC 15 Intelligence (Investigation) check while the character
character moves the object up to 5 eet plus 1 oot
examining the ledgers can determine that the Weevil or every point by which they surpassed the DC.

has
and been manipulating
withholding the his
coin rom accounting in his
Zhentarim books
superiors. Ac character
haracter can also use an action to make an Intel-
ligence check to alter a nonmagical object that isn’t
Most o the maps are uninteresting but one has the being worn or carried. The same rules or distance
entirety o the Sword Coast circled in red ink and apply, and the DC is based on the object’s size: DC
labeled, “MINE!!” 10 or Tiny, DC 15 or Small, DC 20 or Medium, and
The desk’
desk’ss drawers contain a sack o pipe weed and DC 25 or Large or larger. On a success, the charac-
a beautiul collection o hand-carved pipes, worth 50 ter changes the object into another nonliving orm o
gp in total. They also contain a crystal decanter o the same size, such as turning a boulder into a ball
Delzoun brandy worth 250 gp. o fire. Any transormed object returns to its original
The mounted longbow, Xantharl’
Xantharl’ss bow (see appen- orm when removed rom the manor.
dix D), once belonged to the ranger who ounded the B󰀱󰀳. N󰁡󰁲󰁣󰁯󰁬󰁥󰁰󰁳󰁹
keep. Y
Yawn
awn periodically
periodically as you read
read or paraphrase
paraphrase the
B󰀱󰀱. M󰁡󰁳󰁴󰁥󰁲 B󰁥󰁤󰁲󰁯󰁯󰁭 ollowing:
This spacious master bedroom looks as i it has been
unused or a ew days, judging by the stale pastries You find yourself in an infinite field of poppies. The
grass looks so comfortable and you find it rather hard
and decanter o cold kaeth near the unkempt bed. to keep your eyes open. The flowers are bright red, like
A writing table holds
holds black ledgers,
ledgers, similar to those the color of a silk pillowcase. At the end of the field,
rom the study, as well as a piece o paper where the you see a glowing portal. You
You do not give it too much
words “WEEVIL
“WEEVIL = GOD!!!”
GOD!!!” are
are scrawled
scrawled over
over and attention because it would take far too much energy to
over again. A closet in the north o the room holds a get there.
suit o chainmail armor, a shortbow with 20 arrows,
and two +1 hand axes.
axes. The portal is exactly 100 eet away
away rom the char-
char-
acters’ starting point. The field o flowers counts as
B󰀱󰀲. S󰁴󰁡󰁩󰁲󰁣󰁡󰁳󰁥 󰁴󰁯 M󰁡󰁤󰁮󰁥󰁳󰁳 difficult terrain or any characters who try to move
The staircase leads down into deepening darkness. I through it. The flowers sway hypnotically, as i danc-
the characters ollow it, they descend or what eels ing to some unelt breeze, and they yawn and stretch
like
until10 minutes,
it seems as the wayare
i they growing darker
walking andthe
through darker
cos- periodically.
Have the characters roll initiative and play out
mos. Faerzress
Faerzress twinkles around them like deranged
each combat round until either they have all allen
constellations. Ater an eternity, the staircase ends.
asleep or one o them reaches the glowing portal.
Read or paraphrase the ollowing:
Each round, on initiative count 20, the characters
are targeted by a sleep spell that affects up to 9d8 hit a mimic
mimic,, then they find one. The mimic promptly
points worth o creatures. I a character alls asleep, attacks that character. I a character investigates their
then they are instantly transported to area B13A. I a shadow too closely, then it too, attacks.
character reaches the portal and touches it, then all Starting on the second round, on initiative count
characters, including any characters in area B13A, 20, have every character make a DC 15 Wisdom
are transported to area B14. saving throw. Do not tell them why they are rolling. I
B13󰁡. D󰁥󰁡󰁤󰁬󰁹 D󰁲󰁥󰁡󰁭󰁳 a character makes their saving throw, then pass them
Read or paraphrase the ollowing to any character a note revealing that any hostile creatures they see
who alls
alls asleep in area B13: are just illusions conjured up by their own inflamed
paranoia. This character can no longer see, or inter-
The wind against your face gradually eases you awake. act with, any o the creatures in the room. The char-
You are falling! You are falling through a stone shaft acter can, however, try to convince another character
that is 30 feet in diameter. You
You are near the wall of the that the creatures are not real, giving that character
shaft, but it is polished smooth and provides no hand-
advantage on their next Wisdom saving throw.
holds with which to slow your plummet. A thousand
feet beneath you is a stone ledge that you are about to Once all the characters have made their saving
crash into! To make matters worse, a fiendish gargoyle throws, a great, soothing darkness settles over them.
is swooping after you! Proceed to area B15.

Continue using the initiative count established in B󰀱󰀵. I󰁮󰁫󰁢󰁬󰁯󰁴


area B13. A new gargoyle swoops down rom the Read or paraphrase the ollowing:
darkness every time a new character is transported
into this dream realm. Despite alling, characters can The darkness recedes. YouYou can now see that it is
i s just
still fight and cast spells. a stain of ink. But the ink stain looks like the most
The characters are alling 500 eet per round. They beautiful
help butterflyif in
but wonder the entire
you’re lookingworld
intoand youkind
some can’t
of
can avoid the ledge beneath them by pushing off a mirror of the soul. No, wait,
wai t, it’s a fire! No, a cactus!
nearby wall, however a new ledge will then appear A spirit guide and the shape of the universe! It is the
1,000 eet beneath their new position. This process bloodstain left by the death of Love. It is that one thing
continues indefinitely. I a character crashes into a you don’t want to remember...
remember...
ledge, then they are jolted awake, finding themselves
in area B14. Alternatively, i all gargoyles are slain, Show the players the Rorschach inkblot (see handout
then the characters suddenly crash into the floor o C3 in appendix C). Ask them what their characters
the shat, jolting themselves awake in area B14. see, then ad lib appropriately.

B󰀱󰀴. P󰁡󰁲󰁡󰁮󰁯󰁩󰁡 Alternatively,, two shadow demons materialize


Alternatively
rom the darkness and attack the characters. Once
Wait until all
Wait all characters
characters have
have arrived
arrived beore
beore rantical-
rantical- the battle is finished, a soothing darkness settles over
ly reading or paraphrasing the ollowing: the characters yet again.

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 furni-
ture! 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 charac-
ters 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
B󰀱󰀶. S󰁡󰁮󰁩󰁴󰁡󰁲󰁩󰁵󰁭
Read or paraphrase the ollowing: 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,
A priest in pure white robes looks down upon you with gestates, and forms a slaad tadpole. In the 24-hour period
benevolent pity. You
You realize, with
w ith a sense of relief, that before giving birth, the host starts to feel unwell, its speed
he is here to cure you. He has a look of great concern is halved, and it has disadvantage on attack rolls, ability
as he reads from a crisp, freshly written scroll, “Patient checks, and saving throws. At birth, the tadpole chews its
shows considerable signs of confusion and demen- way through the brain and out of the host’s skull in 1 round,
tia. Tells
Tells stories of dead gods, conquered cities, and killing the host in the process.
artificial life forms. Diagnosis: a traumatic childhood
event that induced feelings of inadequacy and insignif-
icance.”
B󰀱󰀷. G󰁲󰁡󰁮󰁤󰁩󰁯󰁳󰁩󰁴󰁹
Read or paraphrase the ollowing:
The priest is a red slaad.
slaad. He responds to any state-
ments or questions rom the characters with a dis-
You tower over the world. Mountains are but weeds to
tracted, “Mmm hmm, mm hmmm,,”” while scribbling your greatness. Clouds drift about your waist. An entire
in his notes. He approaches each character, one at a ocean, off to your right, looks like nothing more than
time, asking the ollowing questions: an infant’s bathtub. A metropolis, huge by conven-
tional standards, is naught but an ant hill, full of tiny,
J “Tell me, in this world o yours, do you identiy as imperceptible creatures toiling pointlessly. An ancient
the hero or the antihero?” forest provides plush carpeting for your weary feet and
J “Do you relate more to your mother or to your a passing hurricane offers a comforting breeze. It is
good to be a god.
ather?”
But unexpectedly you hear a roar of outrage.
o utrage. The
J “W
“Would
ould you preer to talk to me about your uture
ut ure or Weevil!
Wee vil! And he towers over you, just as you tower
your past?”
past?” 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
J “Do you see yoursel as a hero or as an antihero?” all that fury has been turned toward your pretension.
No matter what a character says, the priest sim- His voice is loud enough to sunder entire worlds. He
ply nods his head, “As expected. This is a classic declares, “I AM WEEVIL! I AM GOD!” as he attacks.
maniestation o symptoms. I know just what to do.”
The priest then lits the character onto a gurney Consider using a map o the Sword Coast (see
and wheels them out o the padded room and into a handout C2 in appendix C), or some other large-scale
small operating room, slamming an iron door shut continent as a battle map while fighting the W
Weevil
eevil
behind him. The priest pulls out a syringe with a (see appendix B). Allow the characters to double their
righteningly long needle beore assuring the char- hit points, proficiency bonuses, damage, and healing
acter that, “You might eel a small, painul pinch, but as well as pick two temporary eats.
it is or your own good.” He then injects the needle When the Weevil is slain, he alls backward, crush-
into their skull, inflicting 7 (1d8 + 3) piercing dam- ing hal o Cormyr under his godly bulk. The ground
age. The character must then make a successul DC shakes as i rom an earthquake, and tidal waves
14 Constitution saving throw or be inected with wash over
over much o the Sword
Sword Coast. The
The charac-
charac-
a minuscule slaad egg. The priest then wheels the ters begin to shrink. Soon they are only the size o
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
transported to area B17. a cherry (worth 1,000 gp) sparkles in a pool o the
A character can escape their straitjacket with a dwar’s blood. Proceed to area B18.
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 rough-
any character escapes, then the slaad tries to con- ly 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 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 B󰁬󰁥󰁳󰁳󰁩󰁮󰁧 󰁯󰁦 S󰁳󰁥󰁮󰁤󰁡󰁭
faerzress.. There is 10,000 gp in total, distributed
faerzress Ssendam’s blessing grants you the following benefits:
Ssendam’s
throughout the coffers. Anyone who searches the • Once every tenday, you can change either a personality
Weevil’
W eevil’ss body finds
finds a small key attached to a chain
chain trait, ideal, bond, or flaw in yourself.
• You
You gain resistance to psychic damage.
necklace. This key opens the door to area B10. • Slaadi don’t attack you unless you attack them or their
The floor’s crevice leads thousands o eet down allies first.
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.
Inside is a small, hidden tomb where the original lord their blessing, Gorna scuttles down the crevice ater-
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
his clothes have rotted away, the boots of elvenkind When the characters
characters exit the manor,
manor, they find the
and cloak of elvenkind that he wears are still in Iron Viper waiting or them. He interrogates the
pristine condition. characters mercilessly, using his Insight proficiency
to detect any lies. The Iron Viper insists that the
10,000 gp ound in the basement belongs to the
A Maddening Cnclusin Zhentarim, however he graciously allows the
characters to keep any other items that they have
Shortly ater the battle, Gorna descends the steps ound. As long as the characters agree to these
and greets the characters. He reverts to his true terms, the Iron Viper provides any promised rewards.
orm as a green slaad while doing so. Gorna tells I the characters perormed exceptionally well, then

the characters
embracing andthey
thenhave proven their
conquering their worth by
inner demons. the Iron(see
action Viper invites
Domed them toRealms:
Frgtten join the Black Network
Sword Coast
Gorna offers to grant Ssendam’s blessing upon one Gazetteer or additional details).
character, although he needs the Weevil’s gemstone With the Weevil’
Weevil’ss deeat and Gorna’s
Gorna’s retreat, lie in
to do so. I a character agrees, then Gorna painlessly Xantharl’’s Keep
Xantharl Keep slowly returns to normal.
normal. The Iron
implants the gemstone into the character’s orehead, Viper appoints
appoints one o his men to run the keep
keep until
while crying
crying out or Ssendam
Ssendam’’s blessing.
blessing. The charac-
charac- the Zhentarim can appoint a permanent replacement.
ter now has blessing o Ssendam.
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-a-
world-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󰁯󰁧󰁥󰁴󰁨󰁥󰁲, 󰁴󰁨󰁥󰁳󰁥 󰁥󰁮󰁣󰁯󰁵󰁮󰁴󰁥󰁲󰁳 󰁰󰁬󰁡󰁮󰁴 󰁳󰁥󰁥󰁤󰁳
󰁴󰁨󰁡󰁴 󰁨󰁥󰁬󰁰 󰁡󰁤󰁶󰁡󰁮󰁣󰁥 󰁴󰁨󰁥 󰁳󰁴󰁯󰁲󰁹.
The ruins
cursed o Longsaddle
and are shunned byare now
most rumored
travelers. to vast
The be
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 promi-
Xantharl’ss Keep,
Xantharl’ Keep, the characters
characters
nent near the ruins o the Ivy Mansion. These unusu-
continue south. Along the way
al effects include:
they have an opportunity to stop in Longsaddle where
they might ally themselves with Baba Harpell, the el- J All creatures
creatures have
have disadvantage
disadvantage on saving
saving throws
derly matron o the Harpell amily. Ater Longsaddle against spells and other magical effects.
they arrive in Triboar and meet the rain giant Zeph- J Any spell cast by a sorcerer
sorcerer,, warlock,
warlock, or wizard has
yrus. Unbeknownst
ormerUnbe
stormknownst to them,
giant royalty, Zephyrus
Zeph
who yrus
has is really
really
adopted Uthor,
Uthor,
a new, a 10 percent chance being cast twice, or i near
the Ivy Mansion, a 20 percent chance.
simpler lie ater the all o his kin. Zephyrus inorms
the characters that a second shroudstone is currently
J Whenev
Whenever
er a sorcerer
sorcerer,, warlock
warlock or wizard
wizard rolls dam-
dam-
age or a spell, they can reroll up to our damage
held by the Hellrider, Lord Maximus, who is hiding
dice. They must use these new rolls.
out in Helm’s
Helm’s Hold.
In H
Helm’
elm’ss Hold the characters discover that J Whenev
Whenever
er a sorcerer
sorcerer,, warlock,
warlock, or wizard
wizard casts a
Maximus has been captured by Vecnan orces. Ater spell that has a range o 5 eet or greater, they can
rescuing the Hellrider, the characters board his double the range o the spell.
inernal vehicle and use it to escape a heated pursuit. J Whenev
Whenever
er a sorcerer
sorcerer,, warlock,
warlock, or wizard
wizard casts a
Maximus reveals that he is not only carrying one o spell that has a duration o 1 minute or longer,
the shroudstones, but also a mysterious adamantine they can double its duration.
sphere. He has been directed by his superiors to
Longsaddle is little more than a field o charred
bring the shroudstone to an unnamed contact head-
quartered beneath Thornhold. The adamantine kindling
collapse and a lone
at any building
moment (see that
arealooks as i it couldo
C1). Thousands
sphere is to be used to pay the contact to destroy
bones, the remnants o Vecnan hordes, rattle about
the gem. Unknown to Maximus, the contact is the
like tumbleweeds. Closer inspection o the village
beholder Xanathar, ormer crime lord o Waterdeep,
reveals more unusual sites, including the gelatinous
and the adamantine sphere contains the magically
remains o a smithy or the slowly rotting flesh o a
preserved goldfish Sylgar, Xanathar’s lost pet.
general store that had been turned into zombie and
With two gemstones in their possession,
possessio n, the then slain. Living spells such as living Bigby’s hand,
hand,
characters accompany Maximus to meet his con- living blade of disaster,
disaster, and living demiplane (see
tact. Ater passing through Leilon, the characters appendix B) hide in the ruined village’s nooks and
eventually arrive at Thornhold. crannies, attacking only i disturbed.
Five nothics lair within the rubble o the Ivy Man-
Ruins f ngsaddle sion. Their collective treasure is secreted within
a sprawling collection o tunnels that they have
Area C burrowed within the manor’s ruins. This treasure
Longsaddle was once a sleepy village that straddled includes: a ring of protection
protection,, a horn of blasting
blasting,, a
the Long Road. It was also home to the Harpells, spellbook containing all the spells rom the mage
a amily o powerul human wizards. Now, it is a entry in the Monster Manual
Manual, and an antique brooch
charred ruin that serves as a warning to those who with the initials B.H.
B.H. (worth 100 gp).
C󰀱. T󰁨󰁥 G󰁡󰁭󰁢󰁬󰁩󰁮󰁧 G󰁯󰁬󰁥󰁭 ings in some orgotten tongue that are occasionally
punctuated by screams that sound like those o a
The Gambling Golem was once a riendly esthall
dying horse. An old crone in a tattered burlap cloak
where gambling
gambling was
was popular.
popular. Now,
Now, it is an
an empty,
empty,
whistles to hersel
hersel as she moves rom cauldron to
desolate place with little to indicate its ormer unc-
cauldron, stirring and tasting as she goes.
tion other than a couple o dusty kegs and some
marbles scattered about the floor. Mouseholes riddle The Matron. The crone is Baba Harpell (CN e-
the baseboards, signs that vermin have made this male human archmage
archmage), ), the oldest living matron o
place their home. The ormer tavern is also home to the Harpell amily. She has spent the last ew years
Fessler, a gray alley cat who yowls viciously at any hiding within the mouseholes o the Gambling Go-
lem, coordinating the search efforts o her amily. She
characters who enter the building. is spry, particularly or someone who claims to be
Both kegs have working spigots. One is labeled,
one million years young. When speaking to the char-
“Ivy Port,” and the other is labeled, “Ivy Lager.” Both
acters she reers to hersel in the third person and
brews have an enjoyable, i somewhat stale taste. Any
reers to her bubbling cauldrons as her plots. Read or
character who drinks even a sip o the ivy port under-
paraphrase the ollowing as an introduction:
goes 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 crone cackles when she sees you. When she
speaks, her words have a lilting quality to them, as
The character is now in an impossibly large castle, much song as conversation. “Little mousy Baba Har-
surrounded by urniture that seems as i it was fitted pell hides in her dark old hidey-hole, she does. Hides
or titans, and dust bunnies the size o tumbleweeds. from the so-called King of Death, Vecna, and his lichy
They soon realize that they have been reduced to the lapdogs. Don’t think to look for Baba Harpell amidst
size o a mouse. Taking a sip o the ivy lager revers- the mice, so they will never find her. And so sweet
Baba Harpell brews her plots with tender loving care,
es this effect, although it does nothing o note i the
character is not currently under the effects o the she
drondoes.”
full of The cronetentacles
writhing dips a withered finger into
before licking a caul-
it clean
port. with a long, forked tongue. “A few more years for this
Once a character has been reduced, any nor- one, but it can still use some intrigue.” The crone deft-
ly dumps a jar of what
w hat looks like partially congealed
mal-sized allies who make a successul DC 15 Wis- blood into the cauldron before continuing, “Baba
dom (Perception) check notice Fessler (see appendix Harpell brews hundreds of plots, she does. Some take
B) licking his lips beore ducking behind a barrel. To days, they do. And some take centuries, they do.” She
any character whose size has been reduced, the cat gestures to one nearby cauldron, “This one here is
now appears huge. Fessler will attempt to wait until almost done, it is. It just needs a few more ingredients
and some time to simmer.”
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 Baba Harpell willingly shares the recent history
take the time to do so. I Fessler manages to remain o the Harpell amily, including the new location o
in the building, then he attempts to play with the the Ivy Mansion. I asked about what ingredients are
characters by batting them about the floor beore needed or her cauldron she replies, “The final ingre-
finally eating them one ater another. Fessler is not dients are you, but in a good way.” She then says that
accustomed to prey that can fight back and i he takes she needs the characters to complete a quest or her.
more than 15 hit points o damage rom a single An Elementary Plot. Baba Harpell says that her
attack, he retreats. latest plot requires a generous heaping o raw, ele-
Once a character has been reduced in size, they mental energy. The closest source o elemental en-
immediately notice strange, flickering lights rom one ergy is a temple erected in the distant Dessarin Hills
o the mouseholes. I they enter the mousehole then by cultists o Elemental Evil. This temple has portals
proceed to area C2. to each o the our elemental planes. Baba Harpell
produces our dull-looking stones: a blue sapphire,
C󰀲. C󰁨󰁡󰁭󰁢󰁥󰁲 󰁯󰁦 C󰁡󰁵󰁬󰁤󰁲󰁯󰁮󰁳 a yellow diamond, a red corundum, and an emerald.
A low ceiling
ceiling makes
makes this chamber eel terribly
terribly She asks the characters to carry each o the stones
cramped, despite there being no visible walls. Caul- into its respective portal, “ar enough but not too ar.
ar .”

drons o all shapes,


everywhere. Some osizes,
thesemakes, and materials
cauldrons are
bubble and The
Mostgems will
o this then will
energy absorb the energy
be directed o theHarpell’s
to Baba portals.
hiss, and others emit haunting, spectral og. One inernal hearth, but some o it will remain in the
particularly large cauldron, made rom what looks gemstone, to be later utilized by the characters. Baba
to be a petrified turtle shell, repeats prophetic warn- Harpell indicates that she only needs energy rom
one o the portals, although more is always better.
better.

The miniturized Baba Harpell


tends to her cauldrons
cauldrons

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 hus-
band, a sweet death slaad who she still misses dearly.
I the characters agree to help her,
her, Baba Harpell
supplies them with a blood-stained wishbone with She offers to brew the characters three common
potions, two uncommon potions, and one rare potion
bits o rotted flesh and dried eathers clinging to it.
o their choice. I any character is a wizard, then she
When held
held in both handsthe enchanted
enchanted wishbone
wishbone al-
offers them the ollowing item rom Tasha’s Cauldron
ways tugs
tugs its wielder
wielder in the
the direction
direction o the elemental
elemental
of Everything,
Everything, depending upon their specialty:
temple.
Baba Harpell finally mentions that her extradimen- J Abjuration: protective verses
sional larder can always use more o the ollowing: J Conjuration: atlas of endless
endless horizons
horizons
J Powderpuff blossoms that grow on the distant J Divination: astromanc
astromancyy archive
archive
planet o Anadia
J Enchantment: heart weaver’
weaver’ss primer
J Cube roots rom the clockwork orests o
J Evocation: fulminati
fulminating
ng treatise
Mechanus
J Illusion: duplicitous manuscript
J Nimergan liquor, a avored drink o the duergar
J Demon’s ichor J Necromancy: libram of souls and flesh
J Transmutation: alchemi
alchemical
cal compendium
compendium
J Oblivion moss
I you do not have access to Tasha’s Cauldron of
J Drider venom Everything,, you can have Baba Harpell git the wizard
Everything
J A beholder’
beholder’ss tear with a +2 arcane grimoire (rom Tasha’s Cauldron of
Everything but also included in appendix D).
J Chimera vomit
I the characters ask about returning to their nor-
J Powdered unicorn hoo mal size, then Baba Harpell tells them to “drink up
J Rothé dung some o that oul lager, you do.” I they do not have
J Catoblepas milk access to the lager, then Baba Harpell gestures to a
charred barrel filled with simmering goo. Fingers,
J Assassin vine berries
berries toes, and what looks like rosemary is mixed with-
Rewards. Reward the characters appropriately or in the goo. She warns the characters to leave the
returning with these ingredients. Baba Harpell pre- mousehole beore drinking either the lager or the
ers to brew potions as rewards, although she makes goo. Should any character ignore this advice, then
it known that she is also willing to allow “useul” Baba Harpell uses a reaction to instantly transport
characters to use her cauldron of rebirth (see appen- them to the ruins o the Ivy Mansion, just beore they
dix D) to cast raise dead
dead upon a slain companion. grow to normal size.
dix D) to cast raise dead
dead 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 govern-
ing 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 The Twenty of Triboar
are hardened warriors
basic goods and services. A ew noteworthy locations
include:
D󰀱. M󰁡󰁲󰁫󰁥󰁴 S󰁱󰁵󰁡󰁲󰁥 󰁡󰁮󰁤 T󰁯󰁷󰁥󰁲 Imperator Uthor, brother to King Hekaton, ormer
This trampled, open space is used as a market by
local and visiting merchants. In the center o the monarch
Queen Nerio the
andstorm giants. With
King Hekaton, thetook
Uthor passing o
it upon
square is the Tower o the Lord Protector, a simple himsel to watch over their three daughters. With the
keep that looks to be on the verge o collapse. The subsequent death o two o them, and the disappear-
tower serves as a home or the Lord Protector o Tri- ance o Serissa, Uthor blames himsel. He seeks to
boar, Daratha Shendrel (LG emale human veteran
veteran).). atone or his ailures, as well as or the legendary ar-
Daratha is a ormer Harper and her expert leadership rogance o the storm giants, by working as a humble,
has enabled Triboar to survive these otherwise apoc- pacifistic armer.
armer.
alyptic times. She has at her beck and call a score o
For more details on the storm giants, or rain giants
mounted veterans (riding warhorses
warhorses), ), reerred to as
as they are now called, see “The Ordning” in appen-
the Twenty, who do their best to keep the peace.
dix A.
D󰀲. H󰁡󰁰󰁰󰁹 H󰁯󰁲󰁳󰁥 R󰁡󰁮󰁣󰁨 Zephyrus is sympathetic to those resisting Vecna’s
Happy Horse Ranch is a horse arm run by Janele occupation, although not a ormal member o any

Karnveller
years, (NGvellers
emale
the Karnveller
the Karn human
s have commoner).
commoner
bought ). Over
out most
most the
o their resistance. I presented
cients,, he reacts
cients with a shroudstone
with amazement, ofcharac-
asking the the An-
competition. However, despite this nominal growth, ters about how they attained it. Zephyrus has another
the amily ortune continues to decline. The moun- o the shroudstones and can share the inormation
tain giant chietain, Chie Guh, demands an ever-in- contained in appendix D. More specifically, he knows
creasing tribute o horses rom Triboar on a bimonth- that the gods still live and that the shroudstones are
ly basis. The Karnvellers bear the brunt o this tribute preventing them rom taking action against Vecna.
and although they are compensated by the city, they Zephyrus inorms the characters that he was sup-
still harbor considerable resentment. A large part posed to arrange or the delivery o his shroudstone
o this resentment stems rom the act that Janele’s to a knight known as Lord Maximus, beore asking
three sons were killed by the mountain giants, years the characters to do this or him. Zephyrus knows
ago, in a show o strength. that Lord Maximus is waiting in Helm’s Hold, at an
abandoned tavern known as the Old Dirty Dwar.
D󰀳. E󰁡󰁳󰁴󰁥󰁲󰁮 F󰁡󰁲󰁭󰁬󰁡󰁮󰁤󰁳
The eastern armlands provide more than enough D󰀴. Lion’s
T󰁨󰁥 L󰁩󰁯󰁮’󰁳 S󰁨󰁡󰁲󰁥
produce to eed the citizens o Triboar. This surplus is The Share is the largest provision shop in
largely due to the magical assistance o a rain giant Triboar. It is owned and run by Alaestra Ulgar (NG e-
(see appendix B) who goes by the name o Zephyrus. male human commoner
commoner)) and Narth Tezrin (CG male
Unbeknownst to any o the townsolk, Zephyrus is human spy). Narth has a brazen, adventurous soul
but his heart is tied to Alaestra. He spends his days and queen o Citadel Felbarr. Ghelryn is entering
off exploring the local wilds or hidden treasure and his twilight years and lacks the stamina o his youth.
lost tombs. I he hears about the characters conduct- Because o this, he is less prolific in his smithing
ing any local adventures, then he begs to be included, although his cratsmanship remains undiminished.
hoping or a chance to perorm a brave deed that I a character is carrying Zespara
Zespara’s
’s perfect
perfect blade
blade,
might impress Alaestra. I the characters humor then Zespara asks them to let her spend a ull day
these ambitions, then he gladly shares his stash o talking with Ghelryn. Ater this lengthy conversation,
five potions of greater
greater healing
healing with them. Zespara tries to convince the character to spend any
D󰀵. T󰁨󰁥 T󰁲󰁩󰁢󰁯󰁡󰁲 T󰁲󰁡󰁶󰁥󰁬󰁥󰁲󰁳 remaining downtime apprenticing with Ghelryn.

Triboar Travelers provide personnel and protection D󰀹. A󰁰󰁯󰁴󰁨󰁥󰁣󰁡󰁲󰁹


to caravans traveling as ar north as Mirabar or as ar The apothecary is run by Blackfish Sprought (CG
south as Waterdeep. All o this is organized by Urlam male gnome druid
druid),), a dirt-covered gnome who loves
Stockspool (N male human spy), a dapperly dressed to spend most o his time in the garden. Assuming
businessman who is also a high-ranking member o that the characters can convince him that they are
the Zhentarim. I any o the characters belong to the not agents o Vecna, Blackfish is willing to cast any
Black Network, then Urlam promises to “take care druid spell o 4th level or lower or 25 gp per spell
o them.” This special treatment involves spreading level.
the word that the characters are under his protec-
Blackfish has long harbored suspicions that some-
tion. Citizens o Triboar will now treat the characters
thing sinister is going on in Gwaeron’s Slumber (area
with earul
earul deerence,
deerence, providing
providing them a 10 percent
percent
D10) and encourages the characters to investigate.
discount on any goods or service.
I the characters find and deeat the oni who haunts
D󰀶. N󰁯󰁲󰁴󰁨󰁳󰁨󰁩󰁥󰁬󰁤 H󰁯󰁵󰁳󰁥 the orest, then Blackfish offers them 250 gp worth o
The Northshield House is a clean, quiet inn run by ree spells as well as a periapt of wound closure
closure..
Urgala Meltimer (LG emale human veteran
veteran)) and D󰀱󰀰. G󰁷󰁡󰁥󰁲󰁯󰁮’󰁳 S󰁬󰁵󰁭󰁢󰁥󰁲
her wie Arsala (NG emale human magemage).). Both are
Gwaeron’s Slumber is a mystical orest west o the
retired adventurers. Urgala has a short use and
city that is trapped in a perpetual autumn. Reputed to
is quick to anger, whereas Arsala is prone to long
be the home o Gwaeron Windstrom, god o tracking,
contemplations. Arsala enjoys chatting with ellow
rangers and druids rom across the Realms make
spell-casters and, assuming these chats go well, she
pilgrimages to this orest in hopes o receiving his
is willing to allow them to copy spells rom her spell-
blessing. The alleged deaths o the gods have only
book. Arsala’s spellbook contains the spells listed
increased the allure o this locale. Occasionally a
in the mage entry o the Monster Manual
Manual. Arsala
visiting supplicant
supplicant disappears,
disappears, allegedl
allegedlyy enlisted by
charges 75 gp per spell level, although she supplies
Gwaeron to join his eternal hunt amidst the wilds o
the inks and components needed or the transcrip-
the Beastlands.
tion.

D󰀷. B󰁯󰁡󰁲’󰁳 R󰁥󰁳󰁴 The truth


dwells is less divine.
in a hillside An oni
cave near named Sukabenjā
the western edge o the
Waist-high weeds surround
Waist-high surround this abandoned stone orest. It dupes unsuspecting rangers by appearing
mansion. Boar’s Rest was once the home o an arro- beore them as Gwaeron Windstrom. Once their
gant wizard, Hyuth Kolstaag. Shortly
Sho rtly ater
ate r Vecna’
Vecna’s guard is down, the oni then kills and eats them. The
conquest, Hyuth challenged the authority o a passing oni is a wary hunter and will only approach char-
lich. The wizard and his gargoyle bodyguards were acters who appear to be alone. It is quick to flee i
promptly disintegrated. Over time, six ettercaps have conronted in the orest, but fights to the death i
settled into the mansion and now hide within its light- encountered in its cave.
less halls. Much o Hyuth’s wealth has been lost over
the years, but characters brave enough to explore the D󰁥󰁶󰁥󰁬󰁯󰁰󰁭󰁥󰁮󰁴󰁳
mansion can find six gems (worth 500 gp each), brac- I the characters spend more than a day in Triboar,
ers of defense,
defense, and a +1 wand of the war mage.
mage. then they are approached by Janele Karnveller. Janele
tells the characters that the mountain giants are

D󰀸. weapon
This F󰁯󰁥󰁨󰁡󰁭󰁭󰁥󰁲’󰁳 F󰁯󰁲󰁧󰁥
and armor shop is run by Ghelryn “bleeding themthat
She mentions dry”a with their giant
mountain demands
bandor tribute.
should be
Foehammer (LG male dwar veteran
veteran)) a renowned arriving “any day now” to take their bimonthly tribute
blacksmith who was bestowed the honorary title o and that she believes that the time has come or the
Royal Armorer many years ago by the ormer king 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 Glumglum has 1 level o exhaustion. The goblins
her personal guards (veterans
veterans)) to assist the charac- are placed into one o the wagons and the creatures
ters. begin their journey back to Grudd Haug.

