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Doomed Forgotten Realms - Fall of Vecna (Quill and Cauldron) PDF
Doomed Forgotten Realms - Fall of Vecna (Quill and Cauldron) PDF
FOREWORD
Marc Altfuldisch Christian Zeuch A Haus Divided 30
Sword Coast
The Hunt is Afoot.............................................................. 106
Project Manager Endless Road Traversing the Mists ........................................................... 30 A Liar's Word ...................................................................... 106
Scott McClintock Ahghairon’s Hellscape A Doomed Domain ................................................................31
Layout, Graphic Design, and
Neverwinter Wood
Darkon ................................................................................... 32 Chapter 12
Product Engineering Elven Tower Cartography Rivalis ..................................................................................... 32 Here Be Dragons 108
Luskan
Marc Altfuldisch Waterdeep The Hidden Trail .................................................................. 36 Leilon ................................................................................... 108
Art Director John Gilliam Richten Haus ........................................................................ 36 Castle Naerytar ................................................................. 108
Marc Altfuldisch Skullport Nana's Concoction ............................................................. 45 Neverwinter Wood ............................................................ 109
Cover Illustrator all of Vecna concludes our The Great Escape ..................................................................111
Raluca Marinescu (Vecna) Doomed Forgotten Realms
adventure
Chapter 3 Draconian Accolades ........................................................ 112
Marc Altfuldisch (Backdrop) Float like a Castle, Sting like an Imp 46
path. Just like any endeavor, this Castle Avernus ..................................................................... 46 Chapter 13
project required a well rounded An Impish Guide .................................................................... 51 Fatal Attraction 113
group of high level comrades. I Phandalin............................................................................. 113
Chapter 4 A Bloody Apprenticeship ................................................... 119
am grateful to the amazing Matthew Whitby who has With Friends Like These 52
been with the project since day one, and single-hand- Tovag ...................................................................................... 52 Chapter 14
edly put together the Gazetteer to end all gazetteers The Shepherd and His Flock .............................................. 53 The War for Waterdeep 121
Tor Gorak .............................................................................. 54 The War Council ................................................................. 121
(If you haven’t checked it out already, please do). I am
The Clash............................................................................... 54 Waterdeep .............................................................................122
grateful to the fantastic Kathleen Harrington who Skullport .............................................................................122
Meeting the Darklord ........................................................ 59
went well above and beyond her role as an editor Battle Against the Skulls .................................................130
to contribute some brilliant content to our earlier Chapter 5 Departing Skullport ..........................................................130
Carnage at the Carnival 60 Tower of Ahghairon .......................................................... 131
volumes. I am most grateful for getting to work on
The Carnival..........................................................................60 A Cataclysmic Promise ........................................................142
this with my real life best friends Buck Wev and Thoroughfare ......................................................................60
Billy Middleton – as well as the supremely talented Big Top ................................................................................... 61 Chapter 15
Marc Altfuldisch, a new friend in the making. And, of Egress ..................................................................................... 63 The Rise or Fall of Vecna 143
course, I am monumentally grateful to you for giving Castle Waterdeep ................................................................143
Chapter 6 Dungeons of Castle Waterdeep .......................................144
this adventure a chance. Hit the Road and Hit the Head 64 Divine Release ...................................................................... 147
For anyone out there thinking of trying to bring A Horse of a Different Color ........................................... 64 Denouement ......................................................................... 147
their own ideas to life on the DMsGuild I would Bring it all to a Head ......................................................... 64 The Fall of Vecna ................................................................148
strongly encourage you to take the plunge! It is hard Shadowfell Encounters on the Misty Road ..................66 Concluding the Adventure ..............................................148
work, but also worth it. If you have questions along Chapter 7
the way, please don’t hesitate to reach out to me. And, Plow the Cursed Sands 68 Appendix A Secrets of the Whispered One 150
once you complete and publish your first product let Mummy Wing ......................................................................... 70
ON THE COVER me know – I’d love to return the favor and provide Scarab Wing .......................................................................... 73 Appendix B Monsters and NPCs 159
In this illustration by Raluca Marinescu & Marc
Serpent Wing ........................................................................ 77
Altfuldisch, Vecna’s apotheosis is almost complete.
some support! Temple Wing ..........................................................................80 Appendix C Handouts 215
— Scott McClintock Black Obelisk ........................................................................ 85
Appendix D Magic Items 229
Chapter 8
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. A Skeleton in the Closet 87 Appendix E Vehicles 235
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Palace of Vecna ....................................................................88
Masters Guild. All other original material in this work is copyright 2022 by Quill & Cauldron and is published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission. Cut and Run .......................................................................... 91 Appendix F Bridging from other Adventures 240
5
INTRODUCTION a device called the Soulmonger, designed to devour
the soul of any humanoid that dies anywhere on Toril.
Few knew that the Soulmonger’s purpose was to feed
Doomed Forgotten Realms
a gestating atropal, the ghastly, unfinished creation
Welcome to a dark chapter in the history of the
ord Vecna has been known by many of a long-forgotten evil god. Fewer still knew that this
Forgotten Realms. A chapter in which your players
names—The Maimed Lord, The atropal was to serve as a corporeal vessel for the
are destined to play a starring role. Through their
Whispered One, The Maker of godly essence of Vecna.
actions, the Realms will find salvation. Or doom.
All That is Secret. He was a great It was agents of Vecna who corrupted the transla-
wizard, perhaps the greatest of all The Doomed Forgotten Realms imagines a world where
tion of Sammaster’s holy prophecies. This, in turn,
time, tutored by the serpentine embodiment of magic all the various catastrophes threatened in a Wizards
inspired the Cult of the Dragon’s Red Wyrmspeaker,
itself. He was a supreme archlich of inestimable of the Coast hardcover adventure have come to pass.
Severin, to summon forth Tiamat from her lair upon
power, rumored to have stolen the secret of undeath It is an acknowledgment that for every successfully
the Nine Hells. The Thayan illusionist and secret
from the demon lord Orcus. He was an emperor, completed campaign, likely a dozen more have fizzled
Vecnan disciple, Rath Modar, worked with Severin to
worshiped as a god. Then, through force of will, he out or failed. This adventure serves as a tribute
bring this mad plan to fruition.
became a god. to these failed campaigns. As described in Rise of
He was betrayed and slain by his closest lieutenant. And so the Soulmonger fed. Tiamat, “Nations and kingdoms shatter, civilization
He was imprisoned in the distant domains of collapses into bloody war, and chaos reigns
To one such as Vecna, even the grandest plan is but
Ravenloft. None of this stopped him. supreme... Such dark times need not mean the
the seed of an even grander plan. As part of Tiamat’s
end of your campaign, however... The new goal is
summoning, a great treasure trove, one fit for the
Nothing can stop Vecna. to bring peace to the world once more.”
Queen of Dragons, was gathered in tribute. Vecnan The Archlich Himself
Vecna is more than power. He is knowledge incar- agents, posing as cultists of the dragon, stole relics of In the Doomed Forgotten Realms, the never-ending is the grand architect of
parade of apocalypses that have wracked the Sword the Doomed Forgotten Realms
nate. He hoards secrets like Tiamat hoards treasure. incredible power, including some of Netherese origin,
Vecna’s core belief is that for every person, for every in service of their lord. Four such artifacts were later Coast are not an improbable coincidence. They
city, for every world, there exists a secret so powerful found in the Dessarin Valley by cultists of Elemental have, instead, been purposefully masterminded or
that it can bring about their downfall. He gathers Evil. This cult went on to raze and destroy much of exploited by the archlich Vecna so that he might
such secrets to further his divine ascendency. the Valley. conquer the Forgotten Realms. For those not familiar
As part of his quest for greater godhood, Vecna with Vecna, he is an iconic villain that has haunted
besieged the planar hub of the multiverse. Although And so the Soulmonger fed. Dungeons & Dragons since its earliest days. His rele-
his plans were ultimately thwarted, he nonetheless Soon thereafter, Vecna tricked Gromph Baenre, the vant background has been briefly summarized, but
for those interested in a deeper exploration of Vecna’s
Adventure Summary
managed to plunder the hub’s many secrets. One of archmage of Menzoberranzan, into summoning the
these secrets was the existence of worlds beyond many demon lords of the Abyss into the Underdark. history, it can be easily found online. The adventure begins when the characters are
Fall Of Vecna is the third volume of the Doomed
that of his birth. Of all these worlds, Vecna was most Madness and decimation on a catastrophic scale summoned to an audience with the beholder,
soon followed. Forgotten Realm adventure path. Although the experi-
fascinated by the magic-rich realms of Toril. He was Xanathar, former crime lord of Waterdeep. Xanathar
particularly obsessed by the eldritch ingenuity of ence will be optimized if your players have completed has been driven from Waterdeep by Vecna and
fallen Netheril. And so the Soulmonger fed. Rise Of Vecna, it is not required. Fall Of Vecna is an
now hides beneath the ruins of Thornhold Keep,
The breaking and reshuffling of Annam’s Ordning. epic, self-contained story for three to five characters scheming how to unseat the lich lord. Xanathar’s
Vecna set his eye to conquest. Elturel and Baldur’s Gate’s descent into Avernus. that will take your players from 10th to as high as intelligence network has learned that Vecna orig-
With the patience and restraint of an expert strate- Auril’s self-imposed exile and the subsequent eternal 20th level. inates from the dismal land of Ravenloft. Sharing
gist, Vecna spent generations preparing Toril for his winter. In one way or another Vecna, the cosmic this information with the characters, the eye tyrant
arrival. In the planar hub, Vecna learned of the exis-
tence of portals that allowed travel between worlds
mastermind, had his hand in it all. A History of Doom tasks them with traveling to Ravenloft in hopes of
learning more about Vecna. Xanathar also informs
and communicated this information to his most And Finally the Soulmonger was full. the characters that there is a portal to Ravenloft in
Faerûn has changed dramatically in the years since
devoted followers. They, in turn, slowly infiltrated Vecna was reborn. He gathered to his banner all that Vecna’s conquest. Tiamat holds court over the the Hosttower of Arcane, the Luskan headquarters of
every corner of the Sword Coast from Candlekeep to was evil. Not just his cultists, but orcs from Dark dragons of the Realms from atop her Soaring Citadel. the Arcane Brotherhood, a cabal of evil wizards loyal
Silverymoon. Year after year, Vecna’s cultists gathered Arrow Keep, yuan-ti from Najara, giants from all Zariel wages war over the cratered ruin that was to Vecna.
and obscured knowledge, subverted governments, across the Sword Coast, and liches from Warlock’s once Baldur’s Gate. The drow elf Jarlaxle, one of the Chapter 1. In chapter 1 the characters are tele-
and patiently corrupted the good-hearted champions Crypt, all fought at his bidding. The Realms, devas- last hopes for a dying realm, rules over the sailing ported to Luskan. Once there they must gain
of Faerûn, all in the name of their Maimed Lord. tated by repeated calamity, fell quickly. In less than city of Qu’madosfan Delmah. And the Frostmaiden entrance to the Hosttower by overcoming a series
At the same time, the archlich Acererak, one of a year’s time, Vecna ensconced himself within Auril’s arctic grasp expands ever outwards. For a of trials. After gaining entrance the characters must
Vecna’s oldest and most loyal servants, traveled to Waterdeep, declaring himself the Lord of Toril. more detailed exploration of this brave new world see sneak their way into the heart of the tower. Then,
the jungles of Chult to build a hidden, deathtrap Evil has ruled the lands ever since. our supplemental product the Doomed Forgotten Realms: using an enchanted skull provided by Xanathar, the
dungeon. In the heart of this dungeon, he secreted SwOrd COast Gazetteer. characters must find the hidden portal to Ravenloft.
6 INTRODUCTION INTRODUCTION 7
Chapter 2. In chapter 2 the characters emerge
near the halfling village of Rivalis, within the realm
Chapter 9. The characters return to Thornhold
in chapter 9. However, while they were away Adventure Flowchart
of Darkon. Exploring the village leads the characters Vecna tracked down and slew Xanathar, raising
to Grandma Fennel, who suggests that they visit the beholder as a death tyrant, loyal to Vecna. The
the nearby ruins of Castle Avernus to learn more characters are ambushed by this undead version of CHAPTER 2
about Vecna. Before doing so, however, they need Xanathar upon their return. Emerging victorious, CHAPTER 1
to visit Richten Haus, former home of the legendary they find Xanathar’s notes detailing the beholder’s Trial run a Haus
Rudolph Van Richten. There the characters harvest plan to recruit allies and assault Vecna, who is
DiviDeD
Luskan
Darkon in Ravenloft
some herbs necessary to survive the poisonous ener- currently laired within Ahghairon’s Tower, which can
LEVEL 10
gies surrounding Castle Avernus. be found inside the city of Waterdeep. LEVEL 11
Chapter 3. During chapter 3 the characters explore Chapter 10-13. Chapters 10 through 13 are dedi-
the floating ruins of Castle Avernus, former home to cated to traveling across the Sword Coast, recruiting CHAPTER 3
the infamous Darklord Azalin Rex. Within the ruins allies for the inevitable battle against Vecna. The FloaT like a CasTle,
the characters will encounter the dwarf vampire, characters can choose which of these chapters they sTing like an imp
Axrock, fight the shadow dragon Ebbasheyth, and wish to complete, as well as the order in which they Darkon in Ravenloft
befriend Azalin’s familiar, Skeever. Skeever willingly wish to complete them. In chapter 10 the characters
LEVEL 11
provides information about Vecna’s former domain, travel to the Elemental Plane of Earth to free the
Cavitius. The imp suggests that the players search for legendary Bruenor Battlehammer from the slave pits
lesser Vecnan relics, scattered throughout Ravenloft, of the dao. Chapter 11 sees the characters winning CHAPTER 4 CHAPTER 5 CHAPTER 6 CHAPTER 7
and use these as keys for accessing Vecna’s aban- the assistance of Jarlaxle Baenre, after venturing
doned domain. into an undersea trench to slay a vengeful kraken. WiTH FrienDs Carnage aT THe HiT THe roaD ploW THe
Chapter 4-7. Chapters 4 through 7 are dedicated In chapter 12 the characters must steal the recently like THese Carnival anD HiT THe HeaD CurseD sanDs
forged Vonindod from the fire giants, to earn assis- Tovag in Ravenloft The Carnival in Ravenloft Any abandoned road Har’Akir in Ravenloft
to recovering these Vecnan relics, each of which
is a part of Vecna’s original body. The characters tance from the Dragon Queen Tiamat. Finally, in LEVEL 12 - 14 LEVEL 12 - 14 LEVEL 12 - 14 LEVEL 12 - 14
can recover as many of these relics as they like, chapter 13 the characters help Halaster Blackcloak
in any order. In chapter 4 the characters travel gain revenge against his former apprentices, who
to the domain of Tovag, where they meet Vecna’s betrayed the Mad Mage in the early days of Vecna’s CHAPTER 8
archenemy, Kas the Betrayer. From Kas they have conquest. a skeleTon
the opportunity to recover the incisors of Vecna. In Chapter 14. In chapter 14 the characters finally in THe CloseT
chapter 5 the characters visit a traveling Carnival take the fight to Vecna. Jarlaxle uses his submarine, Citadel Cavitius in Ravenloft
besieged by malevolent fey. After helping Isolde, the the Scarlet Marpenoth, to smuggle the characters LEVEL 13-15
Carnival’s leader, they are rewarded with the first into Skullport, an underworld city located beneath
digit of Vecna. In chapter 6 the characters summon Mount Waterdeep. Once in Skullport the characters CHAPTER 9
the Headless Horseman in hopes of recovering the must recruit various factions to help defeat the thir-
Head of Vecna. In truth the Head of Vecna is not a teen enigmatic Skulls who rule over Skullport. With no longer
true relic, although it does hold the molar of Vecna, the Skulls vanquished, the characters can teleport eye To eye
which is. Finally, the characters have an opportunity into Waterdeep, and break into Ahghairon’s Tower. At Back to Thornhold
to travel the cursed tombs and underground desert of the top of the tower the characters manage to fight LEVEL 13-15
Har’akir in search of the scalp of Vecna. and best Vecna. However, the characters learn that
Chapter 8. After recovering at least one Vecnan Vecna has turned the Soulmonger, a hideous device
that feeds on the souls of the dead, into his phylac- CHAPTER 10 CHAPTER 11 CHAPTER 12 CHAPTER 13
relic, the characters can travel to the abandoned
domain of Cavitius in hopes of learning more about tery. Using recent knowledge obtained from ancient Dropping THe Worse THings Here Be FaTal
Vecna. While there they unexpectedly encounter the Nether Scrolls, Vecna plans to feed upon the souls in BaTTleHammer Happen aT sea Dragons aTTraCTion
powerful lich Azalin, and learn that he has been using the Soulmonger to fuel his divine ascendancy. The Elemental Plane of Earth The Scarlet Marpenoth Leilon and Neverwinter Wood Undermountain
Skeever to manipulate the characters into bringing Chapter 15. Chapter 15 is the concluding chapter. LEVEL 14-19 LEVEL 14-19 LEVEL 14-19 LEVEL 14-19
him the Vecnan relics. Azalin willingly shares infor- The characters race against time to destroy the
mation regarding Vecna. In particular Azalin shares Soulmonger before Vecna transcends to godhood.
incriminating evidence that might be used to turn They discover that the Soulmonger is hidden within CHAPTER 14 CHAPTER 15
one of Vecna’s greatest allies, the archlich Acererak, Castle Waterdeep, which the archlich Acererak has
against the Maimed Lord. From there the characters turned into a deathtrap dungeon. The characters gain
THe War For THe rise or Fall
can use their Vecnan relics to open a portal to the access to the sealed castle by possessing the bodies
WaTerDeep oF veCna
Skullport and Waterdeep Castle Waterdeep
Forgotten Realms, although they will need to make of nine trickster gods imprisoned within the castle’s
a difficult decision as to whether or not they allow dungeons. After gaining access to the castle the char- LEVEL 19 LEVEL 20
Azalin to use the portal as well. acters engage in one last battle, with the fate of the
Realms hanging in the balance.
8 INTRODUCTION INTRODUCTION 9
CHAPTER 1
Trial Run
The beholder Xanathar recruits the characters to travel to the Xanathar, having received word of their previous
the plane of Ravenloft in search of information that might exploits, has invited them to the following conclave.
be used to defeat the archlich Vecna. To access Ravenloft the
Adjust the following narrative as necessary:
Dramatis Personae
characters must teleport to Luskan and infiltrate the Host-
tower of the Arcane.
Hidden beneath the seemingly abandoned Thornhold
Keep you find Xanathar’s underground headquarters,
The main members of the adventure’s cast of a bustling, grandiose hub of activity. Informants come
characters are found in the Dramatis Personae table and go, using the Underdark to ferry information and
below, listed in alphabetical order for easy reference. contraband throughout the Realms. Xanathar’s throne
rom Van Richten’s Guide to Raven- room is strikingly opulent, decorated with tapestries,
loft, “In hidden corners of the paintings, and the petrified statues of those who have
Dramatis Personae Shadowfell are nightmare recently aroused its prickly ire. Its beloved goldfish,
Major NPC Description Main Description domains that hunger for the Sylgar, swims happily by Xanathar’s side in a mansion-
brave and the innocent, the ambi- sized fish bowl.
Abatha Lea Dwarven veteran Chapter 10, Dismal Delve
tious and the wicked. “You were wise to answer my call, henchpeople. As
Acererak Archlich and Vecna’s most trusted ally Chapter 15, Denouement you know, it has been five years since that one-eyed
Trenzia
Skeever
Skeever has the same statistics as an imp. However, as the
familiar of one of Ravenloft’s most legendary Darklords, the
imp has a number of additional traits:
Deathless Servant. While in Ravenloft, anytime that Skeever
is killed, he bursts into a cloud of brimstone. He then
reforms one minute later with all his hit points restored, at
the location of his death.
Mistwalker. By walking into the mists of Ravenloft, Skeever
can freely travel from one domain to another and does not
need any special talismans or keys to do so. Skeever can
bring with him up to ten creatures of his choosing that are
not otherwise bound to a domain. Willow and her tormented fate now
Home Sweet Home. Using an action, Skeever can teleport stands as a dark warning to all:
Never betray Azalin Rex
himself and up to ten willing creatures within 60 feet of
him to area E8 in Castle Avernus. He does so without error
and regardless of planar barriers.
48 CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP
49
Before her current predicament, Willow was a ruth- closets can be found a variety of expensive, albeit E7. Wizard’s Lab Another passage reads:
less, bloodthirsty wizard who apprenticed for Azalin outdated outfits, a fist-sized platinum dragon’s head
This area is divided into several sections and filled
before her ambition got the better of her and she with ruby eyes (worth 25,000 gp), and a small rose- “It is possible that my endeavors might bring me
with shelves and long tables. The shelves contain
attempted to betray her master. Azalin in turn manip- wood chest. The dragon’s head is Azalin’s phylactery, into direct conflict with Vecna. As such I should be
obscure magical treatises, rare spell components,
ulated Willow into sacrificing both her own life and but this fact is protected by enchantments and can prepared. According to my divinations he once held
such as ground tooth of fairy, and four skeletal portions of his former body within a sacred reliquary.
the lives of those closest to her in an effort to obtain only be learned through legend lore or comparably
heads sealed inside jars that have become obscured With the archlich’s escape, these minor relics have
what she believed to be the source of Azalin’s power: powerful magic. The rosewood chest is unlocked and
with condensation. The lab is home to Azalin’s imp scattered themselves across the Domains of Dread.
an ornamented, silver urn. The same urn that now appears empty. However, if a character speaks the Possessing such artifacts might be critical to accessing
familiar, Skeever, as well as a spirit naga. The spirit
holds the ashes of all those who paid for Willow’s word “Quantarius,” the following contents magically Cavitius. As such I will begin cataloging their locations:
naga is aggressive, attacking the characters as soon
hubris and has become her ritual object. appear: an Ioun stone of absorption, a robe of stars, The incisors of Vecna are within the domain of Tovag.
as it notices them. Skeever hovers in the air during
Top Floor. On the fourth floor of the tower can and a ring of shooting stars. If Skeever is with the They are in the possession of the vampire lord Kas. It
battle, yelling insults at the naga while cheering on
characters, he plays dumb regarding the chest but is reputed that Kas and Vecna are great enemies.
be found Azalin’s bedroom, which contains a large the characters.
canopy bed and twin wardrobe closets. Within the encourages the characters to take the dragon’s head. The scalp of Vecna is hidden deep beneath the dunes
Once the characters vanquish the spirit naga, of Har’akir. It can be found within a dark obelisk,
Skeever swoops down towards the most wizardly guarded by an undead necrosphinx.
looking character and pleads in a whining voice, The head of Vecna is said to be part of the ghastly
“Poor Skeever lose his master, the most powerful entourage of the Headless Horseman. Vistani legend
and terrifying lich-king Azalin. You be Skeever’s says that the horseman can be summoned by standing
on a lonely road, beneath a sickle moon, while holding
new master?” If asked about Azalin, Skeever sniffs a severed head.
melodramatically before saying that his master was
The first digit of Vecna is carried by a traveling carnival
destroyed by the Dark Powers while attempting to that is hunted by dark fey. According to my agents it is
cast a spell to escape Ravenloft. This is a lie. Azalin part of Professor Pacali’s Hall of Horrors.”
is currently in Citadel Cavitius (see Chapter 8).
Moreover, Azalin is watching the characters through As the characters read about these relics Skeever
Skeever’s eyes and communicating with his imp tele- the imp instantly perks up, “Skeever can take you to
pathically, providing orders as needed. these relics! Skeever has the power to walk the mists!
And can bring his new masters!”
An Impish Guide Skeever is true to his word and can lead the char-
acters through the mists to each of the listed Vecnan
If the characters inquire about Vecna, Skeever
body parts. The adventures associated with each
bounces up and down in midair before exclaiming,
body part are listed in chapters 4 through 7. Skeever
“Yes! Skeever is a good servant! Skeever know that
suggests that the characters gather at least one of
name! Skeever show you!” before leading the charac-
these body parts. Once they have done so, the organs
ters to a thin journal hidden amidst the laboratory’s
can be used as keys to travel to the otherwise inac-
equipment. Opening the book reveals a message
cessible domain of Cavitius. The characters can
that, although it appears to have been written at least
choose how many of the body parts they wish to
months ago, has just been hastily scrawled into the
obtain.
book by Azalin via magic:
During their travels Skeever is a relentless
sycophant. He attaches himself to one character,
“Curse the infernal Dark Powers, whatever they might
be. If only they could be made flesh. Such pain I would
repeatedly referring to that character as master. If
delight in inflicting upon them. They would beg for the character has another familiar or pet, Skeever
release but, as is their due, none would be found. expresses jealousy and tries to arrange for an acci-
My servants continue to bring me news from across dent to befall the character’s companion. At Azalin’s
the various domains. Most of it is predictably dreary behest Skeever periodically interrogates the party, so
– some lesser invention from Lamordia, a new cantrip that the lich-king can learn as much about them as
from Hazlan, or another one of Von Zarovich’s tedious possible before their inevitable encounter.
dinner parties. However, there was one intriguing
tidbit. The archlich Vecna has found a way to break
these misty chains and win his freedom from the alloW THe CHaraCTers To aDvanCe To 12TH level aFTer
cursed powers that be. His old domain, Cavitius, lies
azalin’s journal anD ally WiTH skeever.
THey DisCover
undefended. Perhaps there I can find the secret to
escaping Ravenloft. . .”
50 CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP
51
CHAPTER 4
their hair stands on end but are otherwise unaffected.
Alternative Paths A few piles of ash can be seen immediately within
The characters might understandably balk at this bleak the bubble. Beyond that, a faint trail winds through
moral quandary. Ideally this reluctance will lead to some
With Friends Like These meaningful roleplaying opportunities. However, if you
feel that being potentially strong-armed into a morally
a weed-strewn garden before reaching a doorless
entrance.
The characters visit the domain of Tovag in search of the in-
cisors of Vecna. To gain an audience with the Darklord Kas, Tovag compromising action is too much for either yourself or
your players, you are welcome to modify the encounter.
The gutted interior of the church is a charred ruin
that smells strongly of smoke. Shards of stained-glass
the characters must compete in a gladiatorial event known Alternatively, given its optional nature, you can skip Tovag glint amidst dunes of ash. The handful of pews that
as the Clash. After winning the clash the characters gain an This portion of the border is a common entry point entirely.
opportunity to petition the Darklord for his Vecnan relic. have escaped the flames appear indelibly stained
for those transported by the Mists into Tovag. As with blood. The floorboards creak and groan with
such, it is watched over by a band of twenty wights. every footstep.
These wights belong to the Vras Ro, an elite military The priest has managed to create wards about the
platoon led by the death knight Lady Syth. Given church that prevent the entry of any undead. It is Within the church can be found Father Grigor (LG
the watchful nature of the wights, the characters are for this reason that the death knight is treating the male human war priest (appendix B)) and his flock of
uided by Skeever, the characters
quickly spotted unless they have taken extraordinary characters so cordially. After exchanging formalities, twenty commoners. This band of refugees hails from
emerge from the mists into a a distant, foreign world. After their own church was
battlefield situated along Tovag’s precautions such as turning invisible. Once spotted, Lady Syth explains the situation to the characters.
the characters are ordered to stand down and then The death knight asks the characters to convince pillaged by an invading army, Father Grigor fled with
southern border (see appendix his remaining congregation along with a golden angel
A for relevant information on Tovag). Read or para- asked, menacingly, if they are soldiers of Vecna. So the refugees to leave the church so that they can be
long as the characters do not openly affiliate them- escorted back to Tor Gorak where they will either figure (worth 1,000 gp). Although nonmagical, the
phrase the following: angel is a relic sacred to Father Grigor’s faith. The
selves with Vecna, the wights deal with them diplo- be conscripted into Kas’s armies or assigned some
As the mists recede, you find yourselves in what looks matically. The wights proudly identify themselves as other support role. The characters may balk at this; high priest and his flock marched for days, with little
to have once been a battlefield. Dead bodies in various legionnaires of Vras Ro, requesting that the charac- however, Lady Syth politely points out that the other food or rest. Many perished along the way until, when
stages of decay are strewn everywhere. Vultures and ters accompany them to their base camp to meet with alternative is to call in a battalion of living warriors or all seemed lost, the Mists of Ravenloft enveloped the
jackals pick at the remains. The air is hot and filled blackstar knights from Tor Gorak to raze the church refuges, transporting them to Tovag. Immediately set
their general, Lady Syth.
with the stinging, acrid smell of smoke and blood. and kill the refugees. She does not like this plan, as upon by Lady Syth’s wights, the refugees fled until
The base camp is along the northern edge of they found this dilapidated church. Upon entering,
formally admitting that she needs assistance will
the battlefield. Getting there requires a mile long the relic, sparked by vestigial holy energy within the
diminish her own military standing. However, she will
trek, during which the characters witness corpses church, flared to life, surrounding the church in a
execute it in the absence of alternatives.
endlessly piled atop one another, each one more bubble of protective energy.
gruesomely mutilated than the last. Amidst these Lady Syth has ulterior motives. If the characters
corpses can be found trenches filled with stag- complete their task, then the death knight plans to A New Hope. Father Grigor is old but pragmatic.
nant, mosquito-ridden water and shattered siege invite them to join the ranks of Vras Ro. Her battalion He knows that the relic’s magic cannot be sustained
machinery. As the players and the wights press has been selected to fight in the Clash, Kas’s yearly indefinitely and, because of this, is willing to hear the
forward the number of these atrocities dwindle away, gladiatorial combat. The champions that were characters out. He is amenable to any solution that
and the characters arrive at a precisely arranged supposed to represent Vras Ro were slain by the does not involve death, believing that so long as there
collection of tents that houses fifty wights, the bulk of wayward priest, and Lady Syth is desperate to recruit is life there is hope. The priest asks the characters
Vras Ro. Within the center of the camp, inside a large new champions. Should the characters prove them- to keep the relic from falling into the hands of the
tent made from brightly colored silks, can be found selves, she extends this invitation to them. Lady Syth undead. He also attempts to convince the charac-
Lady Syth. cares only for the glory that comes with winning. As ters to take one or two of the refugees under wing,
such, she says that, should the characters win the perhaps as squires or apprentices, until they can
Meeting Lady Syth. Lady Syth is a fearful sight, relocate elsewhere. He is willing to sacrifice himself
Clash, she will allow them to ask a boon from Kas.
appearing as a skeletal warrior clad in plate armor. to preserve the life of his congregation and to prevent
The Shepherd and His Flock
Beneath her helmet can be seen the knight’s skull his faith’s relic from falling into undead hands.
with malevolent pinpoints of light burning in her eye
sockets. Lady Syth is cold but polite. It is obvious Lady Syth can be convinced to accommodate
that she is unaccustomed to dealing with living The abandoned church can be found five miles these demands with a successful DC 15 Charisma
beings. As an example, during their initial parlay she east of Lady Syth’s encampment. The death knight (Persuasion) check, so long as the characters agree
innocently offers the characters a “feast” of stale food personally escorts the characters to the church. It to fight in the gladiatorial pit on behalf of Vras Ro.
and spoiled wine, unaware that the refreshments are is a rotting, ramshackle affair with crows roosting Alternatively, the characters can hide the relic with a
utterly inedible. within gaps in the roof. The church is surrounded by successful DC 15 Dexterity (Sleight of Hand) check.
a shimmering bubble of translucent, golden energy. Forward March. Once the situation has been
Syth’s Quest. Lady Syth and her battalion have Surrounding the bubble are ten wights that stand at
been assigned to stand guard along the domain’s resolved, Lady Syth orders her troops to pack up and
attention and salute as Lady Syth approaches. begins the march back to Tor Gorak. She invites the
southern border. Three days ago, a group of refugees
led by a powerful priest stumbled through the mists. Any undead creature that steps through the bubble characters to come along, imploring them to fight in
Lady Syth, The refugees managed to successfully flee the wights is afflicted by a disintegrate spell. Living creatures the gladiatorial pits on behalf of her battalion.
