Vol 2 Rise of Vecna
Vol 2 Rise of Vecna
FOREWORD
volume o the Domed Frgtten 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 let 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
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Cntents
F A A
S W O
I Artificially Accelerated Organisms .......................................
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... Life in Mirabar .......................................................................
Other Deities
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C Vecna's Endgame ..................................................................
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Bullywug, Slime-Touched .....................................................
C Catoblepas
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Elemental, Unified ................................................................
C Fessler
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F X X GaolliaMountain
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C Kamadan
Kamad an .......................
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T ................................................................................... Tyrannosaurus Zombie ........................................................
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Weevilil ............
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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
Ravenlot. 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 artiacts 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 downall. 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 thereater, 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 inormation 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 ater
ater 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 Frgtten Realms is the second volume o the Domed
Rise Of Vecna
Frgtten 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 Frgtten Realms imagines a world
where all
all the various
various catastrophes
catastrophes threatened
threatened in
a Wizards o the Coast hardcover adventure have A Histry f Dom
come to pass.completed
successully 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’madosan 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 Frgtten Realms, the never-ending
our supplemental product the Domed Frgtten Realms:
parade o apocalypses that have wracked the Sword
Sword Coast Gazetteer.
Coast are not an improbable coincidence. They have,
instead, been purposeully 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 Persnae
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 reerence.
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
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.
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
crated 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 coness
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 lie 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 inormation
inormation rom the introduction
introduction section.
section. F
For
or hammer,, covertly observing the characters. A third Finger
hammer
detailed questions regarding Vecna, Robear reers 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 inormation 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 Beore 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
shat reerred 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) reerred 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 crated, 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 reerred 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 townsolk 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’ subteruge, 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 oten concentrating on other
appendix C). telepathic talks.
I the characters ask any o the Gems about their Mirabar. Ater a titanic struggle, she was slain by
wooden coin,
coin, they
they politely reer 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 inorms them that it entitles its bearer to a VIP Racine also has the ollowing two requests or the
experience. Shortly thereater 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 inormation 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
let 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 identiying mark, a
nently extinguished. She is unsure how to extinguish
sparkling blue gemstone. Ater 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. Ater the successul 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.”
Inormation 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 lie 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
inormation 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 maniestations
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
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 let 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 transorm 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 dwarremaining
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, oten 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 reers to as character who makes a successul 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 inormation
inormation is communicated
communicated to the gp) (see appendix B). This inused armor can
Clockwork King, then he iners that they likely came send a jolt to the wearer to reocus 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 successul
tration on a spell, the wearer can use its reaction
artificer who crated 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 crater. He preers 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 reers 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 preerence. 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 beore 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
Beore 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 townsolk. 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 midaternoon. 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 meaningul 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 perorm 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 beore 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 storeront 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 inorms 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 preer 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 reinorce- 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 successul 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 successul 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 cratsmanship evident. the trapdoor is a ladder leading to area A6d.
I any character enters the shop and makes a suc-
A6. O
cessul 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 preer the suffocating heat o area A6c.
A6. T F M
M B F M The ladder descends 30 eet beore 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 successul 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 unsuccessul 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 reorms within its flames 24 hours later. intensely cold but does not inflict any damage to the
A successul
successul 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 beore reaching the floor. Any character
o cold damage within a single round. It can also be who makes
makes a successul
successul 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 painully
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
cessul 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 successully deeat 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
Stones,
the city’smaking
stables.them, instead, quarter their steeds in quires
check. aAny
successul 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
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 lie. This area reers to
a small portion o the larger field reerred to by the
locals as Chauntea’s
Chauntea’s Graveyard.
According to local legends, Chauntea rose rom her
garden to deend 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 ater the characters enter,
enter, a
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 halway 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
Tmb f Dem ght 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 inernal red radi-
ance. A dozen corpses are sprawled about the room
in various and
skeletons stages oadecay.
one, dwarSome 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 ater the charac-
ters enter the tomb, the gemstone flashes a bright
crimson and Dem’ghot’nec maniests. 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
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 Gblet 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 ater 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 sae 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 reuge 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 reinorce the Bloods with ranged
oriented differently than beore. attacks, while the Memories provide auxiliary sup-
In truth, Racine has been compromised.
compromised . Racine port as needed.