The rest o the city, including the Lord Protector, Janele plans to attack the giants with or without
Daratha Shendrel, discourage the characters rom the characters’ aid. I the characters reuse to help
doing this, although they do not actively stand in their her, Janele waits until the creatures are drunk and
way.. Daratha
way Daratha indicates
indicates that the mountain giants
giants will then rallies enough support rom the townsolk to
doubtlessly retaliate and that the town does not have overpower and slay the goblinoids and ogre. The only
the resources to end off this inevitable retribution. way to deter Janele
Janele rom attacking
attacking the giants
giants is to
She pleads with the characters to persuade Janele to convince Daratha to double the compensation paid
stand her ground. Zephyrus echoes Daratha’s sen- or Janele’s lost horses. The town already pays Janele
timents, reusing to participate in any aggressions a sizable sum, so Daratha is reluctant to increase it.
against the mountain giants. Convincing Daratha to do so requires a successul
Two days later, the mountain giant (see appendix DC 20 Charisma (Persuasion) check.
B) Glumglum arrives with two ogres
ogres,, our bugbears
bugbears,, Regardless o how it happens, i the giants are
and ten goblins
goblins,, as well as two empty wagons. slain, then the city celebrates. I the characters
Glumglum demands “all the horsies,” as well as
“twenty-teen casks o ale.” I the characters do not helped, then later
two months they are celebrated
a small army oasogres,
heroes. However,
bugbears,
intervene, then the creatures camp out in the mar- and goblins led by twenty mountain giants returns
ket square or the day, drinking ale and demanding to the city, destroying more than quarter o it beore
ood. By the end o the day, the goblins pass out, the 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
The Temple o Elemental Unity is in the Dessarin has absorbed the energy o the portal. I a character
Hills, roughly 20 miles southeast o Triboar. The burrows another 30 eet into the earth, then they are
temple has been constructed entirely with elemen- transported to the Elemental Plane o Earth. Alterna-
tal magic. The cultists raised a hemisphere o raw, tively, i a character casts meld into
into stone and enters
jagged stone straight
straight rom the earth. They
They then the portal, then the yellow diamond also glows bright-
hardened the stone with flames beore sculpting and ly, absorbing the energy o the portal. I the character
remains melded within the stone o the portal or
shaping it into
and geysers the shape
o water. Theoresulting
a templetemple
with blasts o air
is a large, more than one minute, then they are transported to
savage-looking building obviously not built to satisy the Elemental Plane o Earth. The newly empowered,
any sense o civilized aesthetics. brightly glowing gemstone unctions as an elemental
gem (yellow
(yellow diamond)
diamond)..
Water-hewn steps lead into the western side o the
temple. The interior o the hemispherical building P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦 F󰁩󰁲󰁥
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 Whenever
Whene 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 north- the 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 a fusion elemental (appendix B). only 7 (2d6) damage. I a character continues another
The cultists are riendly to the characters, encourag- 90 eet into the portal, then they are transported to
ing them to give worship to the Elemental Eye. How- the 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 Craftsmanship. I the characters are carry-
Fiery Craftsmanship.
might join their action, see Domed Frgtten Realms: ing Zespara
Zespara’s’s perfect
perfect blade
blade when this gem is trans-
Sword Coast Gazetteer.
ormed into an elemental gem,gem, then Zespara urges
Three hours ater the characters arrive at the tem- them to take the gem to a blacksmith. Zespara hopes
ple, a patrol o our cult fanatics,
fanatics, two water elemen- to use the blacksmith to break the gem and use the
tals,, and a pack o five hell hounds arrives at the
tals summoned fire elemental to improve the cratsman-
temple. I they notice any dead bodies or sabotaged ship o the perect blade. I the characters complete
portals, they immediately attack the characters. this task, then Zespara
Zespara’s
’s perfect
perfect blade
blade gains the prop-
erties o a flame tongue.
tongue.
P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦shat
The ceiling’s A󰁩󰁲is 10 eet in diameter and filled P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦 W󰁡󰁴󰁥󰁲
with fierce,
fierce, howling
howling winds. It impossibly extends The water-filled well descends indefinitely. Although
hundreds o eet, despite the temple being only 50 the surace o the water is placid, the water itsel is
eet tall. The sheer walls o the shat, coupled with filled with grasping currents that seem to pull the
clutching gusts o air, makes climbing by normal characters ever deeper. Swimming upwards against
means impossible. I the blue sapphire is carried 90 these currents counts as difficult terrain. I the em-
eet into the shat, then the gemstone begins to glow erald is carried 900 eet into the well (the distance
brightly, signaling that it has absorbed the energy o that a character with a base walking speed o 30 eet
the portal. The winds diminish in their intensity. I a can swim in 3 minutes), then the gemstone glows
character continues another 90 eet into the shat, brightly, signaling that it has absorbed the energy o
then they are transported to the Elemental Plane o the portal. The currents subside, and characters can
Air.. The newly
Air newly empowered,
empowered, brightly
brightly glowing
glowing gem-
gem- now reely swim upwards. I a character continues
stone unctions as an elemental gem (blue sapphire).
sapphire). another 900 eet into the well, then they are trans-
P󰁯󰁲󰁴󰁡󰁬 󰁯󰁦 E󰁡󰁲󰁴󰁨 ported to the Elemental Plane o Water. The newly
empowered, brightly glowing gemstone unctions as
The dirt and stone within the earth portal extends an elemental gem (emerald).
(emerald).
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 To all appearances, Helm’s Hold now looks to be
miles southeast o Evernight. Within the monastery’s abandoned. The gates o the monastery have been
walls are
are dozens o abandoned
abandoned buildings,
buildings, as well
well as broken rom their hinges and now rest amidst the
a central district known as the Heartward. The most weed-choked
weed-c hoked cobblestone
cobblestone streets.
streets. Signs
Signs o animal
animal lie
dominant building in Helm’s Hold is the Cathedral o are in abundance, but other than empty building ater
Helm, a towering and inspiring edifice o pale gray empty building, no evidence o human lie is present.

stone that is visible


thy locations rom miles away. A ew notewor-
include: Helm’s
town. Hold appears to be little more than a ghost
F󰀲. F󰁬󰁡󰁭󰁥󰁳 󰁯󰁦 󰁴󰁨󰁥 I󰁮󰁦󰁥󰁲󰁮󰁡󰁬 Dexterity check using thieves’ tools. Within the bin
can be ound the jacinth shroudstone of the Ancients
When Vecna
Vecna’’s legions besieged
besieged Helm’
Helm’s Hold, one o
(see appendix D) and a strange adamantine sphere
the lich generals demolished the northeastern wall
(see the sidebar). In addition to the shroudstone and
with a gout
gout o apocalyptic
apocalyptic flame that temporarily
temporarily
sphere, the Redeemer carries a month’s worth o
opened a portal to the Nine Hells. Devils o all kinds
water and
and rations, and enough
enough spare parts
parts or three
three
streamed orth, rapidly overwhelming the monas-
repairs.
tery’s weary deenders.
This wall o roasting fire burns to this day, a sober-
ing 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 gem (appendix D). The wall
o flames only holds enough inernal energy to em-
power one gemstone.
F󰀳. C󰁡󰁴󰁨󰁥󰁤󰁲󰁡󰁬 󰁯󰁦 H󰁥󰁬󰁭
This great edifice o towering stone is one o the ew
ully intact buildings within Helm’s Deep. The cathe-
dral now serves as a garrison or the igneous knight
(see appendix B) Lord Tyranax, and the our wights
that currently serve as his protégés.
Most o the cathedral’s
cathedral’s treasures have been
plundered, although a watchful 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 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,
Other thansit
theominously in the center
ravens’ guttural othe
croaks, theonly
square.
sound to be heard is the creaking o rusty chains
Lord Tyranax
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 itsits 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 T󰁨󰁥 A󰁤󰁡󰁭󰁡󰁮󰁴󰁩󰁮󰁥 S󰁰󰁨󰁥󰁲󰁥
Redeemer see appendix E. The adamantine sphere is smooth and featureless. Any
character who makes a successful DC 15 Wisdom (Percep-
Anyone
Anyone who actively
actively searches the Redeemer
Redeemer and
and tion) check can hear liquid faintly sloshing around inside.
makes a successul DC 20 Intelligence (Investigation) Nothing short of a disintegrate spell can break the sphere
check finds a hidden cargo bin. The bin can be easily open. The sphere contains a magically preserved, trout-
opened when the vehicle is powered. Powering the sized goldfish called Sylgar, the wayward pet of Xanathar,
Xanathar,
vehicle
vehicle requires
requires a soul coin (see appendix E). Other- former beholder crime lord of Waterdeep. For more on
Xanathar,, see appendix B.
Xanathar
wise, opening
opening the bin
bin requires a successul
successul DC 20
F󰀵. T󰁨󰁥 O󰁬󰁤 D󰁩󰁲󰁴󰁹 D󰁷󰁡󰁲󰁦 process. I not silenced, there is a 20 percent chance
each round that 1d4 thugs join the ray.
There are three entrances to the Old Dirty Dwar,
one in the ront and two in the back. The interior is Maximus is currently at 20 hit points. His manacles
clean and smells aintly o aromatic incense. Tables can be opened by a character who makes a success-
and chairs that could seat close to a hundred patrons ul DC 10 Dexterity check using thieves’ tools. I
make the place seem even emptier than it truly is. reed during combat, Maximus aids the characters to
Three Bloods o Vecna (thugs
(thugs)) and a Tooth of Vecna the best o his ability. The key to the manacles is car-
(appendix A) are seated at a bar drinking ale (their ried by the Tooth o Vecna, as well as three cones o
positions are indicated by B and T on the map, re- incense (worth 20 gp each) used by the mage to mask

spectively).
scarred, A Finger
bleeding o Vecna
human (spy) isclothes
(spy
in tattered interrogating a
(F and M the unpleasant odor o the wight.
When combat has ended Maximus goes behind behind the
on the map, respectively). The injured human is Lord bar to retrieve his greatsword, heavy crossbow, a suit
Maximus (LG male human knight knight)) and he is mana- o devil bone armor (same statistics as plate armor),
cled to a large table. A wight (W on the map)stands and a sack that contains six soul coins and our flasks
guard near the ront entrance. o demon’s ichor (see appendix E or details). He then
These VVecnans
ecnans are part o a large orce that oc- urges the characters to board the Redeemer. Ater
cupied Helm’s Hold two days ago. They know that briefly instructing the characters on how to use any
Maximus has one o the shroudstones of the Ancients relevant action stations (see appendix E), Maximus
and are torturing him to learn its location. Thus ar, uses a soul coin and a flask o demon ichor to start
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󰁨󰁡󰁳󰁥 The creature is Gigantus, a zombie purple worm.
worm.
Use the purple worm stat block with the ollowing
It is one thousand eet rom the Old Dirty Dwar to
changes:
the main gate. The Redeemer normally has a speed
o 50 eet. However, since Maximus poured a flask J The zombie purple worm is undead.
o demon ichor into the vehicle’s urnace, its speed J It has immunity to poison damage and the poi-
increases to 80 eet. Maximus uses his bonus action soned condition.
each round to give the Redeemer the Dash action.
Consequently, the Redeemer moves 160 eet each J It has the Undead Fortitude trait. I damage
round, reaching the main gate in 6 rounds. reduces the zombie to 0 hit points, it must make
a Constitution saving throw withwith a DC o 5 + the
Round 1. While driving toward the main gate, Max- damage taken, unless the damage is radiant or
imus yells at the characters to keep their heads down
rom a critical hit. On a success, the zombie drops
and shoot anything that moves.
to 1 hit point instead.
Round 2. Two Fingers o Vecna (spies
(spies),
), each Gigantus fights to the death, directing its attacks
mounted atop a scuttling giant severed hand (see against the Redeemer. The purple worm must be
appendix B) and armed with a shatterskull (see ap- killed beore the Redeemer can pass through the
pendix D), emerge rom an abandoned building and main gate. Once the worm is slain, the Redeemer
chase the Redeemer. The hands use the Dash action plows through the beast’s corpse, bits o rotting
to keep pace with the characters, while the Fingers flesh spitting out through pipes on both sides o the
throw their skulls on round 3 and then attack with vehicle.
vehic le. I it appears th
that
at they are
are about to b
be
e over-
their hand crossbows on any remaining rounds. whelmed,
whelme d, Maximus
Maximus pulls the Redeemer
Redeemer into reverse
reverse
Round 3. Any character with a passive Perception and heads or area F2, dramatically crashing through
o 15 or higher notices ten spies hiding atop the roo the wall o flame beore escaping Helm’s Hold.
o a nearby building that the Redeemer will drive past B󰁥󰁹󰁯󰁮󰁤 H󰁥󰁬󰁭’󰁳 H󰁯󰁬󰁤
on round 4.
Once the Redeemer is saely a ew miles rom Helm’s
Round 4. Ten spies unleash a volley o crossbow
Hold, Maximus slows the vehicle down to introduce
bolts upon whichever characters appear to be most
himsel. He is a Hellrider, one o an elite order o
vulnerable
vulnerable and wounded.
wounded.
knights dedicated to protecting the Realms rom Zari-
Round 5. Three wights behind a hastily erected el’s inernal incursions (see Domed Frgtten Realms:
wall attempt
attempt to barricade
barricade the road. The Redeemer
Redeemer Sword Coast Gazetteer or additional details regard-
smashes through the wall easily, using its Crushing ing Zariel). Months ago, Maximus was tasked with
Wheels property upon the wights.
wights. Maximus yells or delivering the jacinth shroudstone of the Ancients to
any characters manning the Chomper or Wrecking a mysterious contact in Thornhold. Maximus only
Ball stations to also attack the wights. knows that the shroudstone was retrieved rom the
Round 6. At the end o round 6, read or paraphrase ninth layer o Hell, costing the lives o hundreds o
the ollowing: Hellriders in the process, and that destroying it will
hurt Vecna. Maximus knows that the contact lives
As you near the main gate,
g ate, the earth begins to rum- hidden beneath Thornhold, but does not know the
ble ominously. The ground undulates, spewing forth identity o the contact. He only knows that he is sup-
waves of broken cobblestone. Suddenly,
Suddenly, a massive posed to ask the contact to destroy the shroudstone,
sinkhole opens up between the Redeemer and the offering the adamantine sphere as payment.
main gate. Maximus curses loudly, jerking a lever while
slamming his foot into a pedal. There is the smell of Along the way to Thornhold, Maximus learned o
burning rubber as the Redeemer lurches, almost falling the recovery o the ruby shroudstone and bunkered
over,, as it skids to a sudden halt. Just then a rotting
over within Helm
Helm’’s Hold to await
await its delivery
delivery.. While wait-
wait-
leviathan heaves itself from the sinkhole, blocking the ing he was ambushed and captured by Vecnans.
gate. This massive worm-like creature has mottled
purple flesh the color of bruised skin, and its gaping Maximus is unwaveringly lawul good. He sees
tooth-lined maw looks large enough to swallow the the world in starkly opposed black and white. To
Redeemer whole. 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 ten jet gemstones (100 gp each), a black sapphire
between mountains to the east and coastal mudflats (5,000 gp), three gold-plated statues (2,000 gp each),
to the west. South o Leilon is the Mere o Dead Men, a large stained glass window (500 gp), a custom-crat-
a trackless swamp created almost a thousand years ed set o Cormyrian silverware (200 gp), a suit o
elven chain,
chain, a dagger of venom,
venom, boots of striding and
ago by the lich Iniarv. springing,, gloves of thievery, a sentinel shield, and a
springing
The town is currently under the control o the Cult
wand of fireballs.
fireballs.
o the Dragon. This particular cell serves the ancient
black dragon twins, Voaraghamanthar and Waervaer- Unless the characters enter Leilon by stealth, they
endor. Few know o the existence o both dragons as are conronted by two cult fanatics,
fanatics, ten cultists
cultists,, and
they pretend to be a single dragon, Voaraghamanthar. twenty kobolds
kobolds.. The cult leaders politely insist that
Both o the dragons are currently away, doing the bid- the characters pay a 50 gp tithe to the “draconic lords
ding o Tiamat, and have let their offspring, Weslum o Leilon.” A successul DC 15 Charisma (Intimida-
and Wulzour (young black
black dragons
dragons), to watch over tion or Persuasion) check reduces this ee to 25 gp.
Leilon. I Maximus is with the characters, then he loudly
announces that the Hellriders never accommodate
Over the last twenty years, Voaraghamanthar and
terrorist demands. He then insists that the characters
Waervaerend
W aervaerendoror have
have grown earul
earul o death, search-
search-
aid him in ridding Leilon o this “draconic plague.”
ing or ways to ensure their immortality. To these
ends they are searching the Mere o Dead Men or I negotiations
violent, then the seem
then as scramble
kobolds
kobolds i they
scra arethrough
mble abouthtothe
throug turn
city
city,
the Twinned Crown of Uthtower, which they believe
will boost their powers
powers by increasing
increasing their
their kindred
kindred yipping to one
one another in
in Draconic.
Draconic. Word
Word o possi-
connection. The dragon twins have also been experi- ble violence reaches Weslum and Wulzour within 5
menting with an abandoned yuan-ti cloning laborato- minutes. The dragons angrily arrive 2 minutes later,
ry, ound within a derelict manor in the Mere o Dead demanding compensation o no less than 500 gp or
Men. In act, their alleged offspring, Weslum and their troubles. I the characters reuse to pay, then
Wulzour
Wul zour,, are im
immature
mature clones
clones o the twins that they the dragons attack mercilessly, retreating to their
are preparing to serve as vessels or potential reincar- lair only i one o them is reduced to 45 or ewer hit
nation. points.
Fity Cult o the Dragon members (orty-five Alternatively
Alternatively,, i the characters pay their tithe and
cultists,, our cult fanatics,
cultists fanatics, and one mage
mage)) are maintain peaceul relations, they might beriend
housed throughout Leilon. They are served by one the Cult o the Dragon, although doing so makes
Maximus unhappy. For more details on the Cult o
hundred
and mud kobolds who are
flats. Weslum andscattered
Wulzour about
lair in the town
a murky the Dragon, including the benefits o action mem-
pond hal a mile west o Leilon. Their treasure, bership, see Domed Frgtten Realms: Sword Coast
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 mud-
dy or the Redeemer, so it must be entered on oot.
Maximus insists on bringing the shroudstone of the
󰁮 󰁴󰁨󰁥 󰁹󰁥󰁡󰁲󰁳 󰁳󰁩󰁮󰁣󰁥 V󰁥󰁣󰁮󰁡’󰁳 󰁣󰁯󰁮󰁱󰁵󰁥󰁳󰁴,
Ancients and adamantine sphere with him. He re-
Thornhold has traded hands multiple
minds the characters that his contact resides in a hid-
times beore alling into eventual disuse
den lair beneath Thornhold. Maximus does not know
and abandonment. The exiled Xana-
much 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 B󰁵󰁬󰁬󰁹󰁷󰁵󰁧 T󰁲󰁡󰁩󰁴󰁳
eating, you gain one
on e level of exhaustion. You
You also have Bullywugs have the following traits:
resistance to acid damage for the duration of this blessing. Amphibious. The bullywug can breathe air and water.
water.
Holy Ichor of Juiblex. This sticky, adhesive ichor corrodes
flesh. As an action, you can throw this flask up to 20 2 0 feet, Speak with Frogs and Toads. The bullywug can communi-
shattering it on impact. Make a ranged attack against a cate simple concepts to frogs and toads
to ads when it speaks in
creature or object, treating the flask as an improvised Bullywug.
weapon. On a hit, the target takes 1d4 acid damage at the Swamp Camouflage. The bullywug has advantage on Dex-
start of each of its turns. A creature can end this damage by terity (Stealth) checks made to hide in swampy terrain.
using its action to make a DC 10 Dexterity check; on a suc- Standing Leap. The bullywug’s
bullywug’s long jump is up to 20 feet
cess, it can scrape off the acid.
a cid. The ichor’s acidic properties and its high jump is up to 10 feet, with or without a run-
expire after five days. ning start.
H󰀲. F󰁲󰁯󰁧 S󰁴󰁡󰁢󰁬󰁥󰁳
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 Master’
Master’ss Guide).
Guide). Living
within the stables are
are twenty-five
twenty-five tra
trained
ined giant
giant rogs.
The Ruins f Thrnhld
Area H H󰀳. B󰁵󰁬󰁬󰁹󰁷󰁵󰁧 D󰁥󰁮󰁳
These dilapidated buildings, in the process o being
reclaimed by the wilderness, would no longer be con-
H󰀱. M󰁵󰁤󰁤󰁹 C󰁯󰁵󰁲󰁴󰁹󰁡󰁲󰁤 sidered inhabitable by any civilized standards. The
This courtyard is a messy quagmire o grass and mud sagging roos are riddled with holes; the floorboards
that counts as difficult terrain. Sacrificial pillars have have rotted away, and small, twisted marsh plants
been erected throughout the courtyard and decayed bloom within the buildings. The bullywugs enjoy
corpses o victims hang rom them. At any given resting within them, however, as they provide a small
time, ten bullywugs and five giant frogs are within amount o shelter rom the midday sun. At any given
the courtyard, either on patrol or worshipping at the time, five bullywugs squat within each building.
edge o a 30-oot pool o seething, putrid olive-colored
slime. Each bullywug carries a ceramic flask filled H󰀴. G󰁡󰁯󰁬󰁬󰁩󰁡 S󰁴󰁡󰁢󰁬󰁥󰁳
with the holy ichor
ichor of Juiblex
Juiblex. The interior o these chambers has long since rotted
away. Each is currently occupied by two gaollia (see
The pool
seeped o slime
up rom the is blood rom
Underdark.
Underdar k. It Juiblex that has
oozes across the appendix B). Near each gaollia is an empty eeding
courtyard at an imperceptibly slow speed, its tracks trough and a leather harness. Any character who
swallowed up by the ever-hungry muck. Any creature makes a successul DC 13 Intelligence (Nature)
that enters or begins their turn within the pool o check recalls that gaollia are used by the various
slime takes 27 (5d10) acid damage. Any character swamp races or the transport o treasure and pris-
who makes
makes a successul
successul DC 15 Intelligence
Intelligence (Arcana)
(Arcana) oners. The character also knows that rightening
check discerns the pool’s abyssal nature and its or harming a gaollia reflexively triggers an influx o
connection to Juiblex. Any character who makes a acid into the gaollia’s stomach, destroying any cargo
successul DC 13 Wisdom (Insight) check discerns a therein. I a gaollia is ed the bullywug brew rom
dark, palpable hunger emanating rom the pool. I a area H5D, then they vomit orth the contents o their
character throws or shoves a living creature into the stomachs. Similarly, any character who makes a suc-
pool o slime and the pool subsequently reduces that cessul DC 15 Wisdom (Animal Handling) check can
creature to 0 hit points, then the character receives coax a gaollia into vomiting.
the blessing of Juiblex. H4󰁡. W󰁥󰁳󰁴󰁥󰁲󰁮 G󰁯󰁡󰁬󰁬󰁩󰁡 S󰁴󰁡󰁢󰁬󰁥
I a bullywug detects a character it lets out a loud The first gaollia holds 1,000 sp, and seven fist-sized
croak o alarm, alerting its allies. All o the bullywugs orbs o polished petrified wood (worth 100 gp each)
and giant rogs rom the courtyard, as well as those within its stomach. The second
second gaollia holds a staff
rom the bullywug dens (area H3), rush to the char- of the python and a waterproo bladder that holds a
acters’ location. I the characters actively engage in packet o dust of dryness within its stomach.
battle, then the bullywugs use their Speak with Frogs H4󰁢. E󰁡󰁳󰁴󰁥󰁲󰁮 G󰁯󰁡󰁬󰁬󰁩󰁡 S󰁴󰁡󰁢󰁬󰁥
and Toads trait to rouse the giant rogs rom area 2, Any character
character who makes
makes a successul
successul DC 10 Wis-
inciting a giant rog stampede. The giant rog stam- dom (Perception) hears what sounds like muffled
pede occupies a 25-oot square and moves 60 eet a cries or help rom inside one o the gaollia. Emerson
round. The giant rog stampede can enter the square (NG male el commoner
commoner), ), a kidnapped villager rom
o another creature; i it does so, then that creature Leilon, is trapped within this gaollia. I reed, Em-
must make a successul DC 15 Dexterity saving erson complains that he has been a prisoner o the

throw
wugs andor take 14rogs
giant (4d6)automatically
bludgeoning
automatica damage.
lly succeed
succee Bully-
d on this bullywugs
time he wasortrapped
more than a month.
within one o For much
the jail o (area
cells this
saving throw, as does any character grappling one o H6B) but ater he discovered a secret door within his
them. Once the stampede has run past the charac- cell the bullywugs moved him into the gaollia. The
ters, it then disperses, the giant rogs fleeing to hide door was locked, so Emerson never discovered what
amidst the muck o the courtyard. lay beyond it.
H󰀵. T󰁨󰁯󰁲󰁮󰁨󰁯󰁬󰁤 K󰁥󰁥󰁰 (+5 to hit). His trident deals 7 (1d8 + 3) piercing
damage.
Like its surrounding environs, Thornhold Keep is
overgrown with muck and lichen. Its stone walls are In battle, the Grand Googleglumpglump rides Big
crumbling as they are pried apart by burrowing vines. Belly, a monstrous rog that has the same statistics as
Large globs o slime drip onto floors that are slick a giant frog with the ollowing changes:
with moss, and the interior
interior is insufferably
insufferably humid. J Big Belly is Large.
The ront doors to the keep are always open; all other
J It has 30 (4d10 + 8) hit points.
doors are closed but unlocked. A large hole in the
keep’s southern wall leads to area H5B rom the out- J It has a Strength o 16 (+3) and a Constitution o
side. The ollowing is a brie summary o its interior: 14 (+2).
H5󰁡. F󰁯󰁹󰁥󰁲 J Its Bite action has a +5 to hit and deals 6 (1d6 +3)
Three slime-touched bullywugs (see appendix B) piercing damage. I the target is grappled, then it
crouch in the corners o this room, standing guard. has escape DC 13.
H5󰁢. D󰁩󰁮󰁩󰁮󰁧 R󰁯󰁯󰁭 J Its Swallow action can be used against a Medium
A black pudding 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 the ollowing changes:
Two slime-touched bullywugs are in this room,
weaving
weaving tapestries
tapestries and baskets
baskets rom
rom muddy reeds.
reeds. J Pharblex has a swim speed o 40 eet.
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 traits (see the Bullywug Traits sidebar).
the room. Three barrels and twenty ceramic flasks J He has immunity to acid damage.
are filled with bullywug brew, a ermented mix o
abyssal slime, rotted flesh, and damp lichen. Any J He has immunity to the restrained condition, i the
character who smells the brew must make a success- condition is applied by an ooze.
ul DC 10 Constitution saving
saving throw or spend their J He can breathe ooze.
action vomiting. Any character who consumes the
J I he casts a spell that inflicts damage, then the
brew must make a successul DC 15 Constitution
spell inflicts acid damage instead o its usual
saving throw or become afflicted with the poisoned
damage.
condition until they next finish a short or long rest.
H5󰁥. B󰁡󰁲󰁲󰁡󰁣󰁫󰁳 In battle, Pharblex uses his immunity to acid damage
Five slime-touched bullywugs sleep within the to fight rom inside a gelatinous cube that ollows
room’s oot-deep mud. They can be spotted with a Pharblex’s commands. While inside the gelatinous
cube, Pharblex has three-quarters cover.
successul
H5󰁦. B󰁡󰁲 DC 15 Wisdom (Perception) check. The doors to areas H5H and H5I are hidden behind
This muddy, overgrown room once served as a bar. It a tangle o vines. The door to area H5H is poorly con-
is currently unoccupied, but in the corner o the room cealed and easily ound by anyone who searches the
is an intact keg o dwarven ale worth 100 gp. chamber. The door to area H5I can be detected by a
H5󰁧. G󰁲󰁥󰁡󰁴 H󰁡󰁬󰁬 character who makes a successul DC 10 Wisdom
This is the throne room o the Grand Googleglump- (Perception) check.
glump o the Thunderous Croaks and Unrivaled H5󰁨. W󰁥󰁳󰁴󰁥󰁲󰁮 S󰁴󰁡󰁩󰁲󰁣󰁡󰁳󰁥
Ribbits, the Breaker o Frogs and Slayer o Lizards. This stone chamber remains untouched by the
He has the same statistics as a veteran with the ol- swamp that has otherwise overtaken the keep. A
lowing changes: spiral staircase descends to area H6.
J The Grand Googleglumpglump has a swim speed
H5󰁩. E󰁡󰁳󰁴󰁥󰁲󰁮 S󰁴󰁡󰁩󰁲󰁣󰁡󰁳󰁥
The vine-covered door leading to area 5G is visible
o 40 eet.
rom this chamber. A spiral staircase leads to the
J He has the Amphibious, Speak with Frogs and upper levels o the keep. These levels have long since
Toads, Swamp Camouflage, and Standing Leap been looted and are avoided by the bullywugs, who
traits (see the Bullywug Traits sidebar). preer living on the keep’s ground level. As such, they
J Instead o a longsword, shortsword, and heavy remain unmapped.
crossbow, he wields a trident of fish command

Xanathar s Lir o necrotic energy at them. The ray has a +8 attack


bonus to hit. Any character who is hit by the ray must
Area H (COntinued) make a DC 16 Constitution saving throw, taking 36
Xanathar hides beneath
beneath the vine-strewn
vine-strewn ruins o (8d8) necrotic damage on a ailed save, or hal as
Thornhold. Since its exile rom Waterdeep, its para- much damage on a successul one. The locks can be
noia has become so inflamed that it can longer effec- picked by a character who makes a successul DC 20
tively unction. Unable to trust any sentient creature, Dexterity check using thieves’ tools. The doors can
Xanathar lives in complete isolation. Once
Once there was also be orced open with a successul DC 20 Strength
no secret, no matter how small, that escaped its no- check.

tice.
hide Now, the beholder
rom imaginary is so wrapped
opponents that it up in trying
remains to
obliv- inIthe
thefloor
word, “Vecna”
unlocks is opens,
and spokenrevealing
aloud, then the door
a staircase
ious to the world around it. Xanathar currently hides that leads to area H8. I the words “Xanathar” or
in the heart o a trap-filled catacomb that it never “beholder” are spoken aloud, then the eastern door
leaves. Because its greatest ear is being discovered unlocks and opens. Ater the eastern door opens, a
by Vecna, the traps o its lair are specially designed to disembodied mouth filled with brutally sharp teeth
deal with undead intruders. shrilly announces, “The Master awaits you in the
next room, but please do not disturb his meditations,”
H󰀶. B󰁡󰁳󰁥󰁭󰁥󰁮󰁴 beore ading into nothingness.
These plain chambers o finished stone are coated in
a thin layer o slime. The ochre slime is revolting but H󰀸. A󰁮󰁴󰁩󰁲’󰁳
A󰁮󰁴󰁩 󰁲’󰁳 T󰁯󰁭󰁢
T󰁯󰁭󰁢
harmless. This small tomb is empty except or a plain stone
H6󰁡. D󰁵󰁮󰁧󰁥󰁯󰁮 sarcophagus that rests upon the floor. Written atop
The area contains six empty, unlocked jail cells. The the lid o the sarcophagus is the ollowing:
keys to the cells are discarded on the floor o the
room. A secret door hidden in one o the cells can be
HEREIN LIES ANTIR,
discovered by any character who searches or it. The
secret door is locked, but can be opened by one o the THE GREAT DEATH,
discarded keys, or orced open with a successul DC FATHER OF THE SEVEN ABORTIONS,
15 Strength (Athletics) check. Alternatively, the lock AND LOYAL SERVANT
can be picked by a character who makes a successul
DC 15 Dexterity check using thieves’ tools. TO THE MAIMED LORD VECNA
H6󰁢. W󰁯󰁲󰁫󰁳󰁨
W󰁯󰁲󰁫󰁳󰁨󰁯󰁰
󰁯󰁰
A character who makes a successul DC 15 In-
This area was used by Pharblex to crat ceramic
telligence (History) check remembers that Antir
vials. Within
Within is a set o potter’
potter’s tools, two
two casks o
was a powerul lich who
who served Vecna
Vecna during
during his
bullywug brew, and three ceramic flasks filled with
conquest o the Sword Coast. However, the character
the holy ichor
ichor of Juiblex
Juiblex.
also knows that Antir has no notable connection to
H󰀷. T󰁲󰁩󰁡󰁬 󰁯󰁦 󰁴󰁨󰁥 Z󰁥󰁡󰁬󰁯󰁴 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󰁨󰁡󰁭󰁢󰁥󰁲 must make a DC 15 Charisma saving throw, taking
21 (6d6) radiant damage on a ailed save, or hal as
This large, spacious cavern is filled with patches
much damage on a successul one.
o mushrooms, some o which grow as high as a
human is tall. Twenty eet rom the room’s entrance The mushrooms in this cavern
cavern are edible ungi
is a luminescent circle o lichen. A spherical creature known as trillimac. A small pool in the northeast cor-
with numerous
numerous stalks protruding
protruding rom it floats within
within ner o the room contains resh, drinkable water. Near
the circle. The creature looks to be acing the floor, as the pool, a 10-oot diameter shat pierces the ceiling.
i sleeping or in meditation. The spherical creature is The shat winds upwards or 80 eet beore ending in
likely to be mistaken or a beholder, but a successul a stone wall that is 5 eet beneath area H17. Halway

DC 15 Intelligence (Nature) check reveals that it is up the shat by


be detected is aa cobweb o who
character gossamer
makesstrings that can
a successul
a gas spore.
spore. This gas spore has been modified by
Xanathar so that its Death Burst
Burst has a radius
radius o 40 DC 15 Wisdom (Perception) check. I a character
eet. Any creature within range o the death burst enters their space, the strings break, dropping a large
character must then make a DC 15 Dexterity saving
T󰁲󰁩󰁬󰁬󰁩󰁭󰁡󰁣 throw, taking 14 (4d6) bludgeoning damage on a
A trillimac is a mushroom that grows to a height of four to ailed save, or hal as much on a successul one. The
five feet, and has a broad gray-green cap and a light gray petrified humanoids shatter upon hitting the floor.
stalk. The cap’s leathery surface can be cut and
an d cleaned for
use in making maps, hats, and scrolls (its surface takes The pressure plates can be detected by making
dyes and inks well). The stalk makes a palatable food akin a successul DC 20 Wisdom (Perception) check. A
to bread if it is cleaned, soaked in water for an hour, then character who makes a successul DC 20 Dexterity
dried. Each trillimac stalk provides 1d6 + 4 pounds
po unds of food. check using thieves’ tools can disable it, but a roll o 5
or lower triggers the trap.