General of the Vras Ro
and are now holed up in a nearby abandoned church. who step through the bubble feel a strange tingle as
52 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 53
Tor Gorak The Clash The Arena: First Battle
The characters enter the arena from the west via the Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6)
Tor Gorak is the only large city within the domain Within the basement of Castle Xiphos, carved into spaces marked E1 on the map. Their first battle is necrotic damage. If the target is a creature, it must also
of Tovag. The wall surrounding Tor Gorak varies in the bedrock of its mountainous foundation, is a against a squadron of ten wights from the Legion of succeed on a DC 13 Constitution saving throw or have
width and height. A ten-foot-deep trench filled with circular arena. The arena is 100 feet in diameter and Dread Devastation who fight in two lines, entering its hit point maximum reduced by an amount equal to
stagnant water encircles the wall. The city’s buildings has a floor made from dark, five-foot square stones. the arena from the east. The five wights in the front the necrotic damage dealt until it next finishes a long
are simple and utilitarian, built from dark, cold stone. A successful DC 20 Intelligence (Investigation) check wield massive tower shields that give them AC 18 rest. A creature dies if its hit point maximum is reduced
and provide half cover to both them and the wight to 0 hit points.
An armed militia watches every major road and inter- determines that each stone is a cunningly concealed
section, questioning and potentially arresting any trapdoor (Dwarves automatically succeed at this behind them (marked SW on the map). The five If they prevail, the characters are escorted to a
obvious, foreigners. check). The walls of the arena are twenty feet tall and wights in the back (marked PW on the map) wield waiting room beneath the bleachers. They are told
beyond them are stone bleachers. long pikes. They have the following action which they that they have one hour until their next battle. At the
Tor Gorak is a well-oiled machine devoted entirely
can use twice with their Multiattack action: end of the hour, they are escorted back to the arena.
to war. Commercially, the city works like a commune, The event is attended by Kas the Destroyer
with all goods owned and distributed by the Darklord (appendix B), who presides from a throne within
Kas. At all times citizens are expected to be either his private box. The bleachers are filled with the
training, working, or resting. As such there are few Darkord’s highest ranking military personnel. This
signs of recreation. personnel includes a mixture of death knights,
In the center of Tor Gorak is Castle Xiphos, the vampires, veterans, and wights. The audience is
home of Lord Kas when he resides within the city. It reserved during combat, quietly analyzing the strate-
is built upon a rocky peak, with just a single narrow gies employed by each combatant.
path leading from the city up to the castle. The castle
has dark, tinted windows, gothic ornamentation, and
brooding statuary. A blackstar knight (appendix B)
stands guard at each door. Within can be found Kas’s
servants as well as his most trusted advisors.
If accompanied by Lady Syth, the characters have
little trouble entering the city. They are quartered in
a plain barracks along the base of Castle of Xiphos
for three days before entering the castle to participate
in the yearly gladiatorial event. If unaccompanied by
the death knight, then the characters will need to find
another way to enter the castle and either speak with
Lord Kas or steal the incisors of Vecna. One such
way is to be arrested by the militia and thrown into
the gladiatorial event as an intended sacrifice.
Optional Encounter
If the characters are not accompanied by Lady Syth,
they are eventually confronted by a blackstar knight
who signals for the characters to follow it. If they do
so, it leads them to separate prison cells where they
remain for three days, chained and gagged between
minimal meals, before being forced to compete in the
yearly gladiatorial event. A blackstar knights stands
guard at each cell.
If the characters instead fight and defeat the black-
star knight, two more show up one round later. If
those too are defeated, three more appear one round
later. More and more keep coming in this manner,
until the characters are defeated or surrender. If they
do so, any wounded characters are tended to, but
dead ones are cartwheeled away never to be seen
again. Blackstar Knights are
mighty warrior-golems
designed by Kas himself
54 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 55
The Arena: Second Battle a bonus action to move the machine 50 feet, as well J An explosive zombie has an Armor Class of 20. five wights with them, one of whom is Zurika. During
The characters enter the arena from the north via the as start or stop the machine’s evil shrieks. So long as J It does not have the Undead Fortitude trait. the battle, have her bark commands at the other
spaces marked E2 on the map. The second battle is the machine is shrieking, any living creature within wights and yell words of awe and encouragement
against the Esteemed Corp of Necrotic Engineers. fifty feet of it takes 21 (6d6) necrotic damage. The J If reduced to 0 hit points, the explosive zombie at the characters. Sneak in a few questions, such as
They are represented by a mage (Undead instead of war machine has AC 15; 100 hit points; immunity explodes, inflicting 21 (6d6) fire damage to all “so, what boon do you seek from the Destroyer?” or
Humanoid) atop a hideous war machine composed to poison and psychic damage; and vulnerability to creatures within 5 feet of it. similar. Zurika has the statistics of a wight. Once
of undead bodies and spirits thrust and mangled radiant damage. Should the characters win the second battle, they reduced to 0 hit points, the secret eater floats up
together in unholy ways (the mage is marked by an The machine is accompanied by thirteen explosive are rewarded with slow, measured applause. If the from Zurika’s broken remains to attack.
M on the map and is surrounded by a Huge square zombies (marked Z on the map). They are regular characters conducted themselves well, the attendants Vampiric Guard. Zurika is a vampire who stands
that represents the war machine). Along the front of zombies that have had iron plates riveted to their stand while applauding. As the applause diminishes guard while the characters await their turn in the
the war machine are rows of skulls that scream evil bodies and a bomb sewn into them. They have the Kas finally stands up from his throne. The vampire arena. She is kinder to them than most others, but
chants. While atop this horrific engine of destruction, statistics of a zombie with the following changes: grimly intones, “Well done. Should you not enough to be obviously suspicious. She offers
the mage has three quarters cover. The mage can use survive this one last challenge, your regi- them food and drink while they wait and offers to
ment will be duly honored, and you shall trade information. If they tell her about any of their
be granted a single boon.” At this point the plans, about their hideout in Thornhold, or about any
vampire pulls a lever, opening the hidden trapdoors of the allies they have made, “Zurika” will tell them
beneath the characters. Beneath the trapdoors are a about the upcoming battles. For each piece of infor-
winding tangle of slides that deposit the characters mation the characters divulge, she tells them of one
within a twisting labyrinth. battle. She argues they can use the information to
Optional Encounter prepare their magic and strategy. In order to facilitate
A NPC named Zurika tries to embed herself with trust, she casts a zone of truth spell to guarantee both
the characters. In truth, Zurika is long dead and her parties tell the truth. If the characters can somehow
skull has been replaced by a secret eater (appendix convince Zurika to free them or step into their cell,
B) which now puppeteers her body to gather informa- they can fight her. Zurika has the statistics of a
tion for its dark master, Vecna. How the secret eater vampire spellcaster. Once reduced to 0 hit points,
attempts to complete its mission is up to you; here the secret eater floats up from Zurika’s broken
are a couple of ways you can let it play out. remains to attack.
Wight Walker. Zurika is a wight from the Vras Ro. Discovering Zurika. If a character has a passive
If you like, you can use Zurika as a captain in the Perception of 20 or higher, they notice Zurika’s right
Vras Ro, commanding the group of wights that first eye is slightly gray and moves just a tad slower than
encounter the characters and lead them to Lady her left eye (something that doesn’t make sense in
Syth. You can also have her slowly befriend the char- a creature with the regenerative capabilities of a
acters during the chapter. Regardless, when the char- vampire or wight). You might decide there are other
acters are to enter the arena, they have a squad of ways to discover the ruse, such as having Zurika acci-
dentally refer to Kas as “the Betrayer.”
Zurika Succeds. Even if Zurika is destroyed,
A Secret Eater she might learn plenty of the characters plans and
is a mighty and devoted
servant of Vecna activities. You decide if she successfully sends any
information to Vecna or not. You can create a conse-
quence further down the line or tie existing events to
Zurika. If the characters, for example, were to divulge
information on Thornhold, there might be a bloody
message awaiting them when they return there
in chapter 9. The same chapter also lists several
encounters in the section “Encounters on the Road,”
many of which can also reference Zurika and the
information she stole.
Destroying Zurika. If the characters discover
and slay the secret eater, and later present the
skull’s remains to Kas, he will reward them in kind,
bestowing a blessing of wound closure on each of the
characters; see “Other Rewards” in chapter 7 of the
Dungeon Master’s Guide for more information on
blessings.
56 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 57
The Labyrinth: Third Battle
The labyrinth is an ancient maze built deep beneath
Meeting the Darklord
Castle Xiphos. The walls and floor are made of The waiting room is paneled in mahogany and smells
crumbling stone. The ceiling is 10 feet high. Each of oiled wood. Banners and shields of previous cham-
character is deposited in one of the four corners pions line the walls. A long banquet table, also made
of the maze (each marked with an X on the map). from mahogany, extends the length of the room.
In the event of more than four characters, have the Seated at one end of the tables is Kas. With thinly
remaining characters deposited in a random space veiled disinterest he congratulates the characters
marked with a Y on the map. The ceiling locks shut upon their victory and asks them what they wish as
after the characters are deposited into the labyrinth their boon.
and can only be opened with a successful DC 25
Lord Kas has lived through hundreds of these cere-
Strength (Athletics) check. However, it is impossible
monies and, as such, finds them to be tedious. Each
to scale the frictionless slides without some sort
year he hopes that the gladiatorial games will provide
of magical aid. Should this be accomplished, the
an otherwise missing jolt of excitement, and each
characters are met with a final locked trapdoor that
year he finds himself disappointed all over again.
requires a DC 30 Strength (Athletics) check to open.
If the characters break through into the arena, they This bored demeanor instantly dissolves at the
are greeted by cold glares. Such an exit is considered slightest mention of Vecna, throwing the Destroyer
dishonorable, and, as such, Kas refuses to grant his into a near hysteric rage. He becomes instantly
boon. In this case, the characters will need to find an suspicious of the characters, accusing them of being
alternate way to retrieve the incisors of Vecna. agents of the Maimed Lord. In time, however, the
vampire regains his composure and begins to see
The Final Battle. After landing in the labyrinth
the characters as potential pawns in his endless war
the characters are each immediately set upon by the
with Vecna. Kas’s manic obsession prevents him
closest minotaur skeleton (each marked with an M
from believing that Vecna has escaped Ravenloft.
on the map). The labyrinth is also inhabited by a terri-
Instead, he believes that Vecna is still trapped within
fying creature known as the Thing that Lives Within
Ravenloft and has created an illusion or clone to
the Maze (marked by a T on the map). The Thing
plague the Forgotten Realms. Regardless, Kas even-
that Lives Within the Maze is initially found within
tually realizes that it is within his best interest to stop
the center of the maze. It has the same statistics of a
Vecna’s plans, whatever they may be, and agrees to
roper with the following modifications:
give the incisors of Vecna to the characters.
J It has 195 hit points.
alloW THe CHaraCTers To aDvanCe one level
J It has a speed of 20 ft. veCna.
aFTer THey Have oBTaineD THe inCisors oF
J It has an Intelligence of 15.
Optional Development
J It understands Common but cannot speak it. Lord Kas also offers to allow Lady Syth to accom-
J It can have up to twelve tendrils at a time. pany the characters and fight by their side. He is
J It has advantage on saving throws against spells forever cursed as a betrayer, even when such a
and other magical effects. betrayal runs counter to his best interests. In this
case, the Betrayer secretly commands Lady Syth to
J It makes six attacks with its tendrils, uses Reel turn upon the characters at a fortuitous moment of
twice, and makes four attacks with its bite. her choosing. Most likely Lady Syth does so when-
The Thing that Lives Within the Maze senses ever she realizes that Skeever can traverse the mists
the characters’ arrival and immediately begins to or teleport to Castle Avernus. Upon such a realiza-
approach one of the characters at random. Should it tion, the death knight attacks the characters in hopes
find its path blocked by a minotaur skeleton, it kills of killing them and bringing both the incisors and
the skeleton before then attacking the character. Skeever back to Kas.
In the center of the maze is an iron ladder (marked
by an L on the map) that leads hundreds of feet up a
wide, stone shaft. Eventually this shaft intersects with
a passageway that leads to an iron door. Opening the
Vampiric servants don unlocked door leads to a waiting room in which the
their darklord and master, characters find Lord Kas.
Kas, in his armor
58 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 59
CHAPTER 5
Secretly make a DC 20 Wisdom (Perception) check The sprites hurl a torrent of insults at the charac-
for each character. If a character is successful, then ters while gesturing to ten daggers arranged across
tell them that the fly is under the middle shell. If a the booth’s counter. The sprites say that Amelia can
Carnage at the Carnival character is unsuccessful then tell them that the fly is
under a randomly determined shell. The characters
live if the characters can use the throwing knives to
cut her free. The rope has AC 25 and 4 hit points. If
The characters visit a traveling carnival in search of the first anger. If she is startled, she lashes out at the charac- must then make a collective decision. If they do so a character misses the rope by 5 or more, they hit
digit of Vecna. After helping the leader of the carnival, Isol- ters but stops as soon as she realizes that they are correctly, the webs from the middle cocoon dissolve, Amelia instead. If the characters approach the wheel
de, deal with malevolent fey, they are gifted the Vecnan relic. freeing Tindal. Otherwise, the characters hear a or attack the sprites, the sprites use a reaction to
not fey. Read or paraphrase the following:
tragic death scream from the middle cocoon. The animate the rope so that it begins to choke Amelia.
Isolde’s feature contort between grief and rage as she webs dissolve as the revealed corpse of Tindal vomits If the characters persist in their actions, the rope
speaks: “Those blasted fairies! They will pay for this! forth a torrent of tiny spiders. In either case Isolde tightens its grip further, breaking the acrobat’s neck.
I will paint my wagons with their blood before this is howls in anger, striking the quickling down. The Once Amelia is either freed or slain, Isolde howls
ccording to Van Richten’s Guide
done. They managed to lure me out of the carnival, quickling, once slain, dissipates into a pile of dead in anger, her longsword glowing a hot, angry red. She
to Ravenloft, “Resplendent with into the woods. I. . . I got turned around. . . and leaves. Tindal, should he live, thanks the characters cleaves through the sprites, four at a time. Once slain,
bright banners, calliope music, couldn’t find my way back. . . until it was too late. They
but is too traumatized to do much more than that. the sprites dissipate into piles of dead leaves. Amelia,
and the smells of rich food, the had already attacked the carnival and captured my
Carnival promises visitors a people. MY people. It was up to me to keep them safe. Strength Game should she live, thanks the characters but is too trau-
surreal wonderland where any dream is possible. . .” matized to do much more than that.
This booth is run by a burly, chaotic evil satyr. At the
The Carnival doesn’t exist to entertain visitors. Her head hangs in sorrow. “. . . And I failed them”.
Big Top
back of the booth is a glass coffin. Within the coffin
Rather, it’s a traveling domain, capable of visiting Then, just as suddenly, her head jerks up in rage, “and
now I will make them pay!”
can be seen a red-haired woman, who pounds on
other domains and lands beyond the Mists. Visibly the glass noiselessly. Isolde recognizes the woman
marked as outsiders by birth, circumstance, inten- as Charlotte the Fire Eater (veteran), the circus’s The characters enter the big top via the only opening,
tion, or talent, the Carnival’s troupers trade their She then strides, either with or without the charac- located towards the north (marked E on the map). On
ters, deeper into the thoroughfare. juggling daredevil. Next to the coffin is a tall, slender
unique performances for coin and whatever else they tower with a chime of opening attached to the top. At the east and west side of the arena are two 50-foot-
need to survive. Although these entertainers are well tall vertical poles that are connected by a tightrope.
intentioned, sinister forces travel in their wake. . .” Thoroughfare the base of the tower is a padded lever.
The satyr flexes its muscles casually before handing
A sobbing clown dangles from the tightrope by a
As the Carnival travels through the Mists, it is second, fraying rope. Isolde can identify the clown as
Most of the stalls lining the thoroughfare have been a mallet to the strongest looking character and The Organ Grinder (scout), the circus’s mute buffoon
hounded by malevolent fey creatures. Just as the
vandalized and abandoned. However, a few stalls are gesturing wordlessly to the lever. If a character makes (marked O on the map). A tiny creature, in clown’s
characters arrive, these fey creatures have finally
manned by dark fey, each of which holds a hostage. a successful DC 25 Strength (Athletics) while hitting garb, rides a unicycle back and forth along the tight-
caught up with the circus and are holding many of its
The fey demand that the characters play a deadly the lever with the mallet, then a rubber puck flies up rope (marked C on the map). The creature’s face
troupers hostage.
game for the life of the hostage. These games enrage the tower and hits the chime. This, in turn, opens the is dominated by a gaping maw of needle-like teeth
For more details on this unique, traveling domain coffin.
Isolde; however, directly attacking the fey risks the painted over with the pantomime of a clown’s smile.
see Van Richten’s Guide to Ravenloft.
death of her workers, who she sees as family. This The coffin is sealed shut and can only be opened The tiny creature is a feedling (appendix B). Twenty
The Carnival
tense war between Isolde’s desire for bloody revenge with the chime of opening or a knock spell. more of these clownish creatures run about the big
and fear over the death of her people plays out Alternatively, the coffin can be broken open. It has AC top’s stadium and bleachers (marked F on the map).
repeatedly during each interaction. 15, 200 hit points, and vulnerability to bludgeoning
The characters emerge from the Mists onto hard- Underneath the Organ Grinder is a raised, 10-foot-
Shell Game and thunder damage. Charlotte is already asphyx- high pool of water. A shark’s fin can be seen circling
packed litter-strewn earth. The air smells of heavily
iating as the characters arrive, and only has two within the 20-foot-diameter pool. The shark’s fin
buttered popcorn, and loud circus music blares This booth is run by a twitchy, grinning quickling rounds left until she dies. belongs to a feral wereshark (marked W on the map;
endlessly. A few hundred feet to the north stands a (appendix B) that speaks so fast that its words run
thoroughfare of games, food, and sideshow stalls together. At the back of the booth are three cocoons Once Charlotte is either freed or dies, Isolde howls appendix B).
leading to the Big Top, the carnival’s largest tent. swarming with thousands of tiny spiders. Muffled in anger, striking the satyr down. The satyr, once Next to the pool of water is a male human covered
Standing within the thoroughfare is a dark-skinned screams can be heard from within each cocoon. slain, dissipates into a pile of dead leaves. Charlotte, in tumorous layers of undulating muscles. The
female elf wielding a longsword that glows brightly Isolde recognizes the screams as coming from should she live, thanks the characters but is too trau- hideously deformed man is hunched over, overbur-
red. The elf seems to be screaming in anguish, Tindal (mage), the Carnival’s cynical, fast-talking lead matized to do much more than that. dened by the weight of his own muscles. This sad
although the screams are largely drowned out by the barker. Knife Throwing figure is the circus’ strongman, Hermos the Half-
ceaselessly festive circus music. The cackling, hyperactive quickling indicates that Giant (marked H on the map). He has been cursed by
This booth is run by a dozen Chaotic Evil sprites
The elf is Isolde, the Carnival’s leader. She is an only one of the cocoons actually contains Tindal. who delight in saying mean things and ridiculing fey magic; his muscles distended to the point where
eladrin (an elf native to the Feywild) that uses the If the characters guess which one correctly then others. At the back of the booth is a spinning, wooden they threaten to crush his skeleton. An invisible
cambion stat block. Her holy avenger longsword, Tindal lives, but if they guess incorrectly then he will wheel. Tethered to the wheel with frayed rope is a sprite floats over his head, controlling his actions like
Nepenthe, is the actual lord of the Carnival’s domain. be eaten alive by spiders. At this point the quickling dark-haired woman with leathery wings. Isolde recog- a puppeteer. Any character who makes a successful
If the characters approach Isolde, they find her snatches a buzzing fly from out of the air and crushes nizes the woman as Amelia (scout with a flying speed DC 15 Wisdom (Insight) check notices that his jerky
surrounded by piles of dead leaves and crouched over it between its fingers. It then pulls out three shells of 30 feet) the circus’s cheery acrobat. movements are reminiscent of a puppet pulled on
the mangled body of a carnival hand. Her screams before placing the fly under one of the shells. Without strings. His condition can be removed by killing the
waver between unbearable sadness and unbridled warning it shuffles up the shells with dizzying speed. sprite, or with a remove curse spell.
64 CHAPTER 6 HIT THE ROAD AND HIT THE HEAD CHAPTER 6 HIT THE ROAD AND HIT THE HEAD 65
Shadowfell Encounters Blood Runs Cold If the characters do not appear overtly threatening
then Igor will hail them, offering to sell them some
The Undertaker
on the Misty Road
While traversing the road, the temperature begins to The characters hear periodic hammering sounds
wares. It is possible that the characters have previ-
plummet unexpectedly to 32 degrees Fahrenheit. The coming forth from the surrounding woods. Should
ously met Igor in Rise Of Vecna, in which case you
air grows thick and the characters find their breath they investigate they find a clearing that has six
Should the characters explore the road while should modify their interactions accordingly. Igor
coming out in foggy, gasping spurts that quickly mounds of freshly churned dirt and a recently exca-
searching for the headless horseman, consider some sells anything from the Adventuring Gear table in
mingle with the surrounding mist. A low tormented vated hole. Next to the hole a zombie caretaker is
of the following optional encounters: the Player’s Handbook as well as anything from the
moan, coming steadily closer, can be heard from futilely attempting to hammer itself shut within a
Magic Item Tables A, B, C and D in the Dungeon
A Dog with a Bone down the road. rickety casket. The zombie is harmless, but is single
Master’s Guide. He keeps all of his valuables in a
The characters are being approached by a minded in its determination to bury the dead (which
While traversing the road, the characters come pocket dimension and can’t be coerced or forced into
wandering patrol of 2d4 bleakborn (appendix B). it has done all of its life). Having no more dead to
across a trail of small, shallow holes that leads off the handing them over, even if it costs him his life. See
These shambling undead are attracted to the relative bury it is now attempting to bury itself.
road. Should the character follow the trail, they come the table below for an overview of Igor’s prices.
across a skeletal dog digging frantically in the dirt. warmth of the characters and attack upon sight. If the characters help the zombie seal itself within a
Item Rarity Consumable Cost Item Cost casket and then completely bury the casket they each
The skeletal dog wears a collar and its metallic name Interested characters can follow the tracks left
by the bleakborn with a successful DC 18 Wisdom Common 50 gp 100 gp receive the following blessing:
tag tinkles loudly as it digs. The grime-encrusted tag
reads, “HOOCH”. (Survival) check. Doing so leads them to a strange Uncommon 250 gp 500 gp Blessing of the Caretaker. You have a +1 modifier
If a character gives a bone to the skeletal dog, it black, ovoid stone that is painfully cold to the touch. Rare 2,500 gp 5,000 gp to death saving throws while in Ravenloft and the
imprints upon that character, following them around This stone was created long ago by a coven of night Very rare 25,000 gp 50,000 gp Shadowfell.
and defending them to the best of its ability. The dog hags and a character holding it can use an action Legendary 100,000 gp 200,000+ gp If the characters dig through the mounds of freshly
has the statistics of a mastiff but its creature type is to cast the plane shift spell (Shadowfell only). For churned dirt they find coffins that contain the corpses
Undead. DMs that have access to Ulraunt’s Guide to the Reflected Existentialism
of recently slain commoners. Each corpse has a
Planes: The Shadowfell, this might provide an alter- A destitute man in tattered robes stands at a cross- randomly determined trinket from the Trinkets table
native way to escape Ravenloft. While exploring roads. He wears a mirror shard on a leather neck- in the Player’s Handbook as well as a thirty percent
the greater Shadowfell the characters might come lace. If prompted, the man introduces himself as chance of having a randomly determined magic item
across the trapped city of Neverwinter which, in turn, Alter Odim, a simple merchant of mirrors. His voice from the Magic Item Table A in the Dungeon Master’s
might allow them to gain access to Evernight which is soft and smooth, and his demeanor is inviting and Guide. Should the characters loot one of these graves
currently exists in Toril (see Doomed Forgotten Realms: warm. It is possible that the characters met Alter or leave it disturbed they lose any blessings and,
SwOrd COast Gazetteer). Odim in Rise Of Vecna. If so, he greets them as if they instead, gain the following curse:
were old friends.
Make a Spoon or Spoil a Horn Curse of the Caretaker. You have a -1 modifier to
While traversing the road, the characters come Underneath his robes, he has multiple handheld
death saving throws while in Ravenloft and the
across a dead unicorn. Its horn has been sawed off. mirrors, either with wooden handles (worth 5 gp),
Shadowfell.
If a character casts ceremony (using the Funeral Rite steel handles (worth 10 gp), alabaster handles (worth
option) or gentle repose on the unicorn, they sense a 15 gp), gilded handles (worth 20 gp), or ivory handles Xoltar Speaks!
spiritual sigh of relief. The remaining color seems to (worth 50). He also has a special, dark mirror that is The characters come across a covered wagon
drain from the corpse as the character momentarily “full of dark secrets.” This mirror is not for sale but dragged by two tired looking horses. The driver
gleams with divine radiance. That character now has he will allow one character to look into it, if asked. looks to be a colorfully garbed Vistani although any
the following blessing: A character that looks into the dark mirror is character that makes a successful DC 18 Wisdom
Blessing of the Unicorn. You know the druidcraft afflicted with an Indefinite Madness (chapter 8 in (Perception) check discerns that he is an animated
cantrip. You can also cast the dispel evil and good the Dungeon Master’s Guide) and must make a DC wooden construct. It introduces itself as Xoltar the
spell without expending a spell slot or material 20 Wisdom saving throw. On a successful save, that Magnificent and claims that it has the power to read
components. Once you do so, you can’t do so again. character gains a deep insight that lingers in the the future.
Wisdom, Intelligence, or Charisma is your spell- back of their mind. The character can draw upon this If a character asks to have their future read, then
casting ability for these spells (choose which when insight by spending 10 minutes in deep concentration Xoltar holds out its open palm, in which can be seen
you gain this blessing). (as if concentrating on a spell). At the end of their a small slot. The first character to place a gold piece
concentration, the character is invigorated by a deep into the slot gains the benefit of an augury spell that
Bleakborn are cursed creatures
Ol’ Moneybags existential truth, causing them to gain the benefit of a can be used to discern the results of a specific course
that shamble about, hungering While traversing the road, the characters come
for the warmth of the living long rest. This insight is lost upon contemplation. of action that the character plans to take within the
across a plane-hopping mercane merchant named next tenday. The first character to place a platinum
Alter Odim is in truth a mysterious entity from the
Igor. Igor is accompanied by a wide-eyed, mute piece in the slot gains the benefit of a divination spell.
Far Realm, unbound by the regular rules of reality.
imp named Yix, a dragonborn blackguard named If a character puts any other coin in the slot then
He refuses to disclose any information of worth
Kraampesh, and a halfling assassin named Gratrix. Xoltar merely frowns while muttering, “Tsk, tsk”.
and repels queries with “I don’t know anything, I’m
Kraampesh and Gratrix are under the effects of a
just a humble mirror merchant.” If attacked, he If the characters look in the back of the wagon they
geas spell and resentfully serve Igor. All four of these
simply evaporates into a dark mist and disappears. find only empty crates and cobwebs.
creatures are currently invisible, while traveling atop
Otherwise, he disappears once the characters leave.
the back of a servile, invisible hill giant.
66 CHAPTER 6 HIT THE ROAD AND HIT THE HEAD CHAPTER 6 HIT THE ROAD AND HIT THE HEAD 67
CHAPTER 7
The stone chest is part of the floor and cannot be The correct combination can be discerned by
moved. It is impervious to damage and cannot be counting creatures from the room’s painted walls.
opened by anything other than a wish spell. There Hints as to why this is the case can be found scat-
Plow the Cursed Sands are five dials along the front of the chest, each of
which can be set to a single number ranging from
tered throughout the tombs. If any character makes
a point to count them, there are seven angels, nine
The characters explore the cursed tombs and underground zero to nine. A stone lever can be found to the right devils, ninety-three birds, and five dragons. Because
desert of Har’akir in search of the scalp of Vecna. To success- of the dials. If the dials are set to 7 – 9 – 9 – 3 – 5 there are so many birds, many of which are hidden
fully retrieve the scalp they will need to either outsmart or Deadly Curses and the lever is pulled then the chest opens with throughout the painted walls, it requires a successful
Some actions taken in the tombs of Har’Akir can trigger a
vanquish a powerful necrosphinx. curse. In this case all characters must make a successful a loud CLICK, revealing 11 large topazes (500 gp DC 18 Intelligence (Investigation) check to count
DC 15 Wisdom saving throw or become afflicted by a curse each), a belt of stone giant strength, and a wand of them correctly. DMs are encouraged to make this
from the table below. While in Har’akir a curse can’t be
removed by any means, including a wish spell. polymorph. If the dials are set to any other number check secretly for any characters that attempt to
and the lever is pulled, then the sun painted onto the count the birds, giving an answer that is within 1d4 of
d20 Curse
an Richten’s Guide to Ravenloft ceiling blazes to life, instantly killing any creature the correct answer in the event of a failed check.