managed to successully flee ater 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 reinorcements 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 powerul wizard allied
tal
The Amber Hulk with the resistance.
resistance. As soon as
as the characters
characters enter
enter
Ater deeating 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 successul DC 10 Strength (Athletics) to do as they will. I the characters do not respond
check. A character who makes a successul 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 saely 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-inested 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, Beore 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 Ravenlot exist within the
Llast. Hosttower. The energy rom these portals is used to
help manuacture 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 Shadowell. 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 oten visits this brooding orest.
reflection o Neverwinter, the so-called Jewel o the In particular, he is slowly and careully exploring the
North. Some years ater 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 Shadowell, 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
maniestation 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 Shadowell’s impending encroachment upon the
Realms. Maybe the switch was orchestrated by Orcus Prt 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 Shadowell, 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
Shadowell see Ulraunt’s Guide to the Planes: The moonless nights, Jarlaxle Baenre and the Bregan
Shadowfell. D’aerthe oten 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 Frgtten 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 Encunters Three Dragon Ante but he preers 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 inormation 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 sot 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
sae. 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 sae. 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 inect them with chaos phage. I
successul, the slaad then attempts to flee. Far Realm, unbound by the regular rules o reality.
J Faint, disembodied shrieks and cackles. “Servants of Ssendam seek to share their lord’s
lord’s bless-
unused.
lining theOther
hall, than
thereaisew 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 successul DC 25 ie, is experiencing a bout o paranoia. Birdie reuses
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- reuses to eat because he knows THEY have poi-
cessul DC 25 Strength check. The phrase “Worvil soned his ood. Birdie’s reusal 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 successul 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 successul 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 maniests itsel upon the bed
next to her.
her. Any character who steps through the threshold
finds themselves in area B13. DMs are encouraged to
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 beautiul 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 transormed 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 unelt 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. Ater 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.
the characters
embracing andthey
thenhave proven their
conquering their worth by
inner demons. the Iron(see
action Viper invites
Domed them toRealms:
Frgtten 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 deeat and Gorna’s
Gorna’s retreat, lie 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.
Tribar
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
reerred 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), ), reerred 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 inormation
tain giant chietain, 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 inorms 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, beore 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 townsolk, 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 cratsmanship remains undiminished.
hoping or a chance to perorm 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. Ater 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.
D. weapon
This F’ F
and armor shop is run by Ghelryn “bleeding themthat
She mentions dry”a with their giant
mountain demands
bandor 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
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 reuse 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 townsolk 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, reusing 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 successul
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 oasogres,
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 beore
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 surace, 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 beore 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. Theoresulting
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 satisy 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 shat 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 Frgtten 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 ater 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 cratsman-
temple. I they notice any dead bodies or sabotaged ship o the perect 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 shat
The ceiling’s Ais 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 surace o the water is placid, the water itsel is
eet tall. The sheer walls o the shat, 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 shat, 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 shat, 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 Hld
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 lie
dominant building in Helm’s Hold is the Cathedral o are in abundance, but other than empty building ater
Helm, a towering and inspiring edifice o pale gray empty building, no evidence o human lie is present.
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. Ater
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 reinorcements 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 beore 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 beore escaping Helm’s Hold.
o a nearby building that the Redeemer will drive past B H’ H
on round 4.
Once the Redeemer is saely 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 inernal incursions (see Domed Frgtten 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 lawul 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.
eiln
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-crat-
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 conronted 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 let their offspring, Weslum o Leilon.” A successul 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 earul
earul 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 reuse 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.
Fity 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 peaceul relations, they might beriend
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 Frgtten 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 beore 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 Thrnhld
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 roos 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 successul 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 successul
successul 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
successul 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 cessul 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 successul
successul 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 successul DC 15 Dexterity saving erson complains that he has been a prisoner o the
throw
wugs andor take 14rogs
giant (4d6)automatically
bludgeoning
automatica damage.
lly succeed
succee Bully-
d on this bullywugs
time he wasortrapped
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 ater 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 successul 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.
successul
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 successul 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). preer 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
tice.