boulder suspended
suspended at the top o the shat. As soon as A successul
successul DC 20 Wisdom
Wisdom (Perception)
(Perception) check
check
reveals the secret door in the northern wall. It opens
this happens the character hears a rumbling sound
i pushed with sufficient orce, leading to area H15.
rom above. I the character immediately retreats
rom the shat, then they successully escape the all- H󰀱󰀲. P󰁩󰁴󰁳
ing boulder; otherwise, it crashes into the character. Two pits are in this hallway, each o which is marked
Any character
character hit by the boulder must
must make a DC 15 with an X on the map.
map. The westernmost
westernmost pit
pit is a sim-
Dexterity saving throw, taking 21 (6d6) bludgeoning ple pit trap, covered by a large cloth and camouflaged
damage on a ailed save, or hal as much on a suc- with dirt
dirt and debris.
debris. The pit is 30 eet
eet deep, 5 eet
cessul one. across, and spans the width o the hallway. It can be
No doors connect this room to area H19 and the spotted by a character who makes a successul DC
wall separating
separating these
these rooms can
can only be breached
breached by 10 Wisdom (Perception) check. Anyone stepping on
disintegration or similar magic. A successul DC 18 the cloth alls through and pulls the cloth down into
Wisdom (Perception)
(Perception) check
check determines
determines that
that the wall
wall the pit, taking 10 (3d6) bludgeoning damage.
is not part o the natural cavern. The easternmost pit is adjacent to the other pit. It
The ollowing words, written in Common, are is covered by a hidden trapdoor that requires a DC
etched into the stone floor near the tunnel to the 20 Wisdom (Perception) check to spot. This pit is 40
southeast: 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
IF YOU ARE A VAMPIRE, pit, taking 14 (4d6) bludgeoning damage. The trap-
THEN YOU ARE NOT door closes ater a character alls through it. Once de-
tected, an iron spike or similar object can be wedged
INVITED ANY FURTHER
between the trapdoor and surrounding floor in such a
way to prevent
prevent it rom opening.
opening. The trapdoor
trapdoor can also
also
H󰀱󰀰. T󰁲󰁡󰁰󰁰󰁥󰁤 H󰁡󰁬󰁬󰁷󰁡
H󰁡󰁬󰁬󰁷󰁡󰁹󰁹 be magically held shut using the arcane lock
lock spell or
Halway down this hallway is a tripwire. A character similar magic.
in the lead who is searching or traps spots the trip- H󰀱󰀳. V󰁡󰁭󰁰󰁩󰁲󰁥 K󰁩󰁬󰁬 C󰁨󰁡󰁭󰁢󰁥󰁲
wire with
with a successul
successul DC 12 Wisdom (Perception)
(Perception)
The walls o this room are filled with carvings o
check. Once spotted, it can easily be avoided or dis-
hundreds upon hundreds o eyes. Five seconds ater
armed. I the wire is tripped, then a volley o twelve
the first character enters the room, stone walls slam
stakes shoots rom hidden holes in the northern wall.
down rom the ceiling at the places denoted by dotted
The volley has a +8 attack bonus and deals 16 (3d10)
lines on the map. Running water begins to gush rom
piercing damage on a hit. I investigated, the wooden
hundreds o the eyes. Bright illumination, equivalent
stakes smell strongly o garlic.
to sunlight, shines rom the remaining eyes.
H󰀱󰀱. C󰁨󰁡󰁭󰁢󰁥󰁲 󰁯󰁦 F󰁡󰁬󰁬󰁩󰁮󰁧 S󰁴󰁡󰁴󰁵󰁥󰁳 The stone walls
walls have AC 15 and 150 hit points.
There is a pressure plate at each place marked with Reducing a wall to 0 hit points destroys it, allowing
an X on the map. Xanathar has disintegrated a hole exit rom the room. The water level rises 3 inches per
in the ceiling above each plate. A petrified humanoid round or a total o 10 rounds. At this point the eyes
(two humans, an el, and a dwar) is suspended with- stop gushing water and the hundreds o glowing eyes
in each hole and hidden behind an illusion. I a char- turn dark. The water level drains rom the chamber
acter steps on the pressure plate, then the petrified over the course o 3 rounds, ater which the stone
humanoid is released, alling onto the character. The walls rise
rise back into place,
place, allowing
allowing exit rom
rom the
chamber.
H󰀱󰀴. L󰁩󰁣󰁨 K󰁩󰁬󰁬 C󰁨󰁡󰁭󰁢󰁥󰁲 F󰁵󰁮󰁧󰁡󰁬󰁬 F󰁯󰁯󰁬’󰁳
H󰀱󰀵. F󰁵󰁮󰁧󰁡 F󰁯󰁯󰁬’󰁳 G󰁯󰁬󰁤
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
The carpet is non-magical but is enchanted with copper coins, coated in yellow mold (see chapter 5
Nystul’ss magic aura
Nystul’ aura so that it radiates transmutation in the Dungeon Master’
Master’ss Guide).
Guide). The pile is large
magic. The desk is covered in yellowed papers that enough that it is impossible to cross the room with-
look to be at least five years old. The papers are out disturbing the coins. I disturbed, the yellow mold
old cargo maniests mixed with detailed maps o ejects a cloud o spores that fills a 10-oot cube. Any
Waterdeep
W aterdeep’’s sewers.
sewers. Other than dust and
and mold, there creature in the area must succeed on a DC 15 Consti-
is nothing o note within the bed. The suit o armor tution saving throw or take 11 (2d10) poison damage
is a helmed horror that attacks i disturbed. The and become poisoned or 1 minute. While poisoned
helmed horror is immune to the disintegrate
disintegrate,, finger in this way, the creature takes 5 (1d10) poison dam-
of death,
death, and power word kill spells. age at the start o each o its turns. The creature can
repeat the saving throw at the end o its turns, ending
I a character walks around the rug, rug, then they step
the effect on itsel on a successul save.
upon a hidden pressure plate, which can be detected
only by making a successul DC 20 Wisdom (Per- Sunlight, or any amount o fire damage, instantly
ception) check. It can be disabled by a character who destroys the yellow mold. I a character with the
makes a successul DC 20 Dexterity check using blessing of Juiblex destroys the mold, then they gain
thieves’ tools, but i the roll is 5 or lower, the trap is permanent resistance to acid damage.
triggered. When the plate is stepped on or triggered, The secret doors leading to areas H11 and H14 are
the stone wall leading into area H12 slams shut. The obvious rom this room.
entire room, rom the door leading to area H15 to the
stone wall, is affected as per the silence spell. The
H󰀱󰀶. L󰁡󰁩󰁲 󰁯󰁦 X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 󰁴󰁨󰁥 L󰁥󰁳󰁳󰁥󰁲
helmed horror then moves to attack, ocusing its at- This chamber is a mess o torn carpets and wooden
tacks on any obvious spell-casters. Ater 10 minutes, debris. A spherical creature with a great bulging
the silence effect dissipates, and the stone wall rises eye, a wide, toothy maw, and our waving eyestalks
back into place. floats in the center o the room. This creature is a
spectator who greets any characters that it can see,
The secret door leading to area H14 can be locat-
introducing itsel, with a stifled giggle, as Xanathar. A
ed with a successul DC 20 Wisdom (Perception)
successul DC 15 Intelligence (Arcana) check reveals
check. The door leading to area H15 is made o
the true nature o the spectator. Despite any evidence
sturdy wood and is locked. The lock can be picked
to the contrary, the spectator repeatedly insists that it
by making a successul DC 20 Dexterity check made
is Xanathar, although it giggles any time that it makes
using thieves’ tools, but i a character ails this check,
this claim. It says that it must “give great thought”
then
finger.a The
needle shoots rom
character takesthe lock, pricking
1 piercing damage,their
11 to any questions posed to it, asking the characters
to return in one month or an appropriate answer. I
(2d10) poison damage, and must succeed on a DC 15
shown the adamantine sphere, it eigns excitement
Constitution saving throw or be poisoned or 1 hour.
and asks or the characters to leave it behind. A suc-
A character
character who examines
examines the lock
lock beore attempting
attempting
cessul DC 10 Intelligence (Insight) check is sufficient
to pick it can deduce the trap’s presence on a suc-
to determine that the spectator is bluffing and knows
cessul DC 15 Intelligence (Investigation) check; a
nothing about the sphere. The spectator will deend
subsequent successul DC 10 Dexterity check using
itsel i attacked but is otherwise riendly.
thieves’ tools disarms the trap, removing the needle
rom the lock. The staircase to the west leads to area H17 and is
hidden behind an illusory wall where the dotted line
The door can be orced open by making a success-
is. The illusion can be detected with a successul DC
ul DC 15 Strength check. However, our pikes are
15 Intelligence (Investigation) check. The spectator
wedged
wedge d against the back
back o the door so that the char-
char-
attacks any character who tries to enter the staircase.
acter orcing the door open takes 22 (4d10) piercing
damage in the process. 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󰀱󰀷. A successul
successul DC 12 Intellige
Intelligence
nce (Nature)
(Nature) check
check
reveals that the violet particles are Underdark spores.
This regal chamber would appear more at home in a
Xanatharr has inused
Xanatha inused the spores
spores with faerzress (see
royal castle than a cave. Its floor is covered in deli-
chapter 2) to prevent scrying and teleportation.
cate tiles that crack underoot. Because o the floor’s
ragile nature, it is considered difficult terrain. The Long ago, the fish tank housed Xanathar’s pet fish,
northern wall is lined with multiple bookcases and a Sylgar. It is currently empty.
large table dominates the center o the room. Lumi- The crystal bowl is a device called a dream nullifier.
nous violet particles float throughout the chamber. This bowl-shaped bed magically awakens Xanathar
A 15-oot long
long fish tank,
tank, filled with
with murky
murky water,
water, a anytime it begins to dream about other beholders.
small coral ree, and a tiny shipwreck, rests against Studying the bed and making a successul DC 15
the eastern wall. Floating next to the gargantuan fish Wisdom (Perception)
(Perception) check
check reveals
reveals a small rune
tank is a shallow, 6-oot-diameter bowl made rom etched into its bottom. A character who makes a suc-
crystal lattice that glows with multicolored light. cessul DC 15 Intelligence (Arcana) check will realize
Hundreds o rare books are arranged upon the that this rune has corrupted the nullifier’s original
shelves, with values ranging rom 10 to 100 gp. A enchantments; instead o calming the sleep o its
10-oot diameter passage is hidden behind one o inhabitant, the bed now induces nightmares intend-
the bookshelves. This winding passage descends or ed to heighten Xanathar’s paranoia. This rune was
more than three hundred eet beore exiting into the secretly placed upon the nullifier years ago by traitors
Underdark. within Xanathar’
Xanathar’ss organization.
organization.
The table is covered with detailed maps o Water- The shats leading to areas H9 and H19 are
deep. It also has a ledger that contains incriminating blocked by 5 eet o stone.
inormation on more than one hundred Waterdhavian
nobles.

The paranoid Xanathar


guarding Sylgar
H󰀱󰀸. X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 E󰁸󰁴󰁲󰁡󰁯󰁲󰁤󰁩󰁮󰁡󰁲󰁹 V󰁡󰁵󰁬󰁴 thieves’ tools. Xanathar locks and unlocks the chests
using telekinesis
telekinesis.. The five treasure chests contain:
The walls and ceiling o this vault are covered in
panels o colored lead, patterned with marble-like J Chest 1. An assortment o exotic spices in airtight
striations. The room itsel is filled with the remaining containerss worth 1,000 gp.
container
wealth o the exiled
exiled eye
eye tyrant. Five
Five large
large chests
chests line J Chest 2. Dozens o stuffed Xanathar dolls and
the western wall. Next to them is a mixed pile o gold onyx trophies carved to look like a smiling be-
and platinum coins, and sparkling gemstones. In an- holder being caressed by hands.
other corner o the room is a large stone cart. Finally,
along the northern wall are three lielike stone stat- J Chest 3. Books, scrolls, and memos containing all

ues (o a dwar, a drow, and a kuo-toa), and an ornate, o the relevant
invasion o the news up toRealms.
Forgotten and including Vecna’s
but empty, fishbowl.
The characters find Xanathar (see appendix B) in J Chest 4. A pile o broken rubble and eight jars o
this room, too distracted by paranoid visions o the depetrification
depetrification salve (appendix B).
uture to notice the characters intruding upon its J Chest 5. 3,000 gp, an aquamarine (worth 1,000
present-day doorstep. I the characters reveal them- gp), a tentacle rod, a ring of free
free action,
action, and a
selves, then Xanathar demands to know why they are ring of three
three of wishes
wishes with one wish remaining.
in its sanctum. Xanathar can manage only a minute The aquamarine is magically connected to the
or two o conversation beore its extreme paranoia aquamarine rom area H8. Four times per day, a
takes over. It then concludes that the characters are creature can use an action to cast scrying upon
trying to distract it and attacks them. any creature that is carrying the aquamarine rom
Reunion. Presenting the adamantine sphere to area H8. I circumstances allow it, Xanathar uses
Xanathar deuses any
any hostility
hostility or paranoia.
paranoia. Xana-
Xana- this aquamarine to obsessively spy on the charac-
thar immediately uses its telekinetic ray to move ters.
the sphere over to the fishbowl. It then uses its T󰁨󰁥 S󰁴󰁯󰁮󰁥 G󰁡󰁬󰁬󰁥󰁲󰁹
disintegration ray to poke a hole in the sphere beore The statues are petrified humanoids.
gingerly pouring a startled goldfish rom the sphere
Ott Steeltoes. The first statue is Ott Steeltoes (CE
into the fishbowl. Perceptive characters note what
male dwar cultist
cultist).
). Ott used to tend to Sylgar. In
might be a single tear welling up in Xanathar’s main
his spare time, he worshipped Zuggtmoy, the demon
eye.
queen o ungi, and cultivated mushrooms, spores,
ADVAN
ANCE
CE THE CHARACTERS TO 8TH LEVEL FOR SUCCESSFULLY
and molds. He wears a skullcap to which ake behold-
REUNITING XANATHAR WITH HIS BELOVED PET.
er eyestalks have been stitched.
An Unlikely
Unlikely Ally.
Ally. With Sylgar returned, Xanathar’s Xibrindas. The second statue is Nar’l Xibrin-
Nar’l Xibrindas.
paranoia subsides, allowing it to unction, yet again, das (drow
(drow mage).
mage). Nar’l was an advisor to Xanathar
as an eye tyrant. It cautiously thanks the characters but also, unbeknownst to Xanathar, secretly worked
and then spends the next three hours interrogating as a double agent or Bregan D’aerthe.
them, in excruciating detail, about their journey. Sloopidoop. The third statue is Sloopidoop (kuo-( kuo-
Xanathar vows revenge
revenge upon
upon Vecna.
Vecna. It also vows to
toa archpriest).
archpriest). Sloopidoop was a member o the
reclaim Waterdeep, asking the characters i they will
Society o Brilliance, a sect o highly intelligent mon-
agree to serve as its highest-ranking henchmen. I
sters that have banded together to solve all o the Un-
the characters agree, then Xanathar gives them hal
derdark’s problems. Sloopidoop has an alignment o
o its treasure pile and a tentacle rod. Xanathar also
neutral, an Intelligence o 18, and is fluent in Abyssal,
encourages the characters to take the wand and gem-
Common, Deep Speech, Draconic, Dwarvish, Elvish,
stone rom area H8 as payment or their services. I
and Undercommon.
Maximus is with the party, then the knight attempts
to reuse such payment on their behal, treating H󰀱󰀹. E󰁳󰁣󰁡󰁰󰁥 R󰁯󰁯󰁭
Xanathar with thinly
thinly veiled hostility.
hostility. The air is extremely stale in this rocky, barren cham-
Loot. The pile o treasure consists o 1,000 gp, ber. This artificial cave exists as a way or allowing
100 pp, and a hundred gemstones worth 100 gp Xanathar to either flee
flee its lair
lair or flank those
those in the
each. Each
They can beobroken
the fiveopen
treasure chests is locked.
by a character who makes midst o infiltrating it. A winding 10-oot diameter
shat ends abruptly in a 5-oot thick wall. Beyond this
a successul DC 25 Strength (Athletics) check; wall lies
lies area H17.
H17. Similarly
Similarly,, a short
short tunnel to
to the
alternatively, their locks can be picked by making southeast ends in another 5-oot thick wall. Beyond
a successul DC 25 Dexterity check made using
a successul DC 25 Dexterity check made using this wall lies area H9.

CHAPTER 8
X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 G󰁵󰁩󰁤󰁥 󰁴󰁯 S󰁡󰁶󰁩󰁮󰁧 󰁴󰁨󰁥 W󰁯󰁲󰁬󰁤
A󰁦󰁴󰁥󰁲 󰁡󰁬󰁬󰁹󰁩󰁮󰁧 󰁷󰁩󰁴󰁨 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳, X󰁡󰁮󰁡󰁴󰁨󰁡󰁲 󰁲󰁥-󰁥󰁳󰁴󰁡󰁢󰁬󰁩󰁳󰁨󰁥󰁳
󰁩󰁴󰁳 󰁳󰁰󰁹 󰁮󰁥󰁴󰁷󰁯󰁲󰁫 󰁩󰁮 󰁨󰁯󰁰󰁥󰁳 󰁯󰁦 󰁤󰁥󰁴󰁥󰁲󰁭󰁩󰁮󰁩󰁮󰁧 󰁨󰁯󰁷 󰁴󰁯 󰁤󰁥󰁳󰁴󰁲󰁯󰁹 󰁴󰁨󰁥
T󰁨󰁥 P󰁬󰁡󰁮
󰁳󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥󰁳. 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󰁬󰁥󰁭󰁥󰁮- “Henchmen, come close. This Vecna thing’s gimmick
󰁴󰁡󰁬 P󰁬󰁡󰁮󰁥 󰁯󰁦 W󰁡󰁴󰁥󰁲 󰁴󰁯 󰁯󰁢󰁴󰁡󰁩󰁮 󰁡 R󰁵󰁬󰁩󰁮󰁧 S󰁣󰁥󰁰󰁴󰁥󰁲. T󰁯 󰁴󰁨󰁥󰁮 󰁴󰁲󰁡󰁮󰁳- is that everyone has a secret that can bring about their
󰁰󰁯󰁲󰁴 󰁴󰁨󰁥󰁭󰁳󰁥󰁬󰁶󰁥󰁳 󰁴󰁯 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭, 󰁴󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁶󰁩󰁳󰁩󰁴 downfall, but that’s nothing new. Here in Faerûn, we
G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧, 󰁴󰁨󰁥 󰁣󰁡󰁰󰁩󰁴󰁡󰁬 󰁯󰁦 󰁴󰁨󰁥 󰁭󰁯󰁵󰁮󰁴󰁡󰁩󰁮 󰁧󰁩󰁡󰁮󰁴󰁳, 󰁡󰁮󰁤 󰁳󰁴󰁥󰁡󰁬 󰁡 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
themselves with Xanathar, it wastes no fortress called the Maelstrom, guarded by something
time getting to work. It retrieves a jar called the Krakolich. Even better, there is a special
throne in this fortress that should be able to destroy
o depetrificatio
depetrification
Ott and Nar’l. Xanathar ordersnOtt
salv
toeimmediately
and depetrifies the doohickeys. But we’re going to need some intel
before we go in. The Maelstrom used to be run by a
clean the fish tank and begin tending to Sylgar. Xana- storm giant cartel. We should start by trying to find
thar then orders Nar’l to begin the task o rebuilding a storm giant and figuring
fi guring out what to do next... Err,
their intelligence network. Finally, Xanathar spends rather, I mean you should start by trying to find a
the next three days poring over old documents and storm giant and figuring out what to do next. Now hop
to it, henchpeople!”
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 skel-
For 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 disintegra-
tion ray. J A deep gnome in clownish garb, who Xanathar
O󰁴󰁨󰁥󰁲 A󰁬󰁬󰁩󰁥󰁳 reers to as Flutteroot the Second, dances and
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 gourmand that Xanathar calls
working with a creature
creature such
such as Xanathar
Xanathar.. His sense
sense
Poppenfield runs the kitchen with his 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
just as likely
likely to mysteriously
mysteriously vanish in
in the middle
middle o J Xanathar has an increasing
increasing number o body-
the night as he is to give a ormal arewell, leaving the guards every time the characters return to its lair.
shroudstoness of the Ancients behind and trusting in
shroudstone First there is a tribe o thirty troglodytes
troglodytes.. Next,
the characters to see to their destruction. there is a pair o sullen driders
driders.. Finally, Xanathar
The players likely encountered Zephyrus while adopts a pet behir that it has named Lludd.
J
passing
not, thenthrough
XanatharTriboar (see chapter
encourages 6). I they
the players dida
to wait Xanathar
to as “Pit converts
conve
Two.”rts area H9
Anyone whointo anaarena
wins matchreerred
rein
erred
the
tenday until Nar’l gets back. When Nar’l returns, he arena receives a stuffed Xanathar doll with a
inorms the characters that a storm giant is rumored pocket in its mouth that holds a 100 gp gemstone,
to be living in Triboar.
riboar. Either
Eit her way, visiting Triboar 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 ta-
ble in the Player
Player’s
’s Handbook 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 valu-
ables in a pocket dimension and can’t be coerced Igor in his true form with
or orced into handing them over, even i it costs his imp familiar Yix

him his lie. See the table below or an overview


o Igor’s prices.
Item Rarity Consumable Cost Item Cost
Common 󰀵󰀰 g p 󰀱󰀰󰀰 gp B󰁲󰁥󰁡󰁫󰁩󰁮󰁧 G󰁯󰁯󰁤
Some characters might be uncomfortable working for a
Uncommon 󰀲󰀵󰀰 gp 󰀵󰀰󰀰 gp creature such as Xanathar. Doing so is not essential for
Rare 󰀲,󰀵󰀰󰀰 gp 󰀵,󰀰󰀰󰀰 gp 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
Very rare 󰀲󰀵,󰀰󰀰󰀰 gp 󰀵󰀰,󰀰󰀰󰀰 gp
Longsaddle could easily serve as such an advisor.
advisor.
Legendary 󰀱󰀰󰀰,󰀰󰀰󰀰 gp 󰀲󰀰󰀰,󰀰󰀰󰀰+ gp
His amiliar,
amiliar, a wide-eyed, mute imp named being constructs. It demands that the characters
Yix usually
usually sits on his
his shoulders,
shoulders, but will
will glad- provide a “convincing display o emotion” to prove
ly crawl onto a character i they begin petting that they are not automatons. This paranoia can
it. Igor also has two guards; Kraampesh and
Gratrix, who are both under a geas spell and be assuaged with
(Persuasion) a successul
check. DC 15 ail
I the characters Charisma
their
orced to protect Igor, while never revealing their check, then Xanathar insists on using its enerva-
predicament. Kraampesh (LN male dragonborn tion ray on one o them so that it can veriy that
blackguard,, see appendix B), who has accepted
blackguard they “wither
“wi ther properly.
properly.””
his ate, has a staunch demeanor, is clad in black
plate, and has red scales. Gratrix (LN emale J Upon their return, the characters discover that
halfling assassin
assassin),), who despises the situation she they are locked out o Xanathar’s lair. Xanathar
is in, is also dressed in black; she doesn't respond demands that they give “the password” beore
well to queries. it will allow them in. The correct answer to this
demand is that there is no password. In the event
X󰁡󰁮󰁡󰁴󰁨󰁡󰁲’󰁳 P󰁡󰁲󰁡󰁮󰁯󰁩󰁡 that the characters answer incorrectly, Xanathar
Although its paranoia
paranoia has been
been substantially
substantially quelled,
quelled, makes them wait or 24 hours beore letting them
Xanathar is still a beholder
beholder, and asas such, is still into the lair just to test that “it’s really them.”
extremely paranoid by most standards. Interactions
with it may
may, at times,
times, eel comical but
but they should
should also J Ition,
the characters ask Xanathar an esoteric ques-
then it depetrifies a terrified Sloopidoop.
be tinged with an air o menace. Xanathar is a power- Xanather demands that the kuo-toa
kuo-toa answ
answer
er the
ul creature who can disintegrate, enslave, paralyze, characters’ question, then immediately ater-
or petriy a character in the literal blink o an eye. wards repetrifies
repetrifies Sloopidoop.
Sloopidoop. A character
character who
Examples o challenging interactions might include: makes a successul DC 15 Charisma (Persua-
J When the characters
characters return to the beholder’
beholder’ss lair,
lair, sion) check can convince Xanathar to permanent-
Xanathar accuses them o beingbeing doppelganger
doppelganger ly unpetriy the kuo-toa. I given the opportunity,
servants o Vecna. Xanathar asks the characters Sloopidoop preers to return to the Underdark.
questions about the first time they met Xanathar. However, he can be convinced to accompany the
Ater this interrogation,
interrogation, Xanathar
Xanathar proclaims
proclaims characters i they make a successul DC 18 Cha-
that the characters answered its questions “too risma (Persuasion) check.
perectly.” This paranoia can be deused with a J Over the course o their interactions, Xanathar re-
successul DC 15 Charisma (Persuasion) check.
I the characters ail their check, then Xanathar peatedly
one o mymakes statements
sources…” such
It is later as, “According
revealed that this to
prepares to disintegrate them beore Ott quickly source is a kidnapped merchant that Xanathar
intercedes on their behal.
is holding hostage at an undisclosed location. A
J At some point in their interactions
interactions Xanathar squints successul DC 15 Charisma (Persuasion) check
at the characters suspiciously, accusing them o persuades Xanathar to release the merchant.

Tribar Revisited comes. A successul DC 15 Intelligence (Arcana)


check confirms Zephyrus’s inormation regarding
Area D Stronmaus’s Locker, although it also reveals that
At this point, the character
characterss are experienced
experienced over- the locker should not be accessible to just any storm
land travelers and can likely avoid or intimidate any giant, but only storm giant nobility. I conronted with
threats. As such, their journey to Triboar should be this inormation, Zephyrus seems briefly taken aback
uneventul. beore mumbling that he is a distant third cousin to
the ormer king.
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 ran-
sacked. Either way, Zephyrus remains in the arm-
lands, helping the townsolk o Triboar to the best o
Temple fRevisited
Elemental Unity
his abilities. Even i the characters’ actions led to the Area E
ransacking o the town, Zephyrus is receptive to their
When the characters
characters visit the
the Temple
Temple o Elemental
Elemental
approach, understanding that although their deeds
Unity they find it occupied by a cult leader (mage
( mage))
were short-sighte
short-sightedd they were likely
likely well-inten
well-intentioned.
tioned.
and two cult fanatics who are conducting a ser-
Zephyrus is surprised i the characters mention the vice or twenty commoners rom nearby Triboar.
Maelstrom. He is initially resistant to any plans to in- Although the cult leader
leader is unlikely
unlikely to connect
connect the
vade the abandoned
abandoned ortress butbut gradually
gradually warms to characters to any previous actions they may have
the idea as discussions develop. Zephyrus can supply committed within the Temple, she is initially reluc-
the characters with all o the storm giant inormation tant to help them. I, however, they are explicit that
provided in the Ordning section o appendix A. He their actions are intended to stymie Vecna, then she
mournully reiterates the act that no one knows the becomes more receptive. The Cult o the Elder Ele-
whereabouts
whereab outs o Princess
Princess Serissa
Serissa although,
although, with the
the mental Eye currently views Vecna as an enemy and
death o her ather, she is now the rightul ruler o the is eager to see his downall. I the characters make
storm giants. Zephyrus agrees that the Wyrmskull a successul DC 15 Charisma (Persuasion) check
Throne might be powerul enough to destroy the or promise to donate hal o any treasure recovered
shroudstoness of the Ancients,
shroudstone Ancients, but inorms the char- rom the Locker to the temple, the cult leader agrees
acters that the throne can only be used by someone to help. Additionally, the cult leader is willing to cast
wielding
wielding the Ruling Scepter
Scepter. water breathing upon the characters or 50 gp. I the
Zephyrus shares a rumor that Serissa secreted the characters are more secretive about their motives,
Ruling Scepter
Scepter in an extradimensional vault called then they will need to find other ways to convince her
Stronmaus’s Locker. He claims that this locker can to help.
be accessed by any living creature that is accompa- The cult leader waits until her congregants depart
nied by a storm giant, but because o its location in beore perorming the necessary ritual. She calls
the Elemental
to be Plane o Water,
difficult. Zephyrus gettingthe
also inorms there is going
charac- upon the blessing o Ol-hydra and the waters o the
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 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
Any character who makes a successul DC 15 the icicle. I the characters now dive into the portal,
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
Strnmaus s cker
I the characters previously visited the Temple o
Elemental Unityreturning
might consider (see areathere
E in chapter
to access6),Stronmaus’s
then they Stronmaus’s
within the Locker
the interior o is
anan isolated
immense
imme chamber
nse iceberg.
ice carved
berg. The
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- clear graperuit-sized crystal ball, and the Ruling
oot clam rests upon the floor o the chamber. Three Scepter (see the Wyrmskull Throne entry in appendix
hungry ice wyrms (appendix B) swim throughout the D). Zephyrus strongly discourages the characters
Locker. rom taking anything other than the scepter, insisting
The characters appear in the center o the chamber. that the treasure belongs to the storm giants. I the
The ice wyrms attack immediately, instinctively using characters ignore Zephyrus’s wishes, he continues to
their Icy Blast ability to split up the characters. They cooperate with them, but his good opinion o them is
fight to the death. greatly diminished.
As an action,
action, a character
character can pry open thethe massive
massive
clam with a successul DC 21 Strength (Athletics) U󰁮󰁤󰁥󰁲󰁷󰁡󰁴󰁥󰁲 C󰁯󰁭󰁢󰁡󰁴
check. Using a crowbar, a sword, or similar tool When making a melee weapon attack, a creature that
grants advantage on the check. Opening the clam doesn’t have a swimming speed (either natural or granted
triggers a glyph of warding spell that targets whoever by magic) has disadvantage on the attack roll unless the
weapon is a dagger, javelin, shortsword, spear, or trident.
opened the clam with a dispel magic spell. The clam
A ranged weapon automatically misses a target beyond
also contains a water weird,
weird, which attacks whoever the weapon’s normal range. Even against a target within
opens the clam, fighting to the death. Finally, the normal range, the attack roll has disadvantage unless the
interior o the clam contains 1,000 small pearls weapon is a crossbow, a net, or a weapon that is thrown
(worth 5 gp each), three graperuit-sized pink pearls like a javelin (including a spear, trident, or dart).
(500 gp each), one graperuit-sized black pearl (5,000 Creatures and objects that are fully immersed in water have
resistance to fire damage.
gp), one graperuit-sized
graperuit-sized violet pearl of power
power, one

Ice Wyrms are relentless


deep sea predators
In Search f the Cnch Grudd Haug
Area I
With the Ruling Scepter
Scepter secure, all that remains is to
Grudd Haug means “river mound” in Giant and aptly
gain access to a conch of teleportation.
teleportation. I the charac-
describes the mountain giants’ old steading. Howev-
ters do not think o it themselves, Zephyrus suggests
er, in recent years the giants were orced rom their
that they return to Xanathar and ask him to use his
home by the Cult o the Elder Elemental Eye and
spies to find the location o one o the conch shells.
resettled in the Sword Mountains. For intellectual
Zephyrus preers to wait in Triboar while they do so,
convenience, the mountain giants continue to reer to
although he beseeches the characters to retrieve him
beore activating the conch shell. their settlement as Grudd Haug, despite the geologi-
cal incongruence.
I asked, Xanathar offers to “contact its sources” to
determine the most easily accessible conch. Three T󰁨󰁥 V󰁩󰁬󰁬󰁡󰁧󰁥 󰁯󰁦 G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧
tendays later, Xanathar’s spies learn that a conch of The newly settled Grudd Haug is a large, sprawling
teleportation is still possessed by the mountain giant village built within
within a valley
valley o the
the Sword Mountains.
Mountains.
shaman o Grudd Haug, Grolan, who keeps a it on Everything about the village is giant-sized. The mas-
display in his mud and wattle palace. sive houses are built rom timber, wattle, and dried
Xanathar gits the characters a small token in the mud. Although relatively crude, their architecture,
shape o a stuffed Xanathar. A character can use an which is well
well beyond
beyond the capabilities
capabilities o the dim-wit-
dim-wit-
action to hold the token alot while shouting, “Xana- ted mountain giants, is the product o hobgoblin
thar save me!” to teleport to area H7 o Xanathar’s engineers. Multiple pens hold aurochs, horses, pigs,
Lair along with up to eight willing creatures that they rothé, and sheep. Near the back o the valley a mas-
can see within 60 eet. Xanathar tells the characters sive cave has been carved into the side o a mountain.
to use the token to escape the Maelstrom once their Within this
this cave
cave lairs the
the titanic Chief Guh (appendix
work is completed andand warns
warns them that they should
should B). Near the entrance o the cave is the palace o Gro-
not use it rivolously, as it can only be used once. lan, her loyal shaman.
I󰁮󰁨󰁡󰁢󰁩󰁴󰁡󰁮󰁴󰁳
S󰁴󰁲󰁡󰁴󰁥󰁧󰁩󰁥󰁳 A total o sixty mountain giants live throughout
Ater giting
giting them the
the token, Xanathar asks the Grudd Haug, although usually only fity are with-
characters to discuss their strategy or securing the in the village at any given time. The village is also
conch. A ew strategies that the characters might use populated by up to thirty bugbears
bugbears,, eighty goblins
goblins,,
while attempting
attempting to retrieve
retrieve the conch
conch include
include the twenty hobgoblins
hobgoblins,, and twenty-five ogres
ogres,, although
ollowing: many times this number live in nearby lairs scat-
Brute Force. Xanathar strongly advises
advises against
against a tered throughout the Sword Mountains. Grudd Haug
rontal assault, indicating that they would stand little serves as the unofficial capital or these goblinoid
chance against a small army o mountain giants. tribes, and consequently the village’s marketplace is
Diplomacy. Grolan is fiercely loyal to Chie Guh
Diplomacy. always bustling.
and reuses to part with the conch except by her R󰁩󰁳󰁫 󰁯󰁦 D󰁥󰁴󰁥󰁣󰁴󰁩󰁯󰁮
say-so. Guh cares little or the conch shell but sees It has been years since Grudd Haug has experienced
no reason not to eat any characters who attempt to any sort o credible physical threat. As such, no or-
barter or it. She will consider parting with her conch mal guards are present and the citizens are generally
in exchange or exotic oods. I the characters sug- preoccupied. Nonetheless, any non-goblinoid char-
gest this, then Xanathar grudgingly offers up his rare acter who does not take pains to conceal themselves
spice collection to “sweeten the offer.” stands out glaringly. The mountain giants attempt to
kill any obvious intruders, gleeully picking through
Subterfuge. The characters might consider sneak- their corpses aterwards. The giants and their gobli-
ing into Grudd Haug and stealing the conch shell. noid allies are loud combatants, attracting reinorce-
Xanathar avors
avors this ploy,
ploy, going so
so ar as to offer a ments every round.
scroll of glamour (appendix D) to help with the sub-
teruge. Xanathar suggests that the characters adopt Offering ood to the giants stays their hand, allow-

the appearance o mountain giants. I the party has ing


tersor a brie
make interaction.
a successul DCAt
15this point, i (Persuasion)
Charisma the charac-
more than our characters (or NPCs) then Xanathar
gleeully suggests that the excess characters adopt or DC 10 Charisma (Intimidation) check, then they
the appearance o sheep, although any variety o live- 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󰁩󰁳󰁧󰁵󰁩󰁳󰁥󰁤 ered orbidden in goblinoid culture. Because o