1 Curse of Rotting Flesh. You do not regain hit points
says this about the domain of when you take a short or long rest. that has vulnerability to radiant damage and inflicting
Har’akir: “The sands of time 3d6 radiant damage to all other creatures standing in
2 Curse of Desecration. You cannot regain hit points
bury the desert realm of Har’akir. from spells. the room, increasing by 1d6 with each failed attempt.
Here, the wonders of fallen 3 Accursed Tongue. You can no longer speak or
empires and pyramids of forgotten pharaohs crumble understand your dominant language.
beneath a merciless sun. Untold generations of 4 Accursed Sight. You see in darkness as if it was
bright light and bright light as if it was darkness.
tombs and secrets lie beneath the sands . . . built one
atop the other. Elaborated upon by the Dark Powers, 5 Curse of Strength. You have disadvantage on all
Strength checks and saving throws
these endless, entangled crypts are known as the
6 Feeble Minded. You have disadvantage on all
Labyrinth – a vast, dungeon-underwold that connects Intelligence checks and saving throws.
every tomb and monument in Har’akir.”
7 Curse of the Fool. You have disadvantage on all
It is here, within this Labyrinth, that the characters Wisdom checks and saving throws.
must search for the scalp of Vecna. Accursed Health. You have disadvantage on all
8 Constitution checks and saving throws.
G1. Chamber of Heavens and Hells
9 Slow Footed. You have disadvantage on all Dexterity
As Skeever’s mists begin to clear, the characters checks and saving throws.
find themselves within the central chamber of a vast Repugnant. You have disadvantage on all Charisma
tomb. The air is exceptionally dry and hot, like that 10 checks and saving throws.
of a kiln. The room is almost a hundred-foot square. Sugar Curse. You taste and smell irresistibly
11 delicious to Beasts.
The floor is made from cracked checkerboard tiles
of white and black, whereas the walls and ceiling are 12 Curse of Character. You gain a new flaw (See
made from hardened plaster. The plaster is covered chapter 4 in the Player’s Handbook).
with paintings of a band of angels fighting against a 13 Pacifist’s Curse. You have disadvantage on all
collection of devils. Each faction boasts a small army attack rolls.
of hundreds of creatures such as dragons, giants, 14 Curse of the Grave. You have disadvantage on all
death saving throws.
and radiant multi-trunked elephants, separated by a
massive sun that has been painted onto the ceiling. 15 Curse of Attunement. You can attune to one less
magic item than normal.
An archway is set into each of the four walls, and
16 Aberrant. You take 1d12 acid damage every hour
square stone pillars are interspersed throughout the unless moisture is applied to your skin.
room. Finally, there is a stone chest in the center of Light-headed. Unless weighted down by at least
the floor. 17 two hundred pounds, you float up five feet every
round
Each of the four archways leads to a different wing
of the tomb. Any character who makes a successful Drunkard’s Curse. You must drink a mouthful of
alcohol at the end of every hour or become drunk.
DC 13 Intelligence (History) check discerns that the 18 If you don’t, you must succeed on a successful
four wings are mismatched, constructed from not DC 10 Constitution saving throw or gain a level of
exhaustion.
only a different type of stone but also using a different
Accursed Thoughts. You are afflicted by an
architectural style. Inscribed within each archway, 19 indefinite madness (chapter 8 Dungeon Master’s
in differing dialects of Common, is the phrase, “LET Guide).
THEY WHO PLUNDER THESE TOMBS SUFFER Chaotic Words. Whenever you inadvertently speak a
THE THOUSAND AND ONE DEADLY CURSES OF 20 certain word or take a certain action (DM’s choice),
roll on the Wild Magic Surge table in the Player’s
RA’SEP RA’TEP” Handbook.
68 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 69
Mummy Wing Opening the sarcophagus releases a shadow
assassin (appendix B). The shadow assassin exclu-
shelves along the western wall hold hundreds of
clay urns, each of which is marked with a rune. Any
since faded. However, if the characters burn away
the cobwebs, they see a pathway of green tiles on the
sively hunts and attacks the creature that opened its character that makes a successful DC 15 Intelligence ceiling that winds its way east.
Also known as the Rotted Tomb, this wing serves as sarcophagus. If it kills this creature, then the shadow (Religion) discerns that the urns are canopic jars,
the stunted kingdom of fallen mummy lord Anopet. Any time a character steps upon a square marked
assassin takes on their form and is sealed, once used to hold the innards of a humanoid when it is with an X, they trigger a trap. The floor explodes with
G2. The Great Darkness again, in its sarcophagus. If the assassin is slain, mummified. Moreover, the character knows that an a shower of one hundred tiny stone shards that inflict
This entire chamber is covered by the effects of a 4th it reforms one hour later and unerringly tracks its animated mummy can be destroyed by destroying its 3d6 nonmagical piercing damage to whichever char-
level darkness spell. The spell emanates from a torch, prey. It can be permanently slain if reduced to 0 hit canopic jar. acter triggered the trap. The trigger is hidden deep
ensconced within the room’s eastern wall, that burns points by radiant damage. Once permanently slain A mummy warrior dwells in the warrior’s sarcoph- beneath the floor and cannot be discerned with the
with a dark, magical flame. The flame’s heat can be it coalesces into a fist-sized lump of obsidian that agus. A mummy warrior has the statistics of a naked eye. Each trap can only be detonated one time.
detected by any character with a passive Perception appears to absorb any surrounding light. This lump mummy lord with the following changes:
of 16 or higher. It can be doused by water, or any of obsidian is known as the darkstar and allows any G5. Tomb of the False Gods
creature that holds it to cast spells that produce J It lacks have the Spellcasting trait. Seven sarcophagi are arranged within this room’s
equivalent method, and doing so dispels the room’s
magical gloom. magical darkness as if they were one level higher. It J It lacks legendary actions. interior. Each sarcophagus has a name inscribed
also allows the bearer to, once per short or long rest, The other two sarcophagi each contain a mummy. upon its lid – Anu, Ese, Neb, Our, Ousa, Sek, and
An obsidian sarcophagus lies near the room’s replace the damage type of one of their spells with Sute. This room looks older, or at least more worn,
southern wall. An inscription on the lid of the All three mummies attack if even one of the
necrotic damage. sarcophagi is opened. Alternatively, they attack three than the others, and its wall, floor and ceiling are
sarcophagus reads: riddled with thousands of cracks. Any character that
G3. The Three Ancestors rounds after the characters have entered the room;
makes a successful DC 20 Wisdom (Perception)
their fists smashing through the stone lid of their
HEREIN LIES CERTAIN DOOM This room is dominated by three sarcophagi. The check notices the faint outline of a stone door
coffins. Any creature with a passive Perception of 16
lid of each is carved to represent a human. The first recessed into the ceiling near the entrance to the
AS IMPLACABLE AS THE GREAT DARKNESS or higher notes a rune inscribed along the inside of
appears to be a mighty warrior wielding a curved ax. room.
each sarcophagus lid. A character can use an action
SLAIN ONLY BY THE RISEN SUN The second is a beggar with an outstretched hand.
to attempt a DC 16 Intelligence (Investigation) to A bronze plaque, affixed to the southern wall reads:
The third is a scholar reading an open book. Shallow
find a canopic jar with a matching rune. A jar can be
destroyed with either an action or a bonus action, NEB COMES AFTER OUSA
although the mummy warrior’s jar is immune to OUSA IS THE FOURTH AFTER ORU
bludgeoning, piercing, and slashing damage from
nonmagical weapons. A mummy is immediately ESE IS BETWEEN SUTE AND SEK
reduced to ash upon the destruction of its canopic jar. THE GOD WHO COMES THREE
The interior of the warrior’s sarcophagus is caked BEFORE SUTE OPENS FIRST
with flaking blood and holds dozens of aged, ceramic The lids to the sarcophagi are heavy but can be
vials that contain desiccated blood dust. The beggar’s opened by any creature with an action. They must be
sarcophagus is filled with 100 strangely minted gp. opened in the following order – Oru, Sek, Ese, Sute,
The scholar’s sarcophagus is filled with books and Ousa, Neb and Anu. This sequence can be deduced
scrolls, worn and aged to the extent that their writing by the clues above. Alternatively, any character who
is now illegible. Taking any of these items from their makes a successful DC 20 Intelligence (Religion)
respective sarcophagi triggers a curse (roll on the check remembers a pantheon of obscure gods that
table in the Deadly Curses sidebar earlier in this went by these names. During holy days the gods were
chapter). worshiped in the sequence given above.
Any character that spends more than five minutes If any sarcophagus is opened out of sequence, then
examining the jars notices that one of the jars seems all sarcophagi slam shut. A stone door falls from
a bit larger than the others. Within this jar are a set of the ceiling, sealing the chamber, and sand begins to
petrified organs (lungs, liver, intestines, and stomach) pour from the cracks in the walls and ceiling, filling
decorated with jade and turquoise. These organs are the chamber. After five rounds the sand has filled the
worth 1,000 gp but trigger a curse if taken. room enough that opening a sarcophagus requires
G4. Trek of a Thousand Pains a successful DC 10 Strength (Athletics) check. After
This hallway looks particularly disused. Its floor is ten rounds the sand has reached the point where
covered in dust and its ceiling is entirely obscured opening a sarcophagus requires a successful DC 15
with thick clusters of cobwebs. A bronze plaque, Strength (Athletics) check. After fifteen rounds the
affixed to the eastern wall reads, “THEY WHO sand fills the room and characters risk suffocation
FOLLOW THE PATH WILL BE SPARED A (see the Dungeon Master’s Guide).
THOUSAND PAINS.” There is no sign of a path The door to the chamber can be lifted back into
upon the floor’s many stones – whatever paint or place with a successful DC 26 Strength (Athletics)
pigment that might have once stained them has long check. It has AC 17, 50 hit points, and immunity to
70 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 71
fire, piercing, poison, psychic, slashing, and thunder
damage. The sarcophagi are magically protected and
sarcophagus in area G3. Any retrieved items taken
from the sarcophagus trigger a curse. Once a statue’s
If the characters convince Anopet that they have
killed Haseid (attempts to lie require a successful DC Scarab Wing
impervious to damage. trap has been triggered, it does’t trigger again. 18 Charisma (Deception) check), then the mummy
lord awards them with a clay tablet, his scepter (rod In the Skittering Halls, even the walls and ceilings
Once the sarcophagi have been opened in the The keyhole next to the plaque is a failsafe intended writhe with verminous life.
proper sequence, the sand begins to drain from the to deactivate the traps. Unfortunately, the key has of absorption), and his tarnished crown (worthless).
room through the cracks in the floor. The stone door been lost to time. However, any character who makes The clay tablet has the phrase ‘1st’ followed by the G8. The Skittering Tomb
retracts into the ceiling. Finally, a secret compart- a successful DC 25 Dexterity check with thieves’ picture of an angel. This entire hallway (as well as areas G9a and G9b) is
ment in the bottom of Anu’s sarcophagus opens, tools can use the keyhole to disable the statues. The canopic jars are filled with desiccated organs, covered in swarms of scarabs (appendix B). These
revealing six platinum ceremonial masks in the none of which have any connection to Anopet. If the swarms crawl along the walls and cling to the ceiling,
shape of animals (crocodile, donkey, falcon, jackal,
G7. Seat of Fallen Glory characters kill Anopet, then he deteriorates into a dropping on any characters foolish enough to pass
lion, and snake). The masks are worth 500 gp each, This room smells heavily of perfume and incense, pile of dust. Within this pile of dust can be found the underneath. A single swarm covers a five-foot square.
although removing them triggers a curse (roll on although the scents are not heavy enough to mask clay tablet, tarnished crown, and rod of absorption If a swarm is killed, then its square remains clear for
the Deadly Curses table in the sidebar earlier in this the odor of underlying rot that pervades the chamber. described above. two rounds, until enough beetles crawl forth from
chapter). Moldering tapestries hang from the walls. Worn cracks and crevices to form a new swarm.
If the characters give Anopet the locket from area
stone steps lead to a platform with a rotting, tattered
G6. Hall of the Ancestors carpet. A large throne leans crookedly, one of its legs
G9, the mummy lord begins to sob pitifully, wailing A massive gong hangs from rotted ropes twenty
over the death of his beloved Zaheida. If the char- feet into the hallway. The gong is engraved with a
This hallway is lined with statues, five along each of beginning to sag, and next to the throne is a shelf
acters manage to animate Zeheida as a mummy (or picture of dung beetles rolling balls of dung. Tiny
the walls. The statues along the hallway’s northern filled with canopic jars.. Seated upon the throne is
equivalent), the reunited lovers spend a moment suns sparkle within the center of each dung ball. If
wall are of a scholar, scholar, beggar, warrior, and an imposing creature wrapped in stiff, putrescent
looking at one another with shocked disbelief before the gong is hit with a blunt instrument, it sends a
warrior. The statues along the hallway’s southern bandages. The creature wears decomposing robes
(awkwardly) running to one another for an embrace. reverberating boom throughout the tomb, clearing all
wall are of a scholar, beggar, warrior, warrior, and and a tarnished crown, and wields a ceremonial
They engage in a long (potentially gruesome) kiss as swarms within twenty feet of it for five rounds. The
beggar. These statues look the same as the lids of scepter.
they whisper tearful endearments. Both are bathed in swarms similarly disperse for any unnaturally loud
the sarcophagi from area G3. A bronze plaque at Its words are warbly as it speaks, as if strained a glow of radiant energy before turning into a single, sound, such as a thunderwave spell or if a character
the beginning of the hallway reads, “APPEASE THE forth from decomposing lungs, “If Haseid sent you, intermixed pile of dust. The characters feel a warm proficient in a musical instrument succeeds on a DC
ANCESTORS WITH WHAT THEY LIKE MOST then I will kill you as I have killed the others. . . glow of benediction in the wake of this reunion. Their 20 Charisma (Performance) check.
BEFORE PASSING.” Next to the plaque is a tiny Unless, that is, you can see the error of your ways actions no longer trigger curses, and they are freed of If the ropes holding it are severed, the gong can be
keyhole. and help me squash that murderer like the bug that any curses from which they were previously suffering. carefully rolled along the hallway with a successful
The scholar statue can be appeased by laying he is.”
a book or scroll at its feet or writing some sort of 20 Strength (Athletics) check. In the event of a failed
The speaking creature is a mummy lord who goes check, the gong falls flat. Once flat, it requires a
knowledge into the blank pages of its opened book. by the name Anopet. Anopet was once a pharaoh
The beggar statue can be appeased by placing a coin combined Strength of 60 or higher to lift it up again.
of some now-forgotten kingdom. He schemed to
into its hand. The warrior statue can be appeased by defy the gods and achieve immortality and was G9. Scarab Nests
presenting it with freshly spilt blood. In all cases, the cursed with a painful, leprous unlife that he would These two warrens are where the scarabs retreat to
characters hear a faint click once a statue has been do anything to cast aside. Anopet spends his days consume whatever food is unlucky enough to wander
appeased. Once a single statue of a given type has scheming against his ancient rival the scarab lord into their lair. If the floors are cleared of swarms,
been appeased, all similar statues have also been Haseid (area G15). If asked about Haseid, Anopet then the characters can see a pile of bones and
appeased. shares the following information: debris interspersed with wisps of stiff, gangrenous
If a character passes a statue of a scholar without J Haseid is “a cockroach” who hides within a tomb bandages. The bones are primarily from rats and
appeasing it, then bolts of black energy from the to the west. snakes, although humanoid bones are also evident. A
eyes of the farthest scholar statue shoot at the char- search of the bones and debris turns up the following:
acter. The character must make a successful DC 16 J Haseid was a rival pharaoh “many centuries ago,”
Area G9a. The surprisingly intact corpse of a
Dexterity saving throw or take 3d6 necrotic damage. and their lands were eternally at war. However,
human female wearing a nonmagical heart-shaped
If a character passes a statue of a warrior without Anopet fell in love with Haseid’s twin sister,
locket and clutching an ivory-handled hand mirror
appeasing it, then the statue swings its curved Zaheida.
(worth 100 gp). The corpse belongs to Zaheida (see
greataxe at the character. The statue’s melee attack J Anopet and Zaheida decided to wed, wearing area G7 for details). Zeheida’s corpse is too ancient
has +10 to hit and inflicts 2d12 slashing damage. matching heart-shaped lockets as a token of their to benefit from raise dead or resurrection but can be
If a character passes a statue of a beggar without pledge. Before Zaheida could flee her kingdom, raised as a mummy in area G23. Taking her locket
appeasing it, then a ghostly hand manifests and however, her brother discovered the locket and and mirror triggers a curse.
attempts to pilfer 1d100 coins or a valuable nonmag- had her killed as a traitor. Since then, Anopet and
ical item from the character. If the character makes a Area G9b. Dozens of dung balls, some as large as
Hasein have been locked in an endless war that
successful DC 16 Wisdom (Perception) check, then a small boulder. Any character enterprising enough
persists even beyond the grave.
they notice the hand and prevent the theft. Anything to dissect the dung balls finds a stone within their
stolen by the hand is transported to the beggar’s
J Anopet will give his crown and scepter to the char- center. Mostly these are ordinary stones but seven
acters if they kill Haseid. shards of malachite (20 gp each) and a brilliant fist-
sized blood diamond (3,000 gp) can also be found
72 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 73
within the dung. Taking the diamond triggers a curse G11. Lesser Iounic Node J When active the galeb duhrs are animated by Jasmal was once a noted sage and vizier. She
(roll on the Deadly Curses table in the sidebar earlier a small whirling iounic insect that orbits their voraciously consumed all knowledge and by the age
Beetles can be seen scuttling about this chamber,
in this chapter). heads. A creature can use an action to grasp the of thirteen had read every book within her kingdom.
although nowhere near as many as before. A large
beetle, either by making a successful attack roll By the age of sixteen she knew more than even her
G10. Trophy Room node of otherworldly crystal takes up the majority
against AC 24 or a successful DC 24 Dexterity wisest elders. She wanted to continue her learning
The everpresent scarabs are conspicuously absent of this small cavern. The crystal shines and scintil-
(Acrobatics) check. If successful both the orbiting but had no one to learn from. Frustrated, she turned
in this room, as it is warded by enchantments that lates under even the slightest bit of light, sparkling
insect and the galeb duhr crumble to dust. to a cursed relic that was reputed to grant its owner
repel vermin. There are nine trophy cases arranged like a fossilized rainbow. This node is made from a
The otherwise inert galeb duhrs animate and attack three wishes. Jasmal knew that the cursed relic
throughout the room. A bronze plaque above the rare crystal that can be used to create ioun stones.
if the characters disturb them or the node. Any char- would transform her into some sort of animal (in her
cases reads: If a character has a set of mining tools and makes a
acter with a mining kit can make up to two attempts case a beetle) but reasoned that she could use one
successful DC 20 Intelligence (Arcana) check they
to harvest an ioun stone from this node. See area of her wishes to reverse the process. In her greedy
manage to safely extract a single ioun stone (Roll
PLUNDERED TREASURES OF THE G11 for additional details. haste, however, Jasmal overlooked the fact that the
GREAT UNDERGROUND EMPIRE upon the Ioun Stone table to determine the type).
bearer could not use the wishes themselves, but only
The relatively immature nature of this node allows G12. Beetle University on behalf of someone else. Jasmal has spent years
Three of these cases have been reduced to heaps for only one such mining attempt. Such an attempt
The scuttling, ever-present beetles are more prev- searching the tombs of Har’akir for a way to reverse
of charred kindling, as if blasted by some kind of triggers a curse.
alent in this damp, fungi-filled cavern. Four scarab her transformation. Recently she has lost hope and
fireball. The doors to another two cases hang open. swarms can be found here, resting within puddles of glumly resides here, feeling an instinctual comfort
Ioun Stone
There is nothing to be found within these open cases. water or eating fungi from the ceiling. The swarms amongst her lesser kin.
The four remaining cases, however, contain consider- d100 Ioun Stone
are peaceful unless disturbed. Also living within the Jasmal is desperate for conversation and excited
able treasure. These treasures include: 1-15 Awareness chamber is a giant rhinoceros beetle (use the statis- to see the characters. She is initially pleasant, but
Case 1. A jewel-encrusted egg (500 gp), a clock- 16-30 Protection tics of a rhinoceros but with an Intelligence of 22 before long her haughty, arrogant nature becomes
work canary (250 gp), a painting of unparalleled 31-45 Reserve (+6)) who goes by the name of Jasmal. evident as she attempts to correct and belittle the
beauty (1000 gp), a brass bauble (10 gp), a pot filled
46-60 Sustenance
with gold (300 gp), a platinum bar (200 gp), and an
ivory torch (50 gp). 61-65 Absorption
74 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 75
characters as her intellectual inferiors. If any char-
acter attempts to return her banter, she challenges
into its hollowed interior. Blowing into the holes
makes music, similar to playing a flute (or compa-
The scarab lord goes by the name of Haseid, and
details of his feud with Anopet are provided in area Serpent Wing
them to a philosophical debate. Jasmal has one wish rable instrument). G7. Haseid is vicious and hungry and inclined to
remaining and offers to use it on their behalf if they attack the characters, although he is open to attempts Within these poisoned caverns, yuan-ti work with
If a character plays Senmet’s Lament in its entirety dark patience to summon forth a terrible demon.
win the debate. Her wish works similar to the wish while in this room, using the flute (or similar instru- to parlay. If the characters offer to kill Anopet, Haseid
spell except it can only duplicate a spell of 7th level or ment) a compartment in the bottom portion of the promises them “a treasure” as well as the use of G16. Poisonous Hall
lower, create a nonmagical object of up to 10,000 gp column opens up. Playing this song can be accom- “his pets” upon proof of their success. Haseid is less This hallway slopes steadily downwards. The walls
in value, and effect only a single target. plished by a character who knows the entire tune and forthcoming than Anopet if questioned about the of the hallway are covered in blasphemous scenes of
If Jasmal wins the debate, she demands that the has proficiency in any musical instrument. Within details of their feud. The scarab lord did, in fact, kill strange creatures, half-snake and half-human, canni-
characters give her any books, scrolls and food they the opened column can be found an instrument of his sister when he learned that she was betrothed to balizing their human kin. Rivulets of polluted water
have in their possession. the bards (cli lyre), and sheet music for an unpub- Anopet, although he only did so because he mistak- run through small furrows that have worn their way
lished song written by the master composer Seipora enly believed that she was irrevocably bewitched. into the stone floor. The water smells wretched, like a
The philosophical debate can be over any topic of
the DMs choosing. Possible topics include the nature Dumein (worth 1,000 to an interested buyer). Taking If the characters convince Haseid that they have combination of rotted food and decomposing flesh.
of reality, or who came first, mankind or the gods? To these items triggers a curse (roll on the Deadly killed Anopet (attempts to lie require a successful DC Any character who studies the walls and makes a
see who wins the debate, Jasmal and the character Curses table in the sidebar earlier in this chapter). 18 Charisma (Deception) check), then the scarab lord successful DC 15 Intelligence (Religion or History)
awards them with a clay tablet and a scarab of animal
make opposed Intelligence checks, awarding the G15. Skittering Throne influence (a beetle-shaped medallion that is function-
check recognizes them as chronicling the rise of
win to Jasmal in the case of a tie. Give the character the yuan-ti. The character also discerns that these
Scarab beetles swarm throughout this chamber ally equivalent to a ring of animal influence). The clay
advantage or bonuses, as appropriate, in the face of carvings are extremely old, likely dating back to the
in abundance, to the point that it is almost impos- tablet has the phrase ‘2nd’ followed by the picture of
spirited role playing. earliest days of the snake people. Summarize for
sible to walk without crunching them underfoot. a devil. Haseid also orders a scarab swarm to follow
If a winning character uses their wish to return As the characters enter the room, the beetles surge that character the information provided in the yuan-ti
and protect the characters while they are in Har’akir. entry of the Monster Manual. Regardless of the
Jasmal to her original form, she transforms into a together into one gigantic swarm that then takes on a
grateful mage, willing to accompany the characters If the characters kill Haseid, his form dissipates. check’s outcome, studying the carvings fills a crea-
vaguely humanoid form. The scarab lord (appendix
throughout their journeys in Har’akir. Each character HAS
B) speaks with a thousand chittering voices, “
Within his corpse of splattered bugs can be found the ture with primal, atavistic horror, forcing it to make
loses 1d4 randomly determined curses. THAT VILE SORCERER ANOPET SENT YOU clay tablet and scarab of animal influence described a DC 10 Wisdom saving throw. On a failed save, it
G13. Cavern of Sonorous Death TO DO HIS DIRTY WORK? IF SO THEN I above. gains one level of terror.
WILL PICK YOUR BONES CLEAN AND FEED
Dozens of needle-like stalactites hang from the
ceiling here. Four chasmes roost amongst them,
THEM TO MY CHILDREN.”
attacking any characters that enter their lair. These
chasmes are smaller than usual (size Medium) and
have the following additional action:
Summon Demon (1/Day). The chasme has a 30
percent chance of summoning one chasme. A
summoned chasme appears in an unoccupied
space within 60 feet of its summoner, acts as an
ally of its summoner, and can’t summon other
chasmes.
There are sixty-foot-deep pits in the northwest
and southwest corner of the room. At the bottom
of the southwest pit can be found a pile of broken
bones and a crystal trident (500 gp). If any character
succumbs to the chasmes’ Drone trait, then one of
the chasmes attempts to grapple the unconscious
character and drop them into the nearest pit.
A search of the cavern reveals the skeleton of an elf
near the northern wall. The skeleton has a broken
flute and a leather pouch. Inside the pouch is a
scroll that contains sheet music. The sheet music
is for a mournful song known as Senmet’s Lament.
Unfortunately, half of the scroll has rotted away,
leaving the song incomplete. Near the skeleton is a
Haseid is forever cursed
slender column of stone that has tiny holes carved to this horrible existence
76 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 77
G17. Poisonous Hall G19. Excavated Ruins G19d. Totems of Terror
The walls of this room are also covered in carvings. Frightful Consequences Here the remains of a former yuan-ti temple have When the characters descend into this cavern,
Here the carved serpent-people are undulating While the yuan-ti ritual is being performed, a character been excavated, mostly by jackalwere slaves that have they are bombarded by a palpable wave of dread,
can gain escalating levels of terror. While a character has knowing with irrefutable certainty that whatever is
in some kind of perverse worship before a great, any levels of terror, it must spend 2 feet of movement for since been consumed, in search of a powerful relic
shadowy serpent. The poisoned water has pooled capable of summoning the Serpent-that-is-Night, coming spells their doom. This terror comes from
every 1 foot it moves, and it takes 1d4 necrotic damage at
within the room, bubbling now with caustic potency. the start of each of its turns for every level of terror it has. a mythic totem creature. In general the tunnels are two serpentine idols that are functionally equivalent
Within the room, inhaling the water’s fumes as if it If a spell or effect would end the frightened condition, it cramped, with crumbling ceilings that droop as low to those from area G19c except that the save DC is
were a drug, is a yuan-ti abomination (marked A removes one level of terror. Otherwise, all levels of terror as five feet. The tunnel slopes downwards to the 15. This cavern is guarded by a yuan-ti nightmare
fade one hour after last gaining a level of terror. speaker (appendix B; marked S on the map) that is
on the map), a giant constrictor snake (marked C east and west. Periodically there are 20 foot drops
on the map), and three yuan-ti purebloods (marked By divine decree Tz’graz does not take necrotic damage. It that require a successful DC 10 Strength (Athletics) protected by a yuan-ti abomination (marked A on
is imperative to the yuan-ti that she lives, as it is her fear the map). The abomination is currently in its snake
P on the map). The creatures attack the characters that is powering their ritual. check to navigate without falling. The entire area
immediately, although the yuan-ti have disadvantage is shrouded in a preternatural gloom. Visibility is form and spends its first action, horrifically molting
on all attack rolls, saving throws and ability checks reduced to 20 feet, beyond which is 3rd-level magical its skin to transform into its yuan-ti form, after which
some of her tribe members, were recently enslaved it casts its fear spell on the characters.
because they are intoxicated. darkness.
by the yuan-ti. The yuan-ti forced the jackalweres G19e. Totems of Despair
Anytime a character moves into the poisoned water to lead them to the location of this ancient yuan-ti G19a. Overlook
(marked on the map) or starts their turn there, they When the characters climb into this cavern, they are When the characters descend into this final cavern,
temple. The yuan-ti hope to use relics from within the they are bombarded by a palpable wave of dread,
take 2d4 poison damage. temple to summon forth a totem creature known as bombarded by a palpable wave of dread, knowing
with irrefutable certainty that whatever is coming knowing with irrefutable certainty that whatever is
The abomination has a noticeable lump within its the Serpent-that-is-Night. coming spells their doom. This terror comes from
torso. If the yuan-ti is cut open, the characters find spells their doom. Each character must make a
Tz’graz, like all of her kind, is a compulsive liar. In successful DC 10 Wisdom saving throw or gain one two serpentine idols that are functionally equivalent
a partially digested humanoid that has the face of a fact, she will deceive people even when it is not in to those from area G19c except that the save DC is
jackal. This creature is a recently eaten jackalwere level of terror. Fourteen yuan-ti pureblood (marked
her best interest to do so. She winces whenever she P on the map) guard this cavern, overseen by a bone 17. A tomb ophidian (appendix B; marked O on the
slave that accompanied the yuan-ti on their recent tells the truth, something that can be discerned with map) stands over the recent sacrifices of a dozen
pilgrimage to this forgotten temple. naga (Cleric version; marked N on the map).
a successful DC 15 Wisdom (Insight) check. She jackalweres. Next to the ophidian is a medusa,
G19b. New Excavation
G18. Snake Pit carries with her a small knapsack that contains a
This area appears recently unearthed. There
(marked R on the map) beating a set of primitively
stone tablet. The tablet has the phrase ‘3rd’ followed constructed drums, her serpentine hair waving
The floor of this room is filled with a seemingly are partial slabs of broken walls, cracked urns,
by the picture of a bird. Tz’graz suspects that there hypnotically to and fro.
bottomless mass of writhing snakes. Their hisses and other excavated relics. Amidst them can be
are similar tablets and that they can be used to open The medusa is currently concentrating on the
fill the entirety of the chamber like a sibilant cold- found a mining kit, a music box, and an articu-
the chest in area G1. Because of this, if freed, she ritual. Breaking her concentration disrupts the ritual.
blooded chorus. A wooden pole rises from the middle lated snake made from polished stones of
attempts to travel with the characters so that she If she manages to perform the ritual to its comple-
of the room, and lashed to it, just above the snakes, obsidian (worth 200 gp). Taking any of these
might learn if they have any of the tablets. If she tion, tiny wisps of dark-
is a humanoid jackal. Dozens of snakes crawl up and items triggers a curse (roll on the table in the
discovers the information on all four tablets she ness and shadow begin
down the creature’s straining body. The southern wall Deadly Curses sidebar earlier in this chapter).
attempts to separate herself from the characters and to squirm together into a
of the room has collapsed, and high atop the rubble When the music box is opened it plays a full
open the chest on her own. writhing, serpentine mass.
can be seen a cave entrance. rendition of Senmet’s Lament. After hearing
A loud, rhythmic booming sound, like ceremonial the music, any character who is proficient in a The Serpent-that-is-
Moving Through the Pit. A creature takes 1d6
drums, can be heard to the south whenever Tz’graz musical instrument can play this song without Night (appendix B) is
piercing damage from snake bites whenever it moves
is released. The jackalwere’s eyes widen in panic making any checks. If that character has seen the born. Its first task
into a 5-foot space in this room or starts its turn in
as she exclaims, “You are late! Too late! It comes! sheet music from area G14 they recognize that the is to hunt and kill
one. Yuan-ti are immune to this damage. If it takes 4
The Serpent-that-is-Night comes! Doom take us all!” songs are the same. the characters.
or more piercing damage from a single roll, a crea-
Tz’graz is afflicted by the frightened condition, and G19c. Totems of Fear
ture must also make a DC 10 Constitution saving
this cannot be removed from her until the end of the When the characters descend into this cavern, they
throw, taking 14 (4d6) poison damage on a failed
ritual. In fact, it is her fear that fuels the ritual, a fact are bombarded with by a palpable wave of dread
save, or half as much damage on a successful one.
that can be discerned by a successful DC 20 Wisdom (similar to what they felt in area G19a), knowing with
The snakes are effectively infinite, replenished as
(Insight) check. So long as Tz’graz, or any other crea- irrefutable certainty that whatever is coming spells
needed by the dark powers of Ravenloft. If a space
ture within a mile, has the frightened condition the their doom. The same feeling that was first felt in
takes any cold damage or is exposed to ever-ice
ritual can proceed. From this point on the characters area G19a. This terror emanates from two primitive
(see area G22), then it goes into a lethargic torpor,
have 20 rounds to stop the ritual, or else the yuan-ti serpentine idols, carved from a strange, green wood.
allowing characters to pass through it safely for 1 The Tomb Ophidian is a
successfully summon the Serpent-that-is-Night These idols have AC 15, 10 hit points, and immu- serpentine undead horror
minute.