hide Now, the beholder
rom imaginary is so wrapped
opponents that it up in trying
remains to
obliv- inIthe
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. Ater 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 beore 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 successul 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 successul
DC 15 Dexterity check using thieves’ tools. TO THE MAIMED LORD VECNA
H6. W
W
A character who makes a successul DC 15 In-
This area was used by Pharblex to crat ceramic
telligence (History) check remembers that Antir
vials. Within
Within is a set o potter’
potter’s tools, two
two casks o
was a powerul 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 successul 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 successul
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 let
who makes
makes a successul
successul DC 25 Wisdom (Perception)
(Perception) eye. Clutched in its let 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 fith 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 successul 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 shat pierces the ceiling.
i sleeping or in meditation. The spherical creature is The shat winds upwards or 80 eet beore ending in
likely to be mistaken or a beholder, but a successul a stone wall that is 5 eet beneath area H17. Halway
boulder suspended
suspended at the top o the shat. As soon as A successul
successul 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 shat, then they successully 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
cessul 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 successul 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 successul 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 ater 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
Halway 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 successul
successul 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 ater
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, ater 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 successul 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 maniests 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 successul save.
upon a hidden pressure plate, which can be detected
only by making a successul 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 successul 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. Ater 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 successul DC 20 Wisdom (Perception)
successul 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 successul 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 beore attempting
attempting
cessul 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
cessul DC 15 Intelligence (Investigation) check; a
nothing about the sphere. The spectator will deend
subsequent successul 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 successul 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 successul
successul 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 inused
Xanatha inused 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 underoot. 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 successul 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. cessul 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 beore 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 shats leading to areas H9 and H19 are
deep. It also has a ledger that contains incriminating blocked by 5 eet o stone.
inormation on more than one hundred Waterdhavian
nobles.
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 beore 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 deuses 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 beore 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 reuse 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 beobroken
the fiveopen
treasure chests is locked.
by a character who makes midst o infiltrating it. A winding 10-oot diameter
shat ends abruptly in a 5-oot thick wall. Beyond this
a successul 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 successul DC 25 Dexterity check made using
a successul DC 25 Dexterity check made using this wall lies area H9.
CHAPTER 8
X’ G S W
A , X -
T P
. W , - Ater 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:
.
TW
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 reorm.
then Xanathar notices the glyph the next time it goes
Incremental improvements in Xanathar’s lair include:
to bed, careully erasing the rune with its disintegra-
tion ray. J A deep gnome in clownish garb, who Xanathar
O A reers to as Flutteroot 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
makeshit
it
increasingly anxious. His moral code chaes 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 matchreerred
rein
erred
the
tenday until Nar’l gets back. When Nar’l returns, he arena receives a stuffed Xanathar doll with a
inorms 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).
seen rozen deep within the iceberg. A massive 20- clear graperuit-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 successul 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 graperuit-sized pink pearls like a javelin (including a spear, trident, or dart).
(500 gp each), one graperuit-sized black pearl (5,000 Creatures and objects that are fully immersed in water have
resistance to fire damage.
gp), one graperuit-sized
graperuit-sized violet pearl of power
power, one
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 powerul
world’ powerul 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 ater 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 ater, 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 gited 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 powerul 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 Maelstrm pens ater 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 powerul 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. Ater 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 successul 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 inor-
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.
true identity.
chuckles Ater
darkly. ItsZephyrus’s outburst
image ades the Krakolich
as it speaks telepath- only makeits
reserving two attempts
third to or
attempt enslave the conrontation.
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 ater the Krakolich’s disappearance. The
perversions o sea lie, such as undead starfish and
second chuul arrives one round ater the first. Finally,
sea slugs that glow with dark, necrotic energy, cling
the third chuul arrives one round ater 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 partyoprogress-
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 beore 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 shat 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-deense. 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 merolk and sea elves, is consumed, and it takes 2d4 days or Xanathar to
although some humans and an el can also be ound. begrudgingly crat 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 beautiul 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.
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 beore it is the mummified body o
King Hekaton’s late wie, Queen Neri. Her withered
J. R
R
T
Rusted anchors litter the floor o this chamber.
Cncluding the Adventure
Dozens o dead giant sea anemones rot amidst the As the Krakolich
Krakolich is deeated,
deeated, it telepathical
telepathically
ly curses:
anchors, their wretched putreaction 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.
admit, even to themselves. Beore 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, sotening 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.
let 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
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 fity golden scrolls that orm the oundation o
modern magical theory on Faerûn. The inormation
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 powerul 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 Realmsolk 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 lie. However, by creating artificial lie (see below)
Vecna
Vecna hashas destroyed
destroyed the delicate
delicate balance
balance between
between
lie 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 modiying 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.