I the characters attempt any type o reasonable dis- this, any character who is not deerential to the
guise, they are likely to be successul. The mountain nilbog arouses suspicion.
giants are inattentive and unimaginative. That some-
one might sneak into their village is an idea beyond
I󰀱. B󰁥󰁡󰁳󰁴 P󰁥󰁮󰁳
their ken. The characters may give themselves away These pens hold aurochs, horses, pigs, rothé, and
through their language or actions, although even in sheep. The horses come rom Triboar and bear the
these cases, the giants accuse them o “acting unny” brand o the Happy Horse Ranch. The rothé were
rather than suspecting duplicity. I the giants think recently imported rom the mountains near Mirabar.
Pigs prolierate in abundance. At the DM’s discretion,
that
they any o the
orcibly characters
drag them to are
areaacting unny,
I4. Other then
goblinoids, some o the pigs might be other creatures under the
particularly the hobgoblins, are more likely to notice effect o Grolan’
Grolan’ss polymorph spell (see area I4).
subtler signs such as human-sized ootprints in the The aurochs are revered by the mountain giants or
mud by seemingly giant-sized characters. I this hap- their size and strength. Because o this, they are kept
pens, roll a d100. On a roll o 01–50, the goblinoids in their own pen, separated rom the “pigs and sheep
will attack
attack the character
characters;
s; on a roll
roll o 51–00, they
they will o the world.” However, this reverence only goes so
try to blackmail
blackmail them. ar. The aurochs are still consumed by the mountain
While disguised,
disguised, the characters
characters might come across
across giants, but only during ceremonial occasions.
the ollowing encounters: I󰀲. G󰁩󰁡󰁮󰁴’󰁳 L󰁡󰁩󰁲
J The characters stumble across three mountain The various mud and wattle structures scattered
giants in the middle o a rock-throwing contest. throughout the valley primarily serve as homes or
I the characters are pretending to be giants, the village’s residents. The buildings, as well as ev-
then they are invited to join the competition. erything within them, are giant-sized. Their interior
A character
character requires
requires a Strength
Strength score o 20 walls are
are stained with ood and
and the floors
floors are covered
covered
or higher to attempt throwing one o these in gnawed bones and spilled ood in various stages o
boulder-sized rocks. I such a character attempts decomposition. Every building has at least one table,
to throw a rock, then have them make a Strength although the giants typically do not use chairs when
(Athletics) check. I their result is a 10 or less, sitting at these tables.
then the character proves unable to throw
Tentacles and Teeth. There is a 50 percent chance
the rock, arousing suspicion. Alternatively, a
that a pet otyugh resides in any given building, living
character can avoid getting involved in the con-
off discarded scraps.
test i they make a successul DC 15 Charisma
(Persuasion) check. Loot. There is also a 20 percent chance that a
building contains 1d4 magic items. Roll on Magic
J The characters come across two mountain giants Item Table B in chapter 7 o the Dungeon Master’s
Master’s
and three ogres having a mid-meal east. The Guide to determine such items. A list o mundane
creatures insist
east consists othat the characters
partially join them.
cooked auroch meat The items that might also be ound within these lairs can
be located within the introduction o Storm King’s
King’s
and pig innards mixed with rothé dung. Eating a Thunder.
quantity o ood that would satisy a giant requires
a successul DC 15 Constitution saving throw. I a I󰀳. B󰁡󰁲󰁴󰁥󰁲󰁴󰁯󰁷󰁮
character ails the saving throw, then they regur- This section o Grudd Haug is dedicated to the
gitate the ood, arousing suspicion. Regardless o bartering o goods. Stalls, booths, and wagons car-
whether the
the character
character makes
makes their saving
saving throw,
throw, ry a bewildering display o goods, most o which is
they are inflicted with the poisoned condition or edible in nature (at least to a mountain giant). The
one hour. Alternatively, a character can excuse merchants who run Bartertown tend to be goblins or
themselves rom the east with a successul DC hobgoblins. Unless the characters are in some sort
15 Charisma (Persuasion) check. o disguise, they will not be able to conduct any sort
J A nilbog (see appendix B) that has been recent- o trade. The merchants o Bartertown are shrewd,
observant, and immoral. I the characters are not
ly plaguing Grudd
characters, Haug,them
tormenting attaches
or anitsel
hourtobeore
the careul, they might get discovered, potentially leading
growing bored and wandering off. Any charac- to blackmail or conrontation. Any characters posing
ter who makes a successul DC 15 Intelligence 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 I󰀴. S󰁨󰁡󰁭󰁡󰁮’󰁳 P󰁬󰁡󰁣󰁥


include:
This mud and wattle structure is three times the size
J A goblin
goblin selling
selling warm turnip
turnip pies. o the village’s other structures and visible rom much
J An ogre selling
selling delicious
delicious halfling
halfling kabobs.
kabobs. o the village. Grolan spends most o his time making
sure that the entrance is guarded by two mountain
J A goblin
goblin spice merchant
merchant selling
selling a variety
variety o spices, giants whenever he leaves. The interior o the palace
including ey-pepper
ey-p epper.. is devoid o urnishings and is filled with hal-de-
J A hobgoblin
hobgoblin weapon
weapon master who sells
sells newly
newly voured ood.
ood. Grolan preers solitude
solitude and does his
orged, high quality weapons and armor or hal best to chase away any disguised characters. I the
the cost listed in the PHB. The hobgoblin also characters are revealed as intruders, Grolan imme-
sells reshly picked, high quality tree trunk clubs diately attacks while calling or help. Due o the thick
and aerodynamically optimized boulders reerred walls, it takes three round
roundss o calling
calling or help
help beore
to as “fly highs.” his pleas are heard by 1d4 passing mountain giants
who join combat. Every
Every subsequent round there is a
J The Dread Lasher, a amed goblin hunter, special-
50 percent chance that another 1d4 mountain giants
izes in selling domesticated animals but is not
join the ray
ray..
above dabbling in the trade o sentient slaves. The
Dread Lasher is currently selling three veloci- Grolan uses the statistics o a mountain giant with
raptors, a trained giant rat, and a gnome (named the ollowing changes:
Kelbis Billowgrace). He also is selling a large J Grolan wears a headband of intellect
intellect which rests
crate shared by an awakened bunny, an awakened awkwardly upon his head.
hamster,, and an awakened monkey. The trio was
hamster
J Grolan can cast the true polymorph spell (save DC
captured a tenday ago by goblin hunters and
15) but can only transorm the target into a
have, thus ar, been able to hide their sentience. attened pig (boar
(boar).
). When cast in this manner, the
Having been separated rom their owners, they
spell doesn't require concentration and lasts until
have banded together to search or a mythical
dispelled. Once cast, Grolan can’t cast the spell
civilization o awakened animals rumored to exist
again until he finishes a short or long rest.
somewhere in the Sword Mountains.
The eastern wall o the palace is covered with
J An insect
insect slaver
slaver who is about to retire
retire and willing
willing mounted trophies signiying Chie Guh’s “Sacred
to sell his cudgel, Bugsmashe
Bugsmasherr (see appendix D). Conquests.” Such trophies include:
J A pair o mated bugbears
bugbears who spend most o
o their J A broken
broken wagon wheel rom
rom Guh’
Guh’s first throne.
throne.
day sleeping in an el-hide hammock. Their wares
include the non-magical severed head o a min- J A charred
charred stone ragment
ragment rom a boulder Guh
strel that allegedly sings sweet lullabies at night, used to kill a red dragon.
and the non-magical head o a commoner wear- J A +2 warhammer. This crudely orged warham-
ing a floppy wizard’s cap that can allegedly teach mer was crated by an orcish shaman and bears
magic to anyone who proves themselves worthy. the symbol o Gruumsh. Anytime it scores a hit
J A goblin
goblin huckster who calls
calls out to passing
passing giants, against a dwar, the hammer shouts, “Here’s a
“Tired o your avorite pet accidentally dying kiss or you, runt!” in Orc.
while being
being saely
saely carried
carried about in your sack
sack o J The conch shell of teleportation.
teleportation. However, the
stones? This is an all-too-common problem. But hook rom which the shell hangs is trapped.
no longer, thanks to our new revolutionary line Whenever
Whenev er the conch
conch is di
disturbed,
sturbed, a nearby shel
shel
o pet rocks!” The goblin sells a stupeying col- lined with porcelain urns alls rom the wall,
lection o painted pet rocks ranging in sizes rom clattering loudly to the ground. This alerts Gro-
pebbles to boulders. Sample pets include a cud- lan who angrily attacks the “thieves,” regardless
dly, boulder-sized dragon, an adorable, obsidian o whether they are disguised. The trap can be
owlbear, and a pouch ull o marble-sized kobolds. detected with a DC 12 Intelligence (Investigation)
check. The trap can be disarmed with a success-
ul DC 12 Dexterity check using thieves’ tools.
A󰁷󰁡󰁫󰁥󰁮󰁥󰁤 B󰁥󰁡󰁳󰁴󰁳
The awaken spell grants sentience to beasts or plants. An Alternatively
Alternati vely,, the conch
conch can be removed rom
rom its
awakened beast has an Intelligence score of 10 (+0) and hook without triggering the trap by a character
learns a language the caster knows. The awakened
aw akened beasts who makes
makes a successul
successul DC 12 Dexterity
Dexterity (Sleig
(Sleight
ht
presented in this chapter speak Common. o Hand) check.
Chief Guh enjoying
a “small” snack
I󰀵. C󰁨󰁩󰁥󰁦 G󰁵󰁨’ 󰁳 D󰁩󰁶󰁩󰁮󰁥 F󰁥󰁡󰁳󰁴󰁩󰁮󰁧
F󰁥󰁡󰁳󰁴󰁩󰁮󰁧 H󰁡󰁬󰁬
Hundreds o smaller caves, connected by miles o
twisting tunnels, honeycomb the interior o this mas-
sive cavern. The cavern itsel holds a long easting
table and sturdy benches that could easily accommo-
date up to orty giants. Smaller tables, sized or gobli-
C󰁯󰁮󰁣󰁬󰁵󰁤󰁩󰁮󰁧 G󰁲󰁵󰁤󰁤 H󰁡󰁵󰁧
noids, are scattered along the walls o the cave. In the While attempting
attempting to attune
attune to the shell,
shell, the
the charac-
charac-
back o the cavern is Chief Guh.
Guh. At any given time, ters will discover that it only attunes to giants. As
at least ten goblins and five mountain giants tend such, they will need the aid o Zephyrus (or some oth-
to their chie. Because o her immense bulk Chie er giant). Once they have secured such aid, they can
Guh finds it difficult to talk, communicating through activate the conch. Beore doing so, Zephyrus reiter-
brie grunts that are then aithully interpreted by her ates the storm giant inormation rom the Ordning
attendants. section o appendix A. He also inorms the characters
about the abilities o the Wyrmskull Throne (see
I the characters
characters present themselves to her as
appendix D).
giants or goblinoids, then Chie Guh ignores them.
I the characters are undisguised then they draw her ADVAN
ANCE
CE THE CHARACTERS TO 9TH LEVEL AFTER THEY HAVE
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 the conch
Activating conch teleports
teleports Zephyrus
Zephyrus and the
the
them. For details on negotiating with Chie Guh see characters to area J1 o the Maelstrom. For more
the negotiation section above. details regarding the Maelstrom, see chapter 9.

CHAPTER 9
L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨
T󰁨󰁥 󰁣󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 󰁭󰁵󰁳󰁴 󰁢󰁡󰁴󰁴󰁬󰁥 󰁴󰁨󰁲󰁯󰁵󰁧󰁨 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭 󰁴󰁯 󰁤󰁥󰁦󰁥󰁡󰁴 flop weakly amidst the bones o their kin. Water drips
󰁡󰁮 󰁵󰁮󰁤󰁥󰁡󰁤 󰁡󰁢󰁯󰁬󰁥󰁴󰁨 󰁫󰁮󰁯󰁷󰁮 󰁡󰁳 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨. A󰁦󰁴󰁥󰁲 󰁤󰁯󰁩󰁮󰁧 󰁳󰁯,
󰁴󰁨󰁥󰁹 󰁨󰁡󰁶󰁥 󰁡󰁮 󰁯󰁰󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹 󰁴󰁯 󰁴󰁵󰁲󰁮 󰁴󰁨󰁥 󰁴󰁡󰁢󰁬󰁥󰁳 󰁯󰁮 V󰁥󰁣󰁮󰁡 󰁢󰁹 󰁤󰁥- rom an algae-coated ceiling. Rotting, tumorous bar-
󰁳󰁴󰁲󰁯󰁹󰁩󰁮󰁧 󰁴󰁨󰁥 󰁡󰁲󰁣󰁨󰁬󰁩󰁣󰁨’󰁳 󰁵󰁮󰁨󰁯󰁬󰁹 󰁡󰁲󰁴󰁩󰁦󰁡󰁣󰁴󰁳. nacles that ooze bioluminescent pus line the walls.
A rubble-filled
rubble-filled staircase
staircase fills the northwest
northwest corner
corner
󰁥󰁥󰁰 󰁢󰁥󰁮󰁥󰁡󰁴󰁨 󰁴󰁨󰁥 T󰁲󰁡󰁣󰁫󰁬󰁥󰁳󰁳 S󰁥󰁡
lies the Maelstrom. This once- o the means
tional room. The
but staircase is impassable
leads to area J14. In theby conven-
center o
proud ortress was home to the the room is a 40-oot-deep pool with a 30-oot-high
world’ss most powerul
world’ powerul storm passage at its bottom. This passage leads to area J3.
giant kings. The castle was
A narrow hall to the south leads to a circular
carved, centuries ago, into a
chamber with a shallow pool o stagnant water at its
ree ormation that surrounds
center.
a large sinkhole. It was aban-
doned more than ten years ago ater the storm giant Two chuuls are scavenging the chamber or fish
royal amily was torn apart by the machinations o when the characters
characters arrive.
arrive. The chuuls attack
attack im-
the blue dragon Iymrith. Shortly ater, the castle mediately. Any character with a passive Insight o 15
was chosen
chosen by Vecna
Vecna as a locale or one o the three or higher discerns that the chuuls are fixated on any
blasphemous relics that the archlich used to cut off magical possessions displayed by the characters. I
the Realms rom the divine influence o the gods (see the chuuls are given an item that radiates magic, they

the shroudstones of the Ancients in appendix D). The grab the item,
and hide flee amidst
the item back totheir
theirnest
chambers (area
o debris. J2),
The
Krakolich, a magic-using aboleth gited with undeath,
was chosen
chosen as the guardian o the relic.
relic. Although
Although the chuuls then remain in their chamber, fiercely protect-
Krakolich is not, per se, the most powerul o Vecna’s ing their treasure.
lieutenants, it is one o the most loyal, and is uniquely The Krakolich (see appendix B) has placed a per-
adapted to the Maelstrom’s unusual environment. manent alarm spell upon the glowing glyph, alerting
The Krakolich has laired within the undersea ortress itsel to the arrival o the characters. Upon hearing
ever since, patiently guarding the shroudstone or its the alarm, the Krakolich hastens to area J18. Once
master. there, it uses one o its regional effects to project its
image into the portal chamber. Assume that this hap-

The Maelstrm pens ater the characters have dealt with the chuuls.
Read or paraphrase the ollowing:
Area J
A grotesque aberration slowly materializes before you.
Since the storm giants have abandoned their strong- The aberration looks like a monstrous eel with with-
hold, the powerul enchantments that once ortified it ered flesh stretched tight along its bones. Three eye
have deteriorated. Hallways and stairwells have col- sockets, burning with pinpricks of dark malevolence,
lapsed. The rooms and passages that remain experi- are aligned vertically above the beast’s
beast’s maw. A massive
ence tide-like fluctuations, alternating between being tail swishes back and forth, like a rotted metronome.
filled with air and filled with water. When the char- Three long, snakelike tentacles probe the air before it.
The monstrosity shimmers translucently, hinting that it
acters arrive, the ortress is at low tide, with the sea
might be an image or illusion.
water drained
drained rom
rom much o the ortress.
ortress. The strong-
strong-
hold slowly fills with water over the next 72 hours The beast defiles your mind with its telepathic intru-
sions, “What fools trespass upon the holy ground of
until it reaches high tide, at which point all chambers the Krakolich? Are you supplicants seeking a greater
and tunnels become completely submerged. Ater the power? Or heretics in search of oblivion?”
passage o another three days the Maelstrom returns
to low tide, continuing the endless cycle.
A character who makes a successul DC 15 Intelli-

J󰀱. P󰁯󰁲󰁴󰁡󰁬
Anyone
Anyo
C󰁨󰁡󰁭󰁢󰁥󰁲 Maelstrom appears
ne who teleports
teleports into the Maelstrom appears
gence (Arcana) check discerns that the Krakolich is
an aboleth. Summarize or the characters the inor-
upon a glowing glyph carved into the floor o this mation provided in the aboleth section o the Monster
giant-sized room. Despite the low tide, there is still 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 to project its image, taunting the characters. The
telepathically. I they do so, then the Krakolich uses Krakolich will also attempt to subtly use its Enslave
its Invasive Telepathy trait to learn more about the trait. Beore progressing urther, have each player
characters. I Zephyrus is traveling with the charac- roll a d20 three times and record the results. Consult
ters then, at some point, he yells defiantly, “You do each o the player’s character sheets and record their
not rule here, abomination! The Maelstrom belongs bonus to Wisdom saving throws. Secretly use these
to Queen Serissa, rightul heir to King Hekaton, and rolls as their saving throws whenever the Krakol-
ruler o the storm giants!” At this point, the Krakolich ich attempts to enslave a character, or whenever an
probes the mind o Zephyrus, learning the rain giant’s enslaved character takes damage. The Krakolich will

true identity.
chuckles Ater
darkly. ItsZephyrus’s outburst
image ades the Krakolich
as it speaks telepath- only makeits
reserving two attempts
third to or
attempt enslave the conrontation.
the final characters,
ically, “You are not fit or anything more than chum
or my servitors.”
J󰀲. C󰁨󰁵󰁵󰁬 N󰁥󰁳󰁴󰁳
These rooms are filled with broken crates, bed
At these final words, the remaining three chuuls
rames, and dressers arranged into a large, mu-
rom area J2 rush to area J1. The first chuul arrives
cus-stained nest. The air reeks o dead fish. Strange
one minute ater the Krakolich’s disappearance. The
perversions o sea lie, such as undead starfish and
second chuul arrives one round ater the first. Finally,
sea slugs that glow with dark, necrotic energy, cling
the third chuul arrives one round ater the second.
to the walls o the rooms. A chuul makes its lair in
Krakolich. Over the years the Krako-
Playing the Krakolich. the nest o each room, attacking any characters that
lich has used its arcane mastery to permanently at- disturb it. I the characters search a nest, then there
tune itsel to the meditation cave (area J18), although is a 50 percent chance that they find a magic item.
it must still be within the cave to use its powers. The Roll on Magic Item Table G in chapter 7 o the Dun-
Krakolich
to monitoruses the clairvoyance
the party’s travels. Asproperty
the partyoprogress-
the cave geon Master’s
Master’s Guide or the first item they find and
on Table F or any subsequent items.
es through the Maelstrom, the Krakolich continues
At these final words, the image o the Krakolich
Z󰁯󰁭󰁢󰁩󰁥 W󰁨󰁡󰁬󰁥󰁳 ades. The zombies tear themselves ree rom their
A zombie whale has the statistics of a killer whale with the kelp tethers and attack the characters.
following changes:
•The zombie whale is undead. J󰀵. E󰁭󰁰󰁴󰁹 C󰁨󰁡󰁭󰁢󰁥󰁲
•The zombie whale has immunity to poison damage and Slime drips rom the ceiling, pooling about the floor.
the poisoned condition. Two-headed eels flop amidst the slime. Otherwise
• The zombie whale has the Undead Fortitude trait. If
the chamber is empty. A collapsed staircase fills
damage reduces the whale to 0 hit points, it must make
a Constitution saving throw with a DC of 5 + the damage the northwest corner o the room. The staircase is
taken, unless the damage is radiant or from a critical hit. impassable by conventional means but leads to area
On a success, the whale drops to 1 hit point instead. J13.
As the characters
characters emerge rom the wwater
ater pool the
the
J󰀳. S󰁩󰁮󰁫 H󰁯󰁬󰁥󰁳 Krakolich projects another image o itsel, speaking
This is a massive 100-oot-deep, 140-oot-wide sink- to the characters telepathically. Assuming that it was
hole in the ocean floor. Swimming through it subjects able to read the thoughts o one o the charact
characters
ers (or
the characters to incredible water pressure. This perhaps Zephyrus), the Krakolich presumably knows
crushing pressure inflicts 7 (2d6) bludgeoning dam- about Xanathar’s involvement in their crusade. It uses
age every minute to any character who is not adapted the ollowing words to try and stir doubt amongst the
or built to withstand such an environment. Rain gi- characters beore ading away again:
ants and aquatic creatures are immune to this effect. You are fools to trust Xanathar. It
There is a 50-oot-diameter drain in the middle has betra
bet rayed you, but
bu t tha
th at should
sh ould
o the sinkhole. At one time this drain generated a come as no surprise. Its paranoia

permanent whirlpool
its magic has above
aded with thethe Maelstrom.
departure However,
o the storm will
al ofnot abide
those theknow
who continued
kno surviv-
w its secrets.
giants. The shat beneath the drain is polluted with The toke
t oken
n that
that it gave you to retur
re turn
n
vile mucus but otherwise uninteresting.
uninteresting. to its lair is fraudulent,
fraudulent, and will
A zombie whale (see the Zombie Whales sidebar) not work
work once
o nce invoked,
i nvoked, lea
l eaving you
swims listlessly through the sinkhole. The whale stranded within the pews of my ro rot-
t-
ignores the characters, attacking only in sel-deense. ting church. Swear fealty to me now,
supplicants, before my mercy turns
J󰀴. U󰁮󰁤󰁥󰁲󰁳󰁥󰁡 L󰁡󰁲󰁤󰁥󰁲 to wrath.
Rotted, slimy strands o kelp grow rom the floor o The token rom Xanathar is not raudulent. This
this undersea cave. Hundreds o corpses are tied to can be discerned by an identify spell or similar magic.
the kelp so that they do not float away. These bloated, I invoked, the token returns the characters to the lair
gelatinous corpses are in various stages o decay. o an angry beholder. Once used, the original token
The corpses are primarily merolk and sea elves, is consumed, and it takes 2d4 days or Xanathar to
although some humans and an el can also be ound. begrudgingly crat another one. Keep track o the
Mixed amongst the corpses are our zombies
zombies.. The passage o time to determine the tide once the char-
water is oul and or every
every minute a creature spends
spends acters return. Upon their return the characters find
in the cave, it must make a DC 15 Constitution saving five new chuuls awaiting them in area J2.
throw. I a character ails their saving throw, then they
are inflicted with the poisoned condition or one hour. J󰀶. S󰁫󰁵󰁭 G󰁡󰁲󰁤󰁥󰁮
The Krakolich projects its image once the characters This large cave is filled with beautiul growths o cor-
discover its larder, speaking to them telepathically: al. The coral ormations are exquisite and the colors
are vibrant and unearthly, like something straight
Just as your dry realms are in ruin rom the Feywild. The garden’s natural beauty takes
and despair,
despair, so
s o too have the kingdom
kingdoms s the breath away.
away. A skum (see appendix B) is here
of the sea fallen
fallen into hopeless
h opelessness
ness tending to the coral ormations. I it notices the char-
and subjugation. If you came here acters, then it attacks them.
looking for hope, there is none to be
found. The merfolk, the sea elves, The coral is extremely sharp to the touch. AnyAny crea-
the loca
l ocatha
thah,
h, the
t he sahuagin
sahuagin,, all have ture who is pushed or knocked into the coral takes 9
fallen to their
t heir aboleth
abo leth overlords. (2d8) slashing damage. The color and vibrancy o the
Even in death, there is no rest from 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. R󰁡󰁩󰁮 G󰁩󰁡󰁮󰁴 M󰁵󰁭󰁭󰁩󰁥󰁳
Its pool o water once connected to the Maelstrom’s A rain giant mummy has the statistics of o f a rain giant with
the following changes:
sinkhole, but the connecting tunnel has long since • A rain giant mummy is undead.
collapsed. Trapped within the pool o water are two • It is lawful evil.
zombie whales (see the Zombie Whales sidebar). An • It is vulnerable to fire damage.
intact spiral staircase leads up to area J10. • It has resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
I any character steps within 5 eet o the pool, a • It is immune to necrotic and poison damage.
zombie whale leaps rom the water, bellyflopping • It is immune to the charmed, exhausted, frightened,
onto the character. The area o effect or the belly paralyzed, and poisoned conditions.
flop is a 15-oot square. Any character within the area • It can take the Rotting Fist and Dreadful Glare actions.
o effect must make a successul DC 15 Dexterity Rotting Fist. Melee Weapon Attack: +󰀱󰀴 to hit, reach 󰀵 ft.,
one target. Hit: 󰀲󰀳 (󰀴d󰀶 + 󰀹) bludgeoning damage plus 󰀱󰀰
saving throw or take 27 (5d12) bludgeoning damage. (󰀳d󰀶) necrotic damage. If the target is a creature, it must
The zombie whale remains out o the water, gnashing succeed on a DC 󰀱󰀸 Constitution saving throw or be cursed
its teeth at any character it can reach. I a character with mummy rot. The cursed target can’t regain hit points,
steps within 5 eet o the pool a second time, then and its hit point maximum decreases by 󰀱󰀰 (󰀳d󰀶) for every
󰀲󰀴 hours that elapse. If the curse reduces the target’s
target’s hit
the second whale perorms a similar bellyflop. I not point maximum to 󰀰, the target dies, and its body turns
destroyed, the zombie whales eventually manage to to dust. The curse lasts until removed by the remove curse
slither their way back into their pool, leaving a trail o spell or other magic.
scraped, rotting flesh in their wake. Dreadful Glare. The rain giant mummy targets one crea-
ture it can see within 󰀶󰀰 feet of it. If the target can see the
J󰀸. C󰁨󰁡󰁭󰁢󰁥󰁲 󰁯󰁦 H󰁡󰁵󰁮󰁴󰁥󰁤 M󰁥󰁭󰁯󰁲󰁩󰁥󰁳 rain giant mummy,
mummy, it must succeed on a DC 󰀱󰀷 Wisdom
saving throw against this magic or become frightened until
A sparring dummy is is the sole occupant
occupant o this large
large
chamber. Chests in the back o the room hold gi- the endthrow
saving of thebymummy’s
mummy’ s next
󰀵 or more, it isturn.
alsoIfparalyzed
the targetfor
fails
thethe
same
ant-sized saety pads and sparring sticks. I Zephyrus duration. A target that succeeds on the saving throw is
immune to the Dreadful Glare of all mummies for the next
is with the characters, then any character with a 󰀲󰀴 hours.
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...”
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, vis-
cous water. Strands o kelp grow rom the floor and
ceiling. Hidden within the decaying ronds are two
rain giant 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 mag-
ic items and 2d4 × 100 pp. Roll on Magic Item Table A Rain Giant Mummy
Taking a leisurely stroll
B in chapter 7 o the Dungeon Master’s
Master’s Guide or any
magic items.

J󰀱󰀰. A󰁲󰁭󰁯󰁲󰁹 As beore, Zephyrus does his best to wwave


ave off any
inquiries, promising to tell the characters everything
This chamber is in complete and total ruin. Large
once they have completed the task at hand.
chunks o the ceiling have allen, creating patchworks
o rubble that must be walked around. Strange, J󰀱󰀱. T󰁥󰁭󰁰󰁬󰁥 󰁯󰁦 󰁴󰁨󰁥 K󰁲󰁡󰁫󰁯󰁬󰁩󰁣󰁨
eral-eyed vermin hide amidst the rubble, tracking This room is dominated by a pile o rubble that has
the characters with their unblinking stares. From the been arranged into the crude figure o the Krakolich.
prousion o weapons and armor scattered about the The rubble appears to be the wreckage o some other
floor, it appears that this was once an armory. How- statue that was shattered and then reashioned into
ever, the majority o the armaments have long since the aboleth’s likeness. The slime-streaked walls look
decayed into uselessness. as i they were once covered with carvings o storm
I Zephryus is with the party, he digs purposeully
purposeul ly giants perorming various acts o heroism. Scratched
through the rubble until he finds a golden, giant-sized atop these carvings are a newer set o crude carvings,
+1 scale mail (worth 10,000 gp and weighing
weighing 1,000 showing hundreds o humanoids and sea creatures
pounds). Read or paraphrase the ollowing: worshipping
worship ping an aboleth.
aboleth.
Ten skum kneel beore the statue o the Krakolich.
“I had this forged for my brother on his two hundredth They undulate up and down, as i in ervent worship,
birthday. Such bygone, carefree days. I had hoped
birthday. seemingly oblivious to the characters’ activities.
one day to bestow it upon my niece, as she took the
throne…” The rain giant’s eyes brim briefly with tears These skum are illusions, as described in the phan-
before he banishes his emotions with steely fortitude. tasmal force spell. A character can use their action
“We must put an end to this monstrosity’s desecra- to examine the skum by making a DC 15 Intelligence
tions.” Zephyrus dons the armor.
armor. “It is time fo
forr us to (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 J󰀱󰀲. L󰁡󰁩󰁲 󰁯󰁦 󰁴󰁨󰁥 M󰁵󰁭󰁭󰁹 Q󰁵󰁥󰁥󰁮
Krakolich projects its image, speaking to them
The coral walls o this room have eroded, covering
telepathically:
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 sarcoph-
sarcoph-
I existed before the gods. agus. Standing beore it is the mummified body o
King Hekaton’s late wie, Queen Neri. Her withered

And body is wrapped in strips o black kelp. Queen Neri


all. ha
h
Aa
Amve
m outthen,
outliv
I not lived
edgreater
the mter
them
grea has the statistics o a mummy lord with the ollowing
than a god? Am I not, then, changes:
worthy of your worship? J Queen Neri is Huge.
Submit and you shall be J Queen Neri is chaotic good.
rew
re war
arde
ded!d! 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:
At this point the Krakolich promises the characters
whatever
whatev er they value most.
most. I the character
characterss are AAOs,
AAOs, The queen lunges toward you as her hateful demeanor
then it promises them a return to the previous lie is suddenly broken by the shock of recognition. She
that was taken rom them. At the end o this speech stops in her tracks and greets Zephyrus with a hollow,
hollow,
the Krakolich uses its Enslave action on whichever 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
character has the lowest Wisdom score and is least
aid you, as the foul Krakolich holds my heart within
wi thin an
likely to take damage. I the character ails their sav- urn, binding my power. If you claim my heart as your
ing throw (made earlier) then secretly inorm them, at own, however, and call forth to me, then I shall help
the earliest opportunity, that they have been enslaved you cleanse the filth from our once-noble halls. Y You
ou
by the aboleth. They can no longer take reactions in must flee now, though. The Krakolich bids me to kill
combat, should avoid taking any damage, but should you, and I can only
o nly resist his command for so long.”
otherwise act normally until instructed otherwise. Zephyrus weeps a tear, bowing in allegiance, “I swear,
my queen, I shall atone for failing to protect Serissa.
Ater the Krakolich
Krakolich uses its Enslave
Enslave action, it ades We shall bring vengeance upon this Krakolich.”
once again.
Hidden Path. Any character who makes a success- I the characters remain in the room or more than
ul DC 18 Wisdom (Perception) check notices that three rounds Queen Neri screams in pain and then
there seems to be a shat concealed beneath the pile attacks.
o stones. It requires a successul DC 20 Strength
Loot. Inside the queen’s sarcophagus is a pur-
(Athletics) check to move the statue’s rubble. Doing
ple coral circlet set with small black pearls (worth
so reveals a shat that leads to area J12. Zephyrus
7,500 gp), a coral-and-pearl necklace (worth 2,500
knows about the shat but does not share this knowl-
gp), and a set o pearl bracelets that are unctionally
edge with the characters. I the characters find the
equivalent to a necklac
necklacee of prayer
prayer beads
beads.. Queen
shat, then Zephyrus discourages them rom entering
Neri attacks any characters who attempt to take this
it, indicating that it leads to the sacred tomb o the
treasure. Such characters are also cursed, incurring
allen Queen Neri, and that she should be let to rest
disadvantage on all saving throws, until targeted by
in peace.
a remove curse
curse spell or other magic. I Queen Neri is
Loot. An open clam shell in the southwest corner destroyed, then this curse ends immediately.
o the room contains 400 pp, 700 pearls worth 5 gp
The Twelve Sarcophagi. The remaining twelve
each, and a blood-red coral figurine o a kraken worth
sarcophagi hold the inanimate remains o ormer
1,000 gp.
storm giant kings.
J󰀱󰀳. C󰁯󰁲󰁡󰁬 M󰁡󰁺󰁥 J󰀱󰀴. T󰁥󰁥󰁴󰁨 󰁯󰁦 󰁴󰁨󰁥 M󰁡󰁥󰁬󰁳󰁴󰁲󰁯󰁭
This labyrinth o breathtaking, multi-colored coral is This large room is split into two levels; a 15-oot high
entirely submerged in clear, resh water. The coral raised ledge hugs the walls to the north and east, and
is extremely sharp to the touch, inflicting 9 (2d8) gently sloping ramps lead up to it. A massive crab
slashing damage to any creature who is pushed with colored
colored nodules and a coating
coating o beautiul
beautiul coral
coral
or knocked into it. Just as in area J6, the color and stands upon the ledge. This crab is a living musical
vibrancyy o the coral
vibranc coral is an illusion. I
I a piece o coral instrument that makes music similar to that o a pipe
is removed rom a larger ormation then the color organ. A emale sea el (acolyte
(acolyte)) wearing a shim-
bleeds out o it until it is bleached white, like a bro- mering gown made rom the skin o a giant jellyfish
ken bone. Three algae blights (appendix B) lurk with- stands behind the crab with a pair o whalebone mal-
in the northeastern section o the maze, attacking any lets. Behind the sea el, a large crystal window looks
characters who pass by them. out upon the dark ocean. A broad tunnel leads south,
Sultan of the Maze. The labyrinth is the current cutting beneath the bleachers in area J15.
home o Sultan Risuzoz, Grand Lord o the Bejew- A 70-oot wide, 220-oot
0-oot deep pool is iin
n the center
center o
eled Depths. Sultan Risusoz is a marid who has the room. Standing beore the pool are the Teeth of
recently been enslaved by the Krakolich. The marid the Maelstrom (appendix B). They are the enorcers
is sensitive to water currents, so that any creature o the Krakolich’s will, consisting o a drowned assas-
that swims through the maze must succeed on a sin reerred to as the Forgotten, a sahuagin priestess
DC 19 Dexterity (Stealth) check to avoid his notice. called She Who Feeds, and a merrow barbarian
The marid immediately attacks any intruders that he named Whalebane. The leader o the Teeth, She Who
notices, using his Water Jet action to knock charac- Feeds, conronts the characters as they enter the
ters into the coral whenever possible. Every time that room, demanding that they surrender their weapons
the Sultan takes damage, he can repeat his DC 14 and swear ealty to the Krakolich. Any response less
Wisdom saving
saving throw to resist the Krakolich
Krakolich’’s com- than total subservience elicits an attack.
pulsions. On a success, his enslavement ends. Tactics. She Who Feeds instinctively attacks which-
Sultan Risusoz is enraged about his enslavement ever character is most wounded. Whalebane uses his
but also ears being beguiled yet again. As such, i his harpoon to reel in the least armored character within
enslavement ends, he is inclined to make peace with range. The Forgotten tries to avoid melee combat, us-
the characters and flee the Maelstrom. A character ing its hand crossbows whenever possible. Through-
who makes
makes a successul
successul DC 20 Charisma (Persua- out the battle, the sea el acolyte rantically strikes
sion) check and offers a git valued at 1,000 gp or the crab with her hammers, playing a war hymn that
greater convinces the Sultan to help the characters inspires the Teeth. This music allows the acolyte
deeat the Krakolich. This check is made with ad- to grant a d8 Bardic Inspiration die (see “Bard” in
vantage i the persuasion
persuasion attempt
attempt is accompanied
accompanied by by chapter 3 o the Playe
Player's
r's Handbook
Handbook) to each member
excessive flattery
flatter y. o the Teeth on each o her turns. Although the sea el

Loot. Hidden amidst the coral ormations is a is enslaved


loyal. by thedo
The Teeth Krakolich,
everything the
in Teeth are voluntarily
their power to avoid
collapsed staircase that leads to area J5. Also hid-
den along the western end o the maze are three damaging a character who is secretly enslaved. The
bookcases o petrified wood. The bookcases hold Krakolich orders any enslaved characters to fight the
barnacle-encrusted rocks carved with Dethek runes Teeth to the best o their ability.
(the Dwarvish script). For the most part these stones Warning. At the end o battle the
A Final Warning.
are historical in nature, however one o the rocks is Krakolich projects its image one last time, speaking
inscribed with the ollowing wizard spells: antimagic telepathically:
field, conjure elemental, fabricate
fabricate,, legend lore
lore, and It is not too late. Ask for forgiveness
stone shape.
shape. A second rock unctions as a tome of and it shall be granted. You shall
clear thought. Both stones are 4 eet in diameter and become
bec ome my new champions, gifted
weigh 600 pounds. I Zephyrus accompanies
accompanies the par-par- with whatever you wish and ruling
ty, then he offers to carry the stones or any interested by my side. Continue this obstinance
characters.
and you shall
nal torture find
and naught but eter-
regret.
The Krakolich tries to secretly enslave another
character beore disappearing. It then uses the tele-
port 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 A󰁴󰁯󰁰 󰁴󰁨󰁥 A󰁬󰁴󰁡󰁲
the bleachers are fity enslaved merfolk and sea Atop the altar rests a ceramic urn and an egg-sized fire
elves (see appendix B), their eyes fixed on the center opal.
o the room with glassy-eyed adoration. The pool Urn.
con-o Neri.The ceramic
Although urn holds
resting the
on the desiccated
altar, heart
the heart of attuned
is still Queen
seawater is hundreds o eet deep, eventually
necting with the ocean. to the Krakolich. While attuned to the heart, the Krakolich
has advantage on saving throws against effects that turn
In the southwestern corner o the chamber is an undead. If another creature gains possession of the heart,
enormous throne carved rom a solid chunk o obsid- then it breaks the heart’s attunement to the Krakolich. If
ian. It has our blue dragon skulls affixed to its base, a character possesses the heart and calls forth to Queen
and floats 1 oot above the floor. Characters who suc- Neri, then she arrives within 3 rounds to aid the character.
ceed on a DC 18 Intelligence (Arcana) or Intelligence Fire Opal. The fire opal is one of
o f the shroudstones of the
Ancients. For more details see appendix D.
(History) check recognize this object as the Wyrm-
skull Throne.
Throne. Zephyrus immediately recognizes the
throne and is aware o its powers. Battle! The Krakolich then attacks ruthlessly,
The Krakolich. The Krakolich squats beore the ordering any enslaved characters to assist. Princess
throne, leering at the characters with its three hungry Serissa is irredeemably enslaved and can only be
reed rom her enchantment through the deeat o the
eyes as they enter. Next to the Krakolich is a power- Krakolich. Imperator Uthor can roll a DC 14 Wisdom
ully built emale storm giant seated upon a second
throne o coral. Between the thrones is an ornate, saving throw against his enslavement each time he
coral altar. Atop the altar rests a ceramic urn and an receives damage. I he succeeds on his saving throw,
egg-sized fire opal. then he directs his attacks against the Krakolich.
However, i any character harms Serissa, then Uthor
Serissa. The emale storm giant is Princess Seris-
turns his ury upon them.
sa (rain
(rain giant).
giant). I Zephyrus is with the characters,
then he gasps, “Queen Serissa! Your majesty!” when Tactics. The Krakolich likely knows which char-
he first sees her. Serissa replies, in turn, “Uthor, my acter is attuned to the Ruling Scepter
Scepter and does
dear and beloved uncle, I have returned to redeem everything in its power to prevent that character rom
our people. Come, my loyal protector, and rule by my reaching the Wyrmskull Throne.
Throne. Otherwise, the Kra-
side.” kolich battles to the best o its abilities. Anytime that
the Krakolich takes damage, it uses its Psychic Drain
A Giant Mess. At this point, the Krakolich uses its
legendary action upon an enslaved merolk.
final charge o its Enslave action, targeting Imperator I the character attuned to the Ruling Scepter
Scepter takes
Uthor. Given the circumstances, Uthor automatically
ails his saving throw. I the players have not already a seat upon the Wyrmskull Throne,
Throne, then they imme-
realized it, allow their characters to make a DC 10 diately know the throne’s powers.
Investigation (Intelligence) check to discern that Should the characters deeat the Krakolich, reer to
Zephyrus is Queen Serissa’
Ser issa’ss Uncle Uthor.
Uthor. the Concluding the Adventure section.