(appendix B) which then begins to hunt the charac- nity to poison and psychic damage. A creature that
What Lies Bound. The restrained creature is ters for sustenance. For more details on the ritual see
Tz’graz, a jackalwere prisoner of the yuan-ti. She starts its turn within 30 feet of an idol must make a
area G19. successful DC 13 Wisdom saving throw or gain one
is tied up with ropes that can be removed by taking
The southern half of this room appears to be caved level of terror. This platform is guarded by six yuan-ti
an action to do so. Tz’graz is part of a large tribe
in. The rubble can be scaled with a successful DC 10 malisons (Type I; marked M on the map) that fight to
of itinerant jackalweres that live within the Great
Strength (Athletics) check, which leads the charac- the death.
Underground Desert (area G29). She, as well as
ters to a cramped, excavated cavern (area G19).
78 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 79
Temple Wing (Athletics) check. The statues are stone golems. If
a character knocks on one of the double doors, then
damage on a failed save, or half as much damage
on a successful one. One round later the plague of
gp each). The locked cabinet can be forced open
with a successful DC 20 Strength (Athletics) check.
the nearest golem moves to open it. Otherwise the locusts retreats into the statues’ interior. Alternatively, the lock can be picked by any character
Beyond the crumbling halls of this sacred temple can golems are inert, acting only to defend themselves proficient in thieves’ tools who makes a successful
be found the Great Underground Desert where a vile Assuming that they are trying to be quiet, a char-
from attack. Any character who makes a successful acter must make a DC 10 Dexterity (Stealth) check DC 20 Dexterity check. Taking the adamantine ingots
necrosphinx guards the scalp of Vecna. DC 18 Intelligence (Religion) check recalls that it is triggers a curse (roll on the Deadly Curses table in
everytime they take an action, including move
G20. Reception Area for customary in some temples to knock on doors before actions, near one of the statues. Upon failure, they the sidebar earlier in this chapter).
the Heavenly Hosts presenting oneself to the gods. make enough inadvertent noise to trigger the trap. Early residents of this temple routinely injected the
This opulent chamber has the grandiose design of a G21. Halls of Harpocrates G22. Font of Wondrous Draughts fountain waters from area G21 into rats to discern
temple. Marble benches large enough to accommo- their ever-changing properties. A family of giant lab
The double doors to area G16 swing shut silently if This alchemical laboratory is dusty but otherwise
date a giant line the walls. Golden torches lit with rats still lives within the workshop. The entrance
not held open. The characters can knock from this well preserved. Tables hold beakers and alembics
radiant flame are set within tiled columns. Three to their warren is hidden underneath a table and
side to have one of the golems open the door. This filled with the coagulated remnants of abandoned
large statues of armored titans are arrayed against can be discerned with a successful DC 15 Wisdom
otherwise featureless hallway has three bronze experiments. Shelves hold treatises on potion
the northern wall. Huge double doors of solid plat- (Perception) check. The rats can be coaxed forth
doors and three human-sized statues. The two brewing and alchemical reactions. A brazier of
inum lead to the east and west. Engraved upon the from their warren by a successful DC 15 Wisdom
statues along the southern wall are of robed humans ever-burning coal is in the center of the room, near
doors are the words, “Ask to enter, and you shall be (Animal Handling) check or comparable magic. If
covering their ears. The statue along the northern a handful of other bizarre contraptions related to
received”. a rat is injected with a potion or magical liquid that
wall is of a robed human with their index finger held brewsmithing such as a transmutation kiln. has a positive effect, the rat appears invigorated. If
There are twelve torches in total, and they are before their pursed lips.
There are ten sets of alchemist’s supplies, four a rat is injected with a potion or magical liquid that
enchanted with the continual flame spell. Each If any sound is made within 15 feet of a statue, a sets of brewer’s supplies, a set of tinker’s tools, and has a negative effect, the rat atrophies and falls into a
torch is worth 100 gp, although removing one plague of locusts spews forth in a 15 foot radius from five herbalism kits spread throughout the lab. Using coma.
from a pillar triggers a curse (roll on the Deadly the statues’ mouths. Any creature standing within these supplies, as well as the treatises and the trans- A magical summoning circle has been burned into
Curses table in the sidebar earlier in this chapter). the locusts must make a DC 15 Constitution saving mutation kiln, a character who is proficient in alche- the corner of the room. This magical circle allows a
The doors are not locked, but ponderously heavy. throw, taking 4d10 slashing damage and 4d10 poison mist’s supplies can attempt to brew a potion. A char- character to treat any spell they know that summons
Opening them requires a successful DC 26 Strength
acter can attempt to brew any potion (subject to the or creates a creature as if it was a ritual. This prop-
DM’s approval) and doing so takes one hour. There erty can be discerned by any character that makes a
are enough supplies for five such attempts. Brewing successful DC 15 Intelligence (Arcana) check.
a potion requires an Intelligence check and the DC
depends on whether the potion is common (DC 10), G24. The Disobedient Manservant
uncommon (DC 15), rare (DC 20), very rare (DC 25), This small room has the statue of a human wearing
or legendary (DC 30). servants’ garb standing against the northern wall.
If the characters search the room thoroughly, they The statue can be heard muttering to itself about how
also find a small, palm-sized box of adamantine. no one appreciates it or its hard work. Another giant-
Opening the box reveals a small chunk of magical ice sized door of platinum leads to the west. As before
known as ever-ice. Whenever the ice is exposed, the the door is not locked but requires a successful DC
air within twenty feet of it counts as extreme cold. 26 Strength (Athletics) check to open, due to its
Water freezes, small cold-blooded creatures fall into sheer size and weight.
a torpor, and any creature exposed to the cold for The statue is actually the petrified form of Ebu, a
more than an hour must make a successful DC 10 real-life servant that over time has learned to talk.
Constitution saving throw or suffer a level of exhaus- Ebu was a servant of this temple, many centuries ago,
tion. Despite its name, ever-ice is not eternal and but was stubborn and disobedient, often ignoring
melts after an accumulated five hours of exposure. the orders of the priests. He was eventually turned
If the person carrying the ice ever takes 20 or more to stone as punishment for his stubbornness and left
hit points of fire damage, then the ice is destroyed, as a warning for the other servants. Ebu knows a
regardless of whether or not it is exposed. magical phrase that can be used to open any of the
temple’s giant-sized doors but is reluctant to share
G23. Workshop for the Greater Good it with anyone who asks, accusing them of trying
There are five bloodstained tables in the center to get him to do their work. Ebu can be persuaded
of this alchemical workshop. There are manacles into revealing the phrase with a successful DC 13
set into the table that seem sized to hold a Small Charisma (Persuasion) check. The magical phrase is
creature. Next to the manacles are a dozen empty “Heron.”
syringes and a pile of giant rat bones. A locked cage
If the characters cure Ebu’s petrification, he is
along the northern wall has the skeletons of five giant
delighted and gives them a happy, ecstatic hug. The
rats. Next to it is a locked cabinet which contains
manservant dutifully trails them throughout the
ten one-pound ingots of adamantine (worth 100
80 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 81
temple, offering to assist with the most minor of tasks G26. Sacred Shrine of
and providing information regarding each room. the Flame that Flies
Ebu refuses to leave the temple, however, fearful that
doing so will anger the gods. This room is painted in vibrant reds and oranges
that twist and twine like wisps of dancing fire. Raised
G25. Chamber of Sacred Fountains steps lead to a gargantuan brazier filled with roaring,
There are five grandiose fountains in the southern crackling flames. There are four small platforms
half of this room. Two of the fountains have clear light of raised marble in the room. Tribute has been laid
blue water, whereas two of them spout opaque violet upon each of these platforms. The tribute includes:
liquid. A fifth fountain, situated between the other First Platform. A helm of brilliance.
four, spews forth liquid flame. The walls of the room Second Platform. A staff of fire.
are covered with intricate carvings that sparkle with
gold and platinum accents. A massive rug of exquisite Third Platform. A sunblade. Firaz Azar is a proud
and ancient phoenix,
artsmanship covers the northern half of the room. Fourth Platform. An eversmoking bottle, a lantern immovable in its convictions
These sacred fountains bubble with magical liquid. of revealing, and 1000 gp.
The properties of each fountain changes periodi- Fiery Wrath of the Phoenix
cally. Drinking the liquid from a fountain currently If any item is taken from a platform, the characters
produces the following effect: must make a successful DC 18 Wisdom saving throw
First Blue Fountain. The character must make a or be cursed to fail their next three death saving
successful DC 18 Constitution saving throw or have throws. Immediately thereafter, all items from the
their hit points reduced to zero and all of their spell remaining platforms are consumed by fire. Walls of
slots expended. fire, as per the wall of fire spell, rise to block the exits
Second Blue fountain. The character gains the from the room. A gargantuan bird with burning red
benefit of a long rest. If the character is at full hit plumage rises from the room’s brazier. Firaz Azar, the
points, then they also gain 3d6 temporary hit points. Flame that Flies, roars in outrage, “PUNY THIEVES,
VERMINOUS BEGGARS, YOUR FLESH WILL
First Violet Fountain. The character triggers 1d4 MELT FOR THIS SACRILEGE” before attacking.
curses (See area G1).
Firaz Azar has the statistics of a roc with the
Second Violet Fountain. The character gains the following changes:
benefit of the bless spell until they next finish a short
or long rest. J It is immune to fire damage.
Fountain of Flame. Any creature that enters or J It has the following additional trait:
ends its turn in the fountain of flames takes 2d6 fire Heated Body. A creature that touches Firaz Azar or hits
damage. The fountain has no other mystical prop- it with a melee attack while within 5 feet of it takes 9
erties. It was erected as a tribute to Firaz Azar, the (2d8) fire damage.
Flame that Flies (see area G26) as well as to provide
elemental balance within the temple. J It has the following additional action: this the character must make a successful DC 18
tribute has great religious or sentimental value, or Intelligence (Religion) check as well as a successful
Other than divination magic or experimentation Sirocco. Firaz Azar beats its wings to create a seething
hot wind in a 60-foot cone. Each creature in that area a monetary value of more than 1,000 gp, then Firaz DC 18 Wisdom (Medicine) check. There are enough
(see area G20) there is no way to determine the Azar is pleased. Assuming that she has not been supplies in the chamber for two such attempts. Any
must make a DC 21 Dexterity saving throw, taking 63
properties of a particular fountain, short of drinking (18d6) fire damage on a failed save, or half as much slain, each character loses 1d4 randomly determined successfully created mummy follows the commands
its waters. If a creature drinking the waters receives a damage on a successful one. curses. They also receive the Blessing of the Phoenix. of its creator and lasts for 1d4 days before eventually
beneficial effect, they can’t do so again for a tenday. Blessing of the Phoenix. If you fail a death saving decomposing into uselessness.
The rug is beautifully made, meticulously woven by Unquenchable Charity of the Phoenix throw, you can choose to succeed instead (no
seven generations of master artisans. It is an unmis- If a character examines the brazier, they find the action required). When you do so you are briefly G28. Barge
takable work of art worth 5,000 gp. However, it is ten following inscription: surrounded by benign flames. Once used, this This large room is well constructed and architec-
feet by fifteen feet and weighs three hundred pounds, GAZE IN AWE UPON THE RELICS AND blessing fades. turally grand, with a vaulted ceiling and decorative
making it extremely difficult to transport. Taking it WEALTH OF FIRAZ AZAR, THE FLAME THAT arches, although the interior walls of the chamber
triggers a curse (roll on the Deadly Curses table in FLIES. PLACE YOUR TRIBUTE WITHIN THE G27. Preparations for a seem more plain in construction. Any character that
the sidebar earlier in this chapter). The carvings
FLAMES, IF YOU WOULD SEEK HER BLESSING. Rich and Bountiful Afterlife examines the interior walls notice that the mortared,
depict the citizens of Har’akir worshiping various, Any tribute placed within the brazier is instantly This is a mummy preparation chamber. There is a marble blocks look newer than those elsewhere, as if
animal-headed gods. The gold and platinum accents incinerated. If the tribute is meaningless or holds cabinet filled with surgical hooks, bandages, canopic the walls were added somewhat recently. Any char-
are worth 200 gp if removed from the wall, although no value, then the flames explode in a great confla- jars, ointments, wines, and spices. There are three acter with a mining kit can spend an hour to carve
doing so triggers a curse. gration, inflicting 8d8 fire damage to all characters slabs and two workstations. If a character has access a hole through the interior walls. Alternatively, a five
standing within twenty feet of the brazier. If the to the intact corpse of a humanoid, they can attempt foot square of wall has AC 15, 25 hit points, and
to transform that humanoid into a mummy. To do immunity to poison and psychic damage.
82 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 83
Behind the interior walls is a well preserved funeral
barge, sitting atop a raised granite platform. The boat
G29. Great Underground Desert
The dry heat of the temple is at its most prominent
J The sand kraken has the following action:
Submerge. One Medium or smaller creature grap-
Black Obelisk
is made from sycamore. Its deck is unadorned other pled by the sand kraken is pulled beneath the sand.
within this room. Its walls have collapsed, giving If the creature has had its breath crushed from its A fifteen-foot black obelisk of cracked, glowing stone
than a bronze plaque which reads:
access to the Great Underground Desert. The Great lungs, it begins to suffocate. It can survive for a rises from the sands of the desert. Within the obelisk
Underground Desert is a sea of sand that stretches number of rounds equal to its Constitution modifier can be seen the beginning of a staircase that leads
THE TALE OF THE PRIESTESS NEPHRITI for hundreds of miles connecting the many tombs (minimum of 1 round) before being reduced to 0 hit down into the sands of the desert.
A CAUTIONARY PARABLE and temples of Har’akir. The desert’s ceiling is thou- points. Submerged creatures have disadvantage on
sands of feet overhead, far out of sight of the charac-
any checks to escape their grappled condition. G30. Lair of the Necrosphinx
Once there was a priestess, common in all ways except
for her unsurpassing beauty, gifted unto her by the ters. There is not a single speck of naturally occur- The sand kraken initially splits its attacks between The staircase leads down for hundreds of feet. Any
gods she served. As her beauty blossomed, she began ring light, although a glowing purple obelisk can be the characters and the jackalweres, although the careless footsteps echo ominously as the characters
to increasingly shirk her duties. Instead, she would seen roughly a mile into the desert. jackalweres flee as soon as possible. Should the char- finish their descent. Once they reach the bottom of
spend her days gazing into the temple’s many foun- the stairs (marked E on the map) read or paraphrase
tains so that she might see her reflection. Offended by After the characters have traveled half a mile, a acters flee as well, the sand kraken chooses to pursue
strange wind begins to blow across the dunes. If whichever group is the largest. the following:
her self-idolatry, the gods turned her into a fish so that
she might spend her years beneath the waves, unable Tz’graz is with the characters, she crouches in antic-
to gaze ever again upon her reflection. ipation of danger. The sand begins to dance beneath
the ever-building wind. Finally the wind turns into
If the characters enter the hull of the barge they a hurricane, blowing sand everywhere. Growls and
find that its floor is made entirely from glass. Looking hoots echo from the sand storm, as more than a
through the glass the characters see a strange, dozen humanoid creatures charge the characters.
undersea kingdom populated by schools of small, The assault force is a tribe of twenty jackalweres
phosphorescent fish. A minute after entering the (unaligned with Tz’graz’s tribe). The jackalweres
hull, a large fish with iridescent scales and unsur- wear layers of heavy clothing that protect them from
passing beauty swims up to gaze at the characters. the sand storm. But any characters who do not wear
The fish bats her fishy eyelashes as she watches the similar clothing take 1d8 slashing damage at the start
characters with undisguised interest. The fish is the of their turn from the sand storm. The sand storm
transformed priestess Nephriti. Anytime a character will last for five rounds and while it persists the area
looks upon her they must make a successful DC 15 is heavily obscured. At the end of the second round of
Wisdom saving throw or spend their turn incapaci- combat read or paraphrase the following:
tated as they gaze lovingly upon Nephriti. The char-
acter can repeat the saving throw at the end of each A vast tentacle thrusts up from the sand, coiling about
of their turns, ending the effect upon a success. one of the jackalweres. There is the sound of bone
No sound can pass through the glass floor. Even if pulverizing, as blood spurts everywhere. There is then
sound could pass through the glass, Nephriti nowa- a second tentacle that begins lashing about just inches
from where you are standing.
days has the intellect of a common fish. Because of
this she can only communicate using magic such as
the speak with animals spell. If the characters use The tentacles belong to a submerged sand kraken.
a mirror or reflective surface to show Nephriti her A sand kraken has the same statistics as a juvenile
reflection, she gazes at it for a long moment before kraken (appendix B) with the following changes:
turning away. She gives the characters a slight, fishy J It has three-quarters cover.
smile before then swimming off contentedly. Each
character can remove 1d4 randomly determined J It has a walking speed of 20 ft. and a burrow
curses. speed of 50 ft.
The glass floor has AC 5, a damage threshold of 15, J Whenever a creature begins their turn grappled
10 hit points, and immunity to poison and psychic by a tentacle, they take 2d6 bludgeoning damage
damage. If broken, the characters can access a water- and must make a successful DC 20 Constitution
filled shaft that descends for five hundred feet. At the saving throw or have the breath crushed from
bottom of the shaft is a crude idol of what appears to their lungs.
be a giant-sized version of Nephriti. Scattered about J The sand kraken does not have the Lightning
the idol are a pile of pearls worth a total of 2,000 gp Strike action or Legendary Actions.
in total. Taking these pearls triggers a curse (roll on
the table in the Deadly Curses sidebar).
J Its Multiattack is replaced by the following:
Multiattack. The sand kraken makes three tentacle
attacks, each of which it can replace with a use of
Submerge.
84 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 85
CHAPTER 8
successful DC 15 Insight (Wisdom) check (made
The staircase opens into a small tomb made from with disadvantage due to Alhazred’s Inscrutable trait)
blocks of crumbling obsidian. Mounds of ceramic discerns the faintest hint of a smile. Alhazred no
coins fill the chamber. Amidst the coins can be seen
small chests brimming with sparkling gemstones. It
is unbearably cold within the tomb. It is eerily quiet
longer has disadvantage on all attack rolls and saving
throws. A Skeleton in the Closet
as well and, for the moment, all you can hear is the The second riddle is, “I am what happens when After obtaining at least one Vecnan relic, Skeever offers to few minutes of wandering, the characters notice
sound of your own breathing and the beating of your water freezes and becomes solid. I am what icicles take the characters to the domain of Cavitius. Unknown to two prominent locales: the Temple of Vecna and the
own heart. Slowly in the dark you make out something. the players, the Darklord Azalin has absorbed Cavitius into
are made from.” If the characters answer with the Palace of Vecna.
A leering, feral grin. The grin is attached to a bleached his own domain of Darkon. Through his imp Skeever Azalin
skull that has strips of dried flesh hanging from it. The word ice, then the necrosphinx again dourly congrat- has manipulated the characters into gathering and bringing The Temple of Vecna is located within the inner
humanoid skull is attached to the rotting body of a ulates them. Any character who makes a successful him Vecnan relics so that the Darklord might use them to wall of the skull, between the eyes. Stairs within the
lion. Decomposing wings, made from putrid molting DC 13 Wisdom (Insight) check (made with disad- open a portal that leads out of Ravenloft. After dealing with interior of the skull lead up to the temple, which has
feathers, flap lazily as the skull’s grin widens. “It’s been vantage due to Alhazred’s Inscrutable trait) notices Azalin, one way or another, the characters escape Ravenloft
so long since I’ve had the pleasure of company. Would and return home.
been built into the wall of the skull. Like the rest of
that the necrosphinx seems invigorated with the the city, the vaulted temple is empty of both furnish-
you like to play a game?”
answered question, gaining in substance and form. ings and creatures. From this vantage point, however,
Alhazred now has full hit points. the characters may attempt a DC 15 Intelligence
The creature is Alhazred, a necrosphinx (appendix After a brief pause to collect itself Alhazred (Arcana) check to discern that the eyes of the skull
B; marked by an N on the map). The necrosphinx pounces, hoping to feed upon the characters. By nce the characters have obtained are filled with swirling pools of necrotic energy. Any
challenges the characters to a riddling contest, prom- not asking them a third riddle, he reasons that he at least one Vecnan body part, character who comes in contact with this energy is
ising the characters that they can each pick a trea- cannot be bound by their agreement. As he attacks they can decide that it is time affected by a disintegrate spell.
sure of their choice and leave safely if they correctly he roars, “Foolish mortals, what can stand in the to visit Citadel Cavitius, Vecna’s The Palace of Vecna is described below.
solve three riddles. What the characters do not know face of death?” Although this taunt is not intended former domain. Skeever is happy
is that it has been centuries since Alhazred has as a riddle, if the characters answer it as if it was to use his mistwalking powers to accommodate this. For more details on Citadel Cavitius, including
feasted and he is currently a shell of his former self. with an earnest answer such as history, or love, then As the characters plunge one last time into the mist, its surrounding domain, see Ulraunt’s Guide to the
Currently he has only 150 hit points and disadvan- the necrosphinx stops short, bound by its bargain. read or paraphrase the following: Planes: The Shadowfell.
tage on all attack rolls and saving throws. However, Otherwise, the necrosphinx fights to the death.
the necrosphinx rejuvenates every time a creature You trudge through the mists long enough that all
There are more than 100,000 ceramic coins
answers one of his riddles. sense of time dissolves. Moments, or perhaps years,
scattered throughout the tomb. This is a king’s roll away until you finally see the silhouette of a large
If the characters agree to the riddle contest, fortune within the domain of Har’akir, but worth- mound in the distance. It grows closer and closer still
then Alhazred begins with the following riddle, less elsewhere. There is an additional 30,000 gp in until it appears as an impossibly huge skull, ready
“I am hot and red. I can be used to cook gemstones, although a curse is triggered for every to eat you whole. The mists thin out, although they
food but also can burn down a forest.” 10,000 gp worth of gemstones that is plundered. never quite dissipate until you find yourself staring at
The necrosphinx begrudgingly The scalp of Vecna can be a giant, bleached skull towering over you like a small
congratulates the characters if mountain.
found preserved within a
they answer with fire. Any A winding road leads its way through the skull’s gaping
ceramic urn. A stone maw. . .
character who makes a tablet is visible within
the mounds of coins, As the characters get closer to the skull, they may
although its writing attempt a DC 12 Wisdom (Perception) check to
is face down. If discern that the skull is in fact built from billions
turned over the tablet of bones, seamlessly fused together. Those bold
has the phrase ‘4th’ enough to enter the maw of the skull find themselves
followed by the picture of a emerging into a city built within the skull’s interior.
dragon. Crystalline, skull-shaped lights cast strange
Once the scalp has shadows amidst the swirling ever-present
been recovered Skeever mists. Everything within the city, including the
bounces about excitedly, roads, seem to also be made from billions of
encouraging the characters to fused bones.
leave this “hot, nasty place” and An occasional zombie, dressed in the
return to Castle Avernus. fashion of Darkon, can be seen shambling
noiselessly through the streets. At the
DM’s discretion creatures made from dark,
swirling mist known as mist stalkers (use
With a soul darker than the shadows Citadel Cavitius is an eerie
the statistics for wraiths) might be found within and imposing sight to behold
gripping Moil, Alhazred’s
cruelty truly knows no bounds abandoned buildings. Otherwise, the city appears
eerily abandoned and deathly silent. After just a
CHAPTER 10
giants and rescue the imprisoned townsfolk. with this information Flibber can be convinced to
change the terms of the contract with a successful
Saving a Dragon DC 20 Charisma (Persuasion) check or a successful
A hunting horn can be heard blasting repeatedly DC 10 Charisma (Intimidation) check. In this case
in the distance. If the characters investigate, they
discover a black dragon wyrmling running franti-
Flibber allows the characters to renegotiate the defi-
nition of the word “kill” but also no longer offers an
Dropping the Battlehammer
cally, its injured wing hanging limp at its side. Two infernal boon. The characters recruit the assistance of the Cult of the Elder
fire titans (appendix B) then rise over a small hill Elemental Eye to track down Bruenor Battlehammer, the miss- Through a diplomatic combination of strength
The demons are currently holed up in a nearby cave ing dwarven king. After finding out that Bruenor has been and appeasement, Triboar has managed to retain its
and begin running towards the wyrmling. If the
that connects to the Underdark. There is a marilith trapped by dao within the Elemental Plane of Earth, the char- independence from the various factions governing
characters don’t intervene, the titans quickly dispatch
and two vrocks. If the characters kill the demons acters must travel to the City of Jewels. After fomenting an the Realms. If anything, Triboar has grown in pros-
the dragon, cutting off its head and throwing it into uprising, the characters must lead Bruenor’s people, as well
without successfully renegotiating the contract, then perity since Vecna’s conquest. Triboar provides an
a sack. If the characters aid the wyrmling, it hisses as the petrified king, to safety.
Flibber laughs at them, gleefully declaring that they ideal place for the characters to rest, spend coin, and
its gratitude in Draconic. If left alone it will inev-
have breached the contract and forfeit their souls engage in other non-adventurous pursuits. As such
itably die. However, if the characters either fix its
before turning invisible and fleeing (In this case the it is recommended that DMs encourage the charac-
wing through magic or spend 1 hour and make a
characters, upon death, are reborn in the Nine Hells ters to finish this quest first. Details on Triboar can
successful DC 18 Wisdom (Medicine) check, the
as lemures). If the characters successfully renego- be found in Rise Of Vecna as well as Storm King’s
wyrmling manages to safely return to its distant lair.
tiated the contract then Flibber begrudgingly gives Thunder. In the absence of these books populate the
Word of the characters’ actions spread through the
them any agreed upon rewards. If Flibber agreed to a riboar is the natural starting point town with a handful of colorful, high-level NPCs as
area and the characters find themselves received
devilish boon then it awards one character with: for those looking for Hellenrae. The well as some shops where the characters might be
favorably should they later encounter Rezmir
(see chapter 12). For their service, the Black Charm of Many Tongues. You can speak and under- large town stands at the intersection able to spend their hard-earned coin.
Wyrmspeaker gifts the characters with a randomly stand all languages, you gain proficiency in the of the Long Road and Evermoor Way. Before beginning this chapter, read the Dwarfholds
selected magic item from Magic Item Table F in the Deception and Persuasion skills, and you can add Its flat, fertile ground makes it ideal of the North section of appendix A to familiarize your-
Dungeon Master’s Guide. your proficiency bonus twice, rather than once, for farming and ranching. Because of this, Triboar is self with what has befallen the dwarves since Vecna’s
when using those skills. This charm vanishes from a sprawling, decentralized town. conquest.
you when you die.
100 CHAPTER 10 DROPPING THE BATTLEHAMMER CHAPTER 10 DROPPING THE BATTLEHAMMER 101
Shortly after this check a death slaad, accompa-
nied by a green slaad and a hundred troglodytes,
finally emerging on the other side of the stone wall.