Actins
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 Actins
/day each: grease, jump, sanctuary Multiattack. The battlerager makes two Greataxe attacks.
Reactins 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 Bnus Actins
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 gited 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
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. Bnus Actins
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
Bnus Actins 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-Tuched
These bullywugs have given their lie 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-shiting ooze.
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 Actins
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
Actins 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 Reactins
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.
Catblepas 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)
)
Catblepas Speed ft.
Large Monstrosity, Unaligned
Clbrnia
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 beautiul 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. Painully shy, chwin-
gas preer to move about unseen. Though no two chwingas
look exactly alike, they resemble 6-inch-tall animated dolls Clbrnia
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 + + + + + +
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 powerul, 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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+ + + − + − + + + − + −
Gallia
Fessler These immense, swamp-dwelling tortoises are oten 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 lie 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.
Gallia
Fessler Large Beast, Unaligned
Giant, Munt
Muntain
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 downall, the ew remaining rain giants now live in humble
more gluttonous than ever beore. To reflect this new-ound seclusion as shepherds, armers, and lighthouse keepers.
strength and prominence, these giants are now reerred to
as mountain giants.
Rain Giant
Huge Giant, Typically Chaotic Good
Muntain 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.
Actins Actins
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
Hydrlth
Medium Fiend (Yugol
(Yugoloth),
oth), Typically Neutral Evil
Armor Class
Hit Points (d + )
Speed ft., swim ft.
Armor Class
Actins
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
Actins 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
Igneus Knight
When a knight is corrupted by undeath it rises as a death
knight. When, instead, such a knight is corrupted by iner-
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.
Igneus Knight
Medium Undead, Typically Chaotic Evil
Actins Reeactins
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
Armor Class
Irn Cbra 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.
Kraklich 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.
Actins Legendary Actins
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
powerul 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 oten serves as a guardian, attack-
ing creatures that cross its path while remaining loyal to its
orders.
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
Living Demiplane
Medium Construct, Unaligned
Nilbg
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 beore enacting revenge.
Nilbg
Small Humanoid (Goblinoid), Typically Chaotic Evil Purple Wrmling
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 Wrmling
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.
Actins 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 Actins
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
Bnus Actins 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.
Reactins 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.
The Frgtten
Medium Undead, Chaotic Evil
Toth f Vecna
The Teeth o Vecna are specialist wizards, eared or their
magical bite.
Tyrannsaurus
Tyrannsaurus Zmbie
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 powerul 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
− + + + + +
Tyrannsaurus Zmbie
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
Actins 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 Actins
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.
Bnus Actins 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. Bnus Actins
Disgorge Zombie. The tyrannosaurus zombie disgorges
Reactins 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
APPENDIX C
H
Frm Vl'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
moving. I it Dodge
can use the has nowhere
action. itAtcan
themove,
end othe 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 depetriy 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 inernal 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 deends 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 ater
ater 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 reocus
The looking glass is an ivory-handled, dual-sided their mind. The armor has 4 charges. When the
handheld mirror with perectly 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 shiting
shiting 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 successul 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 inused 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 inused with an immense amount o primordial
erything that is reflected in the mirror is reflected as
magic. Some speculate that they were crated by the V P V
aboleths during their ancient battle with the gods. Potion, varies
Others have suggested that the stones were crated 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 lie
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
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
Inernal 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 inernal war machine comortably. More maneuverability. A vehicle’s Constitution reflects its
creatures can fit by squeezing or by clinging to the durability and quality o construction. Inernal war
outside o the vehicle. machines usually have a score o 0 in Intelligence,
Wisdom, and
and Charisma.
Charisma.
A C I an inernal war machine has a 0 in a score, it au-
Inernal war machines are made o inernal iron and tomatically ails any ability check or saving throw that
bristle with spikes, blades, chains, and siege weap- uses that score.
ons. An inernal 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 inernal 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 inernal iron that carries a
against it have advantage. bound soul within it.
H
The helm o an inernal 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 inernal 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 inernal war machine’s ability scores.
Drive. While the inernal 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 inernal 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 inernal war machine’s engine or shut it + + + − − −
off.
• Cause the inernal 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.
Actin Statins
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.