J󰀱󰀶. R󰁯󰁹
R󰁯󰁹󰁡󰁬
󰁡󰁬 T󰁲󰁥󰁡󰁳󰁵󰁲󰁹
Rusted anchors litter the floor o this chamber.
Cncluding the Adventure
Dozens o dead giant sea anemones rot amidst the As the Krakolich
Krakolich is deeated,
deeated, it telepathical
telepathically
ly curses:
anchors, their wretched putreaction attracting the
attention o bloated sea slugs. Toward the back o the You will not be rid of me so easily.
room are two barrels, three crates, and two chests. I shall plague your nightmares for
years to come.
The two barrels are ull o pungent vinegar and
weigh 2,500 pounds each.
each.

Loot. The
platinum chests adorned
necklace and crates
withcontain
shark’s1,000
teethpp, a
(worth ADVAN
ANCE
CE THE CHARACTERS TO 10TH LEVEL.

1,500 gp), an arrow-ca


arrow-catching
tching shield
shield, a belt of giant
strength (frost),
(frost), a javel
javelin
in of lightning
lightning,, mariner’
mariner’ss armor The Rain Giants. I Princess Serissa and Uthor
(half plate),
plate), and a staff of healing.
healing. both survive the encounter, then they clasp each oth-
er tightly, sobbing with joy at their delayed reunion.
J󰀱󰀷. C󰁯󰁵󰁮󰁣󰁩󰁬 R󰁯󰁯󰁭 Ater this brie but emotional scene,
scene, Serissa
Serissa inorms
inorms
A large
large mussel-shell
mussel-shell table
table dominates
dominates the middle
middle o the party that she had returned to the Maelstrom
this room. Two giant-sized bookshelves are filled years ago
ago with hopes o restoring
restoring it to iits
ts ormer
with nautical
nautical maps that chart
chart the seas o Toril.
Toril. A greatness. Upon her return she was ambushed and
rubble-filled staircase fills the southern end o the enslaved by the Krakolich. With the Krakolich slain,
room. The impassable stairs once led to a section o Queen Serissa and Imperator Uthor turn to the sad
the castle that is now in ruins. Otherwise, this room task o destroying the desiccated heart o Queen Neri
is unoccupied and appears to be in disuse. and putting her soul to rest. Aterwards, they begin
J󰀱󰀸. M󰁥󰁤󰁩󰁴󰁡󰁴󰁩󰁯󰁮 C󰁡󰁶󰁥 to plot out how they can rally the remaining storm
giants to begin reclaiming the aquatic kingdoms rom
This is a naturally ormed cave that existed even be-
the orces o evil. I the characters agree to aid with
ore the storm giants turned this large ree structure
these tasks, then this could easily orm the basis o a
into their ancestral stronghold. Now, it is a desecrat-
second campaign.
ed ocal point o the Krakolich’s polluted influence.
Black ichor oozes rom the walls, as i the coral itsel Destroying the Shroudstones. Regardless, there
is bleeding. The floor is sot and spongy, like wet, remains the task o destroying the shroudstones.
rotting flesh. The corpses o undead bioluminescent This is most easily accomplished with the help o the
sea creatures crawl blindly throughout the chamber. Wyrmskull Throne.
Throne. I the characters do not have the
The area radiates overlapping auras o conjuration, Ruling Scepter
Scepter but Serissa lives, then she retrieves it
divination, evocation, and necromancy magic when rom Stronmaus’s Locker. I Serissa did not survive,
scrutinized with a detect magic spell. then the characters must retrieve the Scepter them-
selves or find another way to destroy the relics.
Attuning to the Cave. A creature can become
attuned to the properties o this cave by spending With the relics
relics destroyed,
destroyed, their
their dark energy
energy is
a short rest meditating within it. While meditating, released with a blinding flash. Any paladins, clerics,
the creature can’t engage in any strenuous activity. or other characters who draw their power rom the
I the short rest is interrupted, the attunement ails. gods are inused with an exhilarating inrush o divine
Otherwise, at the end o the short rest, the creature energy. Following this are three possible endings.
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 crea-
ture that is attuned to the cave can use an action to
cast one o the ollowing spells, requiring no material
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,
then its attunement would end.

E󰁮󰁤󰁩󰁮󰁧 O󰁮󰁥: A󰁦󰁴󰁥󰁲󰁭󰁡󰁴󰁨 E󰁮󰁤󰁩󰁮󰁧 T󰁨󰁲󰁥󰁥: A D󰁯󰁯󰁭󰁥󰁤 R󰁯󰁡󰁤


The destruction o the shroudstones is all that is The destruction o the relics weakened the wall
necessary to restore the gods’ access to the Realms. between gods and mortals but did not breach it
In their anger, the gods act against Vecna, ultimately completely. The characters have effectively declared
striking down the archlich. Such actions may be di- war upon Vecna, their
their actions finally drawing
drawing the
rect or indirect. Regardless, the stain o Vecna is not notice o the Maimed Lord. To continue the battle
easily removed and even with the Whispered One’s against Vecna reer to Fall Of Vecna, the next install-
deeat, evil still holds a tight grasp upon the land. ment in the Domed Frgtten Realms adventure path.
Now, more than ever, the Realms need their champi- During this final installment characters will:
ons. Will your players answer the call? For inspira- J Gather allies rom across the realms including
tion on continuing this campaign see Domed Frgtten the drow mercenary Jarlaxle and the mad mage
Realms: Sword Coast Gazetteer by Matthew Whitby. Halaster.
E󰁮󰁤󰁩󰁮󰁧 T󰁷
T󰁷󰁯:
󰁯: W󰁨󰁥󰁮, N󰁯󰁴 W󰁨󰁥󰁲󰁥 J Hijack the Vonindod, the fire giants’ Titan o
In the hardcover adventure, Icew
Icewind
ind Dale:
Dale: Rime of Death.
the Frost Maiden,
Maiden, the ollowing inormation is re-
J Delve into the Demiplanes o Dread to gather
vealed regarding the mysterious,
mysterious, black
black obelisks
obelisks that
Vecnan
Vecnan re
relics.
lics.
are scattered throughout the Realms:
J Fight and slay a zombie tarrasque.
“...these
...these magical obelisks [were] crated by a
secret society o spellcasters called the Weavers. J Lead their army against the gathered orces
These obelisks could alter reality on a grand o Vecna. Bregan D’aerthe versus Zhentarim!
scale, sending a region or an entire world back Halaster Blackcloak versus the demilich Acere-
rak! Your players versus the incalculable power o
to an one
stole earlier
suchtime. . . Anand
obelisk evilused
wizard named
it to erase Vecna
the Vecna...
Vecna...with
with the very
very ate o Toril hanging
hanging in the
obelisk’s creators rom existence. Vecna also stole balance! Who will win?
the knowledge needed to create new ones. ones .” Delve deeper into dystopia with Domed Frgtten
The c characters
haracters find one such obelisk stashed away Realms: Fall Of Vecna to find out!
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 al-
low the characters to live on in the past. I the charac-
ters 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.
APPENDIX A
S󰁥󰁣󰁲󰁥󰁴󰁳 󰁯󰁦 󰁴󰁨󰁥 W󰁨󰁩󰁳󰁰󰁥󰁲󰁥󰁤 O󰁮󰁥
Artificially Accelerated ory o a ully lived lie. Males and emales are man-
uactured in equal proportions. Early batches o
Organisms AAOs were crated
crated to look
look identical
identical but more recent
batches have varied body types, skin tones, personal
As a god
god o death,
death, V
Vecna
ecna continues
continues to naturally
naturally draw
draw eatures, intellect, and personality. AAOs always have
sustenance rom the death o sentient humanoids. an identiying mark on the inside o their let wrist.
However, he is drained in equal measure whenever Despite varying in other qualities, most AAOs tend
humanoid lie is naturally conceived. Such is the to be naturally compliant. Although they can be quite
cosmic balance. Vecna, never one to accept such smart, they oten lack imagination and are predis-
arbitrary limitations, immediately set his mind to posed to depression. AAOs have souls, at least in the
rebalancing lie and death. sense that they can be brought back rom the dead
Vecna studied Ravenlot
Ravenlot extensively while impris- with raise dead
dead or similar magic. Whether they have
oned there. From these studies he learned an old souls in a deeper philosophical or theological sense
Vistani secret—the
secret—the existence
existence o Barovia,
Barovia, a domain
domain is let to the DM’s discretion.
where many
many o the inhabitants
inhabitants were
were living,
living, soulless
soulless In secret experimental laboratories deep beneath
shells. Upon successully conquering Faerûn, Vec- Mirabar, more unusual AAOs are created. Some o
na immediately turned his immeasurable intellect these AAOs are created to be personal servants or
toward replicating this bland acsimile o lie. It took bodyguards or high-ranking Vecnan clergy. Others
years, but
but eventually
eventually even
even lie itsel yielded its secrets are created simply or the sake o experimentation.
to Vecna. In these subterranean workshops, everything rom
In the Hosttower o the Arcane, Vecnan disciples aasimars to tieflings can be manuactured. AAOs
opened rits to Ravenlot. They perected a conden- produced in these workshops have special identiying
sation process that transmuted the endless Mists marks, indicative o their position, that serve as badg-
o Ravenlot into liquid orm. This liquid was then es o authority.
inused with primal energy siphoned rom the Posi- It is recommended that the characters
characters play through
tive Material plane. Birthing vats, reverse-engineered the adventure path as AAOs. These adventures pres-
rom Netherese technology, were filled with this ent an alternate version o Faerûn, reerred to as the
liquid. These birthing vats were powered by the Or- Domed Frgtten Realms. Having the characters “newly
derer, a mechanical device rom Mechanus capable o born” into this world should help maximize its explo-
altering reality. rational impact. You can either inorm your players
Gnome bioengineers perected a process where a about this unique twist immediately or let them dis-
lump o dead flesh could be placed into these vats, cover it unexpectedly once the adventure begins.
precisely stimulated with electricity, and then grown Playing AAOs
AAOs should provide a un and novel
into a ully developed sentient being. These beings role-playing experience. However, it might run con-
are known as Artificially Accelerated Organisms, trary to the expectations o some players, particularly
or AAOs. The entire process is governed by a near i they played the first installment o this adventure
infinite number o variables, each fine-tuned by the path with standard character types. DMs are encour-
bioengineers. aged to work with such players to help meet their
The eventual
eventual death o these AAOs have proven expectations. The experimental laboratories should
sufficient to nourish Vecna, although not to the same be able to create any combination o race and class
degree as the death o naturally conceived lie. How- that is acceptable to the DM.
ever, since these AAOs are created without the divine The act that their lie was created rom a lump o
spark o conception,
his power. their creation
Now that their existencehas
does notperect-
been drain dead flesh allows or the characters to still have a
connection to this world, perhaps as a reincarnated
ed, Vecna has set up hundreds o birthing vats in the version o
o whomever
whomever the flesh
flesh came rom. Such char-
undercity o Mirabar. acters can still have amilies, homesteads, and buried
Most AAOs
AAOs are human. They typically begin lie secrets that can be easily embedded within the larger
between the ages o 16 and 20, with a alse mem- adventure path.

Dawn f a New Age doppelganger to replace the king. This doppelganger


became the mouthpiece o the elders, allowing them
Vecna
Vecna has
has made considerabl
considerable
e strides toward
toward remak-
remak-
ing the world in his own image. Ater finalizing his to
V secretly
Vecna
ecna knows
know rule
s allthe
secCitadel
secrets. Herom
rets. He theed
arranged
arrang shadows.
or his But
his agents
conquest, he abandoned the Dale Reckoning dating
to expose this ruse, bringing about the civil unrest the
system and changed the year to 1 VR (Vecnan Reck-
elders had hoped to avoid.
oning): The Year o the Whispered One. This cam-
paign takes place in the year 5 VR. And so, Citadel Adbar,
Adbar, the dwarven stronghold that
or eighteen centuries had stood firm against every
The names o Bigby,
Bigby, Drawmij, Mordenkainen,
threat rom every oe, was brought low by a secret.
Nystul, Otiluke, Otto, Rary, and Tenser are spoken o
with revilement
revilement by
by the Vecnan
Vecnan establishmen
establishment.t. Vecna
Vecna Once Adbar ell, the others soon ollowed. One
has claimed that they are arcane plagiarists who ater another
an other,, Citadel
Cit adel Felbarr
Felbarr,, Sundabar
Sund abar,, Mithral
Mith ral Hall,
stole their signature spells rom Vecna. Because o Gauntlgrym, and, o course, Mirabar, ell to Vecna’s
this, such spells have been renamed and practicing militaristic machinations. Many o the dwarves died.
wizards now learn
learn Vecna’s floating disk, rather than They had bled much or their ancestral homelands
Tenser’s floating
float ing disk. and they loathed the thought o fleeing. However, it
soon became evident, even in the ace o such stub-
Dwarfhlds f the Nrth born valor, that fighting Vecna was a lost cause.
The legendary king Bruenor Battlehammer rallied
The first portion o this adventure takes place pri- together the remaining dwarves. One third o his
marily in Mirabar, and reerences ormer dwarven armies, he declared, would march west to Ironmas-
strongholds. Because o this, a brie overview o the ter in search o allies. The non-combatants, largely
dwarves’ ate in the Domed Frgtten Realms is provid- children and elders, but also scholars and cratsmen,
ed below: marched with Bruenor and another third o his army.
Vecna saved the dwarves or last. The deep rit Their pilgrimage cut straight through the Underdark
between the dwarves o the north and the remainder in hopes o finding sanctuary in the hidden deep
o the Sword Coast was hardly a secret. What was a gnome city o Blingdenstone. The remaining third
secret, however, was the true depth o this rit—some- o his army, bolstered by the inamous Gutbuster
thing which none o the races were honest enough to Brigade, stayed behind to harry their enemies and

admit, even to themselves. Beore his invasion, Vecna protect their fleeing kin.
installed agents in key positions within the dwarven Nowadays, the north is a much different place.
governments. These agents, over the years, urther Y
Years
ears ago,
ago, Gruumsh-Baur
Gruumsh-Baur,, an upstart
upstart orc shaman
shaman
inflamed these bitter prejudices. Vecna rotted the loyal to Vecna, killed King Logru and took control o
dwarven empire rom the inside out, sotening it up the Kingdom o Many-Arrows. The Many-Arrow orcs
or his inevitable conquest. did most o the fighting against the dwarves and, or
So, when Vecna came or the humans, the dwarves it, Vecna gave them much o the dwarves’ kingdom
withheld
withhel d their aid.
aid. And when
when Vecna
Vecna came
came or the to claim as their own. Although they still call Dark
elves, still they withheld their aid. Tragically, when Arrow Keep
Keep their capital, th
the
e orcs also
also hold garrisons
garrisons
Vecna
Vecna finally
finally came or the dwarves,
dwarves, there were none
none at Citadel Adbar, Citadel Felbarr, and Sundabar.
let to save them. An arm
armyy o fire giants, led by the imperious Duke
Citadel Adbar ell first. Its conquest was a historical Zalto, currently occupies Gauntlgrym and Ironslag.
embodiment o Vecna’s key principle, “Everything, There, they use an imprisoned fire primordial to

even the most impregnable ortress, has a secret that reorge


against ancient
Tiamat. weapons or use in their bitter war
can bring about its demise.” In this case, the secret
involved King Harnoth, the ruler o Citadel Adbar. The great shadow dragon Shimmergloom yet again
Unbeknownst to the general populace, Harnoth calls Mithral Hall his home. The Cult o the Dragon
was slain
slain during the War
War o the Silver
Silver Marches.
Marches. To has populated nearby Settlestone. From there, they
prevent political turmoil, the Citadel’s elders hired a tend to the needs o the temperamental dracolisk.

ife in Mirabar through Death” is a common greeting amongst AAOs.


This principle is also an accepted truth at a more
Mirabar, like much o the Sword Coast, is now firm- symbolic level. Even those born naturally (reerred
ly under Vecna’s rule. It was originally given to the to by Mirabarrans as trueborns), recognize that most
orcish Kingdom o Many-Arrows, but years later, ood, the literal uel o lie, comes only through the
the extensive undercity o Mirabar was converted death o some plant or animal.
into Vecnan birthing labs. This increased Mirabar’s In recent years, death has been glorified as the
importance to Vecna and led to the establishment o ultimate service one might give to Vecna and many o
his own agents and clergy. The orcs, resentul o this the city’s inhabitants look orward to their eventual
new oversight, have given over the rule o Mirabar to demise. This glorification is explicitly evident on the
the Kreeth goblin tribe. The goblins rule nominally, first o each month. At this time a lottery, reerred to
serving as expendable muscle or Vecna. as the Culling, is held to randomly select one hun-
An abundance o mineral wealth,
wealth, combined with dred AAOs or celebratory execution. The flesh rom
an isolated economy and harsh living conditions, has these executions is oten used or the incubation o
greatly devalued traditional currency. Gold coins flow new AAOs.
more reely than ood. And gemstones are ound in
greater abundance than serviceable firewood. This
F󰁯󰁲󰁢󰁩󰁤󰁤󰁥󰁮 L󰁯󰁶󰁥
scarcity o essential resources has led to a bar- Romantic love is expressly orbidden, upon penalty
ter-based economy. A shopkeeper is more inclined o torture and death. Vecnan philosophy posits that
to trade or planking that he can use to replace his love is a fiction, abricated to acilitate procreation. It
rotted shelves than he is or traditional currency. So, is now heralded as one o the many societal scourges
too, a blacksmith or a bucket o nails that can be such as amine, pestilence, and warare, that Vecna
has successully eradicated. Creations o art that ro-
melted into iron. Most valuable o all are secrets, o manticize love are sought out and destroyed, leaving
any kind, which can be traded or ood at the Ministry
o Secrets (area A10). only those that illuminate the great pain inflicted by
(oten unrequited) love. Thus ar, Vecna has been un-
The city bolsters a current population o rough- able to completely suppress his AAOs’ natural drive
ly eight thousand. About hal o this population is toward love. However, these urges are substantially
composed o the original inhabitants o Mirabar. dampened relative to trueborns.
These inhabitants are almost entirely human, since
the dwarves o Mirabar marched east during Vecna’s A󰁮 E󰁣󰁯󰁮󰁯󰁭󰁹 󰁯󰁦 S󰁥󰁣󰁲󰁥󰁴󰁳
conquest to reinorce their kin. The other hal o the Goblins patrol the streets o Mirabar, bullying AAOs
city’s residents are AAOs. The occupying Kreeth and trueborn alike. They think o themselves as the
goblins number between three and our hundred. city’s guards and the Vecnan clergy humor this delu-
They live in and around the Hall o Sparkling Stones, sion. The actual reality, however, is that Mirabar is
Mirabar’s ormer seat o government. Nearly two hun- sel-policed.

dred gnome bioengineers,


Gel Darkhearth, devoted
quarter within thetoundercity.
the worship o
Anoth- Critical resources are scarce within Mirabar.
Mirabar. The
priests o Vecna grow edible ungus within the un-
er three hundred Vecnan clergy reside in and around dercity. They also hunt or game in the nearby wilder-
the Ministry o Secrets. ness. They hoard this ood, sharing it only with the
Volo’s Guide to the North described Mirabar as, citizens in exchange or “secrets.” Such secrets are
“...a city o grim olk, hard work, long hours, hard inevitably about one’s neighbors, which has effectively
drinking, and exhausted slumber.” Ater years o created a society in which the residents are constant-
Vecnan
Vecnan occupation,
occupation, this
this description
description still holds,
holds, along ly spying upon one another. It is through this process
with some newer
newer principles
principles and sentiments.
sentiments. These
These that the priests o Vecna proactively quash any bur-
include: geoning rebellions.
D󰁥󰁡󰁴󰁨 W󰁯󰁲󰁳󰁨󰁩󰁰 Treasonous action is urther suppressed by the
Mirabarrans tend to have a stoic acceptance o the Eyes o Vecna, twenty will-o’-wisps, that ceaselessly
ever-present reality o death. This is characterized by fly throughout the city. It is said that Vecna watches
the Vecnan principle, “Lie only through Death.” This directly through
more prosaic, thethese eyes.
will-o’
will-o Although
’-wisps the truth
are effective is ar
spies and
statement is literal truth in the case o the AAOs, who
are always grown in pairs. At the end o the matura- 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 V
Vecna
ecna knew
knew that a amily o archmages
archmages was nothing
nothing
had single-handedly slain all the deities o the Forgot- to take lightly. In the early days o his conquest, Vecna
ten Realms pantheon. Worship o these alse, dead sent a small army o liches to the Ivy Mansion, de-
gods was immediately criminalized. Churches were manding that the Harpells surrender and swear ealty
torn down. Holy scriptures were burned. to Vecna. The Harpells reused and what ollowed
This is a lie. Vecna brought with him seven magical was an arcane battle
battle the likes
likes o which the
the Realms
Realms
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 en- to evacuate the village’s inhabitants, Longsaddle itsel
ergy over all o Toril, cutting off all other gods rom was utterly
utterly destroyed.
destroyed. Ater a ew days o battle, the
their ollowers. tireless undead liches triumphed over the exhausted
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
winter.. V
winter Vecnan
ecnan orthodoxy
orthodoxy claims
claims that
that she is a pow- Or so the world thought.
erul elemental spirit, rather than an actual deity. In truth, the Harpells were saved by the quick think-
The 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 Vec- o 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 cler- lived there ever since, rebuilding their Ivy Mansion
ics and paladins demonstrating divine power, it is and plotting their revenge.
claimed that they are merely tapping into their dead The Harpells are now secretly scouring Toril or the
gods’ ading, vestigial energies. 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 abandoned and the storm giants, weakened in stat-
ure, scattered throughout the Realms. Iymrith has
The final portion o this adventure deals with the gi- returned to her lair in the Anauroch Desert. Serissa’s
ants o the Sword Coast. In particular, the characters whereabouts
whereab outs remain unknown.
will have
have cause to infiltrate the hill giants
giants’’ steadast,
steadast, To signiy their diminished power the storm giants
Grudd Haug, and assault the Maelstrom, the aban- are occasionally reerred to as rain giants, although
doned undersea ortress o the storm giants. A brie they detest this relabeling.
overview o the giants’ ate in the Domed Frgtten
Realms is provided below:
C󰁬󰁯󰁵󰁤 G󰁩󰁡󰁮󰁴󰁳
The Realms
Realms were already in great turmoil when Many
ner o o the cloud
Countess giants have
Sansuri. Some rallied
roamunder
the arthe ban-
north
Annam, the
the All-Father
All-Father,, broke the ordning,
ordning, the divinely
divinely in their cloud ortresses, searching allen Ostoria
ordained hierarchy amongst the giants (as described or relics o their ancient past. Others have elevated
in Storm King’s Thunder). Because o this, the heroes themselves beyond the clouds, where the sky touches
o the Realms were unable to save King Hekaton, the stars, to await the downall o Faerûn. Annam has
Lord o the Storm Giants, and restore the sundered grown impatient with their isolationist liestyle and
hierarchy.. Now, years later,
hierarchy later, the ordning remains in has demoted the cloud giants accordingly.
flux. The current standings amongst the giants are
(rom least to greatest): M󰁯󰁵󰁮󰁴󰁡󰁩󰁮 G󰁩󰁡󰁮󰁴󰁳 (󰁦󰁯󰁲󰁭󰁥󰁲󰁬󰁹 H󰁩󰁬󰁬
S󰁴󰁯󰁮󰁥 G󰁩󰁡󰁮󰁴󰁳 G󰁩󰁡󰁮󰁴󰁳)
The hill giants are encamped within their relocated
The stone giants were the only giants to take a stand
capital, Grudd Haug. They demand a constant flow o
against the incursions o Vecna. Shortly ater Vecna
tribute rom Triboar, Goldenfields, and the many set-
conquered
a slumbering Waterdeep,
tarrasque,adirecting
stone giant thane awakened
it toward the City tlements in between. This tribute is primarily in the
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
whilee 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󰁩󰁡󰁮󰁴󰁳
Jarl Storvald
Storvald and his
his rost giants
giants still seek
seek Artus Cim-
Cim-
Iymrith, an ancient blue dragon, secretly took the
ber, bearer o the Ring of Winter
Winter. They are now en-
orm o a giant and infiltrated the royal courts o the
trenched within the rozen north, allied with the Frost
storm giants well beore the ordning was broken. Be-
Maiden Auril so that she might help them find the
cause o this, Iymirth was perectly positioned to take Ring of Winter
Winter and bring about the Age o Everlast-
ull advantage o the chaos that ensued ater Annam’s
ing Ice. The giants are currently spread throughout
ateul decree. The blue dragon arranged or the
the abandoned
abandon ed Ten-T
Ten-Towns, warring
warrin g with the duergar
duer gar
murder o the storm giant queen Neri, as well as the
and their chardalyn dragon, as well as with the White
abduction o King Hekaton. She positioned hersel
Wyrm,
Wy rm, Arveiaturace.
Arveiaturace.
as a surrogate parent to the three princesses, Mirran,
Nym, and Serissa, using her influence to turn them F󰁩󰁲󰁥 G󰁩󰁡󰁮󰁴󰁳
against one another. The eventual result was a brie With the return o Tiamat,
Tiamat, the
the ancient
ancient conflict be-
be-
and bloody civil war.
war. tween giants and dragons has reignited. Duke Zalto
During this turmoil, Iymrith’s
Iymrith’s duplicity was re- and his fire giants have shown the greatest initiative
vealed. Serissa was
was orced to kill her
her two sisters
sisters in this renewed battle against dragonkind, earning
and flee the Maelstrom, the underwater citadel rom them the respect o Annam. The fire giants currently
which her amily
amily had ruled.
ruled. Knowing
Knowing that Imyrith
Imyrith occupy the ormer dwarven stronghold o Gauntl-
grym as well as the great dungeon-orge, Ironslag.
coveted the Wyrmskull
Serissa took Throne
Throne,
with her the , aScepter
Ruling relic
Sce o great
pter power,
necessary They have successully reignited the adamantine
or controlling the throne. orge o Ironslag and used it to reorge Vonindod,
Shortly aterwards, King Hekaton was slain by the Titan o Death. Equipped with Vonindod, the fire
his abductors, precipitating the storm giants’ all giants are now singularly ocused on hunting and
in Annam’s
Annam’s divine hierarchy.
hierarchy. The Maelstrom was killing the dragons o the Realms.

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 Water-
deep is blanketed by a permanent, undispellable mag-
ical effect called Ahgairon
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 gover-
nance 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 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 com-
mensurate with the reader’s wizardly abilities. As the
first god to read these scrolls, Vecna hopes to discov-
er 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 hu-
manoid, although he is weakened by the conception
o lie. However, by creating artificial lie (see below)
Vecna
Vecna hashas 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.
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.

Battlerager
Artificer Known as Kuldjarg
Kuldjargh
h (literally “axe idiot”) in Dwarvish, bat-
Medium Humanoid (Any Race Artificer), Any Alignment
tleragers are dwar ollowers
ol lowers o the gods o war and take the
Path o the Battlerager. They specialize in wearing bulky,
Armor Class 󰀱󰀵 (chain shirt, shield), 󰀲󰀰 with shield
spiked armor and throwing themselves into combat, strik-
Hit Points
Speed 󰀳󰀵 ft.󰀲󰀲 (󰀴d󰀸 + 󰀴) ing with their body itsel and giving themselves over to the
ury o battle.

STR DEX CON INT WIS CHA


󰀱󰀲 󰀨+󰀱󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀳 󰀨+󰀱󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀱 󰀱 󰀨+ 󰀰󰀩 󰀱󰀲 󰀨+󰀱󰀩 Battlerager
Medium Humanoid (Dwarf Barbarian), Any Alignment

Skills Arcana +󰀴, Investigation +󰀴


Armor Class 󰀱󰀶 (spiked armor)
Senses passive Perception 󰀱󰀰
Hit Points 󰀹󰀰 (󰀱󰀲d󰀸 + 󰀳󰀶)
Languages any three languages
Speed 󰀳󰀵 ft.
Challenge 󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲
STR DEX CON INT WIS CHA
Dampening Field. The artificer has advantage on Dexterity
(Stealth) checks. 󰀱󰀸 󰀨+󰀴󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀱󰀷 󰀨+󰀳󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀹 󰀨−󰀱󰀩

Actins
Senses passive Perception 󰀱󰀰
Multiattack. The artificer makes two Arc Projector attacks. Languages any one language (usually Common)
It can replace one attack with either a Shocking Grasp
attack or a use of Spellcasting. Challenge 󰀴 ((󰀱,
󰀱,󰀱󰀰󰀰
󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲
Arc Projector. Ranged Weapon Attack: +󰀲 to hit, range
󰀹󰀰/󰀳󰀰󰀰 ft., one creature. Hit: 󰀷 (󰀲d󰀶) lightning damage. Battlerager Armor. When the battlerager uses an Attack
Shocking Grasp. Melee Spell Attack: +󰀴 to hit, reach 󰀵 ft., one action to grapple a creature, the target takes 󰀳 piercing
creature. Hit: 󰀴 (󰀱d󰀸) lightning damage, and the target can't damage if the grapple check succeeds.
take reactions until the start of its next turn. Reckless. At the start of its turn, the battlerager can gain
Spellcasting. The artificer casts one of the following spells, advantage on all melee weapon attack rolls during that turn,
using Intelligence as its spellcasting ability (spell save DC but attack rolls against it have advantage until the start of
󰀱󰀲, +󰀴 to hit with spell attacks). its next turn.
At will: alarm, identify, mage hand, mending Actins
󰀱/day each: grease, jump, sanctuary Multiattack. The battlerager makes two Greataxe attacks.
Reactins Greataxe. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft., one
Shield (Recharge 󰀴–󰀶). When the artificer is hit by an attack target. Hit: 󰀱󰀰 (󰀱d󰀱󰀲 + 󰀴) slashing damage.
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 Armor Spikes. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft.,
AC, including against the triggering attack, and it takes no one target. Hit: 󰀶 (󰀱d󰀴 + 󰀴) piercing damage.
damage from magic missile. Battlerager Charge. The battlerager takes the Dash action.