While lost the characters are set upon by a search
At this the Khan explodes in uncontrolled fury,
triggering a cave-in within the tunnel. In response The Return
emerges from the tunnels to attack the characters. party consisting of two dao, three earth elementals Bruenor yells to his people, “Quick lads and lasses! Upon their return the characters are glumly
Have the characters battle the death slaad and green and a hundred gargoyles. Have the characters fight Run to the portal!” The dwarven monarch then welcomed by the golden-masked Hellenrae. After
slaad, while assuming the followers deal with the the dao and the elementals, and assume the dwarves turns to the characters, “Ye will have to keep that cursing them for dirtying up her temple, she begrudg-
troglodytes (see the Tunnels of Madness map). If and gnomes fight the gargoyles. When the characters blowhard occupied, lest he use his powers to ingly informs the characters that Ogrémoch was
there are more than three hundred followers, then prevail, any remaining gargoyles flee; however, 3d6 close the portal!” pleased by their success. She gives the characters
they manage to overwhelm the troglodytes without followers are slain for every round of combat. If the Khan is left unattacked for a round, he spends six pairs of smooth, matched stones. She refers to
suffering any casualties. Otherwise, 1d10 followers The purple geodes lead a twisting route for another his turn concentrating and closing the portal. At this these stones as Ears of Ogrémoch. They are func-
are killed for each round that the characters spend five hours before ending, yet again, in a dead end. At point the portal can only be reopened by breaking tionally equivalent to sending stones, although any
fighting the slaadi. this point the characters have fled far enough from the Khan’s concentration. Rockribs releases his message sent through them can also be heard by the
the City of Jewels that the magic petrifying Bruenor umber hulks to harry the characters while fighting by Elemental Prince of Earth. Hellenrae then sourly
Rise of Vecna begins to fade. There is a great shattering sound from his master’s side. While this is happening, Bruenor kicks the characters out of her temple, suggesting
If the characters have played Rise Of Vecna and one of him as he flexes his muscles, cracking through his begins to lead his army through the portal. Unless the that they retreat to nearby Triboar.
them bears the blessing of Ssendam, the slaadi refuse to stony cocoon. At the same time a whirling portal, like characters intervene in some way, it takes five rounds At Triboar the characters are heralded as heroes
attack the characters. Instead, the green slaad offers to the one the characters used to access the Elemental for everyone to fully evacuate. During the second for their role in the return of the dwarves. The Lord
accompany and protect the characters during their trek. Plane, opens at the end of the tunnel. The portal is round of combat, a falling boulder pins a dwarf and Protector of Triboar, Daratha Shendrel, bestows
two hundred feet from the characters. two deep gnomes. Removing the boulder requires a upon the characters an abandoned stone mansion
As soon as someone steps towards the portal, the successful DC 18 Strength (Athletics) check. During known as Boar’s Rest, once owned by a wizard who
The Home Stretch very planes themselves begin to shake with unbri- the fourth round of combat, one of the umber hulks ran afoul of Vecna. Bruenor thanks the characters
After another four hours of travel the purple-lit dled, elemental fury. A corpulent dao, dressed in breaks from combat and begins trying to kill the profusely, declaring them honorary dwarves and
pathway ends abruptly in a smooth stone wall. This layers of bright silk and wearing an array of glittering fleeing dwarves. pledging his assistance should they ever need it. Over
barrier was recently erected by the divine decree of jewelry, rises from the ground between the characters At the end of the fifth round of combat, once all the course of the next month the deep gnomes move
the dao’s Great Khan. It Is fifty feet thick and cannot and the portal. The dao is Koh Nur, the Great Khan the dwarves and gnomes have been evacuated, south, settling within the Throne of Primordial Unity.
be broken through by conventional tactics. If the char- (marked K on the map; appendix B). Accompanying Bruenor rushes into the fray, hobbling the Khan with Half of the dwarves settle in Triboar. The remainder
acters brought the bulettes with them, they can be the dao is his stone giant seneschal, Rockribs a thunderous blow to his kneecap. Bruenor yells to of the dwarves travel north with Bruenor, seeking
coaxed into burrowing through the wall. Otherwise, (marked R on the map). Rockribs holds a series of the characters, “I’ve got him now! Rush for the Ironmaster, where Bruenor believes the rest of his
the characters and their companions will have to use adamantine chains, at the end of which are leashed portal before it’s too late. My people need ye!” It kin can be found.
side tunnels to circumvent the barrier. If the char- a pack of eight slavering umber hulks (marked U on is up to the characters how to proceed at this point.
acters allowed Kolathid to gather allies, then one the map). If they listen to Bruenor, then they emerge from the alloW THe CHaraCTers To gain one level
of the rescued deep gnomes, a ranger by the name portal within the Temple of Elemental Unity. A long aFTer suCCessFully reTurning From
The Great Khan’s voice washes over the characters
of Svirtblx, approaches the characters, indicating minute later, just as the portal is about to close, they THe elemenTal plane oF earTH.
like an avalanche, each thunderous word sending
that he can lead the group around the barrier. He is see Bruenor dramatically dive headfirst through, his
cracks throughout the ceiling,
true to his word and can find an alternative path that helm tumbling to the floor as he lands with a loud
requires just eight hours of additional travel. Without “INSIGNIFICANT WORMS. YOU
OOMPH! Should the characters insist that Bruenor
Svirtblx the characters must make a successful DC WILL EXPERIENCE A THOUSAND
flee first, then they will all need to be able to reach
21 Survival check or get lost for 1d4 days before UNPARALLELED PAINS FOR YOUR
the portal, which is 100 feet from the Khan, before
PRESUMPTIONS!”
the Khan can close it.
102 CHAPTER 10 DROPPING THE BATTLEHAMMER CHAPTER 10 DROPPING THE BATTLEHAMMER 103
CHAPTER 11 Voyage Under the Sea Optional Encounter
During the voyage, the crew sings a myriad of
The Lantanese submarine shows up two weeks later, different shanties. After two days, the characters are
Worse Things Happen at Sea as promised. For a description and map of the inte-
rior of the Scarlet Marpenoth, refer to appendix E.
likely capable of singing along. One of the shanties
in particular, “Get Away,” eventually turns out to be a
The characters journey to Port Llast to recruit the assistance escort the characters to an abandoned building The submarine is commanded by Captain Zardoz portent of things to come. The shanty goes like this:
of the drow elf, Jarlaxle Baenre. Jarlaxle agrees to aid the where a slender drow in bright, vibrant clothing Zord, a well-built, scantily clad man wearing scarlet
characters if they agree to help the swashbuckler kill a krak-
awaits. The drow wears an eye-patch and a wide- apparel designed to accentuate his trim figure and
en that has been destroying his ships. Using Jarlaxle’s subma-
brimmed, plumed hat. The drow is, in fact, a drow Close your eyes, mates, when you see what
rine, the Scarlet Marpenoth, the characters venture into an bountiful chest hair. The swashbuckling captain cannot be.
es
undersea trench to battle the menacing aberration. mage masquerading as Jarlaxle, leader of the Bregan is none other than a magically disguised Jarlaxle Close your ears, mates, when that sound com
D’aerthe, through a disguise self spell. The drow Baenre (appendix B). from the sea.
ling
listens to the characters carefully, cryptically moving The Rift is located roughly halfway between Hold your breath, mates, when you’re knee
his eye-patch from one eye to the other over the down to pray,
course of the conversation. Read or paraphrase the
Waterdeep and the Whale Bones. It takes about four Pray to the gods we get away.
claim
he small coastal town of Port Llast drow mage’s response to any pleas:
days of undersea travel for the submarine to get there And we’ll race the wind when they come to
has been abandoned for years and its from Port Llast. The Rift is three miles deep and our lives.
harbor is strewn with long-plundered one mile long. It is initially five hundred feet wide, And we’ll ride the waves while we’re strong
“I’m not a fan of Vecna, that rattling asymmetric
although it tapers claustrophobically the further enough to fight.
time to
shipwrecks. However, this location is horror. And Lolth knows I’d love nothing more than
down the characters descend. It is supernaturally Yes we’ll race the wind when we’re out of
still the only accessible port between to see him ingloriously upended. But I am up to my pray,
Luskan and Evernight. On moonless nights, Jarlaxle boots in trouble of my own. A long slumbering kraken dark within the Rift, and all light within the chasm Pray to the gods we get away.
Baenre and the Bregan D’aerthe often sneak into has recently awakened and is terrorizing my shipping has its range reduced by one half.
lanes. This overgrown calamaro has already taken out
Port Llast, smuggling goods to and from the main- six of our vessels. If you remove this thorn from my
land. For more details on the Bregan D’aerthe see side, then I will be more inclined to help with your Suddenly while singing the shanty, a faint knocking
Doomed Forgotten Realms: SwOrd COast Gazetteer. own. What say you?” is heard from the outside of the Scarlet Marpenoth.
Two vadatajs (appendix B) are crawling on the hull,
Port Llast He can provide the following information:
knocking to receive a sacrifice and staying out of
sight of the windows. If let in, they proceed to attack
If the characters visit Port Llast during a new moon,
J The kraken sleeps in an undersea chasm known anything living in sight, fighting to the death.
as the Rift. Jarlaxle has a Lantanese submarine,
they find a bustling marketplace temporarily set-up. The characters or crew can offer up two or more
called the Scarlet Marpenoth, that he plans to
Shadowy figures make deals amidst ruined houses. humanoids to the vadatajs by forcing them out of the
take into the chasm to kill the kraken. It will
Row boats with muffled oars load and unload cargo. submarine without diving suits. Doing so appeases
arrive in Port Llast in two weeks.
Darkened wagons with padded wheels noiselessly the vadatajs, who will settle for drowning the sacri-
roll through the streets. J If the characters help kill the kraken, then fices and leave the rest of the crew alone.
Six male drow gunslingers (appendix B) and two Jarlaxle will agree to smuggle the characters into If left to their own devices, the vadatajs eventually
male drow mages set up a perimeter twenty-four Skullport, a small city of thugs and brigands that stop knocking and instead attempt to feel any vibra-
hours before the new moon and remain on guard exists beneath Waterdeep. According to the drow tions running through the hull, letting them know
until the following daybreak. These drow confront this is the easiest way to sneak into Waterdeep. when most of the crew are asleep. At this point, they
the characters whenever they arrive, questioning J Jarlaxle recently arranged for the shipment of five forcefully break open the door of area I4 (appendix
them before demanding that they submit to a detect harpoons of kraken slaying (see arrows of slaying) E). If the Scarlet Marphenoth’s Electrify Hull action
thoughts spell. Once the drow are convinced that but the shipment was destroyed by the kraken is activated, the vadatajs take the appropriate
the characters do not work for Vecna, they allow before it could reach Jarlaxle. damage and break down the door. It takes 8
them to come and go as they please. These drow are Additionally, if a character makes a successful hours of work to adequately repair a door
members of the Bregan D’aerthe. DC 15 Intelligence (Arcana) check, summarize the broken down by the vadatajs.
The merchants of Port Llast sell primarily information contained in the kraken section of the
mundane items. Goods for sale include food, water, Monster Manual for them.
spices, alcohol, medicine, and books. There is
an obvious spirit of community that pervades the For a Good Cause
market. Haggling is minimal and all goods are During their conversations, “Jarlaxle” will appeal to the
exchanged at a fair or discounted price. The market characters for donations to the Bregan D’aerthe, referring
sets up around three hours before midnight and to his faction as the last credible force of good within the
Realms. If the characters ask for something in return, then
promptly disperses three hours after midnight.
“Jarlaxle” offers to procure magical items for them at 150
If the characters inquire about One-Eyed Jax, they percent their normal value. The drow requests that the
are met with blank, confused stares. However, an characters pay ahead of time and delivers the items to Port
hour later two drow gunslingers show up and quietly Llast two weeks later.
104 CHAPTER 11 WORSE THINGS HAPPEN AT SEA CHAPTER 11 WORSE THINGS HAPPEN AT SEA 105
The Hunt is Afoot Water Pressure
A spell that allows one to breathe underwater provides no
At the top of the Rift, Zardoz asks the characters protection against the crushing effect of water pressure
if they would prefer to exit the submarine before unless the spell’s description says otherwise. Water pres-
sure increases with depth as described below.
descending. If so, the characters can don diving suits ½-1 mile. Creatures and vehicles at Maelstrom’s depth take
before exiting the vehicle (see area I4 in appendix 7 (2d6) bludgeoning damage per minute from water
E for additional details). While wearing diving suits, pressure unless they are adapted or built to withstand
the characters are immune to the crushing of water this environment. Storm giants, whales, sharks, crusta-
pressure down to depths of 2½ mile (see the Water ceans, and aquatic invertebrates are immune to water
pressure at this depth, as are vehicles with a damage
Pressure sidebar). threshold of 10 or higher.
The Scarlet Marpenoth descends or ascends at a 1-3 miles. Creatures and vehicles at this depth take 14 (4d6)
speed of 1 mile per hour, or at ¼ mile per hour if it bludgeoning damage per minute from water pressure
needs to dive through heavy foliage. unless they are adapted or built to withstand this envi-
ronment. Algae blights, deep scions, and octopuses are
One Mile Down. After a mile’s descent, the chasm among the creatures immune to water pressure at this
becomes clogged with a tangle of kelp and seaweed. depth, as are vehicles with a damage threshold of 15 or
At least one character is required to leave the vehicle higher.
to clear a path through the undersea foliage. After 3+ miles. Creatures and vehicles at this depth take 28 (8d6)
a thousand feet of strenuous bushwhacking (about bludgeoning damage per minute from water pressure
45 minutes of work), any characters outside of the unless they are adapted or built to withstand this envi-
submarine are attacked by two algae blights (use ronment. Few creatures, such as dragon turtles, krakens,
and sahuagin, are immune to water pressure at this
the statistics for shambling mound). At the same depth, as are vehicles with a damage threshold of 30 or
time 1d4+1 algae blights manage to worm their way higher.
through the submarine’s propulsion system and into
the interior of the Scarlet Marpenoth, attacking any
Three Miles Down. The kraken, along with a
living creature they encounter. Soon after, the tangled
juvenile kraken (appendix B), awaits the charac-
skein of algae gives way to an inky darkness as pure
ters at the bottom of the rift (see the Rift battle map
and perfect as the void.
which also outlines the Scarlet Marpenoth as well
Two Miles Down. After another mile’s descent, as the two krakens). Scattered beneath it are the
the dark purity of the aquatic abyss is broken by a broken hulls of dozens of sailing vessels, some of
vast school of strange, phosphorescent fish. The which seem hundreds of years old. A successful
fish are swimming upwards, en masse, in panic. DC 20 Intelligence (Investigation) check notices a
Heedless of their surroundings, the fish smash galleon that is free of the barnacles and seaweeds
headlong into the Marpenoth, their collision ringing that encrust most of the other vessels. A quick search
throughout the submarine like hail along a tin roof. of the galleon finds a shattered iron box with six
The ever-amassing entrails of the fish begins to dim harpoons of kraken slaying.
the submarine’s gemstone headlight. Similarly, the
The krakens target the submarine until they take
windshield of the Marpenoth is soon caked in phos-
damage from a different source. They then focus
phorescent goo, obscuring the submarine’s view.
their attacks on this new target. The krakens are a
At this point the kraken’s voice telepathically savage force of nature and fight accordingly, relying
booms, “WHAT FOOLS AWAKEN Urthuvn?” The on brute strength to eradicate the characters. The
characters then see the briefest shadow of an impos- monstrosities fight to the death, refusing to flee from
sibly large tentacle before five giant octopuses attack their own lair.
the Marpenoth and any characters swimming near it.
Unless calmed by the characters, Lorella, the pilot,
immediately assumes that they are under attack by A Liar's Word
the kraken. In a panic she begins launching torpe- In the event of success, Jarlaxle drops his disguise,
does and releasing depth mines, potentially injuring congratulating the characters and his crew. The dark
adjacent characters in the process. The fish swarm elf returns the characters to Port Llast, or elsewhere
disperses soon after the octopuses are dealt with. At if they prefer. He is good to his word and agrees
this point, it is a simple matter for the characters to to smuggle them into Skullport at a date of their
clean the submarine’s illumination crystal and wind- choosing (see chapter 14).
shield before continuing their descent.
alloW THe CHaraCTers To gain one level
aFTer DeFeaTing THe kraken.
106 CHAPTER 11 WORSE THINGS HAPPEN AT SEA CHAPTER 11 WORSE THINGS HAPPEN AT SEA 107
CHAPTER 12 In return, Rezmir offers five 50,000 gp gemstones.
If the characters ask for greater assistance and
Phandalin
to you poking your noses around places they have no
business.”
Phandalin is a frontier town built upon the ruins of Durnan brings down a large, heavy, oval glass
an older settlement. Its remote location has served mirror. He lays it upon the floor and then waves his
it well in the intervening years, and it has been left hands over it. As he does so the glass begins to ripple
largely untouched since Vecna’s conquest. The town gently like water. The bartender warns the characters
boasts about eighty buildings and serves as home to that the portal is likely one-way and that they will
an assortment of farmers, woodcutters, fur traders, need to find their own way out of Undermountain
and prospectors. before bidding them good riddance. If the characters
The Stonehill Inn can be found within the center touch the mirror, they are transported to area K1.
of the town. It is a plain building of fieldstone and
rough-hewn timbers. It is filled, most hours of the
K1. Entry Chamber
day, by townsfolk enjoying the local cider. Tending There is a flash of teleportational energy, and the
the bar is a middle-aged man with a receding hair- characters find themselves in a dark, forty-foot square
line and thick, bushy mustache. The bartender goes chamber with a floor of sand. The walls are made
by the name of Dern (N male human veteran) but from plain, fitted stone. A dark-watered river runs
is, in fact, Durnan, the renowned former proprietor along the western side of the room. A rickety gondola
of Waterdeep’s Yawning Portal. To avoid arrest and floats within the river, moored to a short, broad dock.
execution, Durnan fled Waterdeep long ago. He A tall, gaunt, male human stands in the northeastern
has since been laying low in the remote town of corner of the room. He wears dark, tattered robes
Phandalin. adorned with eyelike patterns.
The statue is a wax replica of Halaster Blackcloak,
the Mad Mage of Undermountain. The robes are
River Properties part of the statue and cannot be removed. Within five
The river is oily and dark. Although the boat drifts smoothly seconds of the character’s arrival the statue begins to
along the river, the waters themselves seem placid and giggle before proclaiming, “Welcome to the new and
there is no evidence of a current. The boat moves 10 feet
a round. The water is 20 feet deep and unbearably cold improved Undermountain! Better tricks! Better traps!
to the touch. Any character who spends a round within Better apprentices! You are currently on level one, the
the enervating water must make a successful DC 15 Museum Level. Please step on the gondola, and after
Constitution saving throw or become inflicted with one a brief historical tour, you will be teleported to the
level of exhaustion. most appropriate level of the dungeon.”
Council Description
Member
Bruenor The dwarven king has spent his time rallying the scattered remnants of his people to his banner and has
Battlehammer found considerable reinforcements sequestered within distant Ironmaster. Key Desire. Revenge upon Vecna
for the death of his people.
The half-dragon speaks on behalf of Tiamat who is willing to pledge a wing of dragons to the battle; however,
Wyrmspeaker Waterdeep is currently protected by Ahghairon’s dragonward, a powerful mythal that prevents dragons from
Rezmir passing over the city. This dragonward is created by a magical staff known as the Dragonstaff of Ahghairon.
Key Desire. Treasure for Tiamat’s hoard, as well as the Dragonstaff, so that Tiamat might destroy it.
The drow elf is an expert thief, capable of sneaking in and out of even the most secure location. Because of
Jarlaxle Baenre this, he is well suited to sneaking into Waterdeep and procuring the Dragonstaff. Jarlaxle also commands a
sizable navy that he is willing to use in combat, so long as he is properly compensated. Key Desire. To rule
Luskan yet again.
The Mad Mage of Undermountain, if included in the council, speaks primarily in giggling non-sequiturs. If
Halaster pressed, however, the archmage will pledge to provide arcane support to any armies, neutralizing liches and
Blackcloak rival archmages as needed. Key Desire. Relocating Undermountain beneath Waterdeep as well as attempting
to convince one of the characters to serve as a new apprentice.
The cultist speaks on behalf of not only Ogremoch but the other three Elemental Princes as well. The
Elemental Princes are willing to pledge a small army of mephits and elementals. Keep in mind that
Ogremoch is cognizant of anything communicated by the characters through Ears of Ogremoch, which
Hellenrae may or may not sabotage negotiations. Key Desire. The Elemental Princes seek to free Tharzidun, the god
of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold, although they do not share this
knowledge with the characters. They believe that Tharzidun is being held captive by Vecna and thus require
little persuasion to help. For more details on Tharizdun see the Doomed Forgotten Realms: SwOrd COast Gazetteer.
120 CHAPTER 13 FATAL ATTRACTION CHAPTER 14 THE WAR FOR WATERDEEP 121
Waterdeep It is assumed that the characters use Skullport
(described below) to circumvent Waterdeep’s heavily
High overhead, rope bridges and catwalks provide a
precarious access to structures carved out of stalac- An Alternative to Shradin
According to the Sword Coast Adventurer’s Guide, guarded streets. As such the City of Splendors is left tites and massive columns of stone. The streets are If the characters did not learn about the skull-faced beggar
largely undetailed. For DMs seeking additional infor- relatively clear of rubble or debris, and some are from Halaster, then replace him with Tasselgryn Velldarn
“The City of Splendors is a bustling, walled city on (area L12). Upon learning of the characters’ arrival,
the Sword Coast. Some merchants have dubbed mation refer to Waterdeep: Dragon Heist. even paved with irregular bits of granite and flint.
Tasselgryn seeks them out and shares the same informa-
Waterdeep the best supply center in the world, Most alleyways and narrow thoroughfares between
tion that Shardin would have provided.
with the largest collection of superb craft workers,
experts, useful contacts, and potential hirelings to be
Skullport businesses consist of hard-packed dirt into which
wooden beams have been submerged or bare earth
over which planks have been laid. The only light in bearings before any further introductions. Please
found anywhere. Others caution that the city houses The book Skullport describes the Port of Shadow as:
Skullport comes from sickly yellow lanterns, glowing return in three hours and we shall discuss how I
a veritable army of potential enemies for those who “. . . a dismal and dangerous domain populated by the pools of fungus and lichen emitting green foxfire, might repay your service.”
aren’t careful – and everyone agrees that its wide, most vile beings the Underdark has to offer. In this
crowded streets are full of spies.” torches, braziers of coal, bioluminescent fish kept in At this point Shradin begins to act, once again, as
underworld city beneath Mount Waterdeep, anything glass aquariums, and pans of large glowworms.” an amnesic beggar, responding to any further inqui-
Much of Waterdeep remains the same under and everything can be bought, sold, or traded for a
Since Vecna’s conquest, Skullport has remained ries with a blank, vacuous stare.
Vecna’s rule. The city is still filled with some of the price. Slavers, smugglers, mercenaries, and black-
Realm’s finest crafters. If anything, there are more largely unchanged. Previously the enigmatic Skulls Should the characters return later, they find a
market merchants operate openly in Skullport.
spies than ever. On top of this, the city remains (see the Skull-faced Beggar section and area L2 changed man. Although outwardly identical, the
Thirteen enigmatic Skulls rule and maintain order
protected by Ahgairon’s dragonward, a powerful for more information) had been cursed so that they necromancer now carries himself with an air of
in the city. These floating disembodied creatures
enchantment that makes it impossible for dragons could never leave the confines of Skullport. Upon his supreme confidence. At this point, he is willing to
wander Skullport, which takes its name from their
and all other creatures of the dragon type to physi- arrival, Vecna used his powers to liberate the Skulls engage with the characters. When they arrive read or
presence, tending to aims only they can fathom and
cally enter the city or its sewers. Some of the notable from this imprisonment. In turn, they have pledged paraphrase the following:
enforcing their sometimes whimsical and often harsh
changes to Waterdeep include: their subservience. Their capricious authority is rein-
will through the use of cryptic magical abilities.”
forced by the Black Network, also loyal to Vecna, who
This subterranean city is most often accessed The skull-faced beggar now stands with a more confi-
J The City of Splendors is no longer ruled by a oversee the governance of Skullport, particularly its
dent, regal poise and the relaxed airs of one who was
council of Masked Lords. Vecna has proclaimed through caves along the western edge of Mount slave trade. expecting you. His voice is a low hiss, like the whis-
himself the new lord of Waterdeep, although he Waterdeep. However, it can also be accessed through pers of worms boring through dead flesh, “Damn that
has delegated his authority to the Zhentarim. the underground River Sargauth. It is this route that The Skull-Faced Beggar Halaster, yet again – all of this just because I caught
The Zhentarim, in turn, are led by the archmage Jarlaxle’s Scarlet Marpenoth uses to smuggle the Unless the DM deems otherwise, the characters him cheating in a game of three-dragon ante we were
Manshoon who dwells within the city’s Southern characters into the Port. playing with Tas. It seems those blasted thirteen skulls
are smuggled into Skullport without incident. Upon
still run the place, although they now apparently serve
Ward in Kolat Towers. Both the seacaves and the River Sargauth lead sneaking into Skullport, the characters’ most likely some higher power that calls itself Vecna. Before we
to a raised, fortified isle referred to as Skull Island. first action is to look for the “skull-faced beggar.” This
J Of the original seventy-eight noble families that go any further, we will need to take care of these skulls.
From the northern edge of Skull Island, a bridge wretched creature has been a staple of Skullport for Doing so will allow you to escape Skullport and allow
predate Vecna, roughly a third remain. The
referred to as the Murkspan Bridge connects to a as long as anyone can remember, and most inhab- me to reclaim my rightful role as ruler of this dung
surviving lineages are those that were most heap.”
large cavern which contains the majority of Skullport. itants of the city willingly provide directions to his
immoral and corrupt. Most of these families were
This portion of the city is broken into three districts, teetering hovel of rotting, mildewed crates. The
blackmailed in one way or another into either
the Port District, the Trade District, and the Heart skull-faced beggar is an emaciated humanoid dressed Shradin is extremely knowledgeable when it comes
helping Vecna with his conquest of Waterdeep or,
District. in rags that smell of rotting fish. His skin has turned to Skullport and is now caught up on present-day
at the very least, not interfering.
The city is further described as: translucent over the years, revealing his skull. dealings. He willingly shares this knowledge with the
J The eight Walking Statues of Waterdeep characters and can provide the following information:
“. . . having a deteriorated, haphazard look to it. The skull-faced beggar is, in truth, Shradin
(appendix B) have all been reshaped into
Vecna’s likeness. They are typically controlled by Structures within the port have been literally thrown Mulophor (NE male human archmage), a former J The Skulls are remnants of ancient Netherese
together out of whatever materials were on hand at necromancer of power and prominence who once wizards who have overseen Skullport since its
Manshoon, although Vecna can supersede this
the time and carved from and assembled around the ruled Skullport many years ago. During an argument conception.
control should he wish.
cave walls, stalactites, and stalagmites of the giant with Halaster Blackcloak, an acquaintance and rival,
At this point, it is likely that Vecna is aware of the Shradin’s memory was wiped clean. He has since
J The Skulls are powerful but capricious. Many
cavern the city is built in. As a result, the streets wind years ago, they were allied with Shradin but
characters’ existence, and so Waterdeep is well aimlessly wandered the alleys of Skullport, panhan-
and twist, and many of the buildings look as though ultimately turned upon him and betrayed him
fortified. Each of the city’s five gates are guarded dling for sustenance.
they are ready to topple over at any moment. Most (This is a sore topic on which Shradin refuses to
by dozens of Zhentarim thugs, a lich magically
wood comes from the wrecks of seagoing vessels If the characters give Halaster’s glowing draught to elaborate).
disguised as a thug, and a death knight. The harbor
that have met with misfortune. While wandering Shradin, he mistakes it for alcohol and drinks it down
is guarded by a small army of thugs and three other J The Skulls were once immortal and would reform
the streets of the port city, one may see the masts greedily. He then lets out a sharp gasp of surprise
magically disguised liches. The skies are patrolled whenever slain. They also used to be bound to
and ribs of ancient ships being used as supports, as his vacant eyes become lucid and appraising. He
by invisible will-o’-wisps and Zhentarim veterans Skullport. Vecna has found a way to liberate
the hulls and cabin windows of long-destroyed ships looks about suspiciously before finally whispering
mounted on wyverns. The city itself is filled with them, and the Skulls are now free to roam wher-
now reused as walls and windows of tenements, and to the characters, “Curse that fool of an archmage
hundreds of spies, ranging from street urchins to ever they please. This has come at the cost,
the rigging of ship-wrecked vessels connecting to for stealing my memories, but blessings to you for
magically disguised arcanaloths, all of which would however, of their immortality.
catwalks up above. bringing them back. I see that, despite the years, I
happily turn in the characters for a chance to curry
have not wandered far. Allow me time to regain my
Vecna’s favor.
122 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 123
J The Skulls often travel alone, but when one is
threatened the others will quickly come to its Skullport, Lower Level houses an array of Vecnan birthing vats. The artificial
organisms created within these vats are then sold to The Thirteen Skulls of Skullport
aid. Because of this, Shradin recommends a At this point the characters must explore the city in the highest bidder at the Open Market (area L2). Each of the thirteen skulls is larger than a regular skull and
coordinated attack on the Skulls. To make such The water surrounding Skull Island, known as wrathed in flame. It has the same statistics as a demilich
search of allies in their inevitable fight against the with the following changes:
an attack Shradin suggests that the charac- Skulls. Below is a list of notable locations, most of Skull Pool, hides hundreds of smaller caves, hidden
ters attempt to recruit other allies from within • It can use an action to teleport itself, along with any
which have been adapted from the book Skullport. within the base of the isle, as well as dozens of vassal skulls, anywhere within Skullport.
Skullport. These allies include Zstulkk Ssarmn rotting shipwrecks. These caves and shipwrecks
See the Skull Island and Lower City maps for an • It can telepathically communicate with any of the other
(area L2) the Skum Lord (area L4), Misker the serve as home to giant sharks as well as a tribe of twelve Skulls.
Pirate Tyrant (area L5), Sangalor of the Secrets overview of the city’s layout.
aquatic trolls loyal to the Zhentarim. Chasms within • It can cast the incendiary cloud or fire storm spells at will
(area L13), and Kesra Tanor’Thal (area L16). L1. Skull Island Skull Pool connect with the Underdark, and it is not without expending a spell slot.
Shradin can provide the location of each of these The entirety of Skull Island is taken up by a heavily uncommon for kuo-toa and aboleth to periodically Furthermore, it is always accompanied by 1d4+1 vassal
potential allies. fortified compound that headquarters the Zhentarim. emerge from these tunnels in hopes of doing busi- skulls (same statistics as a flameskull).