VOLO’S
VOL
Bard
O’S GUIDE TO MONSTERS
Bards are gited poets, storytellers, and entertainers who Blackguard
travel ar and wide, but are commonly ound in taverns or in Medium Humanoid (Any Race Paladin), Any Alignment
the company o jolly bands o adventurers, rough-and-tum-
ble mercenaries, and wealthy patrons. In this adventure, the Armor Class 󰀱󰀸 (plate)
Weevil
Weevil sserves
erves as a wealthy
wealthy patron or Orchestra,
Orchestra, the bard.
bard. Hit Points 󰀱󰀵󰀳 (󰀱󰀸d󰀸 + 󰀷󰀲)
Speed 󰀳󰀰 ft.

VOLO’S
VOL
Blackguard
O’S GUIDE TO MONSTERS STR DEX CON INT WIS CHA
󰀱󰀸 󰀨+󰀴󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀸 󰀨+󰀴󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀵 󰀨+󰀲󰀩
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 Saving Throws Wis +󰀵, Cha +󰀵
their ormer lives. Skills Athletics +󰀷, Deception +󰀵, Intimidation +󰀵
Senses passive Perception 󰀱󰀲
Languages any one language (usually Common)
Common)
Bard Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳
Medium Humanoid (Any Race Bard), Any Alignment

Armor Class 󰀱󰀵 (chain shirt) Actins


Hit Points 󰀴󰀴 (󰀸d󰀸 + 󰀸) Multiattack. The blackguard makes three attacks with its

Speed 󰀳󰀰 ft. Glaive


Glaive.or its Shortbow.
Melee Weapon Attack: +󰀷 to hit, reach 󰀱󰀰 ft., one
STR DEX CON INT WIS CHA 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
Saving Throws Dex +󰀴, Wis
W is +󰀳 blackguard exudes magical menace. Each enemy within 󰀳󰀰
Skills Acrobatics +󰀴, Perception +󰀵, Performance +󰀶 feet of the blackguard must succeed on a DC 󰀱󰀳 Wisdom
saving throw or be frightened for 󰀱 minute. If a frightened
Senses passive Perception 󰀱󰀵 target ends its turn more than 󰀳󰀰 feet away from the black-
Languages any two languages guard, the target can repeat the saving throw, ending the
Challenge 󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲 effect on itself on a success.
Spellcasting. The blackguard casts one of the following
spells, using Charisma as its spellcasting ability (spell save
Actins DC 󰀱󰀳).
Multiattack. The bard makes two Shortsword or Shortbow At will: command, find steed

attacks. It can replace one attack with a use of Spellcasting. 󰀱/day each: dispel magic, protection from evil and good
Shortsword. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., one
target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage. Bnus Actins
Shortbow. Ranged Weapon Attack: +󰀴 to hit, range 󰀸󰀰/󰀳󰀲󰀰 ft., Smite (Concentration). The blackguard chooses one of the
one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage. smite options below. The first time the blackguard hits a
Cacophony (Recharge 󰀴–󰀶). Each creature in a 󰀱󰀵-foot cube creature, the option activates.
originating from the bard must make a DC 󰀱󰀲 Constitution Blinding Smite (Recharge 󰀵–󰀶). The blackguard’s weapon
saving throw. On a failed save, a creature takes 󰀹 (󰀲d󰀸) flares with a bright light, and the attack deals an extra 󰀱󰀳
thunder damage and is pushed up to 󰀱󰀰 feet away from the (󰀳d󰀸) radiant damage to the target. Additionally, the tar-
bard. On a successful save, a creature takes half as much get must succeed on a DC 󰀱󰀳 Constitution saving throw
damage and isn’t pushed. or be blinded for 󰀱 minute. A blinded target can repeat the
Spellcasting. The bard casts one of the following spells, saving throw at the end of each of its turns, ending the
using Charisma as its spellcasting ability (spell save DC 󰀱󰀲). effect on itself on a successful save.
At will: dancing lights, mage hand, prestidigitation
prestidigitation Branding Smite (Recharge 󰀵–󰀶). The blackguard’s weapon
gleams with astral radiance. The attack deals an extra 󰀲d󰀶
󰀱/day each: charm person, invisibility, sleep radiant damage to the target, which becomes visible if
it is invisible, and the target sheds dim light in a 󰀵-foot
Bnus Actins radius and can’t become invisible for 󰀱 minute.
Taunt (󰀲/Day). The bard targets one creature within 󰀳󰀰 feet Thunderous Smite. The blackguard’s
blackguard’s weapon rings
ring s with
of it. If the target can hear the bard, the target must succeed thunder that is audible within 󰀳󰀰󰀰
󰀳󰀰 󰀰 feet. The attack deals
on a DC 󰀱󰀲 Charisma saving throw or o r have disadvantage on an extra 󰀲d󰀶 thunder damage and the target must suc-
ability checks, attack rolls, and saving throws until the start ceed on a DC 󰀱󰀲 Strength saving throw or be pushed 󰀱󰀰
of the bard’s next turn. feet away from the blackguard and knocked prone.

Bullywug, Slime-Tuched
These bullywugs have given their lie and soul to the wor-
ship 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.

Blight, Algae Slime-Tuched Bullywug


Medium Humanoid (Bullywug), Typically Neutral Evil

An algae blight is a dead kelpie that was reanimat


reanimated
ed through Armor Class 󰀱󰀴 (natural armor)
necromantic magic. It resembles a pile o wet seaweed. It is Hit Points 󰀵󰀲 (󰀸d󰀸 + 󰀱󰀶)
able to shape its body into various orms, oten assuming Speed 󰀲󰀰 ft., swim 󰀴󰀰 ft.
the aspect o hideous creatures such as chuuls or skum to
provoke terror in their prey. STR DEX CON INT WIS CHA
󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀹 󰀨−󰀱󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀹 󰀨−󰀱󰀩

Algae Blight
Medium Undead, Typically Neutral Evil Skills Stealth +󰀴
Damage Immunities acid
Armor Class 󰀱󰀴 (natural armor) Senses passive Perception 󰀱󰀸
Hit Points 󰀶󰀷 (󰀹d󰀸 + 󰀲󰀷) Languages Abyssal, Bullywug
Speed 󰀱󰀰 ft., swim 󰀳󰀰 ft. Challenge 󰀳 (󰀷󰀰󰀰 XP) Proficiency Bonus +󰀲

STR DEX CON INT WIS CHA 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
Skills Perception +󰀳, Stealth +󰀴 it with a melee attack while within 󰀵 feet of it takes 󰀴 (󰀱d󰀸)
Damage Resistances bludgeoning, fire, piercing acid damage. Any nonmagical weapon made of metal or
Condition Immunities blinded, deafened, exhaustion wood that hits the bullywug corrodes. After dealing damage,
Senses blindsight 󰀶󰀰 ft.,
f t., passive Perception 󰀱󰀳 the weapon takes a permanent and cumulative −󰀱 penalty
to damage rolls. If its penalty drops to −󰀵, the weapon is
Languages Aquan, Common destroyed. Nonmagical ammunition made of metal or wood w ood
Challenge 󰀴 (󰀱,󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲 that hits the bullywug is destroyed after dealing damage.
Speak with Frogs , Toads, and Slime. The bullywug can
Seaweed Shape. The blight can use its action to reshape its communicate simple concepts to frogs and toads when it
speaks in Bullywug. It can communicate simple concepts to
body
Medium, into or
theLarge.
form Its
of astatistics
humanoid areorotherwise
o therwise
beast thatunchanged.
is Small, oozes when it speaks in Abyssal.
The disguise is convincing, unless the blight is in bright Swamp Camouflage. The bullywug has advantage on Dex-
light or the viewer is within 󰀳󰀰 feet of it, in which case the terity (Stealth) checks made to hide in swampy terrain.
seams between the seaweed strands are visible. The kelpie
returns to its true form if it takes a bonus action to do so or Actins
if it dies.
Multiattack. The bullywug makes two Corrosive Touch
False Appearance. While the blight remains motionless in attacks.
its true form, it is indistinguishable
in distinguishable from normal seaweed.
Corrosive Touch. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft.,
Unusual Nature. The blight doesn’t require air, air, food, drink, one target. Hit: 󰀵 (󰀲d󰀸 + 󰀲) acid damage.
or sleep.
Gelatinous Geyser (Recharge 󰀵−󰀶). The bullywug shoots a
Actins geyser of acidic slime in a line that is 󰀳󰀰 feet long and 󰀵 feet
wide. Each creature in that line must make a DC 󰀱󰀲 Dexterity
Multiattack. The blight makes two Slam attacks, each of saving throw, taking 󰀱󰀰 (󰀳d󰀶) acid damage on a failed save,
which it can be replaced with one use of Necrotic Constric- or half as much damage on a successful one.
tion.
Slam. Melee Weapon Attack: +󰀴 to hit, reach 󰀱󰀰 ft., one Reactins
target. Hit: 󰀱󰀱 (󰀲d󰀸 + 󰀲) piercing damage. If the target is a Split. When a bullywug that is Small or larger is subject-
Medium or smaller creature, it is grappled (escape DC 󰀱󰀲). ed to lightning or slashing damage, it splits into two new
Necrotic Constriction. One creature grappled by the blight bullywugs if it has at least 󰀱󰀰 hit points. Each new bullywug
must make a DC 󰀱󰀲 Constitution saving throw, taking 󰀲󰀱 has hit points equal to half the original bullywug’s, rounded
(󰀶d󰀶) necrotic damage on a failed save, or half as much down. New bullywugs are one size smaller than the original
damage on a successful one. bullywug.

Chief Guh
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.
Catblepas Gorging hersel over the years, she is the first to have at-
tained gargantuan stature. This eat has not gone unnoticed
VOLO’S
VOLO’S GUIDE TO MONSTERS by Annam, who has granted her divine abilities. Still, Guh
The catoblepas is as loathsome as the vile swamplands in continues to glut hersel, hoping that she might eventually
which it liv
lives.
es. Lik
Like
e such wastela
wastelands,
nds, this
this conglomeration
conglomeration o eat her way into godhood.
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 Chief Guh
away as being much more ghastly than its appearance sug- Gargantuan Giant, Chaotic Evil
gests.

Armor Class
Hit Points 󰀹 (natural
󰀳󰀹󰀰 (󰀲󰀰d󰀲󰀰 +armor)
󰀱󰀸󰀰)
Catblepas Speed 󰀰 ft.
Large Monstrosity, Unaligned

STR DEX CON INT WIS CHA


Armor Class 󰀱󰀴 (natural armor)
󰀲󰀹 󰀨+ 󰀹󰀩 󰀱 󰀨−󰀵󰀩 󰀲󰀹 󰀨+󰀹󰀩 󰀵 󰀨−󰀳󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀶 󰀨−󰀲󰀩
Hit Points 󰀸󰀴 (󰀸d󰀱󰀰 + 󰀴󰀰)
Speed 󰀳󰀰 ft.
Damage Immunities poison; bludgeoning, piercing, and
STR DEX CON INT WIS CHA slashing from nonmagical attacks
󰀱󰀹 󰀨+󰀴󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀲󰀱 󰀨+󰀵󰀩 󰀳 󰀨− 󰀴󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀸 󰀨−󰀱󰀩 Condition Immunities poisoned
Senses passive Perception 󰀱󰀲
Languages Common, Giant, Goblin
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲 Challenge 󰀱󰀳 (󰀱󰀰,󰀰󰀰󰀰 XP) Proficiency Bonus +󰀵
Languages —

Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳 Gluttonous Casting.


water, she creates When
twice theChief
usualGuh castsofcreate
amount foo d food
food and
and ale
Keen Smell. The catoblepas has advantage on Wisdom (Per- instead of water.
water.
ception) checks that rely on smell.
Stench. Any creature other than a catoblepas that starts its Actins
turn within 󰀱󰀰 feet of the catoblepas must succeed on a DC Multiattack. Chief Guh makes two Slam attacks.
󰀱󰀶 Constitution saving throw or be poisoned
po isoned until the start Slam. Melee Weapon Attack: +󰀱󰀴 to hit, reach 󰀱󰀰 ft., one
of the creature’s next turn. On a successful saving throw, target. Hit: 󰀳󰀰 (󰀶d󰀶 + 󰀹) bludgeoning damage.
the creature is immune to the stench of any catoblepas for
󰀱 hour. Gluttonous Wrath (󰀳 /Day). Guh targets a point she can see
(󰀳/Day).
within 󰀶󰀰 feet of her.
her. Each within 󰀱󰀰 feet of that point must
Actins make a DC 󰀱󰀵 Constitution saving throw. On a failed save,
a creature takes 󰀱󰀴 (󰀴d󰀶) acid damage and 󰀱󰀴 (󰀴d󰀶) poison
Tail. Melee Weapon Attack: +󰀷 to hit, reach 󰀱󰀰 ft., one target. damage, and gains no nourishment from nonmagical drink
Hit: 󰀲󰀱 (󰀵d󰀶 + 󰀴) bludgeoning damage, and the target or food for 󰀲󰀴 hours. On a successful save, a creature takes
must succeed on a DC 󰀱󰀶 Constitution saving throw or be half as much damage and suffers no other detrimental
stunned until the start of the catoblepas’s next turn. effects.
Death Ray
creature (Recharge
that it can see󰀵–󰀶). The󰀳󰀰catoblepas
within targets
feet of it. The a must
target Rock.target.
one Ranged Weapon
Hit: Attack:
󰀳󰀵 (󰀴d󰀱󰀲 +󰀱󰀴 to hit, range
+ 󰀹) bludgeoning 󰀶󰀰/󰀲󰀴󰀰 ft.,
damage.
make a DC 󰀱󰀶 Constitution saving throw, taking 󰀳󰀶 (󰀸d󰀸) Spellcasting. Guh casts one of the following spells, using
necrotic damage on a failed save, or half as much damage Charisma as her spellcasting ability (spell save DC 󰀱󰀵).
on a successful one. If the saving throw fails by 󰀵 or more,
the target instead takes 󰀶󰀴 necrotic damage. The target dies 󰀳/day each: bless, create food and water, polymorph
if reduced to 󰀰 hit points by this ray. 󰀱/day: heroes’ feast

Clbrnia
The archdryad Colbornia was the high priestess o Chaunt-
ea’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
Chwinga sight to behold, her once beautiul eatures marred by rot
TOMB OF ANNIHILATION and corruption and her warm laughter replaced by screams
o anguished pain that now echo through Mirabar on cold,
A chwinga
chwinga is a tiny elementa
elementall spirit that lives in plants, lonely nights.
rocks, and rivers ar rom civilization. Painully shy, chwin-
gas preer to move about unseen. Though no two chwingas
look exactly alike, they resemble 6-inch-tall animated dolls Clbrnia
with strange masks,
masks, spindly limbs, and wild hair.
hair. Their ap- Medium Undead, Unaligned
pearance is sometimes oreshadowed by cold breezes or
snowflakes. They don’t have names and cannot speak. Armor Class 󰀱󰀴
Hit Points 󰀱󰀱󰀰 (󰀲󰀰d󰀸 + 󰀲󰀰)
Speed 󰀳󰀰 ft.
Chwinga
Tiny Elemental, Any Alignment
STR DEX CON INT WIS CHA
Armor Class 󰀱󰀵 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀱󰀸 󰀨+󰀴󰀩

Hit Points 󰀵 (󰀲d󰀴)


Speed 󰀲󰀰 ft., climb 󰀲󰀰 ft., swim 󰀲󰀰 ft. Damage Immunities poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲
󰀱 󰀨−󰀵󰀩 󰀲󰀰 󰀨+ 󰀵󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀳 󰀨+󰀲󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀶 󰀨+󰀳󰀩 Languages Common, Elvish, Sylvan
Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀲
Skills Acrobatics +󰀷, Perception +󰀷, Stealth +󰀷
Hunger for Life. If a creature Colbornia can see within 󰀶󰀰
Senses blindsight 󰀶󰀰 ft.,
f t., passive Perception 󰀱󰀷 feet regains hit points, then that creature gains only half
Languages — as many hit points (rounded up) and Colbornia gains the
Challenge 󰀰 (󰀱󰀰 XP) Proficiency Bonus +󰀲 remaining half (rounded down).
Magic Resistance. Colbornia has advantage on saving
Evasion. When the chwinga is subjected to an effect that throws against spells and other magical effects.
allows it to make a Dexterity saving throw to take only half Unusual Nature. Colbornia doesn’t require air,air, food, drink,
damage, it instead takes no damage if it succeeds on the or sleep.
saving
Unusual throw, andThe
Nature. onlychwinga
half damage if itrequire
doesn’t fails. air, food, or Actins
drink. When it dies, it turns into a handful of flower petals, a Multiattack. Colbornia makes two Slam attacks.
cloud of pollen, a stone statuette resembling its former self,
a tiny sphere of smooth stone, or a puddle of fresh water Slam. Melee Weapon Attack: +󰀳 to hit, reach 󰀵 ft., one target.
(your choice). Hit: 󰀶 (󰀱d󰀱󰀰 + 󰀱) slashing damage.
Ray of Famine. Ranged Weapon Attack: +󰀶 to hit, range 󰀶󰀰
Actins ft., one target. Hit: 󰀱󰀸 (󰀴d󰀶 + 󰀴) necrotic damage, and the
target must succeed on a DC 󰀱󰀴 Constitution saving
savi ng throw
Magical Gift (󰀱/Day). The chwinga targets a humanoid it or become famished. Famished creatures deal half damage
can see within 󰀵 feet of it. The target gains a supernatural with weapon attacks that use Strength. They also take an
charm of the DM’s choice. See the Dungeon Master’s Guide additional 󰀷 (󰀲d󰀶) necrotic damage at the end of their next
for information on supernatural charms. turn and every turn thereafter. Spending an action to eat any
Natural Shelter. The chwinga magically takes shelter inside amount of food removes the famished effect.
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 Bnus Actins
other effect while inside this shelter,
shelter, and the shelter doesn’t
impair the chwinga’s
chwinga’s blindsight. The chwinga can use its ac- Sprout Blight (Recharge 󰀵–󰀶). Colbornia sprouts blights
tion to emerge from a shelter. If its shelter is destroyed, the in an unoccupied
growing four twig space
blightsshe can needle
or one see within 󰀶󰀰 feet
blight. of her,
These her,
blights
chwinga is forced out and appears in the shelter’s space,
but is otherwise unharmed. 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
Spellcasting. The chwinga casts one of the following spells,
turns. Any character adjacent to a sprouting square
sq uare can
requiring no material or verbal components: spend an action to uproot the blights, killing them before
At will: druidcraft, guidance, pass without trace, resistance they form.

Elemental,
Elemental, Unified
In recent years, the Cult o the Elder Elemental Eye has
Desiccated Shambler learned the secret o using disparate elementals into a
more powerul, hybrid orm. Rather than each element di-
These creatures are grown by necromantic druids in bar- luting the other—or example, water and earth merging into
ren, blighted soil. They are nourished by blood and sprout mud—each element retains its primordial purity. Most o
only under a new moon. Made rom a hideous tangle o these unified elementals combine two elements, although
blood-tinged brambles, the desiccated shamblers approxi- rumors abound o hybrid monstrosities ormed rom three
mate the shape o a stocky, lumbering humanoid. or even all our o the elements.

Desiccated Shambler Unified Elemental (Earth and Air)


Medium Plant, Unaligned Large Elemental, Unaligned

Armor Class 󰀱󰀱 Armor Class 󰀱󰀹 (natural armor)


Hit Points 󰀵󰀲 (󰀷d󰀸 + 󰀲󰀱) Hit Points 󰀱󰀲󰀶 (󰀱󰀲d󰀱󰀰 + 󰀶󰀰)
Speed 󰀲󰀰 ft. Speed 󰀳󰀰 ft., burrow 󰀳󰀰 ft., fly 󰀹󰀰 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
󰀱󰀵 󰀨+󰀲󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀶 󰀨−󰀲󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀷 󰀨−󰀲󰀩 󰀲󰀰 󰀨+ 󰀵󰀩 󰀲󰀰 󰀨+󰀵󰀩 󰀲󰀰 󰀨+󰀵󰀩 󰀶 󰀨−󰀲󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀶 󰀨−󰀲󰀩

Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing


from nonmagical attacks
Damage Resistances psychic; bludgeoning, and piercing
from nonmagical attacks Damage Immunities poison

Condition Immunities blinded, deafened, exhaustion Conditionpoisoned,


petrified, Immunities exhaustion,
prone, grappled,
restrained, paralyzed,
unconscious
Senses blindsight 󰀶󰀰 ft.
ft . (blind beyond this radius), passive
Perception 󰀱󰀰 Senses darkvision 󰀶󰀰 ft., tremorsense 󰀶󰀰 ft., passive Percep-
tion 󰀱󰀰
Languages —
Languages Auran, Terran
Challenge 󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲
Challenge 󰀶 (󰀲,󰀳󰀰󰀰 XP) Proficiency Bonus +󰀳
Root Sense. While in its garden and in contact with the
ground, the desiccated shambler knows the exact location Siege Monster. The elemental deals double damage to ob-
of any other creature that is also in the desiccated sham- jects and structures.
bler’s garden and is touching the ground. Unusual Nature. The elemental doesn’t require air, food,
drink, or sleep.
Actins
Multiattack. The desiccated shambler makes two Thorn-
Actins
Claw attacks. Multiattack. The elemental makes two Slam
S lam attacks.
Thorn-Claw. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., one Slam. Melee Weapon Attack: +󰀸 to hit, reach 󰀱󰀰 ft., one tar-
target. Hit: 󰀷 (󰀱d󰀱󰀰 + 󰀲) slashing damage. get. Hit: 󰀱󰀸 (󰀳d󰀸 + 󰀵) bludgeoning damage.
Transplant. As an action, the desiccated shambler can tar- Rockstorm (Recharge 󰀴−󰀶). Each creature within 󰀵 feet of
get any creature within 󰀳󰀰 feet, making vines and branches the elemental must make a DC 󰀱󰀶 Strength saving throw.
throw.
erupt from the earth beneath them. The targeted creature On a failure, a target takes 󰀱󰀸 (󰀳d󰀸 +󰀵) bludgeoning damage
must succeed on a DC 󰀱󰀳 Strength saving throw or be and is flung up to 󰀲󰀰 feet away from the elemental. If the
moved, even through otherwise impassable foliage, to a saving throw is successful, the target takes half the blud-
location within 󰀱󰀵 feet of the desiccated shambler
shambler.. geoning damage and isn’t flung away or knocked prone.

Gallia
Fessler These immense, swamp-dwelling tortoises are oten do-
mesticated by bullywug beastmasters. Gaollias have a
To most adventurers an ordinary house cat is hardly cause slow-acting metabolism and mild stomach acidity. Because
or alarm. To a small critter, however, that same cat is a o this, the bullywugs use them as ghastly prisons or storage
sto rage
nightmare made o urry flesh, a cruel sadistic beast that or prized treasures. Gaollias also have a highly developed
can materialize unexpectedly rom the shadows to steal lie gag reflex. This means that any ingested creatures or items
and eat it whole. Below are the statistics or a cat, relative to can be easily extracted by orcing the gaollia to regurgitate.
a group o mouse-sized adventurers.

Gallia
Fessler Large Beast, Unaligned

Huge Beast, Unaligned


Armor Class 󰀱󰀶 (natural armor)
Armor Class 󰀱󰀲 Hit Points 󰀴󰀲 (󰀵d󰀱󰀰 + 󰀱󰀵)
Hit Points 󰀱󰀲󰀳 (󰀱󰀹d󰀱󰀲) Speed 󰀲󰀰 ft., swim 󰀳󰀰 ft.
Speed 󰀴󰀰 ft., climb 󰀳󰀰 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 󰀱󰀷 󰀨+󰀳󰀩 󰀷 󰀨−󰀲󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀲 󰀨−󰀴󰀩 󰀷 󰀨−󰀲󰀩 󰀵 󰀨−󰀳󰀩
󰀲󰀷 󰀨+󰀸󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀳 󰀨− 󰀴 󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀷 󰀨−󰀲󰀩
Senses passive Perception 󰀸
Skills Perception +󰀴, Stealth +󰀵 Languages —
Senses passive Perception 󰀱󰀴 Challenge 󰀱 (󰀲󰀰󰀰 XP) Proficiency Bonus +󰀲
Languages —
Challenge 󰀶 (󰀲,󰀳󰀰󰀰 XP) 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) its stomach
lowed by thecontracts and 󰀳releases
gaollia takes acid.
(󰀱d󰀶) acid Any creature
damage swal-
an d 󰀳 (󰀱d󰀶)
and
checks that rely on smell.
bludgeoning damage at the start of each of the gaollia’s
Pounce. If Fessler moves at least 󰀲󰀰 feet straight toward turns. This reflexive condition subsides 󰀵 rounds after
af ter the
a creature and then hits it with
w ith a claw attack on the same threat is alleviated.
turn, that target must succeed on a DC 󰀱󰀹 Strength saving
throw or be knocked prone. If the target is prone, Fessler Stable. Whenever an effect would knock the gaollia prone, it
can make one bite attack against it as a bonus action. can make a DC 󰀱󰀰 Constitution saving throw to avoid being
knocked prone. A prone gaollia is upside down. T To
o stand
Running Leap. With a 󰀱󰀰-foot running start, Fessler can long up, it must succeed on a DC 󰀱󰀰 Dexterity check on its turn
jump up to 󰀲󰀵 feet. 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.
his Bite only once. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage.
Bat. Melee Weapon Attack: +󰀱󰀱 to hit, reach 󰀵 ft., one target. Swallow. The gaollia makes one bite attack against a Medi-
Hit: 󰀱󰀱 (󰀱d󰀶 + 󰀸) bludgeoning damage. Any creature hit by um or smaller target that is already restrained. If the attack
this attack must make a DC 󰀱󰀹 Strength saving throw. On hits, the target is swallowed. The swallowed target is blind-
aFessler
failureand
the knocked
creature prone.
is pushed up to 󰀳󰀰 feet away from ed and restrained, and it has total cover against attacks and
other effects outside the gaollia. The gaollia can have only
o nly
Bite. Melee Weapon Attack: +󰀱󰀱 to hit, reach 󰀵 ft., one target. one swallowed target at a time.
Hit: 󰀱󰀹 (󰀲d󰀱󰀰 + 󰀸) piercing damage.
If the gaollia dies, a swallowed creature is no longer
Claw. Melee Weapon Attack: +󰀱󰀱 to hit, reach 󰀵 ft., one target. restrained by it and can escape from the corpse using 󰀵 feet
Hit: 󰀱󰀵 (󰀲d󰀶 + 󰀸) slashing damage. of movement, exiting prone.

Giant, Munt
Muntain
ain Giant, Rai
Rainn
With the recent upheaval
upheaval amidst
amidst the
the Real
Realms,
ms, Ann
Annamam’’s Ord-
With the recent upheaval
upheaval amidst thethe Realms,
Realms, Annam
Annam’’s Ord- ning has been reshuffled. With
Wit h the death o their lleader
eader,, King
ning has been reshuffled. The once lowly hill giants have Hekaton, the once proud storm giants ell to the Ordning’s
been promoted, less through any accomplishment o their lowest rung. Both physically and figuratively their stature
own but rather the ailures o those above them, particu- has been greatly diminished and because o this they have
larly the storm giants. All o the hill giants’ attributes have been renamed as rain giants. Blaming their pride or their
now been amplified.
amp lified. They are stronger,
stronger, dumber, crueler
crueler,, and downall, the ew remaining rain giants now live in humble
more gluttonous than ever beore. To reflect this new-ound seclusion as shepherds, armers, and lighthouse keepers.
strength and prominence, these giants are now reerred to
as mountain giants.
Rain Giant
Huge Giant, Typically Chaotic Good
Muntain Giant
Huge Giant, Typically Chaotic Evil Armor Class 󰀱󰀶 (natural armor)
Hit Points 󰀱󰀲󰀶 (󰀱󰀱d󰀱󰀲 + 󰀵󰀵)
Armor Class 󰀱󰀳 (natural armor) Speed 󰀴󰀰 ft., swim 󰀴󰀰 ft.
Hit Points 󰀱󰀶󰀲 (󰀱󰀳d󰀱󰀲 + 󰀷󰀸)
Speed 󰀴󰀰 ft. STR DEX CON INT WIS CHA
󰀲󰀳 󰀨+󰀶󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀲󰀰 󰀨+󰀵󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀴 󰀨+󰀲󰀩
STR DEX CON INT WIS CHA
󰀲󰀵 󰀨+󰀷󰀩 󰀸 󰀨−󰀱󰀩 󰀲󰀳 󰀨+󰀶󰀩 󰀷 󰀨−󰀲󰀩 󰀹 󰀨−󰀱󰀩 󰀶 󰀨−󰀲󰀩
Saving Throws Str +󰀹, Wis +󰀶, Cha +󰀵
Skills Arcana +󰀵, Athletics +󰀹, History +󰀵
+󰀵,, Perception +󰀶
Saving Throws Str +󰀱󰀰, Con +󰀹 Damage Resistances lightning, thunder
Skills Perception +󰀲 Senses passive Perception 󰀱󰀶
Senses passive Perception 󰀱󰀲 Languages Common, Giant
Languages Giant Challenge 󰀷 (󰀲,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳
Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳
Amphibious. The giant can breathe air and water.
water.
Actins Actins
Multiattack. The giant makes two Greatclub attacks. Multiattack. The giant makes two Greatsword attacks.
Greatclub. Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one Greatsword. Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀰 ft.,
target. Hit: 󰀲󰀸 (󰀶d󰀶 + 󰀷) bludgeoning damage. one target. Hit: 󰀲󰀷 (󰀶d󰀶 + 󰀶) slashing damage.
Rock. Ranged Weapon Attack: +󰀱󰀰 to hit, range 󰀶󰀰/󰀲󰀴󰀰 ft., Rock. Ranged Weapon Attack: +󰀹 to hit, range 󰀶󰀰/󰀲󰀴󰀰 ft., one
one target. Hit: 󰀲󰀹 (󰀴d󰀱󰀰 + 󰀷) bludgeoning damage.
Squash. Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one target. Hit: 󰀲󰀸The
Spellcasting. (󰀴d󰀸 + 󰀶)casts
giant bludgeoning damage.
one of the following spells
Medium or smaller creature. Hit: 󰀳󰀵 (󰀸d󰀶 + 󰀷) bludgeoning without expending material components, using Charisma
damage, the giant lands prone in the target’s
target’s space, and as its spellcasting ability.
ability.
the target is grappled (escape DC 󰀱󰀸). Until this grapple
the target is grappled (escape DC 󰀱󰀸). Until this grapple
ends, the target is prone. The grapple ends early if the giant 󰀳/day: create or destroy water
stands up. 󰀱/day: control weather

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

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

STR DEX CON INT WIS CHA


󰀱󰀲 󰀨+󰀱󰀩 󰀲󰀱 󰀨+󰀵󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀹 󰀨+󰀴󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀴 󰀨+󰀲󰀩

Giant Severed Hand Skills Insight +󰀴, Perception +󰀴


Vulnerabilities fire
Damage Vulnerabilities
Shortly ater the Battle o the Fallen Harpers, these undead
abominations became the avored steed o Vecnan cavalry. Damage Resistances cold, lightning; bludgeoning, piercing,
They are typically made rom the severed appendage o a
and slashing from nonmagical attacks
mountain giant, although
althou gh the amed lich king, Lord Vornath,
Vornath, Damage Immunities acid, poison
was rumored to ride one made rom the scuttling claw o Condition Immunities poisoned
the tarrasque. Senses blindsight 󰀶󰀰 ft., darkvision 󰀶󰀰 ft., passive
Perception 󰀱󰀴
Hydrlth Languages Abyssal, Infernal, telepathy 󰀶󰀰 ft.
Challenge 󰀹 (󰀵,󰀰󰀰󰀰 XP) Proficiency Bonus +󰀴
MORDENKAINEN’S TOME OF FOES
Like the thought-stealing waters o the River Styx they in- Amphibious. The hydroloth can breathe air and water.
habit, hydroloths filch the memories o creatures they at- Magic Resistance. The hydroloth has advantage on saving
throws against spells and other magical effects.
tack,
masterstealing away their
they happen thoughts
to serve. or delivery
Hydroloths to whatever
are skilled at find- Magic Weapons. The hydroloth’s
hydroloth’s weapon attacks are magi-
ing lost things, especially those that have been swallowed cal.
up in the deeps. Secure Memory. The hydroloth is immune to the waters of
the River Styx as well as any effect that would steal or modi-
fy its memories or detect or read its thoughts.
Giant Severed Hand Watery Advantage. While submerged in liquid, the hydro-
loth has advantage on attack rolls.
Medium Undead, Typically Neutral Evil

Armor Class 󰀱󰀰
Actins
Hit Points 󰀲󰀵 (󰀳d󰀸 + 󰀱󰀲) Multiattack. The hydroloth makes two melee attacks. In
place of one of these attacks, it can cast one spell that takes
Speed 󰀴󰀰 ft. 󰀱 action to cast.
Claws. Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one tar-
STR DEX CON INT WIS CHA get. 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
Damage Immunities poison it can see within 󰀶󰀰
󰀶 󰀰 feet of it. The target takes 󰀴d󰀶
󰀴 d󰀶 psychic
Condition Immunities charmed, exhaustion, poisoned damage, and it must make a DC 󰀱󰀶 Intelligence saving
Senses blindsight 󰀳󰀰 ft.
ft . (blind beyond this radius), passive throw.. On a successful save, the target becomes immune
throw
Perception 󰀱󰀰 to this hydroloth’s
hydroloth’s Steal Memory for 󰀲󰀴 hours. On a failed
Languages Understands Common and Giant but can’t save, the target loses all proficiencies, it can’t cast spells,
speak it can’t understand language, and if its Intelligence and
Charisma scores are higher than 󰀵, they become 󰀵. Each
Challenge 󰀱/󰀲 (󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲 time the target finishes a long rest, it can repeat the saving
throw,, ending the effect on itself on a success. A greater
throw
Beast of Burden. The severed hand is considered to be a restoration or remove curse spell cast on the target ends this
Large creature for the purpose of determining its carrying effect early.
capacity. Teleport. The hydroloth magically teleports, along with
Sure-Fingered. The severed hand has advantage on Strength any equipment it is wearing or carrying, up to 󰀶󰀰 feet to an
and Dexterity saving throws made against effects that would unoccupied space it can see.
knock it prone. Spellcasting. The hydroloth casts one of the following spells
Unusual Nature. The severed hand doesn’t require air, food, without expending material components, using Charisma
drink, or sleep. as its spellcasting ability (spell save DC 󰀱󰀶):
At will: darkness, detect magic, dispel magic, invisibility (self
Actins only), water walk
Flick. Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one target. 󰀳/day each: control water, crown of madness, fear, phantasmal
Hit: 󰀱󰀰 (󰀱d󰀶 + 󰀷) bludgeoning damage. 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er-
nal bargains it rises as an igneous knight. A green, devilish
fire burns bright within their charred, battered armor. Al-
though
had anysuch knights o
semblance retain their military
personality prowess,
or passion they rom
burned have
their souls.