J Tas is short for Tasselgryn Velldarn, a mutual There are more than two hundred veterans stationed ness within Skullport.
friend to both Shradin and Halaster. She is an here at any time, supported by an equal number of L2. Open Market Vecnan blueprints that can be obtained from the
archmage of considerable power and runs the underlings and at least one archmage. Within the Zhentarim fortress on Skull Island. The fortress is
Poisoned Quill (area L12) in the Trade District. A walled compound can be found barracks, armories, This open-air market is surrounded by businesses
heavily guarded. As such, a character must make
little-known secret is that Tas has a teleportation and prisons as well as the infamous Tower of Seven and warehouses. It has a festive, almost circus-like
a successful DC 25 Dexterity (Stealth) check to
circle in her shop that can transport the char- Woes. This imposing structure is carved into a atmosphere, with hundreds of vendors all attempting
sneak into the compound and steal the blueprints.
acters anywhere they want within Waterdeep. massive stalactite that looks as if it pierces the to shout over one another. Kuo toa fetishes, drow
If the blueprints are successfully stolen and given to
However, so long as the Skulls live, the magic of southern end of the island. The Tower was once dedi- armor, zombie porters, and encaged flumphs (a
Zstulkk, then the yuan-ti agrees to aid the characters
the teleportation circle is suppressed cated to Loviatar, the Maiden of Pain, and used to mind flayer delicacy) are just some of the more
against the Skulls.
torture prisoners. It has since been repurposed and unusual items for sale within the market. A large,
flame-wreathed skull floats 50 feet above the market, L3. Mhaug’s Hogs
watching the commerce below while being orbited This ramshackle shop is run by the night hag,
by 1d4+1 smaller skulls. The larger skull is one of Mhaug. Her wares, animated zombies, dangle from
the thirteen Skulls of Skullport (see the The Thirteen the rafters. A quartet of zombies hanging from the
Skulls of Skullport sidebar for its statistics). store’s awning attempt to clumsily play music while
Snake Eyes. Zstulkk Ssarmn, a yuan-ti abom- sputtering out incomprehensible jingles. A zombie
ination who single-handedly runs the Iron Ring can be purchased for 50 gp. Larger, more exotic
consortium is a nigh permanent fixture within the zombies are also available for sale but stored at an
marketplace. The Iron Ring is currently comprised external location.
almost entirely of yuan-ti, and they are second only to Mhaug has the indefatigable happiness of someone
the Zhentarim in terms of slave trade. Zstulkk speaks living their best life. She is a natural merchant who
with soft sibilant hisses that are subtly hypnotic, so particularly enjoys her monthly “Grand Opening’’
that listeners find themselves subconsciously leaning sale. A secret that she keeps is that she can see
in whenever the yuan-ti talks. The cold-hearted slaver through the eyes of every zombie she has enchanted.
is a cunning and ruthless leader, willing to sacrifice The nosy hag is very likely to use this to spy on the
anything or anyone for a profit. If approached by the characters. Mhaug’s commercial success has been
characters, Zstulkk eyes the floating Skull nervously, largely due to the disappearance of Shradin. Because
suggesting that they hold their conversation in a of this, if she realizes that the necromancer has been
nearby alley. restored to his senses, she is likely to inform the
Like many in Skullport, Zstulkk resents the Vecnan Skulls.
occupation of Skullport. He would welcome a shift in
power but is reluctant to risk his own life. A bribe of
L4. Sewer Lair of the Skum Lord
50,000 gold is sufficient to earn his assistance. This A metal grate here lifts as easily as any door,
bribe can be reduced to 25,000 gold if the characters allowing access to a ladder that descends into the
make a successful DC 20 Charisma (Persuasion or city’s sewers. The ladder leads down hundreds of
Intimidation) check. Once bribed, Zstulkk promises feet before opening into a slimy underground grotto
that he will attack one of the Skulls at a day and time dominated by a stagnant pool. Within this pool can
of the characters’ choosing. be found the Skum Lord, a powerful aboleth, tended
by twenty skum (appendix B) servitors. The Skum
Alternatively, the characters can earn Zstulkk’s Lord owns close to thirty percent of the buildings in
assistance by completing a quest. The yuan-ti wants Skullport and uses its small army of skum to collect
to set up his own laboratories for the creation of
artificial life. To accomplish this task, he needs
124 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 125
power but is reluctant to risk its own life. A bribe of The Raging Bull. The luxurious inn is located near
50,000 gold is sufficient to earn its assistance. This a landmark known as the Raging Bull. The Raging
bribe can be reduced to 25,000 gold if the characters Bull is a caged minotaur who has been imprisoned
make a successful DC 20 Charisma (Persuasion or for years. Kept alive by magic, it has long since
Intimidation) check. Once bribed, Misker promises descended into madness and bellows loudly at all
that it will attack one of the Skulls at a day and time hours, attacking anyone that approaches its cage. A
of the characters’ choosing. pair of brave, enterprising goblin twins, Nyk and Nok,
If the characters mention Misker’s ancient rival, make a living by harvesting and selling the unusual
Xanathar, the beholder becomes visibly excited. mushrooms that grow in the minotaur’s manure.
Misker is willing to trade its aid for the location of
Xanathar’s former lair, the recovered ledger, and Skullport, Central Level
everything the characters know regarding Xanathar.
If the characters are carrying Sylgar, Misker tries to The Central City map shows the general layout.
convince them to give it the goldfish. Even if the char- L9. The Bat’s Roost
acters are forthcoming and accommodating, the para-
This leaning two-story building is made from crum-
noid Misker accuses them of holding back informa-
bling stone and damp, rotted wood. It reeks of bat
tion. These hostilities can be defused by a successful
guano. Within is a bar that serves wretched, over-
DC 15 Wisdom (Persuasion) check. If successful, the
priced drinks. Despite this, the Bat’s Roost is a
pirate tyrant pledges its aid; otherwise, it kicks them
popular establishment due to its trained bat fights.
out of its home.
L6. The Crowing Cockatrice L10. The Mortar and Pestle
Run by Ruuth, a willowy human mage who was once
This squalid inn is emblematic of the many other
an agent of the Harpers, this shop specializes in the
impoverished taverns scattered throughout the Port
sale of rare spell components. Ruuth also sells up to
District. It is run by a former scullery cook, “Slop”
5th-level spell scrolls. If the characters demonstrate
Gallowshank, and his ghost barmaid, Setana. The
that they are of good alignment, then Ruuth is quick
Cockatrice’s food is barely edible, and its straw beds
rent every tenday. Those that cannot pay are dragged Wisdom (Survival) check to successfully track down to befriend them, offering them a scroll of protection
are infested with bed bugs. Sleeping and dining here
into the depths of the sewers, where they are horrifi- the elusive cultists. Ridding the sewers of the cultists, and two potions of fire resistance in aid.
is an excellent way to preserve anonymity (as well
cally transformed into skum. one way or another, earns the aid of the Skum Lord. as save money, costing only a handful of copper); L11. The Waterclock
The Skum Lord is willing to speak with the char- L5. Misker’s Manse however, it is an insufferable experience. This massive landmark is critical to the commercial
acters, although such interactions are dangerous,
as it shamelessly attempts to enslave whichever
Misker is an ancient beholder who has outlived most L7. Clockwork Wonders viability of Skullport. Its massive mechanism is built
of its kin. Its hide is dulled and cracked, and its eyes into a huge stalactite. It not only tells the hour of
character seems the most weak-willed. Like many This workshop is the home of two married gnome
are milky and astigmatic. The beholder wears black the day, but also keeps track of days, tendays, and
in Skullport, the Skum Lord resents the Vecnan artificers, Tykkyl and Tohkkal Burrwarden. Their
eye patches over two of its eyestalks, underneath months. It requires continual maintenance, which is
occupation of Skullport. It would welcome a shift in claim to fame is the massive waterclock that hangs
which lies eyes with unique abilities. provided by dozens of former priests of Gond, the god
power but is reluctant to risk its own life. A bribe of above the Trade Lanes (area L11). The gnomes
Years ago, Misker was driven into hiding by of craft, smithing, and inventiveness.
50,000 gold is sufficient to earn its assistance. This specialize in clocks and can make gorgeous clocks of
bribe can be reduced to 25,000 gold if the characters Xanathar. With the disappearance of the Eye Tyrant, any size that measure time with astonishing preci- The clock magically reflects any magic that is
make a successful DC 20 Charisma (Persuasion or however, Misker’s smuggling operations have flour- sion. Their recent passion, however, is prosthetic directed towards it. It also has hundreds of traps
Intimidation) check. Once bribed, the Skum Lord ished. The beholder is known for creating complex, limbs. Such limbs cost between 2,000 and 5,000 gp; designed to dismember or kill anyone foolish enough
promises that it will attack one of the Skulls at a day self-perpetuating trade chains. Although it has however, they function perfectly as long as they are to tamper with it. Finally, there is always at least one
and time of the characters’ choosing. warehouses throughout Skullport, it can most often oiled and wound daily. Characters that purchase an Skull within sight of the waterclock, who will attack
be found within its heavily trapped mansion in the artificial limb can request add-ons such as increased anyone seen disturbing it.
Alternatively, the characters can earn the Skum
heart of the Trade District. A tribe of fifty kobolds durability or spring-loaded weapons, although doing
Lord’s assistance by completing a quest. The
live within the mansion, maintaining the traps and
L12. The Poisoned Quill
so increases the price of the prosthetic.
aboleth’s kingdom has been plagued by an overflow of This squalid, one-story shack smells of moldy
worshiping Misker.
trash and sewage. It is willing to aid the characters if L8. The Deepfires parchment. It is the home and shop of Tasselgryn
they put an end to this problem. This problem stems If the characters visit the beholder’s abode, it is Velldarn. “Tas” is an elderly archmage who works
The Deepfires is a luxury high-priced inn that caters
from the recent excursions of a band of ten cultists of willing to meet with them in a large, opulent chamber as a counterfeiter, producing nearly any document
to wealthy clientele. It provides gourmet meals,
Malar (werewolves) who have been hunting otyughs filled with statues of groveling kobolds. Negotiating or writ required of her. Her secret is that she was
heated baths, and feather beds all for the cost of 20
within the sewers. As the otyughs continue to die, with Misker is a perilous endeavor, as the paranoid good friends with Halaster Blackcloak before he was
gp a night. The inn is private and well protected. The
the trash that they once consumed has been piling beholder suspects the characters are up to foul forced to relocate Undermountain. She is delighted
owner of the bar, Vhondryl, and her partner, Raella
up. Characters who search the sewers can find the play and tries continuously to catch them in lies. to hear that the Mad Mage is still alive. Upon
Hiess, also dabble in alchemy and can brew any
dead otyughs with a successful DC 20 Intelligence Like many in Skullport, Misker resents the Vecnan receiving such good news, she invites the characters
potion or poison from the Dungeon Master’s Guide
(Investigation) check. They can then attempt a DC 20 occupation of Skullport. It would welcome a shift in to sit with her for tea and gossip.
within a day’s time.
126 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 127
Like many in Skullport, Tas resents the Vecnan
occupation of Skullport. She would welcome a shift
Murderous Mimicry. Alternatively, the charac-
ters can earn Sangalor’s assistance by completing a Skullport, Upper Level monstrous proportion lair within the refuge, spin-
ning multihued tapestries of spider silk to shelter the
in power and is happy to assist the characters in an quest. The mind flayer has been paid to investigate The Upper City map shows the general layout. garrison from prying eyes. These webs have been
assault against the Skulls. Once the characters are some mysterious murders that have happened over specially treated so that they are immune to flames. It
successful in such an assault, she promises to use the last month within the Heart District. Over half a L14. The Maedar’s Widow is from here that the drow supervise Skullport’s trade
her teleportation circle spell to secretly transport dozen victims with no apparent connection have been This upscale shop is run by the medusa, Morganis with the denizens of the Underdark.
them into Waterdeep. found crushed along the streets, seemingly thrown Andropoea. Morganis purchases artificially acceler- Within Tanor’Thal can be found Kesra Tanor’Thal.
off one of the district’s many catwalks. The murderer ated organisms from the Zhentarim, costumes and
L13. Sangalor’s Home is an ancient mimic who has taken the shape of a
Kesra is a drow priestess who rules over the drow
equips them, poses them as needed, and then petri- of Skullport. She is remarkably young for a drow
This home resembles a huge nautilus shell, adorned forty-foot-long catwalk. The ancient mimic has the fies them. Although most of her clientele are wealthy of such influence. Her orange eyes are flecked with
with stained glass windows. It is richly appointed statistics of a mimic with the following changes: nobles from Waterdeep, Morganis is willing to ship gold, and she has a small spider-shaped birthmark on
with expensive, alien-looking furniture. Hundreds of her “sculptures” anywhere in the Realms.
books are strewn everywhere. J Its size is Gargantuan. the back of her left hand. Both traits are said to indi-
L15. The Worm’s Gullet cate divine favor. She is a haughty and headstrong
Sangalor is a lawful neutral mind flayer whose J It has 200 hit points.
free spirit who, despite her meteoric rise to power,
trade is finding out secrets for high paying clientele. J Its Adhesive trait requires a DC 18 check to The Worm’s Gullet is named for the giant purple
still feels as if she is destined for greater things. She
It is soft-spoken and sagely and typically wears dark escape from. worm that was hollowed out and petrified. Its most
deigns to speak with any characters who identify as
purple robes embroidered with cryptic runes. It is recent owner is the legendary halfling gourmand
easy to converse with the illithid although the natu-
J Its Pseudopod action is replaced with the and chef, Smallfry. Smallfry is known for his 700 gp
male. Instead, she assumes that any characters who
following action: identify as female are the leaders of the party.
rally curious creature could talk for days if allowed to. 7 course feasts, all of which take place within the
Like many in Skullport, Sangalor resents the Vecnan Pseudopod. Melee Weapon Attack: +10 to hit, reach 10 expensively decorated interior of the purple worm. Like many in Skullport, Kesra resents the Vecnan
ft., one target. Hit: 19 (3d8+6) bludgeoning damage. These feasts are never the same and feature exotic occupation of Skullport. She would welcome a
occupation of Skullport. It would welcome a shift in If the ancient mimic is in object form, the target is
dishes such as poached cockatrice chicks encased in shift in power but is reluctant to risk her own life. A
power but is reluctant to risk its own life. A bribe of subjected to its Adhesive trait.
an immature gelatinous cube or boiled hook horror bribe of 50,000 gold is sufficient to earn her assis-
50,000 gold is sufficient to earn its assistance. This
J It gains the following actions: clam bakes. tance. This bribe can be reduced to 25,000 gold if
bribe can be reduced to 25,000 gold if the characters
Multiattack. The mimic makes five Pseudopod the characters make a successful DC 20 Charisma
make a successful DC 20 Charisma (Persuasion or attacks. L16. Tanor’Thal Refuge (Persuasion or Intimidation) check. Once bribed,
Intimidation) check. Once bribed, Sangalor promises The ancient mimic is a cautious murderer, only The drow elves of Skullport live within Tanor’Thal Kesra promises that she will attack one of the Skulls
that it will attack one of the Skulls at a day and time attacking if it thinks that a character is alone. If the Refuge, a sinister stronghold shaped like an obese at a day and time of the characters’ choosing.
of the characters’ choosing. mimic is found and slain, Sangalor pledges its assis- spider clinging to the ceiling of the cavern. Spiders of
tance to the characters.
128 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 129
Tower of Ahghairon seek his audience, you must make a proper sacrifice.”
Killing any living creature within 20 feet of this door
As promised, the characters are transported directly is a sufficient sacrifice. If the door is opened without
to the Tower of Ahghairon. making a sacrifice, the character who opens the door
must make a successful DC 18 Wisdom saving throw
Ahghairon’s Tower is a plain, slender stone pinnacle or become cursed to fail their next three death saving
with few windows. It stands roughly 50 feet tall and throws. This curse can only be removed by a greater
has a conical roof. The area around it is clear of restoration or wish spell.
debris or vegetation. The square within which the
tower stands is guarded by an archmage (marked Silver Door. The second door is made from silver
M on the map), two champions (marked C on the and has hundreds of sigils carved into it. Amidst the
map; appendix B), a war priest (marked P on the sigils is the phrase, “Vecna is the Lord of Magic. If
map; appendix B), and a warlord (marked W on the you would seek his audience, you must prove your
map; appendix B). However, if the characters have worth.” Any character who makes a successful DC
recruited Jarlaxle to assault Waterdeep, then these 10 Intelligence (Arcana) check discerns that the door
guards have been restationed to the Dock Ward. is magically trapped. Moreover, they discern that the
trap can be disarmed by expending an 8th or 9th level
Ten feet from the tower are a series of invisible, spell slot or completing an arcane ritual that requires
permanent magical wards that hinder intrusion. a successful DC 25 Intelligence (Arcana) check to
These wards replicate the effects of the force cage, complete. If a character fails this ritual or opens the
Alternatively, the characters can earn Kesra’s prismatic sphere, and time stop spells. Any guards door without disarming the trap, a blast of energy
assistance by completing a quest. The drow priestess know the location of these wards and, in battle, try to erupts 60 feet into the corridor, spreading around
has been considering trying to muscle in on Misker’s Take note of how many Skulls are being attacked trick the characters into walking into them. corners. All creatures in the blast must succeed on
smuggling business. As such, she would like the by the characters and their allies. From this you If a character with Halaster’s golden key a DC 18 Intelligence saving throw or be illuminated
characters to investigate each of the beholder’s can determine how many of the thirteen Skulls approaches the front of the tower, the force cage by a purple light that gives them disadvantage on
three primary warehouses and report back on their are unimpeded. Every two rounds after the start of effect warps, creating a five-foot-wide passage leading Stealth checks , prevents them from turning invisible,
layout and defenses. Doing this effectively requires a combat, one of these remaining Skulls teleports, to the tower’s unadorned, wooden door. The door is and imposes vulnerability to force damage. These
successful DC 25 Intelligence (Investigation) check. along with its vassal skulls, to a random fight to aid unlocked and leads into area M1. effects can be removed by a dispel magic spell or by
Failing this check by more than 15 means that the one of its kin. If two additional skulls teleport to any
M1. Forty-Eight Divine Desecrations completing a long rest.
characters are caught, earning the ire of the Pirate of the NPCs, then that NPC is overwhelmed and
Tyrant. If the characters successfully scout out the slain, managing to only kill one of the Skulls and A door of bleached bone bars further entry to the Gold Door. The third door is made from gold and
warehouses, Kesra pledges her aid. reduce the others to half of their hit points. The two tower. Etched into the door are forty eight blasphe- has a skull carved into it. Beneath the skull is the
surviving Skulls teleport together to a random battle mous phrases, each one a debasement of one of the phrase, “Vecna is the Lord of Secrets. If you would
Battle Against the Skulls thereafter. Realms’ major deities. Any character who makes
a successful DC 10 Intelligence (Religion) check
seek his audience, you must share your greatest
secret.” If a character shares aloud their greatest
The Skulls are rarely together and at most times of
the day are separately patrolling Skullport. As such,
Departing Skullport realizes that the door is cursed and opening it will
inflict divine damnation. They also realize that the
secret, then they can open the door safely. Otherwise,
they must make a successful DC 18 Charisma saving
it is easy enough to plan a coordinated ambush. Such The defeat of the Skulls dramatically shifts the power curse can be removed by reciting a prayer to each of throw or have all of their secrets telepathically
coordination is made possible by the massive water- structure within Skullport. The Skulls were despised the offending deities. Reciting all forty eight prayers revealed to all creatures within half a mile. If this
clock (area L11) that dominates the Trade District. by most of the city’s residents. Because of this the correctly requires a successful DC 20 (Intelligence) occurs then all of the tower’s occupants are aware of
There is always a Skull overseeing commerce in the characters are heralded as heroes. The Zhentarim Religion check. If the door is opened without reciting the character’s arrival.
open market (see area L2 for statistics). Shradin retreat to Skull Island, collapsing the Murkspan these prayers, every creature within 10 feet of the M3. Arcanus Fundare
suggests that the characters ambush this Skull at the Bridge as they do so. Over the next few months, the door must make a DC 18 Constitution saving throw, Upon entrance it is immediately apparent that the
appointed hour. remaining factions secretly wage war against one taking 10d10 necrotic damage on a failed save, or tower’s interior vastly exceeds its exterior circumfer-
Once the characters initiate their attack, the market another in hopes of laying claim to Skullport. Unless half as much damage on a successful one. ence. The entrance chamber is a huge library with
plunges into chaos. Within two rounds most of the the characters intervene, Shradin is destined to come If anyone casts mage hand in this room, or towering, thirty-foot-tall bookshelves. A pair of ghostly
area has been evacuated, although twenty onlookers out on top. anywhere else in the tower, it turns into a living spell hands float near the ceiling. In the northeast corner
remain, watching the conflict from a cautious Tas is true to her word and willingly teleports the (Bigby’s hand – appendix B) and attacks the caster. of the room is a raised, carpeted floor upon which is a
distance. Every round thereafter 1d6 Zhentarim characters to Waterdeep. She can teleport them lectern. The lectern holds a large, open book. Seated
veterans join the fray. These reinforcements can be anywhere within the city but suggests that they
M2. The Threefold Sacrifice
at nearby desks are two arcanaloths (marked A on
frightened away by a successful DC 15 Charisma teleport directly to the Tower of Ahghairon so that Three doors, one immediately after the other, bar the map) and an ultroloth (marked U on the map).
(Intimidation) check. Alternatively, the onlookers can they might bypass any guards or sentries stationed further progress into the tower’s interior. If the characters have recruited Halaster to assault
be bribed with 100 gp or coerced with a successful throughout the city. If Tas was defeated during the Bronze Door. The first door is made from bronze Waterdeep, then one of these arcanaloths has left
DC 15 Charisma (Persuasion) check to fend off rein- battle with the Skulls, then Shradin or one of the and has the symbol of Vecna, an eye in the palm of to fight the archmage. A frowning nycaloth towers
forcements. All reinforcements immediately flee to other surviving NPCs can transport the characters to a left hand, carved into it. Beneath the symbol is the between them (marked N on the map). The only
Skull Island if the characters kill one of the Skulls. the Tower of Ahghairon. phrase, “Vecna is the Lord of Death. If you would obvious exit from the room is a door to the north.
130 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 131
The yugoloths are the tower’s most recent care- bookshelves hold hundreds of sealed ceramic urns uses an action to release Bigby’s hand (marked H down elusive “ultra rares.” If given the opportunity
takers. The arcanaloths are hospitable and curious, that hold living spells within them. The living spells on the map) and blade of disaster (marked D on the he questions the characters about their magic items,
immediately welcoming the characters while giving are made from flickering, ephemeral energy and lose map) living spells (appendix B), ordering them to fawning over anything unusual. After questioning
them a tour of the lower floor. The nycaloth is violent their life if removed from this chamber. attack the characters. It can release one living spell the characters, Zender tries to get them to trade
and impatient and has a 10% cumulative chance any The Book of Keeping. The lectern holds a copy of its choice on each of its turns, using its action. The items, offering to swap magical items of compara-
given minute of blowing up and attacking the charac- of the Book of Keeping (marked BoK on the map). nycaloth hefts the nearest table. While holding a table tive rarity for one another. Zender can retrieve any
ters. The ultroloth remains a dispassionate observer, This flesh-bound tome is warm to the touch and the nycaloth has three quarters cover. It can also take magical item that the DM deems appropriate from
although it (as well as the arcanaloths) assists the holds the true names of thousands of yugoloths. the following action in lieu of a Greataxe attack: an extra-dimensional magical space and stores any
nycaloth should combat ensue. Knowledge of a yugoloth’s true name grants power Table Flip. Melee or Ranged Weapon Attack: +9 to hit, retrieved items in the same extra-dimensional space.
Books and Books and Books. The bookshelves over it. The book can be recognized for what it is reach 5 ft. or range 30/60 ft., all creatures within a Zender is an expert at crafting magical items and
contain thousands of spellbooks. Collectively these with a successful DC 15 Intelligence (Arcana) check. 5 foot by 10 foot area. Hit: 19 (4d6 + 5) bludgeoning is excited to show the characters his various work
damage.
tomes include every wizard’s spell from the Player’s A character can attempt to use an action to read the stations. He is particularly excited to talk with char-
Handbook, as well as any other supplements that the book and bind one of the yugoloths with a successful The door leads to area M4. Each of the four acters that have crafting proficiencies. In addition
DM might wish to include. There are also thousands DC 20 Intelligence (Arcana) check. Any yugoloth windows looks out upon the bubbling volcanic peaks to details regarding his work stations, Zender can
of ancient books on the fundamentals of arcane bound in this way is forced to follow the charac- of Gehenna. Any creature that touches a window reveal the following information:
magic. A wizard who spends sufficient time studying ter’s commands, although the yugoloth resents the can choose to teleport to Khalas, the first layer of
these books can, at the DM’s discretion, attempt to control and attempts, whenever possible, to interpret Gehenna. J Vecna has been seeking a set of artifacts referred
create their own spell. Also tucked within the book- commands in a way that subverts the character’s M4. Lower Ebon Hall to as the Nether Scrolls.
shelves are a manual of bodily health, a manual of intent. A character can control only one yugoloth at a
The smooth ebony floor of this hallway is made J The Nether Scrolls consist of five chapters.
gainful exercise, a manual of quickness of action, time.
from petrified black pudding that undulates slightly The first chapter is Arcanus Fundare, or the
three tomes of clear thought, a tome of leadership Battle! If the yugoloths see the characters exam- as if trying to break free from its imprisonment. Foundations of Magic. The second chapter is
and influence, three tomes of the stilled tongue, and ining the Book of Keeping too closely, they attack To the west is a spiral staircase that leads up to Magicus Creare, and deals with the creation of
a tome of understanding. Few of the library’s books immediately. They also attack if the characters area M5. To the east is an ornate candelabra set magic items. The third chapter is Major Creare
are labeled; however, the spectral hands can be attempt to open the northern door. In the event of a beside a summoning circle. The candelabra has and deals with the creation of constructs. The
commanded to fetch any specific tome. The western fight, the ultroloth teleports to the ceramic urns and fourteen candles in total, one for each creature fourth chapter is Planus Mechanus, or the Study
type (Aberration, Beast, etc). A successful DC 15 of the Planes. The last chapter is Ars Factum and
Intelligence (Arcana) check discerns that if a specific deals with the study of artifacts.
candle is lit, then a character can attempt a ritual J Each of the first five floors of the tower are dedi-
to summon any creature of the designated type that cated to one of these five chapters.
is CR 2 or lower. Completing the ritual requires a
successful DC 20 Intelligence (Arcana) check. In the J Zender can share details regarding the first and
event of a failure, the character takes 3d6 psychic second floor of the tower, but has never been to
damage and the summoned creature is hostile to any of the other floors.
the character. In the event of a success, the creature Zender’s true name is not within the Book of
follows the character’s commands before disap- Keeping. The yugoloth attacks any characters he
pearing in a puff of smoke one hour later. There can thinks are trying to steal or damage his items.
only be one summoned creature at any given time.
The display cabinet (marked C on the map) holds
M5. Upper Ebon Hall a brazier of commanding fire elementals, a gem of
Like the lower hall, the floor here is made from brightness, a ring of the ram, and a staff of healing.
petrified black pudding. A spiral staircase to the west These items are sealed behind a permanent wall of
leads down to area M4, whereas a spiral staircase force spell. These items have been crafted by Zender
to the east leads up to area M12. An imposing set of and are intricately connected to his life force. If he
double doors leads to area M6. dies or is banished to Gehenna, the items turn to
dust. If Zender fights within this chamber, the items
M6. Magicus Creare help him in the following way:
This vast chamber has a high, vaulted ceiling. Sturdy Brazier of Commanding Fire Elementals. On initia-
wooden doors lead to the east, south, and west. A tive count 20 (losing ties), the brazier summons
display case hangs from the east wall. The room is a fire elemental. The fire elemental immediately
occupied by an ultroloth who goes by the name of attacks the characters, and on subsequent rounds
Zender (marked Z on the map). takes its turn on initiative count 20. If the fire
Zender is initially friendly to the characters unless elemental is reduced to 0 hit points, the brazier
they are accompanied by an enslaved yugoloth. summons a new fire elemental on the next initiative
He is a passionate collector of magical items who count 20.
is always looking to “complete his sets” and hunt
132 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 133
Gem of Brightness. On initiative count 15 (losing M8. Armor Storage If the characters have played Rise Of Vecna and one
ties), the gem shoots a beam of light at a creature The “Ultra Rare” Ebony Water Lily of them wields Zespara’s perfect blade, Zespara is
This room is filled with dozens of suits of armor.
of Zender’s choosing. That character must succeed If the characters have Oliviér Fight with them (from the fascinated by the smithy. She implores the charac-
Each suit of armor has some sort of historical signifi-
on a DC 15 Constitution saving throw or become “Don’t Hate the Player” random encounter presented ters to let her speak with Zender. Zender, in turn, is
in chapter 4 of Rise Of Vecna), his love for Arcana the cance that Zender is willing to share with the charac-
blinded for 1 minute. The character can repeat the curious about Zespara and seeks to learn from her.
Conclave soon becomes apparent to Zender who is also an ters. In addition to these nonmagical suits of armor,
saving throw at the end of each of its turns, ending If the characters indulge this exchange for an hour,
avid player. If they get to talking, Oliviér might reveal he has there is mithril ring mail, adamantine plate armor,
the effect on itself on a success. an extremely rare card in his possession, sought after by then Zender agrees to apply his forging techniques to
elven chain, leather armor of resistance (necrotic),
Ring of the Ram. On initiative count 10 (losing ties), collectors far and wide: the Ebony Water Lily. The card is in and armor of invulnerability. Zespara’s perfect blade, granting it the properties of
the ring projects a spectral ram’s head that attacks near mint condition and Zender is willing to trade almost a vorpal sword. This forging process takes an addi-
anything to obtain it, at your discretion. Any character that examines the magical suits of tional hour.
a creature of Zender’s choosing. The ram’s head
armor and makes a successful DC 18 Intelligence
makes an attack roll with a +7 bonus. On a hit, the
(Investigation) check notices that they are engraved M11. Alchemy Lab
creature takes 3d10 force damage and is pushed
If the characters enter the room without Zender, with a small sigil. If asked, Zender informs the char- This chamber is filled with alchemical equipment. A
10 feet away from the display case.
then the magical weapons animate and attack acters that the sigil is a failsafe requested by Vecna trough along the eastern wall contains a randomly
Staff of Healing. On initiative count 5 (losing ties), (marked W on the map). For convenience use the that allows the archlich to make any of these suits of determined potion weird (marked P on the map;
the staff heals Zender for 3d8 + 9 hit points. statistics of a flying sword, adjusting the damage armor explode upon command. An exploding suit of see the “Potion Weirds” sidebar). The potion weird
M7. Weapon Storage type as necessary. Any weapon that is reduced to armor is completely destroyed. It deals 10d10 force attacks if disturbed.
0 hit points is broken and no longer useful. A char- damage to anyone wearing it, and 5d10 force damage
This room is filled with hundreds of weapons. Each
acter can attempt to grab an item by making an to anyone carrying it. Potion Weirds
weapon has some sort of historical significance that A potion weird is created when an alchemist fuses a water
opposed Grapple check. If successful the character M9. R&D
Zander is willing to share with the characters. In weird with a magical potion. The magical potion mutates
manages to subdue the weapon, rendering it inert the weird in the following ways:
addition to these nonmagical weapons, there is a The room itself has two crafting tables. Shelves along
and nonmagical. Once this happens all remaining
spear of slaying (construct), a dagger of warning, a the eastern wall hold hundreds of scrolls. These d6 Potion
weapons lose their enchantments, dropping to the
dragonslayer longsword, a +2 halberd, and a holy scrolls contain the formulas for crafting any common, Potion of Fire Breath. As a bonus action the potion
floor as nonmagical weapons.
avenger greatsword. uncommon, or rare magical item from the Dungeon weird can exhale fire at a target within 30 feet of
1 it. The target must make a DC 13 Dexterity saving
Master’s Guide. Shelves along the western wall hold throw, taking 4d6 fire damage on a failed save, or
100,000 gold pieces worth of crafting supplies. For half as much damage on a successful one.
details on crafting magical items see chapter 6 in the Potion of Giant Strength. The potion weird has a
2 strength of 25 (+7).
Dungeon Master’s Guide.
A strange machine sits on one of the tables (marked Potion of Healing. The potion weird regains 4d4+4
3 hit points at the start of each of its turns, provided
M on the map). The machine has a small display it has at least 1 hit point.
window, a lever, and a chute. If a character pulls the
Potion of Heroism. The potion weird has 10
lever, a card is randomly selected from a deck of temporary hit points. Whenever the weird makes
many things and displayed in the window. The effect 4 an attack roll or a saving throw, it can roll a d4 and
add the number rolled to the attack roll or saving
of the card is resolved, and then a randomly selected throw.
magic item from Table C in the Dungeon Master’s
5 Potion of Invulnerability. The potion weird has
Guide is dispensed through the chute. A character resistance to all damage.
may use this machine once every thirty days. The
6 Potion of Poison. The potion weird’s Constrict
deck of many things and dispensed magical items attack does an additional 3d6 poison damage.
exist within an extradimensional space and cannot
be found if the machine is broken open. Zender is
particularly proud of this contraption and allows each A table in the center of the room contains an
character to pull the lever, if they are so inclined. unusual machine built from beakers, tubes, and
pipettes. If a magical potion is poured into the
M10. Smithy contraption, it flows through the machine, changing
This room is a fully stocked smithy. The forge, which in color, consistency, and enchantment. Any
smells like flowers, can be used to craft magical legendary potion is transformed into a randomly
weapons and armor. Any character who is proficient determined very rare potion. Any very rare potion is
with smith’s tools can attempt a DC 25 Strength transformed into a randomly determined rare potion.
check to fix any broken weapon from area M7. Only Any rare potion is transformed into a randomly deter-
one such attempt can be made for each weapon. mined uncommon potion. Any uncommon potion is
Similarly, a character who is proficient in smith’s turned into a common potion. Any common potion
tools can attempt a DC 15 Dexterity check to remove turns into pungent, multi-colored vinegar. Zender is
Vecna’s sigil from a suit of armor. happy to show the characters how the device works,
as well as allow them to use it.
134 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 135
M12. Major Creare, Lower Level opened (or wedged shut) with a successful DC 20 First Round. Four magen and Jarlaxle. Phesteus is accompanied by Miniamat (appendix B),
Dexterity check made using thieves’ tools, although a Second Round. Five magen and Xanathar. an experimental, miniaturized clone of Tiamat. Both
This large room is filled with intricate machinery that
failed check triggers a shrieking alarm accompanied Phesteus and Miniamat fight to the death.
beeps and hums loudly. In the center of the room is Third Round. Six magen and Halaster.
by flashing red strobe lights (see below for the effect A glowing red portal is visible at the eastern end of
a raised platform of copper grating. The platform Fourth Round. Seven magen and the elder brain.
of an alarm). The vats have AC 13 and 20 hit points. the room. Stepping through the portal transports the
is 5 feet off the ground and can be accessed by a
Destroying a vat also sets off an alarm. Subsequent Rounds. Six magen. characters to area M14.
variety of staircases. On the platform are dozens of
vats made from tinted glass. Large machines line The mechanical eyes have AC 10, 1 hit point, a fly A character proficient in tinker tools can access
speed of 40, and truesight 40 feet. Anytime a char-
M14. Planus Mechanus
the walls of the room, and smaller consoles can be one of the consoles to try to prevent the vats from
acter enters the room or begins their turn in the This area is a pocket of stability that resides within
seen on the platform. A dozen glowing mechanical opening. To succeed they must make an opposed
room, they must make a successful DC 20 Dexterity the Ethereal Plane (For details on the various planes
eyeballs fly in a random pattern throughout the Intelligence check against Phesteus. If successful, the
(Stealth) check or be detected by the eyes, triggering of existence as well as their planar effects see chapter
chamber. vats cannot open until the character’s next turn.
a shrieking alarm accompanied by flashing red strobe 2 of the Dungeon Master’s Guide). The ground is
A Dark Menagerie. There are forty Medium sized There are two stone staircases that lead twenty feet made of exotic, green stone harvested from the
lights. Damaging an eye also sets off an alarm.
vats, all of which hold a slumbering demos magen up to area M13. The staircases end in metallic doors living crust of the Plane of Earth. Glowing geometric
(appendix B). There are eight Large sized vats. One Red Alert! An alarm immediately alerts Phesteus that are magnetically sealed. The doors have AC 20, shapes have been etched into the stone floor. A
of these contains an artificially accelerated organism (area M13; marked P on the map; appendix B) to the 50 hit points, and immunity to poison and psychic dozen floating, prismatic portals drift aimlessly
clone of Jarlaxle (appendix B), and the others contain characters’ arrival. The gnome artificer, in his space damage. Damaging a door triggers an alarm. about. The edges of the area are obscured by roiling
partially formed clones of the characters as well armor, can be seen through a window in the eastern
as NPCs that the characters have interacted with. wall. This window is made from specially constructed M13. Major Creare, Upper Level mist. Scattered throughout the mist are curtains of
vaporous color. In the center of the room is a twen-
There are three Huge sized vats that contain clones glassteel and is functionally equivalent to a wall of Beyond the magnetically sealed doors is a laboratory
ty-foot tall attractive, well-muscled humanoid with
of Halaster and Xanathar (appendix B), as well as force spell. Each round Phesteus taunts the char- that holds a collection of inert golems manufac-
blue skin and dark eyes (marked V on the map). The
the partially complete clone of a five-headed dragon. acters through an intercom while activating clones. tured from unusual materials such as mithral and
humanoid wears airy, shimmering silks and a feath-
There are two Gargantuan sized vats. One of them These clones attack the characters once released razorvine. This area is the workshop of Phesteus
ered helmet. Circling overhead is a white-feathered
holds an incomplete clone of Vecna. The other from their vats. (appendix B), a master artificer in service of Vecna.
roc (marked R on the map).
contains an elder brain (appendix B). A vat can be
136 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 137
The humanoid is Vol’kra, Breacher of Worlds and
Portal Effects
Maker of Ways, a Neutral Evil empyrean who will-
d6 Effect
ingly crafts portals for Vecna. He has the following
actions instead of the Maul and Bolt actions: A storm of thoughts, known as a psychic wind,
blasts the characters from the Astral Plane.
Gravelight Blade. Melee Weapon Attack: +17 to hit, reach 1 Each character must make a successful DC 18
10 ft., one target. Hit: 31 (6d6 + 10) slashing damage. Intelligence saving throw or suffer a random effect
If the target is a creature, it must also make a DC 20 from the Psychic Wind Effects table in the Dungeon
Master’s Guide.
Constitution saving throw. On a failed save, the target
takes 22 (4d10) necrotic damage, and until the end of Glimmering mist drifts from the Feywild,
its next turn, it sheds bright light out to a radius of 30 enveloping the characters. Each character must
2 make a successful DC 18 Wisdom saving throw or
feet and dim light for an additional 30 feet. This light is experience memory loss, forgetting the events of
gravelight. On a successful save, the target takes half as the last 1d10 days.
much necrotic damage and doesn’t shed light. A conflagration of flame erupts from the Elemental
Gravelight Bolt. Ranged Spell Attack: +15 to hit, range 60 Plane of Fire. Each character must make a DC 18
ft., up to two creatures. Hit: 22 (4d10) necrotic damage 3 Dexterity saving throw. A character takes 42 (12d6)
and the target must make a DC 23 Constitution saving fire damage on a failed save, or half as much
damage on a successful one.
throw. On a failed save, the target takes 22 (4d10)
necrotic damage, and until the end of its next turn, it The characters are blasted by Pandemonium’s
sheds bright light out to a radius of 30 feet and dim incessant winds of madness. Each character must
make a successful DC 18 Wisdom saving throw
light for an additional 30 feet. This light is gravelight. 4 or gain one level of exhaustion. Any character of
On a successful save, the target takes half as much lawful alignment makes their saving throw with
necrotic damage and doesn’t shed light. disadvantage and, upon failure, gains two levels of
exhaustion.
A portal to another world briefly opens, releasing
Gravelight 5 1d4 flying horrors (appendix B) that attack the
Within this magical light, magical darkness is expunged, characters immediately.
and illusion and transmutation magic ceases to function. A portal to another world briefly opens, releasing
Such spells can’t be cast in the light and can’t manifest 6 a tsucora quori (appendix B) that attacks the
magical effects there. A creature also can’t change its shape characters immediately.
within the light, and if it is already in another shape when it The curtains of vaporous color are ethereal
enters the light, it immediately returns to its normal shape.
curtains (see the Dungeon Master’s Guide). Horrific
creatures such as floating skulls and spectral killers
To Vol’kra all “lesser” creatures look the same. can be seen floating through the ethereal curtains.
Because of this he assumes that the characters are
servants of Vecna and does not question their pres-
ence. Should the characters repeatedly act suspi- M15. Ars Factum A World of Mirrors. There are more than a thou-
sand mirrors lining the room, each of which is func-
ciously, however, the empyrean and his roc attack. This is a large circular chamber that is 60 feet in
tionally equivalent to a crystal ball. These mirrors are
There are a total of nine portals inscribed upon diameter. The walls and ceiling of the chamber are
Vol’kra’s mighty roc is known as used by the Eye to watch over the realms on behalf of
the floor. There is a portal attuned to each of the built out of mirrors of various shapes and sizes.
Argent the Soaring Avalanche its master. The Eye can use up to one hundred such
following locations: Astral Plane, Plane of Air, Plane On the northern side of the chamber, four circular
mirrors at a time and does not need to touch them
of Earth, Plane of Fire, Plane of Water, the Outlands, steps rise to a great black throne that appears to jut
to activate them. If a mirror is somehow removed
area M13, and area M15. The destination of a forward from a gigantic spider web that stretches
from the wall or ceiling, then it loses its enchant-
portal can be determined with a successful DC 15 across the entire wall. A massive mahogany table,
ments. Characters peering into the mirrors can see
Intelligence (Arcana) check. A portal can be activated with books and papers scattered across it, rests
brief glimpses of the War for Waterdeep unfolding.
with a successful DC 18 Intelligence (Arcana) check. before the throne. A glowing green portal in the
It should be apparent that although their allies are
Vol’kra carries with him a tome on planar construc- western wall leads to area M14. An archway in
fighting valiantly, they are losing the battle. If the
tion. Any character with the tome can figure out the the eastern wall opens into a staircase that winds
characters hope to turn the tide, they will need to find
details of the portals, including where they go and upwards to area M16.
and vanquish the archlich Vecna.
how to activate them, given an hour of careful study. Seated within the throne is the Eye (marked E on
Lost Notes. The books and papers scattered
The floating portals are not yet fully created and, the map; appendix B). Standing beside the throne is
across the table all deal with the creation of artifacts.
because of this, lead to a random destination. Such the Hand (marked H on the map; appendix B).
There are notes concerning the destruction of the
portals can lead to another location on Toril, a The Eye speaks to the characters telepathically Book of Exalted Deeds as well as instructions for
different world, any of the planes of existence, or even as they enter the room, each word squelching in how to craft replicas of the Wand of Orcus. Most of
to different points in time. their brains as if pulled forth from grasping mud. It the notes, however, deal with research regarding
Portal Combat. In combat, Vol’kra can activate declares, “Your coming has been foreseen just as something referred to as the Nether Scrolls as well
one of the embryonic portals. On initiative count 20 your fall is preordained.” At this point both golems as the construction of something referred to as the
(losing ties), Vol’kra activates a portal to trigger a attack, fighting loyally to the death. Soulmonger. Searching through these notes reveals
random effect from the Portal Effects table: the following details:
138 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 139
J The Nether Scrolls are a set of fifty scrolls that J The Soulmonger has recently been moved from This tree is a warped manifestation of the Nether M17. Paradise Lost
deal with fundamental magic theory. Two such the jungles of Chult to Castle Waterdeep. Scrolls recently acquired by Vecna. Any character
When Vecna first occupied the Tower of Ahghairon,
sets are known to exist, and they are rumored to J By studying the Nether Scrolls Vecna has recently that examines the tree closely notes tiny arcane runes
he unexpectedly discovered that the founding Lord of
bestow limitless magical knowledge to anyone figured out how to empower the Soulmonger to formed naturally into the bark, leaves, and roots of
Waterdeep still lived, ensconced within his tower in a
with the patience to study them. These scrolls serve as the lich’s phylactery. If Vecna fuses his the tree. If any character spends more than a minute
state of suspended animation. The Maimed Lord let
were the secret behind the Netheril empire. essence to the Soulmonger, he can begin a ritual attempting to study the runes, or touches any part
Ahghairon be just in case the slumbering archmage
J The second set of Nether Scrolls was trans- that takes four hours and will ultimately elevate of the tree, the tree animates and begins to attack
might one day prove useful. Recently, this patience
formed by the elves into a golden tree in which him to greater godhood. the characters. The tree has AC 11, 400 hit points,
was rewarded.
was perched a small silver bird and a snake with and vulnerability to bludgeoning damage. Killing
M16. Quess’ar’teranthvar either the cat or the raven removes 50 hit points from Because he is not native to Faerun, the Nether
golden, silver, and electrum scales. This tree was Scrolls have resisted Vecna’s attempt to master
known as Quess’Ar’Teranthvar, or the Golden The staircase from area M15 opens into a 60-foot the tree. On its turn, the tree intersperses five slam
attacks amongst all characters within the room. Its their knowledge. In response, the archlich fused
Grove of Hidden Knowledge. The elves could diameter chamber at the top of the tower. The Ahghairon with the scrolls so that the slumbering
study the leaves, bark and roots of this tree as ground is hard-packed dirt with patches of brittle, slam attacks are +13 to hit and inflict 20 (3d6 + 10)
bludgeoning damage. archmage could absorb their knowledge subcon-
easily as a human sage could read a scroll. drying grass that crunch underfoot. In the center sciously. Vecna then visits Ahghairon’s dreams in
of the room is an aged tree. Its canopy of drooping Each round of combat, on initiative count 20, 1d4
J A pile of notes makes it evident that the Eye has the guise of a student, coaxing the archmage into
branches hang over the entirety of the room. The revenants claw their way from the earth. The reve-
been using its mirrors for years to find the lost teaching him that subconsciously gained knowledge.
trunk of the tree looks to be made of bleached bone, nants have the appearance of previous adversaries
Nether Scrolls and that they were recently found The Dream. The characters are physically trans-
as do the tips of its twisting roots that can be seen that have been recently slain by the characters.
and recovered by Vecnan agents within the last ported into a dream world carefully crafted by the
occasionally sprouting from the earth. The tree’s The Dreamer. Once the tree has been reduced to
month. dark god Vecna. It takes the form of a beautiful park
white, gold-tinged leaves are warm to the touch 0 hit points, all remaining revenants collapse into a
J The Soulmonger is a device designed to devour and have the texture of dried, leathery flesh. Any pile of bones and dust. There is a drawn-out rending
with rolling hills, trickling streams, and inviting
the souls of the living. It feasted during a wave character who makes a successful DC 15 Wisdom benches. The warm, sunny air smells like fresh cut
noise as the trunk of the tree splits open, revealing
of catastrophes orchestrated by Vecna and then (Perception) check spots a skeletal bird (raven) and grass. Sitting in the grass is a younger, more vital
the emaciated frame of an aged male human. A
used these souls to provide a corporeal form for skeletal cat roosting within the tree’s uppermost version of Ahghairon, lecturing a group of ten dark-
successful DC 15 Intelligence (History) check
the Lord of Secrets. branches. robed students. Amongst the students is Vecna,
discerns that the figure is Ahghairon (archmage), the
posing as an older man missing his left eye and hand.
first Open Lord of Waterdeep. The figure’s eyes are
open but periodically twitch, as if dreaming. At this As master of this realm, Vecna immediately
point any character who touches either Ahghairon or senses the characters’ intrusion. The dark lord
the tree is transported to area M17. snarls, “Pretentious fools! Knowledge of the
Nether Scrolls is mine and mine alone!” At
this, the beautiful blue skies darken and turn red,
trembling with peals of angry thunder. The grass
smolders and burns away, revealing hell-blasted
stone beneath. The remaining nine students scream
as their flesh melts away and they transform into
dretches. Vecna begins to grow, unfurling batlike
wings that tear through his robes. With an abyssal
snarl he completes his transformation into a balor.
At this point Vecna and the dretches immediately
attack, determined to mercilessly eradicate the
characters.
Death is Only the Beginning. If a dretch is
reduced to 0 hit points, then on its turn a chasme
hatches from the demonic ichor left behind upon its
death and attacks the characters. If the chasme is
reduced to 0 hit points, then on its next turn its ichor
mutates into a glabrezu. Finally, should the glabrezu
be reduced to 0 hit points, then on its next turn its
remains transform into a marilith.
The Ally. Ahghairon is confused and aghast. On the
first round of combat, he attempts to cast a spell, but
the rock beneath his feet bubbles upwards, encasing
Ahghairon remains a potent
combatant in his own right the archmage in a cocoon of stone. The cocoon of
stone has AC 17 and 50 hit points. If the cocoon is
destroyed, then Ahghairon is freed but still confused.
140 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 14 THE WAR FOR WATERDEEP 141
CHAPTER 15
A successful DC 15 Charisma (Persuasion) check Any character that makes a successful DC 18
helps him break through the paralysis of indecision Wisdom (Perception) check notices Ahghairon on the
and assist the characters in battling Vecna. street buried under some rubble. Assuming he was
Developments. If any of the characters are wearing
armor from area M8, then Vecna uses an action to
alive at the time of Vecna’s defeat, the archmage is
stable but at 0 hit points. It takes a successful DC 20 The Rise or Fall of Vecna
Castle Waterdeep
make the armor explode. Otherwise Vecna focuses Strength (Athletics) check to and one round of effort The characters race to Castle Waterdeep, only to find it mag-
on melee attacks, hoping to eradicate the characters. free Ahghairon from the rubble. ically sealed. The characters must then possess the bodies of
nine trickster gods trapped within the castle’s dungeons and
Once Vecna is reduced to 0 hit points, the dream Battle in the Streets. The disembodied essence of The steep winding path leads all the way to the
use them to deactivate the castle’s forcefield. Once they have
ends and the characters are transported to area M18. Vecna simultaneously inhabits the nearby forms of done so, the characters rush to destroy Vecna’s phylactery, castle’s gates. With war waging throughout the city,
three walking statues (appendix B). The first statue
M18. Streets of Waterdeep lumbers into view two rounds after the characters
only to find it protected by the archlich Acererak. The char-
acters have an opportunity to turn Acererak against Vecna
there are no guards to be encountered. However,
With Vecna defeated inside his dream world, there an impenetrable shield of green energy surrounds
regain consciousness, threatening the characters before finally facing the Maimed Lord’s full and final wrath.
is an explosion of magical energy that destroys the the castle. The shield is immune to all damage and
with complete destruction. Another statue arrives cannot be penetrated by any magic such as teleport
Tower of Ahghairon. Much like Castle Avernus, the every two rounds thereafter until all three have
resulting rubble from the exploded tower remains or dimension door. As the characters attempt to
arrived. If the characters arranged for Jarlaxle to steal determine how to bypass the barrier, read or para-
frozen in place. This tower of floating rubble is the Dragonstaff of Ahghairon and for Tiamat to assist
a hundred feet high and eighty feet in diameter. phrase the following:
in the War for Waterdeep, then Klauth, an ancient
Characters can move through the rubble, hopping red dragon, swoops in briefly on round three, oblit-
from one stone to the next, with a successful DC 10 A high-pitched voice, like the cawing of a dying bird,
erating one of the statues with a devastating gout of echoes faintly in your thoughts. “He has tortured us
Strength (Athletics) check. Failing their check means dragonflame. for so long. Our time is drawing to an end. But we
that they fall to the streets below. The rubble counts can sense your presence, it glows strong and bright
Once all three statues are present, Vecna speaks astle Waterdeep is roughly half a
as difficult terrain. to ones such as us. Lend us your power, and we will
from their mouths simultaneously, threatening the mile from Ahghairon’s Tower. To open the gates. All we ask in return is that you make
The characters find themselves draped across these destruction of the characters and all they hold dear. get there the characters must Acererak pay for the millions of torments he has
floating stones as they slowly regain consciousness. As the characters battle the statues, the War for inflicted upon us.”
Townsfolk are gathering about the tower, gawking at head east along Waterdeep Way,
Waterdeep rages about them. Zhentarim soldiers following the contours of Mount Waterdeep. After a
the strange spectacle. Leaves from the Nether Scrolls run through the streets. Assuming they are part of
waft in the wind, settling on the floating rubble or brief turn south along Hillock Court the characters The voice belongs to Papazotl, one of nine trick-
the battle, the ground shakes with the roar of distant find a winding path that ascends Mount Waterdeep, ster gods imprisoned within the dungeons of Castle
the plaza below. The first time a wizard spends an dragons. The sounds of war horns echo regularly,
action to study one of these leaves, they are granted ultimately leading to the castle. The details of this Waterdeep by the archlich Acererak. These gods hail
interrupted every so often by a thunderous blast of brief journey are left to the DM’s discretion, as they from the distant jungles of Chult. Slain by Acererak
arcane insight by rolling a d6 on the Minor Nether arcane energy. Consider personalizing this battle to
Scrolls Effect table to gain a magical boon. At your will vary depending on which armies (if any) are during the construction of his deathtrap dungeon,
your campaign, allowing long term allies or recurring fighting with the characters. However, it should be the Tomb of Annihilation, their spirits lived on, and
discretion, you can also allow a non-wizard to do so villains to join the fray.
by having them roll a d4 on the table instead. evident that the destruction of Ahghairon’s Tower they tried to foil the archlich’s plans. Unfortunately,
has demoralized Vecna’s forces, turning the tide of Acererak beat the trickster gods yet again, bestowing
Minor Nether Scroll Effect A Cataclysmic Promise battle. Despite this, all will have been for nothing if corporeal form to their ghostly spirits so that he
d6 Effect the characters do not stop Vecna’s impending meta- might repeatedly torture and kill them for their impu-
Arcane Syncope. You can speak all languages and you When the last of the walking statues is destroyed, the morphosis. dence. These gods are shown on the table below.
1 can roll an additional time on this table. broken remains of the severed stone heads begin to
Primordial Ward. Whenever you finish a short or long laugh in unison, followed by a villainous monologue: Trickster Gods
rest, you can choose one damage type from among “WITH MY DESTRUCTION YOU HAVE GUARANTEED THE DOOM
acid, cold, fire, lightning, and thunder, then gain Spirit Align. Personality Flaw Enemy Form
2 OF YOUR INSIGNIFICANT WORLD. ALREADY MY ESSENCE IS
temporary hit points equal to your character level. I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka almiraj
While these temporary hit points remain, you are FUSING WITH THE SOULMONGER, WHERE I WILL FEED UPON
resistant against damage from the chosen type. THE MILLIONS OF SOULS CONTAINED WITHIN. ONCE I AM Kubazan “I am fearless and not afraid to
FINISHED, I WILL BE GREATER THAN A GOD! AND MY FIRST (male) CG Wild and spirited take great risks.” Papazotl froghemoth
3 Mystic Resilience. You gain proficiency in saving
throws using an ability of your choice. ACTION WILL BE TO BURN YOUR PATHETIC, DUNGHEAP OF A Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo jaculi
WORLD TO ASH!” After this final pronouncement the
Ability Score Increase. You can increase one ability Nangnang
4 score of your choice by 1. As normal, you can’t increase broken statues go silent. (female) NE Selfish and cruel “I won’t share with others.” Shagambi grung
an ability score above 20 using this feature.
It should be apparent that the characters need Obo’laka “I am risk-averse and a slave to
Spell Mastery. Choose a 1st-level wizard spell and a (female) LN Nervous and obsessive routine.” I’jin zorbo
2nd-level wizard spell that are in your spellbook. You
to find and destroy the Soulmonger before Vecna
5 can cast those spells at their lowest level without completes his metamorphosis. They have four hours Papazotl “I bow before no one and expect
(male) LE Shrewd and conniving others to do as I command.” Kubazan eblis
expending a spell slot when you have them prepared. to do so. The Soulmonger can be found within
Signature Spell. Choose a 3rd-level wizard spell in your Castle Waterdeep. All of this should be evident if Shagambi NG Wise and virtuous “I never show mercy to evildoers.” Nangnang kamadan
spellbook as your signature spell. You always have this (female)
spell prepared, it doesn’t count against the number the characters read the notes from area M15. If for
6 of spells you have prepared, and you can cast it once some reason they did not, then use an NPC such as Unkh N Self-absorbed and “I am incapable of making - flail snail
at 3rd level without expending a spell slot. When you (female) indecisive decisions.”
Ahghairon or Halaster to deduce and communicate
do so, you can’t do so again until you finish a short or Wongo “I act without concern for the
long rest. this information. (male) CE Violent and deranged well-being of others.” Moa su-monster
142 CHAPTER 14 THE WAR FOR WATERDEEP CHAPTER 15 THE RISE OR FALL OF VECNA 143
If the characters agree to Papazotl’s request, then additional 1d10 piercing damage. Moa can stiffen J Open or close as many of the four covered pits N3. Hangry Hallway
each character can possess the body of one of the his serpentine body to serve as a ladder to help any hidden within the control room. Any creature
A steam release valve is visible at the end of this
trickster gods. A character can possess a given god creatures escape the pit. standing on a pit when it opens must make a
illuminated 50-foot-long hallway. The ceiling along
as long as they share at least one aspect of alignment. The stone double doors leading into area N2 can successful DC 15 Dexterity saving throw or fall
the first 45 feet of the hallway smashes down with a
For example, a chaotic good character could possess be pushed open by any number of trickster gods with into the pit. The pits are 20 feet deep and any
thunderous crash every six seconds. The ground of
any trickster god with either good or chaotic in their a combined Strength of 20 or higher. The doors are creature falling into them takes damage from
the hallway is littered with broken stone and counts
alignment. Whereas the gods had been starved and protected with an alarm spell, however, that begins falling as normal (1d6 bludgeoning damage for
as difficult terrain. Any creature caught in the hallway
weakened to the point of exhaustion, they become to shriek ceaselessly like a loud siren as soon as they every 10 feet fallen).
when this happens takes 100 bludgeoning damage.
invigorated once possessed by a character. If a god are opened. J Trigger a gout of flame from area N7. This gout
dies while possessed by a character, that character Tricks of the Trickster Gods. The easiest way to
N2. Control Room of flame extends in a 5-foot-wide line all the access this steam valve is by having I’jin take the
can choose to possess another god, subject to the way to the other end of the room. Each crea-
restrictions above, or return to their own body. The control room is a large octagonal chamber with Dash action, although the players may have other
ture standing in the gout of flame takes 8d6 fire ideas of their own.
Handouts of the trickster gods are provided in an iron floor, walls, ceiling, and rafters. Thousands of damage on a failed save, or half as much damage
appendix C. Replace each god’s Intelligence and twisting pipes line the room, and bouts of steam peri- on a successful one. This action can only be taken N4. Barred Access
Wisdom with that of the possessing character. Also odically burst forth from where the pipes are riveted once every two rounds. An adamantine grate bars access to this hallway.
give the trickster god any Intelligence related profi- together. Although not visible, massive steam-pow-
Any creature that climbs or flies through the rafters I’jin can squeeze through the holes in the grate and
ciencies attained by the character. Finally, although ered cogs can be heard churning behind the walls
finds a hidden steam release valve. Obo’laka can use her claws to rend through the
the characters retain their own personality and and beneath the floor. A strange machine with an
adamantine. The grate can also be ripped from the
alignment, they are subtly influenced by the flaws of array of buttons and levers can be seen in the center The adamantine double doors are locked and can
wall with a successful DC 20 Strength (Athletics)
the god they possess and are encouraged to role play of the room. Beyond it is a closed set of adaman- only be opened from the northern side (area N9). See
check. A steam release valve can be found at the end
accordingly. tine double doors. Six other tunnels lead out of the the “Divine Release” section for details on when they
of this pipe-lined hallway.
control room. are opened.