Igneus Knight
Medium Undead, Typically Chaotic Evil

Armor Class 󰀲󰀰 (plate, shield)


Hit Points 󰀱󰀴󰀷 (󰀱󰀴d󰀸 + 󰀷󰀰)
Speed 󰀳󰀰 ft.

STR DEX CON INT WIS CHA


󰀲󰀰 󰀨+ 󰀵󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀲󰀰 󰀨+󰀵󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀸 󰀨+󰀴󰀩

Saving Throws Wis +󰀷, Cha +󰀸


Damage Immunities fire, necrotic, poison
Ice Wyrm Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 󰀱󰀲󰀰 ft.,
f t., passive Perception 󰀱󰀳
These arctic beasts most closely resemble a massive, Languages Abyssal, Common
15-oot-long eel. However, their long, sinuous body is cov- Challenge 󰀱󰀰 (󰀵,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀴
ered in gleaming scales o thick, translucent ice.
Magic Resistance. The igneous knight has advantage on
saving throws against spells and other magical effects.
Ice Wyrm Marshal Undead. Unless the igneous knight is incapacitat-
Large Monstrosity, Unaligned ed, it and undead creatures of its choice within 󰀶󰀰 feet of it
have advantage on saving throws against effects that turn
Armor Class 󰀱󰀸 (natural armor) undead.
Hit Points 󰀸󰀵 (󰀱󰀰d󰀱󰀰 + 󰀳󰀰) Unusual Nature. The igneous knight doesn’t require air,
Speed 󰀵 ft., swim 󰀳󰀰 ft. food, drink, or sleep.
Actins
STR DEX CON INT WIS CHA Multiattack. The igneous knight makes two attacks with its
󰀱󰀸 󰀨+󰀴󰀩 󰀱󰀸 󰀨+󰀴󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀲 󰀨− 󰀴󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀳 󰀨− 󰀴󰀩 Longsword.
Longsword. Melee Weapon Attack: +󰀹 to hit, reach 󰀵 ft., one
Damage Immunities Cold target. Hit: 󰀹 (󰀱d󰀸 + 󰀵) slashing damage, or 󰀱󰀰 (󰀱d󰀱󰀰 + 󰀵)
slashing damage if used with two hands, plus 󰀱󰀸 (󰀴d󰀸) fire
Senses blindsight 󰀶󰀰 ft.,
ft ., passive Perception 󰀱󰀱 damage.
Languages — Release Hellfire (Recharge 󰀵–󰀶). Each creature in a 󰀳󰀰-foot
Challenge 󰀵 (󰀲,󰀳󰀰󰀰 XP) Proficiency Bonus +󰀳 cube originating from the igneous knight must make a DC
󰀱󰀶 Dexterity saving throw, taking 󰀲󰀸 (󰀸d󰀶) fire damage and
Water Breathing. The ice wyrm can breathe only underwa- 󰀲󰀸 (󰀸d󰀶) necrotic damage on a failed save, or half as much
ter. on a successful save.

Actins Reeactins
Multiattack. The ice wyrm makes two Bite attacks. Hellfire
one Parry.
melee Thethat
attack igneous
wouldknight
hit it. adds 󰀴 to its AC
The attacker against
must make
Bite. Melee Weapon Attack: +󰀷 to hit, reach 󰀵 ft., one target. a DC 󰀱󰀶 Dexterity saving throw, taking 󰀷 (󰀲d󰀶) fire damage
Hit: 󰀱󰀱 (󰀲d󰀶 + 󰀴) piercing damage plus 󰀴 (󰀱d󰀸) cold damage. and 󰀷 (󰀲d󰀶) necrotic damage on a failed save, or half as
Icy Blast (Recharge 󰀶). The ice wyrm radiates a blast of much damage on a successful one. To do so, the igneous
freezing energy. This blast has the effect of a wall of ice spell knight must see the attacker and be wielding a melee weap-
cast with a range of 󰀵 ft. on.

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 con-
matched 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 󰀱󰀳
Irn Cbra Hit Points 󰀶󰀷 (󰀹d󰀱󰀰 + 󰀱󰀸)
Medium Construct, Unaligned
Speed 󰀳󰀰 ft.
Armor Class 󰀱󰀳
Hit Points 󰀴󰀵 (󰀷d󰀸 + 󰀱󰀴) STR DEX CON INT WIS CHA
Speed 󰀳󰀰 ft. 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀳 󰀨−󰀴󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀰 󰀨+󰀰󰀩

STR DEX CON INT WIS CHA Skills Perception +󰀴, Stealth +󰀷
󰀱󰀲 󰀨+󰀱󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀳 󰀨− 󰀴 󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱 󰀨−󰀵󰀩 Senses passive Perception 󰀱󰀴
Languages —
Skills Stealth +󰀷 Challenge 󰀴 ((󰀱,
󰀱,󰀱󰀰󰀰
󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t adamantine Keen Smell. The kamadan has advantage on Wisdom (Per-
Condition Immunities charmed, exhaustion, frightened, ception) checks that rely on smell.
paralyzed, petrified, poisoned Pounce. If the kamadan moves at least 󰀲󰀰 feet straight
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰 toward a creature and then hits it with a Claw attack on the
Languages understands one language of its creator but same turn,
saving throwthat
or target must prone.
be knocked succeedIf on
theatarget
DC 󰀱󰀳isStrength
knocked
can’t speak prone, the kamadan can make two attacks — one with w ith its
Challenge 󰀴 (󰀱,󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲 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. Multiattack. The kamadan makes two attacks: one with its
Bite or Claw and one with its Snakes.
Actins Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target.
Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage.
Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage. If the target is a creature, Claw. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target.
it must succeed on a DC 󰀱󰀳 Constitution saving throw or Hit: 󰀶 (󰀱d󰀶 + 󰀳) slashing damage.
suffer one random poison effect:
Snakes. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one tar-
Poison Damage. The target takes 󰀱󰀳 (󰀳d󰀸) poison damage. get. Hit: 󰀶 (󰀱d󰀶 + 󰀳) piercing damage, and the target must
Confusion. On its next turn, the target must use its action make a DC 󰀱󰀲 Constitution saving throw, taking 󰀲󰀱 (󰀶d󰀶)
to make one weapon attack against a random creature poison damage on a failed save, or half as much damage on
it can see within 󰀳󰀰 feet of it, using whatever weapon it a successful one.
has in hand and moving beforehand if necessary to get Sleeping Breath (Recharges after a Short or Long Rest). The
in range. If it’
i t’ss holding no weapon, it makes an unarmed kamadan exhales sleep gas in a 󰀳󰀰-foot cone. Each creature
strike. If no creature is visible within 󰀳󰀰 feet, it takes the in that area must succeed on a DC 󰀱󰀲 Constitution saving
Dash action, moving toward the nearest
n earest creature. throw or fall unconscious for 󰀱󰀰 minutes. This effect ends
Paralysis. The target is paralyzed until the end of its next for a creature if it takes damage or
o r someone uses an action
turn. to wake it.

Kraklich a target succeeds on the saving throw or i the effect


ends or it, the target is immune to the Krakolich’s
The Krakolich is an aboleth who dedicated its lie to the phantasmal
phantasm al force lair action or the next 24 hours,
study o arcana. It is one o Vecna’s most loyal servants and, although such a creature can choose to be affected.
as a reward or its service, was gited with undeath. It now
lairs within the Maelstrom, guarding the shroudstone and J Pools o water within 90 eet o the Krakolichh surge
perecting its spellcrat. outward in a grasping tide. Any creature on the ground
within 20
20 eet o such a pool must succeed on a DC 14
L󰁡󰁩󰁲 A󰁣󰁴󰁩󰁯󰁮󰁳 Strength saving throw or be pulled up to 20 eet into
the water and knocked prone. The Krakolich can’t use
When fighting inside the Maelstrom, the Krakolich can in- this lair action again until it has used a different one.
voke the ambient magic to take lair actions. On initiative
initiative
count 20 (losing initiative ties), the Krakolich takes a lair JW
Water
ater in th
the
e Krakol
Krakolich
ich’’s lair magically
magically be
becomes
comes a
action to cause one o the ollowing effects: conduit or the creature’s rage. The Krakolich can
target any number o creatures it can see in such water
J The Krakolich casts phantasm
phantasmal
al force (no components within 90
90 eet o it. A target m
must
ust succee
succeed
d on a DC 14
14
required) on any number o creatures it can see within Wisdom saving throw or ta take
ke 7 (2d6) psychi
psychic
c damage.
damage.
60 eet o it. While maintaining concentration on this The Krakolich can’t use this lair action again until it
effect, the Krakolich can’t take other lair actions. I has used a different one.

Kraklich of existence from the target. The charmed target is under the
Krakolich’ss control and can’t take reactions, and the Krakol-
Krakolich’
Large Undead, Lawful Evil
ich and the target can communicate telepathically with each
other over any distance.
Armor Class 󰀱󰀷 (natural armor)
Whenever the charm
charmed
ed target takes damage, the target can
Hit Points 󰀱󰀳󰀵 (󰀱󰀸d󰀱󰀰 + 󰀳󰀶)
Speed 󰀱󰀰 ft., swim 󰀴󰀰 ft. repeat
more than the saving throw.
once every 󰀲󰀴 On a success,
hours, the targetthecan
effect
alsoends. Nothe
repeat
saving throw when it is at least 󰀱 mile away from the Krakol-
STR DEX CON INT WIS CHA ich.
󰀲󰀱 󰀨+󰀵󰀩 󰀹 󰀨−󰀱󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀲󰀰 󰀨+󰀵󰀩 󰀱󰀵 󰀨+󰀲󰀩 󰀱󰀸 󰀨+󰀴󰀩 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).
Saving Throws Con +󰀶, Int +󰀹, Wis +󰀶 Enfeeblement. The target deals only half damage with weap-
Skills Arcana +󰀹, History +󰀱󰀳, Perception +󰀱󰀰 on attacks that use Strength for as long as the Krakolich
maintains concentration. At the end of each of o f the target’s
Damage Resistances necrotic turns, it can make a DC 󰀱󰀷 Constitution saving throw
Damage Immunities poison against the spell. On a success, the spell ends.
Condition Immunities charmed, exhaustion, frightened, Sickness. The target takes 󰀹 (󰀲d󰀸) poison damage and must
poisoned make a DC 󰀱󰀷 Constitution saving throw. On a failed save,
Senses darkvision 󰀱󰀲󰀰 ft., passive Perception 󰀲󰀰 it is also poisoned until the end of the Krakolich's next
Languages Common, Deep Speech, telepathy 󰀱󰀲󰀰 ft. turn.
Spellcasting. The Krakolich casts one of the following spells,
Challenge 󰀱󰀱 (󰀷,󰀲󰀰󰀰 XP) Proficiency Bonus +󰀴 using Intelligence as its spellcasting ability (spell save DC 󰀱󰀷,
+󰀹 to hit with spell attacks).
Invasive Telepathy. If a creature communicates telepathically At will: chill touch, dancing lights,
li ghts, false life, mage hand, magic
with the Krakolich, the Krakolich gains access to the crea- missile, mending
ture’ss thoughts and memories.
ture’
󰀱/day each: animate dead, bestow curse, Bigby's hand, blight,
Unusual Nature. The Krakolich doesn’t require air,
air, food, blindness/deafness, dimension door, stoneskin, web
drink, or sleep.
Actins Legendary Actins
The Krakolich can take 󰀳 legendary actions, choosing from
Multiattack. The Krakolich makes three Tentacle attacks. the options below. Only one legendary action option can be
Tentacle. Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀰 ft., one used at a time and only at the end of another creature's turn.
target. Hit: 󰀱󰀲 (󰀲d󰀶 + 󰀵) bludgeoning damage. The Krakolich regains spent legendary actions at the start of
Paralyzing Tail. Melee Weapon Attack: +󰀹 to hit, reach 󰀱󰀰 its turn.
ft., one target. Hit: 󰀱󰀵 (󰀳d󰀶 + 󰀵) bludgeoning damage and Cast At-Will Spell. The Krakolich casts a spell it can cast at
󰀱󰀰 (󰀳d󰀶) cold damage. The target must succeed on a DC 󰀱󰀴 will.
Constitution saving throw or be paralyzed for 󰀱 minute. The
target can repeat the saving throw at the end of each of its Detect.
NecroticThe Krakolich
Ray. makesuses
The Krakolich a Wisdom (Perception)
its Necrotic check.
Ray action.
turns, ending the effect on itself on a success.
(󰀳/Day). The Krakolich targets one creature it can
Enslave (󰀳/Day). 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 Krako- regains hit points equal to the damage the creature takes.
lich until the Krakolich dies or until it is on a different plane 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 shimmer-
shimmer-
ing, translucent orce. It oten serves as a guardian, attack-
ing 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) Armor Class 󰀱󰀴 (natural armor)


Hit Points 󰀵󰀲 (󰀵d󰀱󰀰 + 󰀲󰀵) Hit Points 󰀶󰀷 (󰀹d󰀶 + 󰀳󰀶)
Speed 󰀰 ft., fly 󰀶󰀰 ft. (hover) Speed 󰀰 ft., fly 󰀳󰀰 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
󰀲󰀶 󰀨+󰀸󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀲󰀰 󰀨+󰀵󰀩 󰀱 󰀨−󰀵󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱 󰀨−󰀵󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱󰀹 󰀨+󰀴󰀩 󰀶 󰀨−󰀲󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀳 󰀨− 󰀴󰀩

Saving Throws Dex +󰀲, Wis +󰀲 Damage Immunities poison; bludgeoning, piercing, and
Skills Perception +󰀲, Stealth +󰀲 slashing from nonmagical attacks
Damage Immunities poison Condition Immunities blinded, charmed, deafened,
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

unconscious Senses darkvision


Languages — 󰀶󰀰 ft., passive Perception 󰀱󰀰
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲
Languages — Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀲
Challenge 󰀴 (󰀱,󰀱󰀰󰀰 XP) Proficiency Bonus +󰀲
Magic Resistance. The living spell has advantage on saving
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
throws against spells and other magical effects. Unfettered. The living spell can move through any barrier,
barrier,
Unusual Nature. The living spell doesn’t require air, food, even a wall of magical force.
drink, or sleep. Unusual Nature. The living spell doesn’t require air, food,
drink, or sleep.
Actins
Actins
Force Fist. Melee Spell Attack: +󰀱󰀰 to hit, reach 󰀵 ft., one tar-
get. Hit: 󰀲󰀶 (󰀴d󰀸 + 󰀸) force damage. If the target is a Large Force Blade. Melee Spell Attack: +󰀶 to hit, reach 󰀵 ft., one
or smaller creature, the living spell can move it up to 󰀵 feet target. Hit: 󰀲󰀶 (󰀴d󰀱󰀲) force damage, unless the living spell
and move with it, without provoking
provo king opportunity attacks. rolled an 󰀱󰀸 or higher on the d󰀲󰀰 for the attack, in which
case the attack is a critical hit that deals 󰀷󰀸 (󰀱󰀲d󰀱󰀲)
(󰀱󰀲d󰀱󰀲) force
Grasping Hand. The
smaller creature living
within spell
󰀵 feet attempts
of it. to grab
The target musta Huge or
succeed damage instead.
on a DC 󰀱󰀵 Dexterity saving throw or be grappled (escape Reactins
DC 󰀱󰀵). Until the grapple ends, the target takes 󰀱󰀵 (󰀲d󰀶 + 󰀸)
bludgeoning damage at the start of each of its turns. The Preemptive Strike. The living spell makes a melee attack
living spell can grapple only one creature at a time and can’t against a creature that starts its turn within 󰀵 feet of the
use Force Fist until the grapple ends. living spell.

Living Demiplane
Medium Construct, Unaligned

L󰁩󰁶󰁩󰁮󰁧 B󰁵󰁲󰁮󰁩󰁮󰁧 H󰁡󰁮󰁤󰁳 Armor Class 󰀱󰀰


A living burning hands is a spell that takes sadistic satis- Hit Points 󰀳󰀱 (󰀷d󰀸)
action in setting things aflame. As a an o flame it floats Speed 󰀳󰀰 ft., climb 󰀳󰀰 ft.
through the winds like a fiery kite, looking or anything that
it might use as kindling.
STR DEX CON INT WIS CHA
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 Damage Immunities poison
high, which creeps along flat, solid suraces and groans Condition Immunities blinded, charmed, deafened,
sotly when it moves. When a living demiplane encounters exhaustion, frightened, grappled, paralyzed, petrified,
a creature small enough to fit through its doorway, it tries to poisoned, prone, restrained, stunned, unconscious
pull that creature into itsel, then deposits the victim in an Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰
extradimensional chamber. Languages —
Challenge 󰀰 (󰀱󰀰 XP) Proficiency Bonus +󰀲
Living Burning Hands Dimensional Form. The living spell can enter another
Medium Construct, Unaligned
creature’s space and vice versa, and it can move through
creature’s
a space as narrow as 󰀱 inch wide without squeezing. The
Armor Class 󰀱󰀵 (natural armor) living spell can’t detach from a solid surface, such as a wall,
Hit Points 󰀱󰀵 (󰀲d󰀸 + 󰀶) ceiling, or floor. If it has no surface to attach to, the living
Speed 󰀲󰀵 ft., fly 󰀲󰀵 ft. spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell enters an-
STR DEX CON INT WIS CHA other 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 extradimen-
sional space, an unfurnished stone chamber 󰀳󰀰 feet in every
dimension. A creature too big to fit in this space succeeds
Damage Resistances bludgeoning, piercing, and slashing on the saving throw automatically
automatically.. Creatures in the cham-
from nonmagical attacks ber never run out of breathable airair.. Magic that enables
Damage Immunities fire transit between planes, such as plane shift, can be used to
Condition Immunities blinded, charmed, deafened, escape the chamber, which has no exits otherwise. Crea-
exhaustion, frightened, grappled, poisoned, prone tures trapped inside the extradimensional chamber can’t
see, target, or deal damage to the living spell; however,
however, they
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀸 can damage the room around them. Each 󰀵-foot-square
Languages — section of ceiling, wall, and floor in the chamber has AC 󰀱󰀷 󰀱󰀷,,
Challenge 󰀱 (󰀲󰀰󰀰 XP) Proficiency Bonus +󰀲 󰀵󰀰 hit points, immunity to poison and psychic damage, and
immunity to bludgeoning, piercing, and slashing damage
Amorphous. The living spell can move through a space as
that is nonmagical. If any section is reduced to 󰀰 hit points,
narrow as 󰀱 inch wide without squeezing. the living spell and its chamber are destroyed (see “Planar
Destruction” below).
Magic Resistance. The living spell has advantage on saving
Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Unusual Nature. The living spell doesn’t require air, food, Planar Destruction. The living spell is destroyed when it
drink, or sleep. or a 󰀵-foot-square section of its extradimensional chamber
Actins is reduced to 󰀰 hit points, or when the living spell has no
surface to attach to. When the living spell is destroyed,
Magical Strike. Melee Spell Attack: +󰀵 to hit, reach 󰀵 ft., one the contents of its extradimensional chamber are expelled,
target. Hit: 󰀶 (󰀱d󰀶 + 󰀳) fire damage. appearing as close to the living spell’s previous location
Spell Mimicry (Recharge 󰀵–󰀶). The living spell unleashes a as possible. Each expelled creature appears in a randomly
thin sheet of flames in a 󰀱󰀵-foot cone. Each creature in that determined unoccupied space, along with whatever it is
area must make a DC 󰀱󰀳 Dexterity saving throw, taking 󰀱󰀰 wearing or carrying.
(󰀳d󰀶) fire damage on a failed save, or half as much damage Unusual Nature. The living spell doesn’t require air, food,
on a successful one. drink, or sleep.

Nilbg
ADAPTED
ADAPTED 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
Small Humanoid (Goblinoid), Typically Chaotic Evil Purple Wrmling
STORM KING’S THUNDER
Armor Class 󰀱󰀳 (leather armor)
Hit Points 󰀷 (󰀲d󰀶) A purple wormling
wormling is a baby purple worm no more than
Speed 󰀳󰀰 ft. 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. Nev-
STR DEX CON INT WIS CHA
ertheless, the wormling is a voracious eeder and attacks
󰀸 󰀨−󰀱󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀸 󰀨−󰀱󰀩 󰀱󰀵 󰀨+󰀲󰀩 just about anything
anything it can wrap its mouth
mouth around
around..

Skills Stealth +󰀶
Senses Darkvision 󰀶󰀰 ft., passive Perception 󰀹 Purple Wrmling
Large Monstrosity, Unaligned
Languages Common, Goblin
Challenge 󰀱 (󰀲󰀰󰀰 XP) Proficiency Bonus +󰀲 Armor Class 󰀱󰀲 (natural armor)
Hit Points 󰀴󰀲 (󰀵d󰀱󰀰 + 󰀱󰀵)
Nilbogism. Any creature that attempts to damage the nilbog
must first succeed on a DC 󰀱󰀲 Charisma saving throw or be Speed 󰀲󰀰 ft.
charmed until the end of the creature’s next turn. A creature
charmed in this way must use its action praising the nilbog. STR DEX CON INT WIS CHA
The nilbog can’t regain hit points, including through mag-
mag- 󰀱󰀶 󰀨+󰀳󰀩 󰀷 󰀨−󰀲󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱 󰀨−󰀵󰀩 󰀶 󰀨−󰀲󰀩 󰀲 󰀨− 󰀴󰀩
ical healing, except through its Reversal of Fortune reaction.
Actins Senses blindsight 󰀳󰀰 ft., tremorsense 󰀳󰀰 ft., passive Percep-
Fool’s Scepter. Melee Weapon Attack: +󰀴 to hit, reach 󰀵 ft., tion 󰀸
one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) bludgeoning damage. Languages —
Shortbow. Ranged Weapon Attack: +󰀴 to hit, range 󰀸󰀰/󰀳󰀲󰀰 ft., Challenge 󰀲 (󰀴󰀵󰀰 XP) Proficiency Bonus +󰀲
one target. Hit: 󰀵 (󰀱d󰀶 + 󰀲) piercing damage.
Nilbog Joke (Concentration). The nilbog targets a creature
it can see within 󰀳󰀰 feet with laughter-inducing magic. The Actins
target must succeed on a DC 󰀱󰀲 Wisdom saving throw or Multiattack. The wormling makes two attacks: one with its
fall prone, becoming incapacitated and unable to stand up Bite and one with its Tail Stinger
Stinger..
for the duration, as it laughs uncontrollably
uncontrollably.. A creature with
an Intelligence score of 󰀴 or
o r less isn’t affected. Bite. Melee Weapon Attack: +󰀵 to hit, reach 󰀵 ft., one target.
Hit: 󰀷 (󰀱d󰀸 + 󰀳) piercing damage, and if the target is a Small
At the end of each
each of its turns, and each time it takes or smaller creature, it must succeed on a DC 󰀱󰀳 Dexterity
damage, the target can make another Wisdom saving throw. saving throw or be swallowed by the wormling. A swallowed
The target has advantage on the saving
savi ng throw if it’s trig- creature is blinded and restrained, it has total cover against
gered by damage. On a success, the spell ends. all attacks and other effects outside the wormling, and it
Spellcasting. The nilbog casts one of the following spells takes 󰀳 (󰀱d󰀶) acid damage at the start of each of the worm-
without needing material components, using Charisma as ling’s turns.
its spellcasting ability (spell save DC 󰀱󰀲). If the wormling takes 󰀱󰀰 damage or more on a single turn
At will: mage hand, vicious mockery from a creature inside of it, the wormling must succeed on
󰀱/day: confusion a DC 󰀲󰀱 Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall prone in a
Bnus Actins space within 󰀱󰀰 feet of the wormling. If the wormling dies, a
swallowed creature is no longer restrained by it and can es-
Nimble Escape. The nilbog takes the Disengage or Hide cape from the corpse by using 󰀵 feet of movement, exiting
action. prone.
Reactins 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 make a DC 󰀱󰀳 Constitution saving throw, taking 󰀱󰀰 (󰀳d󰀶)
damage to the nilbog, the nilbog reduces the damage to 󰀰 poison damage on a failed save, or half as much damage on
and regains 󰀱d󰀶 hit points. 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
STORM KING’S THUNDER Skum
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 Armor Class 󰀱󰀴 (natural armor)
seen as the protectors
pro tectors o the sea. During Vecna’s reign, how- Hit Points 󰀹󰀳 (󰀱󰀱d󰀸 + 󰀴󰀴)
ever, the evil creatures o the deep banded together, nearly Speed 󰀲󰀰 ft., swim 󰀴󰀰 ft.
eradicating the elves. The ew sea elves who still live are
either rebels or slaves.
STR DEX CON INT WIS CHA
󰀱󰀹 󰀨+󰀴󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀸 󰀨+󰀴󰀩 󰀷 󰀨−󰀲󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀹 󰀨−󰀱󰀩
Sea Elf
Medium Humanoid (Elf), Typically Chaotic Good Skills Perception +󰀴
Damage Resistances psychic
Armor Class 󰀱󰀱 Senses darkvision 󰀱󰀲󰀰 ft., passive Perception 󰀱󰀴
Hit Points 󰀱󰀱 (󰀲d󰀸 + 󰀲) Languages Common, Deep Speech, telepathy 󰀶󰀰 ft.
Speed 󰀱󰀰 ft., swim 󰀴󰀰 ft.
Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳
STR DEX CON INT WIS CHA Abolethic Vassal. The skum is permanently charmed by its
󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀳 󰀨+󰀱󰀩 󰀱󰀲 󰀨+󰀱󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀲 󰀨+󰀱󰀩 aboleth master.
Amphibious. The skum can breathe air and water.
Skills Perception +󰀲 Psychic Conditioning. The skum is immune to the fright-
ened and charmed conditions unless they are from effects
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀲 created by an aboleth.
Languages Common, Elvish Water Dependency. The skum takes 󰀶 (󰀱d󰀱󰀲)
(󰀱d󰀱󰀲) acid damage
Challenge 󰀱/󰀸 (󰀲󰀵 XP) Proficiency Bonus +󰀲 every 󰀱󰀰 minutes it goes without exposure to water.

Amphibious. The sea elf can breathe air and water.


water. Actins
Fey Ancestry. The sea elf has advantage on saving
savi ng throws Multiattack. The skum makes three attacks: two with its
against being charmed, and magic can’t put it to sleep. Trident and one with its Mind-Breaking Touch.
Trident. Melee Weapon Attack: +󰀷 to hit, reach 󰀵 ft., one
Actins target. Hit: 󰀷 (󰀱d󰀶 + 󰀴) piercing damage.
Spear. Melee or Ranged Weapon Attack: +󰀲 to hit, reach 󰀵 ft. Mind-Breaking Touch. Melee Weapon Attack: +󰀷 to hit, reach
or range 󰀲󰀰/󰀶󰀰 ft., one target. Hit: 󰀳 (󰀱d󰀶) piercing damage, 󰀵 ft., one target. Hit: 󰀱󰀸 (󰀴d󰀸) psychic damage, and the
or 󰀴 (󰀱d󰀸) piercing damage if used with two hands to make target has disadvantage on Wisdom saving throws until the
a melee attack. 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 +󰀶


Skills Intimidation +󰀷, Stealth +󰀷
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀹
Languages understands Common but can’t speak
Teeth f the Maelstrm Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳

Bottom Treader. The Forgotten cannot swim, and it sinks


The Teeth o the Maelstrom are the enorcers o the Krako- to the bottom of any body of water. It takes no penalties to
lich’ss will. The Teeth consist o a drowned assassin reerred
lich’ its movement or attacks underwater.
underwater. It is
i s immune to the
to as the Forgotten, a sahuagin priestess known as She effects of being underwater at a depth greater
g reater than 󰀱󰀰󰀰 feet.
Who Feeds,
Feeds, and a merrow barbarian
barbarian called Whalebane
Whalebane.. Undead Fortitude. If damage reduces the Forgotten to 󰀰 hit
points, it must make a Constitution saving throw with a DC
T󰁨󰁥 F󰁯󰁲󰁧󰁯󰁴󰁴󰁥󰁮 of 󰀵 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the Forgotten drops to 󰀱 hit
The Forgotten is a drowned assassin who stalks and kills in
grim pantomime o its ormer occupation. Its weapons are point instead.
Unusual Nature. The Forgotten doesn’t require air
ai r, food,
encrusted with barnacles but wielded with deadly precision.
drink, or sleep.
Hidden behind a simple dritwood mask, this creature’s
ace, when exposed, causes terror in mortal hearts. Actins
Multiattack. The Forgotten makes two Hand Crossbow
S󰁨󰁥 W󰁨󰁯 F󰁥󰁥󰁤󰁳 attacks or two Dagger attacks. It can then take the Dash,
As the mouthpiece o her god, Sekola
Sekolah,
h, She Who Feeds Disengage, or Hide action.
both speaks and eats or her voracious, blood-thirsty pa- Hand Crossbow. Ranged Weapon Attack: +󰀷 to hit, range
tron. It was known that the sahuagin was touched by her 󰀳󰀰/󰀱󰀲󰀰 ft., one target. Hit: 󰀷 (󰀱d󰀶 + 󰀴) piercing damage, and
god when, as an inant, she cannibalized her entire nursery. the target must make a DC 󰀱󰀳 Constitution saving throw,
As she aged her hide has
has gradually taken
taken on a reddish hue taking 󰀱󰀴 (󰀴d󰀶) poison damage on a failed save, or half as
that ades when she is hungry and darkens whenever she much damage on a successful one.
eeds. Dagger. Melee Weapon Attack: +󰀷 to hit, reach 󰀵 ft., one
target. Hit: 󰀶 (󰀱d󰀴 + 󰀴) piercing damage, and the target must
W󰁨󰁡󰁬󰁥󰁢󰁡󰁮󰁥 make a DC 󰀱󰀵 Constitution saving throw, taking 󰀲󰀱 (󰀶d󰀶)
poison damage on a failed save, or half as much damage on
As a juvenile,
juvenile, Whaleban
Whalebane
e made
made a n name
ame or himsel
himsel by killing a successful one.
Angajuk, an awak
awakened
ened sperm whale, with his bare hands. ( 󰀱/Day).. The Forgotten removes its mask, revealing
Reveal (󰀱/Day)
Whalebane
Whaleb ane then went on tto
o distingu
distinguish
ish himsel
himsel as a merce- 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 󰀵󰀰 feet of it that can see the Forgotten must succeed on
in the mass extermination o the locathahs. Most recently, a DC 󰀱󰀳 Wisdom saving throw or be frightened until the end
Whalebane
Whaleb ane wa
wass selected
selected tto
o serve directly under the
the undead
undead of its next turn.
aboleth known as the Krakolich.

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 +󰀷
Senses darkvision 󰀱󰀲󰀰 ft.,
ft ., passive Perception 󰀱󰀷
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 Whalebane
attack roll she can gain a +󰀱󰀰 bonus to the roll. Large Monstrosity (Merrow), Chaotic Evil

Actins Armor Class 󰀱󰀳 (natural armor)


Multiattack. She Who Feeds makes two attacks with her Hit Points 󰀱󰀰󰀲 (󰀱󰀲d󰀱󰀰 + 󰀳󰀶)
Toothsome Staff, or one attack with her Bite and two with Speed 󰀱󰀰 ft., swim 󰀴󰀰 ft.
her Claws.
Toothsome Staff. Melee Weapon Attack: +󰀶 to hit, reach 󰀵 ft., STR DEX CON INT WIS CHA
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 tar- Saving Throws Str +󰀸, Con +󰀶
get. Hit: 󰀵 (󰀱d󰀴 + 󰀳) slashing damage.
Guiding Bolt. Ranged Spell Attack: +󰀷 to hit, range 󰀱󰀲󰀰 ft., Skills Athletics
Languages +󰀸, Intimidation
Abyssal, Aquan +󰀲
one creature. Hit: 󰀱󰀴 (󰀴d󰀶 + 󰀳) radiant damage, and the next
attack roll made against this target before the end of She Challenge 󰀵 (󰀱,󰀸󰀰󰀰 XP) Proficiency Bonus +󰀳
Who Feed’s
Feed’s next turn has advantage, thanks to the mystical
dim light glittering on the target until then. Amphibious. Whalebane can breathe air and water.
Spellcasting. She Who Feeds casts one of the following Reckless. At the start of his turn, Whalebane can gain advan-
spells, using Wisdom as her spellcasting ability (spell save tage on all melee weapon attack rolls during that turn, but
DC 󰀱󰀵, +󰀷 to hit with spell attacks). attack rolls against him have advantage until the start of his
At will: guidance, mending, resistance, thaumaturgy next turn.
󰀱/day each: banishment, bestow curse, bless, detect magic, fear,
flamestrike, freedom of movement, stoneskin
stoneskin
Actins
Multiattack. Whalebane makes two attacks with his Har-
Bnus Actins poon or one with his Bite and one with his Claws.
( Trident). She Who Feeds casts a spell to
Spiritual Weapon (Trident). Harpoon. Melee or Ranged Weapon Attack: +󰀸 to hit, reach
conjure a floating, spectral trident within 󰀶󰀰
󰀶 󰀰 feet of her that 󰀱󰀰 ft. or range 󰀴󰀰/󰀸󰀰 ft., one target. Hit: 󰀱󰀵 (󰀳d󰀶 + 󰀵) piercing
lasts for 󰀱 minute or until she creates a new trident. When damage. If the target is a Huge or smaller creature, it must
the trident is first conjured, she can make an attack with succeed on a Strength contest against Whalebane or be
it as part of the same bonus action. On subsequent turns, pulled up to 󰀴󰀰 feet toward Whalebane.
She Who Feeds can take a bonus action to move the trident Bite. Melee Weapon Attack: +󰀸 to hit, reach 󰀵 ft., one target.
up to 󰀲󰀰 feet and make an attack with it. Hit: 󰀹 (󰀱d󰀸 + 󰀵) piercing damage.
Trident Attack. Melee Spell Attack: +󰀷 to hit, reach 󰀵 ft., one Claws. Melee Weapon Attack: +󰀸 to hit, reach 󰀵 ft., one tar-
creature. Hit: 󰀸 (󰀱d󰀸 + 󰀴) force damage. get. Hit: 󰀱󰀰 (󰀲d󰀴 + 󰀵) slashing damage.

Toth f Vecna
The Teeth o Vecna are specialist wizards, eared or their
magical bite.
Tyrannsaurus
Tyrannsaurus Zmbie
TOMB OF ANNIHILATION
Toth f Vecna
Medium Humanoid, Typically Lawful Evil
Tyrannosaurus zomb
zombies
ies originally hailed ro
romm the jungles o
Chult. They are avored pets o the powerul lich Acererak
Armor Class 󰀱󰀲 (󰀱󰀵 with mage armor) and over the years he has transported them across the seas
Hit Points 󰀳󰀸 (󰀷d󰀸 + 󰀷) to the Sword Coast. These rightening creatures have a gul-
Speed 󰀳󰀰 ft. let ull o smaller zombies, which they can disgorge. These
zombies aren’t under the tyrannosaurus zombie’s control.
STR DEX CON INT WIS CHA
󰀹 󰀨−󰀱󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀳 󰀨+󰀱󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀱 󰀱 󰀨+ 󰀰󰀩 󰀱󰀲 󰀨+󰀱󰀩
Tyrannsaurus Zmbie
Huge Undead, Unaligned
Saving Throws Int +󰀵, Wis +󰀲
Skills Arcana +󰀵, History +󰀵 Armor Class 󰀱󰀱 (natural armor
Senses passive Perception 󰀱󰀰 Hit Points 󰀱󰀳󰀶 (󰀱󰀳d󰀱󰀲 + 󰀵󰀲)
Languages any four languages Speed 󰀴󰀰 ft.
Challenge 󰀳 (󰀷󰀰󰀰 XP) Proficiency Bonus +󰀲
STR DEX CON INT WIS CHA
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 Damage Immunities poison
on the required saving throw. Condition Immunities poisoned
Actins Senses darkvision 󰀶󰀰 ft., passive Perception 󰀶
Languages —
Fire Bolt. Ranged Spell Attack: +󰀵 to hit, range 󰀶󰀰 ft., one
creature. Hit: 󰀱󰀱 (󰀲d󰀱󰀰) fire damage. Challenge 󰀸 (󰀳,󰀹󰀰󰀰 XP) Proficiency Bonus +󰀳
Burning Hands (Recharge 󰀴–󰀶). Each creature in a 󰀱󰀵-foot
cube originating from the Tooth
Tooth must make a DC 󰀱󰀳 Consti- Undead Fortitude. If damage reduces the tyrannosaurus
tution saving throw, taking 󰀳d󰀶 fire damage on a failed save, zombie to 󰀰 hit points, it must make a Constitution sav-
or half as much damage on a successful one. ing throw with a DC of 󰀵 + the damage taken, unless the
The fire ignites any flammable objects in the area that damage is radiant or from a critical hit. On a success, the
aren’t being worn or carried. zombie drops to 󰀱 hit point instead.
Fireball (Recharge 󰀶). The Tooth
Tooth targets a point it can see Unusual Nature. The tyrannosaurus zombie doesn’t require
within 󰀱󰀵󰀰 feet of it. Each creature in a 󰀲󰀰-foot-radius sphere air,
air, food, drink, or sleep.
centered on that point must make a DC 󰀱󰀳 Dexterity saving
throw, taking 󰀲󰀸 (󰀸d󰀶) fire damage on a failed save, or half Actins
as much damage on a successful one. Multiattack. The tyrannosaurus zombie makes two attacks:
The fire spread
spreadss around corners. It ignites flammable
flammable one with its Bite and one with its Tail.
Tail. It can’t make both
objects in the area that aren't being worn or carried. attacks against the same target.
Spellcasting. The Tooth
Tooth casts one of the following spells, us- Bite. Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one
ing Intelligence as its spellcasting ability (spell save DC 󰀱󰀳). target. Hit: 󰀳󰀳 (󰀴d󰀱󰀲 + 󰀷) piercing damage. If the target is
a Medium or smaller creature, it is grappled (escape DC
At will: disguise self, mage armor, prestidigitation
prestidigitation, 󰀱󰀷). Until this grapple ends, the target is restrained and the
󰀱/day each: mirror image, shatter tyrannosaurus zombie can’t bite another target or disgorge
zombies.
Bnus Actins Tail. Melee Weapon Attack: +󰀱󰀰 to hit, reach 󰀱󰀰 ft., one target.
Secret Step (Recharge 󰀴–󰀶). The Tooth of Vecna disappears Hit: 󰀲󰀰 (󰀳d󰀸 + 󰀷) bludgeoning damage.
in a necrotic mist, teleporting up to 󰀳󰀰 feet to an unoccu-
pied space that it can see. Bnus Actins
Disgorge Zombie. The tyrannosaurus zombie disgorges
Reactins a normal zombie, which appears in an unoccupied space
Counterspell (Recharge
a creature in the process󰀶).ofThe Tooth
casting attempts
a spell. tocreature
If the interruptis within 󰀱󰀰 count.
initiative feet of After
it. Thea zombie
disgorged zombie actsroll
is disgorged, onaits
d󰀶.own
On a
casting a spell of 󰀳rd level or lower,
lower, its spell fails and has no roll of 󰀱, the tyrannosaurus zombie runs out of zombies to
effect. If it is casting a spell of 󰀴th level or higher, the Tooth
Tooth disgorge and loses this action. If the tyrannosaurus zombie
must make an Intelligence check. The DC equals 󰀱󰀰 + the still has this action when it dies, 󰀱d󰀴 normal zombies erupt
spell’ss level. On a success, the creature’s spell fails and has
spell’ from its corpse at the start of its next turn. These zombies
no effect. 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 arro-
gance has evolved into delusions o grandeur. He now sees
himsel as the godly center o the universe.

Weevil
Xanathar
Gargantuan Humanoid (Dwarf), Neutral Evil

Armor Class 󰀱󰀵 (studded leather)


Xanathar was the latest in a long line o beholder crime
Hit Points 󰀱󰀶󰀵 (󰀱󰀰d󰀲󰀰 + 󰀶󰀰) lords who ruled the seedy underbelly o Waterdeep. It, like
Speed 󰀲󰀵 ft. its orerunners, was an eye tyrant—a type o beholder that
willingly
willing ly chooses to live with and interact with other crea-
STR DEX CON INT WIS CHA tures. To do this effectively, an eye tyrant is required to rein
󰀲󰀵 󰀨+󰀷󰀩 󰀱󰀶 󰀨+󰀳󰀩 󰀲󰀳 󰀨+󰀶󰀩 󰀱󰀴 󰀨+󰀲󰀩 󰀱󰀱 󰀨+󰀰󰀩 󰀱󰀴 󰀨+󰀲󰀩 in the otherwise rampant paranoia that characterizes be-
holders.
Beore Vecna revealed himsel he took note o adversar-
Saving Throws Str +󰀱󰀲, Dex +󰀸, Wis +󰀵
ies that might prove troublesome. Chie amongst these was
Skills Athletics +󰀱󰀲,
+󰀱󰀲, Deception +󰀷 Xanathar.. More than raw power
Xanathar power,, Vecna eared knowledge.
knowledge.
Damage Resistances poison And Xanathar
Xanathar had
had such
such knowledge
knowledge in abundance
abundance.. This was
Senses darkvision 󰀶󰀰 ft., passive Perception 󰀱󰀰 something Vecna could not abide.
Languages Common, Draconic, Dwarvish As alwa
always,
ys, VVecna
ecna deeated Xanathar by using its secrets
Challenge 󰀹 (󰀵,󰀰󰀰󰀰 XP) Proficiency Bonus +󰀵 against it. Vecnan agents infiltrated the Xanathar Guild, a
haven o thieves and slavers led by Xanathar. These agents
Dwarven Resilience. The Weevil
Weevil has advantage on saving kidnapped Xanathar’s beloved pet goldfish, Sylgar. With the
throws against poison. loss o its fish, Xanathar’s paranoia became untethered. It
Thunderous Stride. If the Weevil passes within 󰀲󰀰 feet of any tore apart its own organization, accusing everyone close to
character while using his Move action, then that creature it o duplicity. Unable to trust anyone, Xanathar lived in se-
must make a DC 󰀱󰀵 Dexterity (Acrobatics) saving throw or clusion within the Underdark beore eventually settling into
be knocked prone. its lair beneath Thornhold.
Actins Sylgar was magically preserved within an adamantine
sphere, kept alive in the eventuality that Vecna might need
Multiattack. The Weevil makes three Handaxe attacks. leverage over Xanathar. The sphere was taken south where
Handaxe. Melee Weapon Attack: +󰀱󰀲 to hit, reach 󰀱󰀵 ft., one it was entrusted to a pit fiend indebted to Vecna. Sylgar has
target. Hit: 󰀱󰀴 (󰀲d󰀶 + 󰀷) slashing damage. traded hands over the years and was most recently in the
Celestial Doppelgangers (Recharge 󰀶). If the surrounding possession o the Hellrider, Lord Maximus.
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 G󰁡󰁭󰁥
XanatharS󰁴󰁡󰁴󰁩󰁳󰁴󰁩󰁣󰁳
is a beholder that wears magic rings on three o
instead of bludgeoning or piercing. 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 the beholder’s challenge rating. It wears a ring of invisi
invisibility
bility
hurls it toward a creature, effectively casting a fireball spell. on its ear ray eyestalk, a ring of mind
mind shie
shielding
lding on its sleep
The surrounding area is now starlit darkness. ray eyestalk, and a ring of resistance (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, thought turned tot o Kas—Vecna
Kas—Vecna’s
’s most
and Vecna
Vecna was
was a paragon
paragon among thethe trusted ally—who willingly answered
learned. A student of magic, Vecna
Vecna the inquisitors’ questions. He sur-
was a benevolent teacher who gave rendered the secrets of Vecna
Vecna to the
his time and
and his knowledge
knowledge to his stu- enemy, betraying our Lord and all his
dents. Working with Kas, his appren- friends.
tice, Vecna ministered to the needs Vecna survived eleven
eleven years with-
of commoners and scholars alike. out food and water, kept alive by his
And yet the
the people asked
asked for more. passion and
and mental clarity.
clarity. No, I do
They cried out for a leader, a visionary not lie! His
His flesh stretched
stretched taut
taut to the
presence who
who would help
help lead them
them bone, growing sallow and sunken.
against their
their tyrannical
tyrannical leaders
leaders and When the torturers grew angry at
draconian gods. Out of humility, Vec- his determination
determination they
they maimed him,
na initially
initially refused.
refused. In time, though,
though, severing his hand and cutting out his
he came to understand their suffering
suffering eye.
and could no longer stand idly by by..
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—nonvio-
displays—nonvio- was not to be. When starvation and
lent protests that showed
showed the rulers
rulers of inhumanityy did not kill
inhumanit 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,
oning Vecna. Those who and impris-
supported and scattered
scattered the parts
parts of his body
body
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 cow-
would triumph. And yet these hopes
ards and tyrants. Under
Under Vecna
Vecna’s
’s rule,
rule,
were slowly eroded by the passing of
time. Then, in an attempt to acquire the transgressors were banished and
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󰁲󰁩󰁭󰁯󰁩󰁲󰁥
󰁯󰁩󰁲󰁥 cauldron and cover the corpse with 200 pounds o
Wondrous
Wondrous item, uncommon salt (which costs 10 gp) or at least 8 hours, the salt
While you
you are holding
holding this leather-bound
leather-bound book, you is consumed and the creature returns to lie as i by
can use it as a spellcasting ocus or your wizard raise dead
dead at the next dawn. Once used, this property
spells, and you gain a bonus o +1 to spell attack rolls can’t be used again or 7 days.
and to the saving throw DCs o your wizard spells. C󰁬󰁯󰁣󰁫󰁷󰁯󰁲󰁫 A󰁭󰁵󰁬󰁥󰁴
You can use this book as a spellbook. In addition, Wondrous
Wondrous item, common

when you use your Arcane


Arcane Recovery
Recovery eature,
eature, you can This copper amulet contains tiny interlocking gears
increase the number o spell slot levels you regain by and is powered by magic rom Mechanus, a plane
1. o clockwork predictability. A creature that puts an
ear to the amulet can hear aint ticking and whirring
B󰁵󰁧󰁳󰁭󰁡󰁳󰁨󰁥󰁲
Weapon (greatclub), rare noises coming rom within.
This massive club is permanently stained with the When you make an attack roll while wearing
wearing the
splattered corpses o thousands upon thousands o amulet, you can orgo rolling the d20 to get a 10 on
insects. You gain a +1 bonus to attack and damage the die. Once used, this property can’t be used again
rolls made with this magic weapon. When you hit a until the next dawn.
swarm with this weapon, the swarm takes an extra C󰁯󰁮󰁣󰁨 󰁯󰁦 T󰁥󰁬󰁥󰁰󰁯󰁲󰁴󰁡󰁴󰁩󰁯󰁮
3d6 bludgeoning damage. Wondrous
Wondrous item, very rare (requires attunement by a giant)
Bugsmasher has 3 charges and regains 1d3 ex- This item is an ordinary, albeit rather large, conch
pended charges daily at dawn. While holding it, you shell that has been inscribed with the uvar rune. The
can use an action and expend 1 charge to release conch measures 2½ eet long and weighs 20 pounds.
a wave o terror. Each creature o your choice in a As an action, you can cast the teleport spell by blow-
30-oot radius extending rom you must succeed on ing into the shell. The destination is fixed, and there
a DC 15 Wisdom saving throw or become rightened is no chance o either a mishap or the spell being off
o you or 1 minute. While it is rightened in this way, target. Anyone teleported by the conch appears in a
a creature must spend its turns trying to move as ar specific location designated by the item’s creator at
away rom you as it can, and it can’t willingly move to the time the uvar rune is inscribed on the conch. It
a space within 30 eet o you. It also can’t take reac- doesn’t allow teleportation to any other destination.
tions. For its action, it can use only the Dash action Once its spell is cast, the conch can’t be used again
or try to escape rom an effect that prevents it rom until the next dawn.

moving. I it Dodge
can use the has nowhere
action. itAtcan
themove,
end othe creature
each o its D󰁥󰁰󰁥󰁴󰁲󰁩󰁦󰁩󰁣󰁡󰁴󰁩󰁯󰁮
ous item, uncommon 󰁮
D󰁥󰁰󰁥󰁴󰁲󰁩󰁦󰁩󰁣󰁡󰁴󰁩󰁯
Wondrous
Wondr S󰁡󰁬󰁶󰁥
turns, a creature can repeat the saving throw, ending This exotic paste has the color and consistency o
the effect on itsel on a success. mud. A typical jar contains 1d4 + 1 applications.
C󰁡󰁵󰁬󰁤󰁲󰁯󰁮 󰁯󰁦 R󰁥󰁢󰁩󰁲󰁴󰁨 As an action, one application can be used on a pet-
Wondrous
Wondrous Item, very rare (requires attunement by a druid or warlock) rified creature that is Medium or smaller, removing
This Tiny pot bears relie scenes o heroes on its cast the petrified condition. A Large creature can have its
iron sides. You can use the cauldron as a spellcast- petrified condition removed with the use o two appli-
ing ocus or your druid spells, and it unctions as a cations. No amount o salve can depetriy a creature
suitable component or the scrying spell. When you that is Huge or larger.
finish a long rest, you can use the cauldron to create
I󰁮󰁦󰁥󰁲󰁮󰁡󰁬 G󰁥󰁭
a potion of greater
greater healing
healing. The potion lasts or 24 Wondrous
Wondrous Item, uncommon
hours, then loses its magic i not consumed. This gem contains a mote o inernal flame. When
As an action, you can cause the cauldron to grow you use an
an action to break the gem, a barbed devil
large enough or a Medium creature to crouch with- is summoned or 1 hour, and the gem’s magic is lost.
in. You can revert the cauldron to its normal size as The devil is riendly to you and your companions.
an action, harmlessly shunting anything that can t fit Roll initiative or the devil, which has its own turns.
inside to the nearest unoccupied space. It obeys any verbal commands that you issue to it
(no action required by you). I you don’t issue any
I you place the corpse o a humanoid into the
commands to the devil, it deends itsel rom hostile

creatures but otherwise takes no actions. it will be at the chosen amount o time in the uture.
Commanding the devil requires concentration.
concentratio n. I The effect shows just one possible outcome and
your concentration
concentration isis broken, the devil
devil doesn’t
doesn’t disap-
disap- doesn’t take into account any possible circumstanc-
pear. Instead, you lose control o the devil, it becomes es that might change that outcome.
hostile toward you and your companions, and it might Whether you
you look into the past or the
the uture, ttime
ime
attack. An uncontrolled devil can’t be dismissed by stands still in the reflection.
you, and it disappears
disappears 1 hour ater
ater you summoned
summoned it. M󰁩󰁮󰁤-S󰁨󰁡󰁲󰁰󰁥󰁮󰁥󰁤 A󰁲󰁭󰁯󰁲
Armor (any), uncommon
uncommon
L󰁯󰁯󰁫󰁩󰁮󰁧 G󰁬󰁡󰁳󰁳
Wondrous
Wondrous Item, artifact (requires attunement) The armor can send a jolt to the wearer to reocus
The looking glass is an ivory-handled, dual-sided their mind. The armor has 4 charges. When the
handheld mirror with perectly polished glass. Both wearer ails a Constitution
Constitution saving
saving throw to maintain
maintain
sides o the mirror have an hourglass symbol en- concentration on a spell, the wearer can use its re-
graved; one ull at the top, the other ull at the bot- action to expend 1 o the armor’s charges to succeed
tom. The mirror can be used as a spellcasting ocus. instead. The armor regains 1d4 expended charges
The mirror has 3 charges, and it regains 1d3 daily at dawn.
expended charges daily at dawn. I you expend the S󰁣󰁲󰁯󰁬󰁬 󰁯󰁦 G󰁬󰁡󰁭󰁯󰁵󰁲
Scroll, rare
mirror’s last charge, roll a d20. On a 1, the mirror
A scroll o glamour
glamour bears shiting
shiting runes
runes scrawled
scrawled
seemingly shatters as it disappears through time.
atop an ever-changing type o parchment. I you use
While attuned
attuned to and holding the mirror,
mirror, you can use
an action to invoke the runes, you can make yoursel
the charges in the ollowing ways:
and up to five other willing creatures within sight
• As a bonus action, you can expend 1 charge to look different until the effect ends or until you use
make the mirror reflect the unseen 1 minute. I you your action
action to dismiss
dismiss it. The effect lasts or 24 hours.
do so, you and creatures within 5 eet o you can see Up to our targets can take the appearance o any
invisible creatures and objects or the duration. The creature that is Huge or smaller. Any remaining tar-
effect ends early i you let go o the mirror. gets can only take the appearance o a creature that
• As a bonus action, you can expend 1 charge to is Medium or smaller. Once the glamour has been
make the mirror reflect writing in a manner you can cast, the runes on the scroll ade, and it crumbles to
understand or 10 minutes. I you do so, you and dust.
creatures within 5 eet o you can read all nonmagi- The changes wrought by this scroll ail to hold up
cal writing or the duration, regardless o the lan- to physical inspection. For example, i you use this
guage it is written in. The effect ends early i you let scroll to add a hat to your outfit, objects pass through
go o the mirror. the hat, and anyone who touches it would eel noth-
• As a bonus action, you can expend 2 charges to ing or would eel your head and hair.
absorb the mirror’s magic into yoursel or 1 minute. To discern that you are glamoured, a creature can
For the duration, you can see around corners, and use its action to inspect your appearance and must
you ignore hal and three-quarters
three-quarters cover.
cover. make a successul DC 15 Intelligence (Investigation)
check.
• As an action, you can expend 1 charge to cast
augury. S󰁨󰁡󰁴󰁴󰁥󰁲󰁳󰁫󰁵󰁬󰁬
Wondrous item, uncommon
• As an action, you can expend 3 charges to cast leg- This is an ordinary humanoid skull inused with
end lore,
lore, describing a person, place, or object that is necrotic energy. You can use an action to throw the
reflected in the mirror. skull up to 60 eet. The skull explodes on impact and
• By spending 10 minutes in deep concentration, you is destroyed. Each creature within a 10-oot radius
can expend 3 charges to make the mirror’s reflec- o where the skull landed must succeed on a DC 15
tion become timeless or 1 minute. When you do Dexterity saving throw or take 6d6 necrotic damage.
so, choose either past or uture, as well as a precise S󰁨󰁲󰁯󰁵󰁤󰁳󰁴󰁯󰁮󰁥 󰁯󰁦 󰁴󰁨󰁥 A󰁮󰁣󰁩󰁥󰁮󰁴󰁳
Wondrous
Wondrous item, artifact
amount o time, up to 1,000 years.
The seven shroudstones are egg-sized gemstones,
Past. While looking into the mirror’s side with the
hourglass symbol that is ull at the top, everything each
trum:corresponding to one
a ruby, a jacinth, o the
a topaz, ancolors o the
emerald, spec-
a sap-
that is reflected in the mirror is reflected as it was at
phire, an amethyst, and a fire opal, which serves as
the chosen amount o time in the past.
the keystone. While their origins have been lost to
Future.
Future. While looking into the mirror’s side with
history, it is still obvious that these magnificent gems
the hourglass symbol that is ull at the bottom, ev-
are inused with an immense amount o primordial
erything that is reflected in the mirror is reflected as

magic. Some speculate that they were crated by the V󰁩󰁳󰁣󰁯󰁵󰁳 P󰁯󰁴󰁩󰁯󰁮 󰁯󰁦 V󰁩󰁴󰁡󰁬󰁩󰁴󰁹
aboleths during their ancient battle with the gods. Potion, varies
Others have suggested that the stones were crated When you drink this potion, it removes
removes any
any exhaus-
exhaus-
using the same magic that protects portions o the tion you are suffering and cures any disease or poison
planes rom divine intrusion. affecting you at the start o your next turn. Then, or
the next 24 hours, you regain the maximum number
I each o the seven shroudstones is placed in a
o hit points or any Hit Die you spend. The potion’s
precise location o power, then they emanate a web o
crimson liquid is thick and syrupy, taking longer to
energy that hides the mortal world rom the heavens.
consume than other potions.
Gods can no longer materialize as avatars. Except in
rare circumstances, clerics and paladins lose access W󰁡󰁴󰁣󰁨󰁦󰁵󰁬
Wondrous
Wondr H󰁥󰁬󰁭
ous Item, very rare (requires attunement)
to their spells and eatures.
While you
you wear this helm,
helm, you gain
gain a +1 bonus to AC
T󰁨󰁥󰁲󰁭󰁡󰁬 B󰁵󰁣󰁫󰁥󰁴 and remain aware o your surroundings even while
Wondrous
Wondrous Item, uncommon
you’re
you’re asleep, a
and
nd you have
have advantage
advantage on Wisdom
The thermal bucket is made o iron and is cold to
(Perception) checks that rely on sight.
the touch. However, whenever any nonmagical liquid
is poured into the bucket, the liquid is magically As a bonus action, you can cast the see invisibility
warmed to 65 degrees Celsius and receives
receives the bene- spell rom the helm. Once this property o the helm is
fit o the purify food and
and drink spell. used, it can’t be used again until the next dawn.
V󰁩󰁳󰁣󰁯󰁵󰁳 P󰁯󰁴󰁩󰁯󰁮 󰁯󰁦 H󰁥󰁡󰁬󰁩󰁮󰁧 W󰁹󰁲󰁭󰁳󰁫󰁵󰁬󰁬 T󰁨󰁲󰁯󰁮󰁥
Potion, varies Wondrous
Wondrous item, artifact
You
You regain hit
hit points at the start o your next
next turn The throne hovers a oot off the ground and is a mas-
when you drink this potion. The number o hit points sive thing made o polished obsidian with oversized
depends on the potion’s rarity, as shown in the Vis- eet—the impaled skulls o our ancient blue dragons.
cous Potions o Healing table. Whatever its potency, Runes glisten in the carved obsidian, winking to lie
a viscous potion is thick and syrupy, taking longer to with blue energy when
when the throne
throne’’s powers are acti-
acti-
consume than other potions. vated.
Viscous
Viscous Potions of Heal
Healing
ing Only a creature attuned to a Ruling Scepter and in
possession o it can harness the powers o the Wyrm-
Viscous Potion of... Rarity HP Regained
skull Throne. Any creature not attuned to a Ruling
Healing Common 󰀲d󰀴 + 󰀲
Scepter who sits on the throne is paralyzed and
Greater healing Uncommon 󰀴d󰀴 + 󰀴 encased in a magical orce field. While encased, the
Superior healing Rare 󰀸d󰀴 + 󰀸 creature can’t be touched or moved rom the throne.
Supreme healing Very rare 󰀱󰀰d󰀴 + 󰀲󰀰 Touching a Ruling Scepter to the orce field dispels
the field, though the creature remains paralyzed until
V󰁩󰁳󰁣󰁯󰁵󰁳 P󰁯󰁴󰁩󰁯󰁮 󰁯󰁦 R󰁥󰁳󰁩󰁳󰁴󰁡󰁮󰁣󰁥 it is separated rom the throne.
Potion, varies
When you drink this potion, you gain
gain resistance
resistance Properties of the Throne. The throne has 9
to one type o damage or 1 hour, beginning at the charges and regains all expended charges daily
start o your next turn. A viscous potion is thick and at dawn. A creature that sits on the throne while
syrupy, taking longer to consume than other potions. attuned to a Ruling Scepter in its possession can
The DM chooses the type or determines it randomly harness the throne’s properties, which are as ollows:
rom the options below. • The throne gains a flying speed o 30 eet and can
Viscous
Viscous Potions of Resistance hover and flies where the creature wills. This prop-
d󰀱󰀰 Damage Type erty doesn’t expend any charges.
󰀱 Acid • Both the throne and the creature sitting on it can
󰀲 Cold move through earth and stone without disturbing
󰀳 Fire the material they move through. This property
doesn’t expend any charges.
󰀴 Force
󰀵 Lightning • As an action, the creature can expend 1 charge
󰀶 Necrotic to cast lightning bolt (spell save DC 19) rom the
throne. The spell is cast as though using a 9th-level
󰀷 Poison
spell slot and deals 49 (14d6) lightning damage.
󰀸 Psychic The bolt discharges rom the mouth o one o the
󰀹 Radiant throne’s blue dragon skulls.
󰀱󰀰 Thunder

• As an action, the creature can expend 2 charges you already


already are proficient
proficient in smith’
smith’s tools, then your
to cast the globe of invulnera
invulnerability
bility spell rom the proficiency bonus is doubled or any check you make
throne. The globe encloses both the creature and while using
using them.
the throne. Sentience. Zespara’s perect blade is a sentient
• As an action, the creature can expend 3 charges to Lawul Good weapon with an Intelligence o 15, a
create a spectral image o an ancient blue dragon Wisdom o 10, and a Charisma o 8. It has
has hearing
that surrounds both it and the throne. The spectral and darkvision out to a range o 60 eet.
dragon lasts or 1 minute. At the end o each o the The weapon can speak, read, and understand Com-
creature’s turns, the spectral dragon makes one mon and Dwarvish, and can communicate with its
bite attack and two claw attacks against targets o wielder
wielder telepathically
telepathically..
the creature’s choice. These attacks have the same
Personality. Zespara was a gruff, plain-spoken
Personality.
attack bonus, reach, and damage as an ancient blue
woman who
who prized unctionali
unctionality
ty over fluff.
fluff. Despite
dragon’ss bite and claw attacks.
dragon’ attacks .
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 willwill push her wielder
wielder to
X󰁡󰁮󰁴󰁨󰁡󰁲󰁬’󰁳 B󰁯󰁷 seek out a ring of telekinesis
telekinesis,, which Zespara believes
Weapon (longbow), very rare (requires attunement)
This longbow was crated rom sacred wood harvest- can
oncethen beexperience
again orged intothe
herjoys
blade, allowing her to
o smithing.
ed 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 move-
ment 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 Vec-
nan army. Rather than see her artistry turned to evil,
she arranged to have her essence embedded within
one o her blades. Although Zespara made arrange-
ments 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,
the blade eels or customized
as i it was greatsword.or
At you,
this perect
point,
in weight and reach.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. You also gain profi-
ciency with smith’s tools while attuned to the blade. I

APPENDIX E
I󰁮󰁦󰁥󰁲󰁮󰁡󰁬 W󰁡󰁲 M󰁡󰁣󰁨󰁩󰁮󰁥󰁳
󰁮󰁦󰁥󰁲󰁮󰁡󰁬 󰁷󰁡󰁲 󰁭󰁡󰁣󰁨󰁩󰁮󰁥󰁳 󰁡󰁲󰁥 󰁶󰁥󰁨󰁩󰁣󰁬󰁥󰁳 󰁢󰁵󰁩󰁬󰁴 S󰁰󰁥󰁥󰁤
in the Nine Hells and typically ueled
A vehicle
vehicle’’s speed represents
represents the distance it can travel
travel
by the souls o the damned. Smaller
in 1 round. How much o that speed it travels each
war machines
machines carry
carry raiding parties or round is determined by its driver.
scouts. Larger, more menacing war
machines can crush entire hordes o O󰁰󰁰󰁯󰁲󰁴󰁵󰁮󰁩󰁴󰁹 A󰁴󰁴󰁡󰁣󰁫󰁳
demons. War machines
War machines are subject
subject to the rule on opportunity
opportunity
attacks outlined in chapter 9 o the Player
Player’s
’s Hand-
Hand-
book. When a war machine provokes an opportunity
Rules attack, the attacker can target the vehicle or any crea-
ture riding on or inside it that doesn’t have total cover
Inernal war machines have their own stat blocks and is within reach.
similar to those or creatures but with the ollowing A󰁢󰁩󰁬󰁩󰁴󰁹 S󰁣󰁯󰁲󰁥󰁳
considerations.
A war machine
machine has the six
six ability scores and corre-
C󰁲󰁥󰁡󰁴󰁵󰁲󰁥 󰁡󰁮󰁤 C󰁡󰁲󰁧󰁯 C󰁡󰁰󰁡󰁣󰁩󰁴󰁹 sponding modifiers. Its size and weight determines
Creature capacity describes how many creatures its Strength. Dexterity represents its handling and
can ride the inernal war machine comortably. More maneuverability. A vehicle’s Constitution reflects its
creatures can fit by squeezing or by clinging to the durability and quality o construction. Inernal war
outside o the vehicle. machines usually have a score o 0 in Intelligence,
Wisdom, and
and Charisma.
Charisma.
A󰁲󰁭󰁯󰁲 C󰁬󰁡󰁳󰁳 I an inernal war machine has a 0 in a score, it au-
Inernal war machines are made o inernal iron and tomatically ails any ability check or saving throw that
bristle with spikes, blades, chains, and siege weap- uses that score.
ons. An inernal war machine typically has an Armor
Class o 19 + its Dexterity modifier. While the vehi- S󰁯󰁵󰁬 F󰁵󰁥󰁬
cle is not moving, attack rolls made against it have The engine at the heart o every inernal war machine
advantage. has a urnace ueled by soul coins.
coins. A soul coin is a
While the vehicle
vehicle is not moving,
moving, attack rolls
rolls made large coin minted rom inernal iron that carries a
against it have advantage. 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, machine’s urnace increases the vehicle’s speed by 30
the vehicle must be stationary, and the creature doing eet or 1 minute.
the repairs must have the necessary spare parts. A󰁣󰁴󰁩󰁯󰁮󰁳 S󰁴󰁡󰁴󰁩󰁯󰁮󰁳 󰁡󰁮󰁤 C󰁲󰁥󰁷
Ater 1 hour
hour o repair work, the
the creature makes a
An inernal
inernal war machine doesn’t
doesn’t have
have aactions
ctions o its
its
DC 15 Dexterity check, adding its proficiency bonus
own. It relies on crew to occupy stations and use
to the check i it is proficient with the tools used to
their actions to operate the vehicle’s various unc-
make repairs. I the check succeeds, the vehicle re-
tions.
gains 2d4 + 2 hit points.
A creature can use an action o the station it’
it’ss
When an inernal war machine drops to 0 hit
occupying. Once a creature uses a station’s action,
points, it ceases to unction and is damaged beyond
that action can’t be used again until the start o that
repair.
D󰁡󰁭󰁡󰁧󰁥 T󰁨󰁲󰁥󰁳󰁨󰁯󰁬󰁤 creature’s next turn. Only one creature can occupy
each station.
A vehicle
vehicle with
with a damage
damage threshold
threshold has immunity
A creature not occupying an action station is either
to all damage unless it takes an amount o damage A creature not occupying an action station is either
equal to or greater than its damage threshold value, in a passenger seat or clinging to the outside o the
in which case it takes damage as normal. vehicle.
vehic le. It can take actions
actions as normal.
normal.

H󰁥󰁬󰁭
The helm o an inernal war machine is a chair with
Redeemer
a wheel, levers, pedals, and other controls. The helm The Redeemer is a bulky, armored coach that rum-
requires a driver to operate. An inernal war machine bles loudly as it crushes obstacles and enemies in its
with no driver
driver automaticall
automaticallyy ails Dexterity
Dexterity saving path with the help o a swinging wrecking ball. Iron
throws. jaws are mounted on the ront o the ve
vehicle,
hicle, which
which
A driver
driver proficient with
with land vehicles can add their handles like a garbage truck.
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. Redeemer
Gargantuan Vehicle (12,000 lb.)
I the driver incapacitated, leaves the helm, or does
nothing to alter the inernal war machine’s course Creature Capacity 󰀸 Medium creatures
and speed, the vehicle moves in the same direction Cargo Capacity 󰀱 ton
and at the same speed as it did during the driver’s Armor Class 󰀱󰀹
last turn until it hits an obstacle big enough to stop it. Hit Points 󰀲󰀰󰀰 (damage threshold 󰀱󰀰)
Speed 󰀵󰀰 ft.
Bonus Actions. As a bonus action, the driver can
do one o the ollowing:
STR DEX CON INT WIS CHA
• Start the inernal war machine’s engine or shut it 󰀱󰀸 󰀨+󰀴󰀩 󰀱󰀰 󰀨+󰀰󰀩 󰀱󰀸 󰀨+󰀴󰀩 󰀰 󰀨−󰀵󰀩 󰀰 󰀨−󰀵󰀩 󰀰 󰀨−󰀵󰀩
off.
• Cause the inernal war machine to take the Dash Damage Immunities fire, poison, psychic
or Disengage action while the vehicle’s engine is Condition Immunities blinded, charmed, deafened, fright-
running. ened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Redeemer can move through the
• Insert a soul coin or pour a flask o demon ichor space of any Large or smaller creature. When it does, the
into the engine’s urnace. 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.
Magic tenday.
tenday. The Redeemer’s weapon attacks are mag-
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: 󰀱󰀰 harpoons. Ranged Weapon Attack:
+󰀵 to hit, range 󰀱󰀲󰀰 ft., one target. Hit: 󰀹 (󰀲d󰀸) piercing
damage.
Harpoon Flinger, Hind (Requires 󰀱 Crew and Grants Half
Cover). 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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