144 CHAPTER 15 THE RISE OR FALL OF VECNA CHAPTER 15 THE RISE OR FALL OF VECNA 145
Steam Release Valves
N8. Abyss of Annihilation
This room appears to be a vast pit that drops off into
The humanoid is Withers, a former engineer from
the distant land of Chult, whose trap-making skills Denouement
Any of the trickster gods can use an action to turn a steam pleased Acererak who has since transformed the Once the castle’s protective field and interior traps
the inky blackness of impenetrable void. Despite
release with their various appendages, or in the case of engineer into a wight with the following changes:
I’jin, by running along the top of the valve as if it were a appearances, the pit is only 30 feet deep. However, have been disabled, the characters can safely enter
treadmill. After doing so the pipes begin to rattle wildly it ends in a gargantuan sphere of annihilation that is J He has an Intelligence of 16 (+3). Castle Waterdeep. The once proud fortress has
as an excess amount of steam floods through the system. fixed in place and cannot be moved. Three 5-foot-di- J He has a challenge rating of 4 (1,100 XP). been turned into a hideous deathtrap, and this is
Each time a valve is activated, there is a 20 percent chance ameter platforms of banded wood float at ground still evident as the characters walk through its halls.
that one of the pipes breaks, releasing a steam mephit that level. A steam release valve can be accessed from the J He lacks the Longbow action. Rotting corpses hang impaled upon rusted spikes.
attacks the nearest trickster god.
third platform. J He has the following additional actions: Open pits drop into planar vortices. Overhanging it
Tricks of the Trickster Gods. Moa and Nangnang all is the necrotic energy of the Soulmonger, a foul,
Corrosive Fangs. Withers targets up to two creatures he
N5. Wizardly Wards can jump from platform to platform easily. cans see within 60 feet. A target must succeed on a DC tainted energy that is palpable enough to follow
This room is lined with glowing crystals that appear Alternatively, Papazotl can fly to the third platform. 13 Dexterity saving throw or take 2d6 acid damage. directly to its source.
to power a network of whirring cogs. These cogs are Lightning Lance (Recharge 6). A line of crackling energy After walking through a series of grand hallways
connected by a series of pipes. A steam release valve
N9. Egress projects from Withers in a line that is 100 feet long and the characters emerge into a grand throne room (in
can be seen on the center of the floor. There are four This broad stone tunnel ends in a staircase that 5 feet wide. Each creature in the line must make a DC 13 the spaces marked E on the map).
can be used to access the upper levels of Castle Dexterity saving throw, taking 8d6 lightning damage on
statues in the room. Each statue looks like a cowled a failed save, or half as much damage on a successful Read or paraphrase the following:
wizard with an outstretched wand. The wands begin Waterdeep. As a Dungeon Master you are free to
one. The energy ignites flammable objects in the area
to glow ominously when a creature looks into the develop these levels, further expanding Acererak’s that aren’t being worn or carried.
deathtrap dungeon. However, doing so is not recom- Within the throne room is an enormous stone skull.
room. If a creature enters the room, each statue Spellcasting. Withers casts one of the following spells, Wraithlike forms swirl within the skulls eye sockets,
attacks the creature with a magic missile spell. The mended as it may detract from the urgency of stop- using Intelligence as his spell casting ability (spell save and otherworldly screams hang in the air. Seated in
statues fire a second volley of magic missiles if any ping Vecna’s impending apotheosis. DC 13): a throne behind the skull is a skeletal figure wrapped
creature tampers with the steam release valve. N10. Barracks of the Tomb Dwarves At will: mage hand, minor illusion, prestidigitation in moldering robes and clutching a skull-tipped staff.
Hateful pinpricks of white light burn in its eye sockets,
Tricks of the Trickster Gods. If Unkh enters the This barren room is filled with dust and spiderwebs. Wither’s books are about natural history, anatomy, and a two-foot-diameter sphere of utter darkness
room her shell automatically reflects the attacks, Plain slabs of stone serve as beds for the dozens of and engineering. His skeletal songbirds are tame but floats in the air beside it. Its voice, though so soft you
destroying the statues in the process. tomb dwarves that lair here. These tomb dwarves are cannot fly. The wight’s bronze mask is worth 25 gp. can barely hear it, is somehow more terrifying than
the skull’s wails, “You are too late fools. In a matter
N6. Arrows Away dwarf miners abducted by Acererak and transformed
Hundreds of arrows shoot continuously through
into wights (wielding battleaxes and light crossbows) Divine Release of minutes Vecna will be reborn from my Soulmonger,
crafted by my own genius, and your world will be torn
thousands of holes dotted throughout the length of
to exploit their expertise in underground construc- asunder. Then we shall conquer the next reality, and
tion. This undead maintenance crew now works to When the adamantine doors separating areas N2 the next again, until all that remains is death. None can
this adamantine-lined hallway. A steam release valve keep the castle’s traps in working order. Acererak and N9 are opened, they briefly retract into the withstand the combined might of Acererak and Vecna.”
can be seen at the end of the hall. has a total force of forty tomb dwarves, although less ceiling before lowering and locking immediately after
The arrows are in perpetual motion and every time than ten are found here at any given time. their use. After the first and second steam release The stone skull (marked S on the map) is the
one shoots through a hole, it is teleported so that it valve is turned, a tomb dwarf (see area N10) steps newest iteration of the Soulmonger. The skeletal
The tomb dwarves periodically take the remains
shoots out of another hole. When a creature moves through the double doors and attacks the nearest form is Acererak (marked A on the map; appendix
of adventurers who have perished within the castle,
into or through the hallway, they take 1d6 piercing trickster god. After the third steam release valve B). The archlich is more than willing to fight the
stitch them together, and bolt them into suits of
damage for every 5 feet they travel. is turned, a tomb guardian (see area N10) steps characters if attacked. However, he is also willing to
armor. The resultant shambling golems are referred
Tricks of the Trickster Gods. The adamantine through the double door and attacks the nearest speak with them, gloating about the futility of their
to as tomb guardians and have the same statistics
floor triggers Obo’laka’s Natural Armor trait, making trickster god. After the fourth steam release valve is actions and the doom about to befall the Realms.
as flesh golems with AC 17. There is always at least
her impervious to the arrows. turned, Withers (see area N11) accompanied by three During such conversations any character who makes
one of these guardians within the barracks.
crawling claws, steps through the double doors. a successful DC 15 Wisdom (Insight) check discerns
N7. Incinerator N11. Withers’ Office The crawling claws attack the smallest trickster god, that Acererak’s loyalty towards Vecna is wavering.
This circular hallway is filled with blistering hot This cluttered office is filled with charcoal blueprints ideally I’jin, whereas Withers attacks whichever trick- Acererak has come to resent Vecna treating him as
flame and serves as the dungeon’s incinerator. If a of devious traps, each one more deranged than the ster god seems the most physically threatening. an underling, especially when it was Acererak who
character takes the time to look next. Filthy bird cages hang from the After either the release of the fifth steam release created the Soulmonger. Acererak also believes that
through the flames, they see ceiling, in which skeletal songbirds valve or the death of Withers, the characters are it should be him, not Vecna, feasting on the souls
a steam release valve at the rasp hoarsely. Seated before a jarringly returned to their bodies. They find them- within the stone relic. Because of this Acererak
end of the hallway. When desk is the shriveled corpse of a selves standing before Castle Waterdeep. The force- can be convinced to betray Vecna with a successful
a creature moves into humanoid wearing moldy robes field is gone, and an open gate beckons them into the DC 25 Charisma (Persuasion) check. This check
or through the hallway, and a bronze mask sculpted to castle. Their mission complete, the trickster gods succeeds automatically if the characters provide
they take 3d6 fire damage look like a frowning visage. sacrifice themselves, peacefully passing on to what- proof that Vecna was responsible for the death of
for every 5 feet they travel. If the Three crawling claws scuttle ever afterlife awaits them. In gratitude, they infuse Acererak’s mother (see chapter 8 and appendix C).
incinerator is active (see area around the floor near the the characters with divine energy, granting each
N2), then the flames within this humanoid. character the benefit of a long rest. Proceed to the
tunnel dissipate for one round. Denouement section.
The tomb dwarves act as
both guards and workforce
146 CHAPTER 15 THE RISE OR FALL OF VECNA CHAPTER 15 THE RISE OR FALL OF VECNA 147
Option One: Deathly Betrayal Vecna is mildly wounded from the destruction of J Soon after Vecna’s defeat, Arwyn Neverember, inside out. The characters must venture into the
Should Acererak decide to betray Vecna read or para- the Soulmonger and has been reduced to 700 hit the charismatic bastard daughter of Lord Dagult demon-infested Underdark to find the legendary
phrase the following: points. Nonetheless, he is undaunted as he attacks Neverember visits Waterdeep. She quickly wins archmage Gromph Baenre and cleanse the fungal
the characters. over the people who begin to clamor for her to contamination.
serve, as her father had, as Open Lord. However, J Tiamat, the Queen of Dragons, has bided her
The Fall of Vecna
Acererak turns towards the stone skull, brandishing
his ancient, crooked staff. The staff flares darkly behind Arwyn’s charming facade hides a dark time, knowing that Vecna’s narcissistic aggres-
and then lets out a hideous, soul-rending shriek. In secret. Her loyalty still lies with her birth city sions would lead to his eventual demise. Now
response the stone begins to crack and then break. As When Vecna is reduced to 0 hit points, read or para- of Neverwinter, and she has made a dark pact
the wraithlike souls flee from the phylactery they are that she has been proven correct, she chooses
phrase the following: that will allow her to save her homeland from to strike. Dragons descend, en masse, upon the
greedily consumed by the smaller skull affixed to the
the Shadowfell, but only by replacing it with Sword Coast. The only way to stop Tiamat is to
staff. The staff’s skull begins to grow larger and larger
until it threatens to consume the entirety of the enor- Vecna, the Maimed God, the Whispered One, Lord of
Waterdeep. claim the legendary Draakhorn from Tiamat’s
mous Soulmonger. the Doomed Sword Coast is briefly felled. His single J A concerned member of the Watchful Order of former fortress in Avernus. Doing so, however,
A thunderous voice booms in response, eye blazes with a depthless fury, “ANTS! WORMS! Magists and Protectors approaches the char- will require infernal allies and the only way to
“TREACHEROUS FIEND. YOU REVEAL YOUR TRUE I COULD WIPE YOU FROM EXISTENCE WITH THE
MERE WAVE OF A HAND. THE BLINK OF AN EYE.” acters to alert them of an alarming increase in make such allies is to win a dangerous race of
COLORS TOO LATE.” The voice is so powerful that
it shakes the very foundation of Castle Waterdeep, The lich gathers his power, preparing to crush you earthquakes throughout the Realms. Soon after, infernal vehicles, known as the Cannonball Run,
sending chunks of stone falling from above. There is from existence. In response the ground begins to a member of the Dungsweeper’s Guild warns the that weaves its way through hundreds of miles of
a blinding explosion of energy as the two titanic liches crack and misty tendrils, reminiscent of your time in characters about a fungal infestation within the blasted, infernal wastelands.
wage war against one another. Ravenloft, coil about the lich lord, holding him fast. sewers of Waterdeep. After some investigation it
For the first time you see his features contort in panic
Regardless of whether the campaign continues
When the energy clears naught remains of Acererak is revealed that Zuggtmoy, the Demon Queen of the players should be congratulated for a job well
but a pile of ash. The Soulmonger lies in a pile of as he thrashes helplessly against the ever-constricting
bonds. “NO! NEVER! I AM VECNA, AND I WILL NOT BE Fungi, has, like a cancer, infected the very core done. Not many can boast of going toe-to-toe with the
smoking ruin. And amidst it, standing triumphantly, of Toril and is literally rotting the world from the
is the Maimed Lord Vecna. He is visibly shaken, CAGED! I ESCAPED YOUR PRISON. I ESCAP...” The lich’s legendary Vecna and living to tell of it.
although he steels his resolve as he turns his one good cries are cut short as one of the tendrils wraps about
eye towards you,“FOR TOO LONG YOU HAVE MEDDLED his throat. The lich continues to thrash and rage, but it
IN MY AFFAIRS. LET US BEGIN THE FIRST OF YOUR is all for naught as he is fully enveloped by the mist.
INFINITE TORTURES.” Mere seconds later there is naught but the fading
echoes of a fallen lord.
Vecna (appendix B) is gravely injured from his
148 CHAPTER 15 THE RISE OR FALL OF VECNA CHAPTER 15 THE RISE OR FALL OF VECNA 149
APPENDIX A
players about this unique twist immediately or let The lich eventually discovered that any powerful
them discover it unexpectedly once the adventure personality might be granted a land in Ravenloft, so
begins. rather than stay in Barovia, he walked into Strahd’s
Secrets of the Whispered One Playing AAOs should provide a fun and novel role-
playing experience. However, it might run contrary to
choking fog. His forceful personality created Darkon,
the largest domain in Ravenloft.
Artificially Accelerated Organisms................. 150 Gnome bioengineers perfected a process where a the expectations of some players, particularly if they More than anything else, Azaln desires power.
lump of dead flesh could be placed into these vats, played the first installment of this adventure path Ravenloft gave him tremendous strength, but it para-
Azalin Rex..............................................................151 with standard character types. DMs are encouraged lyzed him as well. He can never rise above the experi-
precisely stimulated with electricity, and then grown
Citadel Cavitius ....................................................151 to work with such players to help meet their expecta- ence level he now holds, nor can he ever learn more
into a fully developed sentient being. These beings
Dawn of a New Age ............................................. 152 are known as Artificially Accelerated Organisms, tions. The experimental laboratories should be able magic. Even if presented with a scroll and tutored
Dwarfholds of the North ................................ 152 or AAOs. The entire process is governed by a near to create any combination of race and class that is in the use of the new spells upon it, he cannot learn
infinite number of variables, each fine-tuned by the acceptable to the DM. them. Magical information – even that not related
Harshnag the Grim .............................................153
bioengineers. The fact that their life was created from a lump of to spells – seems to slip through his mind like dust
Madame Irina Radanavich ..................................154 through a net. If he were offered information about
The eventual death of these AAOs have proven dead flesh allows for the characters to still have a
Other Deities ....................................................... 156 connection to this world, perhaps as a reincarnated the workings of the Demiplane of Dread, for instance,
sufficient to nourish Vecna, although not to the he would not remember it, yet he would bear the pain
The Harpells ........................................................ 156 same degree as the death of naturally conceived life. version of whomever the flesh came from. Such char-
The Ordning .........................................................157 acters can still have families, homesteads, and buried of knowing that he once grasped that information. It
However, since these AAOs are created without the is his curse to exist among mortals whose potential
Tovag ..................................................................... 158 divine spark of conception, their existence does not secrets that can be easily embedded within the larger
adventure path. is, by comparison, boundless. If another wizard casts
Vecna's Endgame.................................................. 158 drain his power. Now that their creation has been a spell that Azalin does not know, the lich burns with
perfected, Vecna has set up hundreds of birthing vats
in the undercity of Mirabar. Azalin Rex rage.
RAVENLOFT DOMAINS AND DENIZENS Azalin is wholly evil and brilliant. Though he cannot
Most AAOs are human. They typically begin life remember new spells, his retention of other details is
between the ages of 16 and 20, with a false memory remarkable. He knows who has visited Darkon in the
Azalin was once a powerful human wizard-king.
Artificially Accelerated of a fully lived life. Males and females are manufac-
tured in equal proportions. Early batches of AAOs
Even as he gained them, Azalin became hopelessly past and who is visiting the land today. He also moni-
Organisms were crafted to look identical but more recent
obsessed with accumulating ever more power and
magical learning. Never one to care about right or
tors activities in other domains. His plots contain
circles within circles, always pitting rivals against
batches have varied body types, skin tones, personal each other. Almost as soon as it appears he has made
As a god of death, Vecna continues to naturally draw wrong, he eagerly became a lich.
features, intellect, and personality. AAOs always have a mistake, his enemies learn painfully that they are
sustenance from the death of sentient humanoids. an identifying mark on the inside of their left wrist. As an undead mage he ruled and tormented his
subjects for decades. Finally, they hired a powerful doing exactly what he wanted them to do.
However, he is drained in equal measure whenever Despite varying in other qualities, most AAOs tend
band of mercenaries to destroy him, and Azalin,
humanoid life is naturally conceived. Such is the
cosmic balance. Vecna, never one to accept such
to be naturally compliant. Although they can be quite
smart, they often lack imagination and are predis- desperate and near capture, fled into a glen cloaked Citadel Cavitius
arbitrary limitations, immediately set his mind to posed to depression. AAOs have souls, at least in the in fog. The mercenaries searched the glen but could
rebalancing life and death. not find him. The Mists of Ravenloft had carried him Within the upper floors of Vecna’s Palace can be
sense that they can be brought back from the dead
into Barovia, the domain ruled by Strahd. found a shrine decorated with murals that depict the
Vecna studied Ravenloft extensively while impris- with raise dead or similar magic. Whether they have
history of Vecna. For players interested in the lore
oned there. From these studies he learned an old souls in a deeper philosophical or theological sense Despite his incredible powers, Azalin was trapped
and backstory of the Maimed Lord, you can read
Vistani secret—the existence of Barovia, a domain is left to the DM’s discretion. in Ravenloft, and he was further humiliated as he
or paraphrase the following (abbreviated from Die
where many of the inhabitants were living, soulless In secret experimental laboratories deep beneath was subjugated by the lord of Barovia, Strahd von
Vecna Die!):
shells. Upon successfully conquering Faerûn, Vecna Mirabar, more unusual AAOs are created. Some of Zarovich. Though Azalin’sphysical powers were
immediately turned his immeasurable intellect greater than Strahd’s, the mage still feared the Scene One. A handsome young wizard wearing
these AAOs are created to be personal servants or
toward replicating this bland facsimile of life. It took vampire. Azalin was mystified by Strahd’s connection robes adorned with snakes casts a spell that causes
bodyguards for high-ranking Vecnan clergy. Others
years, but eventually even life itself yielded its secrets to the land: He believed that without Strahd, Barovia an elderly man in ornate platemail to writhe in pain
are created simply for the sake of experimentation.
to Vecna. and all within it – including himself – would cease before him, as a mixture of soldiers and spellcasters
In these subterranean workshops, everything from
to exist. Under great duress Azalin because Strahd’s look on in awe. The warrior’s skull is starting to split
In the Hosttower of the Arcane, Vecnan disci- aasimars to tieflings can be manufactured. AAOs
servant, and he loathed every moment of it. He vowed open, revealing his brain.
ples opened rifts to Ravenloft. They perfected a produced in these workshops have special identi-
condensation process that transmuted the endless fying marks, indicative of their position, that serve as that if he won his freedom, he would never again Scene Two. The same wizard, now wearing a
Mists of Ravenloft into liquid form. This liquid was badges of authority. swear fealty to any creature, living or dead. crown and sitting on a throne of snakes, looks
then infused with primal energy siphoned from the At Strahd’s behest, Azalin taught him great on with a wistful smile as a hooded executioner
It is recommended that the characters play through
Positive Material plane. Birthing vats, reverse-engi- sorceries. In addition, Azalin spent much time inves- prepares to strike a noble woman wearing an elegant
the adventure path as AAOs. These adventures
neered from Netherese technology, were filled with tigating the mysterious Mists surrounding Barovia. dress and jewelry of a fashion that is unknown to
present an alternate version of Faerûn, referred to
this liquid. These birthing vats were powered by the Strahd wanted him to try to find a way out of the the characters. Corpses litter the ground around the
as the Doomed Forgotten Realms. Having the characters
Orderer, a mechanical device from Mechanus capable demiplane, and Azalin, yearning for the same escape, figures.
“newly born” into this world should help maximize
of altering reality. its explorational impact. You can either inform your willingly complied.
150 APPENDIX A SECRETS OF THE WHISPERED ONE APPENDIX A SECRETS OF THE WHISPERED ONE 151
Scene Three. Now in his middle years, the wizard
in snake-adorned robes stands on a ragged cliff. On a
Dawn of a New Age And so, Citadel Adbar, the dwarven stronghold that
for eighteen centuries had stood firm against every
Harshnag the Grim
STORM KING’S THUNDER
plain below, armies clash while a city is destroyed by Vecna has made considerable strides toward threat from every foe, was brought low by a secret.
the very earth, which rises up and smashes its walls remaking the world in his own image. After finalizing Once Adbar fell, the others soon followed. One Harshnag the Grim is a legendary good-aligned
as meteors streak from the sky into the city’s heart. It his conquest, he abandoned the Dale Reckoning after another, Citadel Felbarr, Sundabar, Mithral Hall, frost giant. In taverns throughout the North, he is
is clear that the devastation is taking place as a result dating system and changed the year to 1 VR (Vecnan Gauntlgrym, and, of course, Mirabar, fell to Vecna’s known as a monster to some and a hero to others. In
of a spell being cast by the wizard. The storm clouds Reckoning): The Year of the Whispered One. This militaristic machinations. Many of the dwarves died. Waterdeep, he’s remembered as the largest member
overhead resemble misty snakes. campaign takes place in the year 5 VR. They had bled much for their ancestral homelands of Force Grey, a notoriously destructive adventuring
Scene Four. The wizard in the snake-robes is now The names of Bigby, Drawmij, Mordenkainen, and they loathed the thought of fleeing. However, it company that came to the city’s defense on more than
well past his physical prime. He is slaying a half-elf Nystul, Otiluke, Otto, Rary, and Tenser are spoken of soon became evident, even in the face of such stub- one occasion. Believed to be hundreds of years old,
in similar robes; both figures are aglow with magical with revilement by the Vecnan establishment. Vecna born valor, that fighting Vecna was a lost cause. Harshnag wanders the wilderness with greataxe in
energies. Around them, other wizards are engaged in has claimed that they are arcane plagiarists who The legendary king Bruenor Battlehammer rallied hand, seeking to lay low his giant brethren.
magical battles as well, half of them wearing snake stole their signature spells from Vecna. Because of together the remaining dwarves. One third of his Harshnag looks like a typical frost except that
robes like those the old wizard possesses. Ghostly this, such spells have been renamed and practicing armies, he declared, would march west to Ironmaster he’s clad in plate armor and wears the skull of a
snakes writhe through the scene. wizards now learn Vecna’s floating disk, rather than in search of allies. The non-combatants, largely white dragon as a helm. His jagged axe also looks
Scene Five. This scene is more of a sculpture than Tenser’s floating disk. children and elders, but also scholars and craftsmen, quite formidable. He’s a giant of few words who
a relief. It is a life-size statue of the wizard from the marched with Bruenor and another third of his army. prefers to let his actions do his talking. When he
other scenes, except now his features are gaunt and
skeletal. His hands are bony talons. His snake-robes
Dwarfholds of the North Their pilgrimage cut straight through the Underdark
in hopes of finding sanctuary in the hidden deep
does speak outside of combat, he comes across as
surprisingly calm and soft-spoken. While swinging
are still of the same styling, but a new crown rests The first portion of this adventure takes place gnome city of Blingdenstone. The remaining third his axe in battle, however, he bellows and laughs like
upon his brow, a crown that appears to be formed by primarily in Mirabar, and references former dwarven of his army, bolstered by the infamous Gutbuster a berserker. In the company of small adventurers,
snakes wrapping themselves around his skull. He is strongholds. Because of this, a brief overview of Brigade, stayed behind to harry their enemies and he tries not to dominate social situations or make
also seated on a different throne, one that is made the dwarves’ fate in the Doomed Forgotten Realms is protect their fleeing kin. too many decisions for them because he knows how
from the fused bones of humans. Its back appears provided below: Nowadays, the north is a much different place. fragile and inflated their egos can be.
to be a large spider web that spreads across the wall Years ago, Gruumsh-Baur, an upstart orc shaman Harshnag is a frost giant, with the following
Vecna saved the dwarves for last. The deep rift
behind him. Caught in the web are dozens of tiny loyal to Vecna, killed King Logru and took control of changes:
between the dwarves of the north and the remainder
humanoid figures, their faces and bodies contorted the Kingdom of Many-Arrows. The Many-Arrow orcs
of the Sword Coast was hardly a secret. What was a J His alignment is Chaotic Good.
in terrible agony. Alongside Vecna’s throne are dying, did most of the fighting against the dwarves and, for
secret, however, was the true depth of this rift—some-
disemboweled victims, each wearing what appears to
thing which none of the races were honest enough to it, Vecna gave them much of the dwarves’ kingdom J He has 204 hit points and wears a suit of +3 plate
be a holy symbol on a burning necklace. to claim as their own. Although they still call Dark armor that resizes to fit its wearer. This armor
admit, even to themselves. Before his invasion, Vecna
Scene Six. This scene features a giant of a man in installed agents in key positions within the dwarven Arrow Keep their capital, the orcs also hold garrisons gives him AC 21.
ornate platemail, still of ancient and unidentifiable governments. These agents, over the years, further at Citadel Adbar, Citadel Felbarr, and Sundabar. J He speaks Common and Giant.
make, who is single-handedly defeating a ragtag army inflamed these bitter prejudices. Vecna rotted the An army of fire giants, led by the imperious Duke
of men and women led by an armored cleric with a J Harshnag has the following trait:
dwarven empire from the inside out, softening it up Zalto, currently occupies Gauntlgrym and Ironslag.
sunburst on her breastplate. The giant man wields for his inevitable conquest. There, they use an imprisoned fire primordial to Legendary Resistance (1/Day). When Harshnag fails a
a short sword with a serrated blade; his breastplate saving throw, he can choose to succeed instead.
So, when Vecna came for the humans, the dwarves reforge ancient weapons for use in their bitter war
is adorned with the serpent symbols that appeared against Tiamat.
on the robes of the wizard in the previous scenes.
withheld their aid. And when Vecna came for the J He wields Gurt’s greataxe, which has a long
elves, still they withheld their aid. Tragically, when The great shadow dragon Shimmergloom yet again history as well as some cold-related proper-
Overhead are storm clouds, and in them are subtle
Vecna finally came for the dwarves, there were none calls Mithral Hall his home. The Cult of the Dragon ties (appendix D). As a result he also has the
representations of undead wizard-kings and serpents.
left to save them. has populated nearby Settlestone. From there, they following action:
If they have met him before, the characters recognize
Citadel Adbar fell first. Its conquest was a historical tend to the needs of the temperamental dracolisk. Gurt’s Greataxe. Melee Weapon Attack: +11 to hit, reach
the giant man as Kas.
embodiment of Vecna’s key principle, “Everything, 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage ,
Scene Seven. In this scene, the warrior from the or 39 (5d12 + 7) slashing damage if the target is human.
even the most impregnable fortress, has a secret that
previous image battles the undead wizard-king,
can bring about its demise.” In this case, the secret
driving his short sword into the wizard’s chest. The
involved King Harnoth, the ruler of Citadel Adbar. J His challenge rating is 9 (5,000 XP).
wizard in turn has unleashed a spell that blasts both
Unbeknownst to the general populace, Harnoth
of them into oblivion. The warrior is being flung back-
was slain during the War of the Silver Marches. To
ward into a black pool of darkness hovering in the air,
prevent political turmoil, the Citadel’s elders hired a
and the wizard’s left arm (with the exception of his
doppelganger to replace the king. This doppelganger
hand) is already ablaze with all-consuming magic.
became the mouthpiece of the elders, allowing them
to secretly rule the Citadel from the shadows. But
Vecna knows all secrets. He arranged for his agents
to expose this ruse, bringing about the civil unrest the
elders had hoped to avoid.
152 APPENDIX A SECRETS OF THE WHISPERED ONE APPENDIX A SECRETS OF THE WHISPERED ONE 153
Madame Irina Radanavich throughout his travels, he’d begun to be haunted by
dreams of her, in which she was trapped in some
Gaston brought under his thrall. Over the years,
these men and women became Irina and Gaston’s
This is not the life she would have chosen for herself,
and she regrets her actions. These circumstances
Irina Radanavich’s family was one of the rare non-hal- ruined and deserted house engulfed in a magical new family. The Radanavich clan was born. leave her haunted and hopeless:
fling inhabitants embraced by the people of Rivalis. Mist haunted by impossible monsters. These dreams Eventually, Rudolph Van Richten, a young doctor J Madame Radanavich’s brother Gaston has been
She spent many happy years during her childhood had become so frequent and so terrible that he could who had taken up residence in Rivalis, heard rumors sent to his final death by Rudolph Van Richten.
in this village, playing on the lakeshores while her barely do his job. As soon as his ship returned to of the brigands that would periodically raid the roads There is no spell or power in the land that can
father, a fisherman, plied his trade out on the waters. Martira Bay, he raced home to make sure she was and even the village, occasionally kidnapping some restore him to life. Living in a land haunted by
She loved the peaceful people, the temperate climes, safe. hapless villager who would never be heard from ghosts, vampires, and all manners of undead, she
and the easygoing way of life of Rivalis. To Irina, this “Now, my dear sister,” he said. “Why don’t you again. His curiosity and his desire for renown getting wishes his spirit would visit her, but the halls of
was paradise. welcome me home to Rivalis?” the better of him, Rudolph began to investigate. He Richten Haus remain forever quiet, save for the
Irina’s twin brother, Gaston, was of a more adven- She beckoned him to her, embracing him in a hug, located the brigands’ camp and watched them for footsteps of ghouls.
several nights, learning their patterns. Already well
turous spirit. When he was old enough, he decided it unaware that she had invited an unspeakable evil J The Radanavich clan has been reduced to one of
was his calling to travel to Martira Bay and find a job into the village. Her brother slept the next day away, versed through his studies in vampiric lore, he recog-
the lowest forms of unlife. What’s worse, when
on the crew of one of the sailing vessels that period- locking himself in his bedroom. The next evening, nized the nature of Gaston’s nocturnal movements.
Madame Radanavich looks into the eyes of these
ically set out for distant ports in faraway lands. He their parents and the other townspeople welcomed Staking out the brigands’ camp, he waited until the
slavering ghouls, she believes she can detect,
wanted to see the entire world. Irina was heartbroken Gaston home with open arms. perfect moment and, with the aid of a cloak of invis-
deep inside them, the faintest hint of awareness.
to see him go, as the two of them had always been ibility he had found during his travels, he managed
A few weeks later, the first townsperson, a young Do they know what they have become?
inseparably close. to infiltrate the camp without being detected and
halfling girl, disappeared. Over the following weeks J Madame Radanavich is trapped in the home
destroyed Gaston.
Several months after he left, Irina began to be and months, others would disappear more and more of her sworn enemy, Rudolph Van Richten.
haunted by dreams. In these dreams, Gaston’s ship frequently. Rumors of lake monsters and brigands Meanwhile, with the assistance of a renegade
Everywhere she looks, she is haunted by memo-
was damaged by a storm and was forced to take became ways of explaining what was happening. Vistani who lived among the brigands, along with
ries of her defeat at his hands. Though his victory
shelter in the bay of one of the islands off the Jagged Such horrors were less terrifying than the unknown. the knowledge her brother had picked up during his
was costly, Van Richten was able to return his son
Coast. Overlooking this bay was a keep. For several foreign studies and his nights serving as a thrall to
As time went on, Irina began to suspect her brother. to peace, and he is responsible for the death of
days, the ship sheltered in this bay as the storm his vampire sire prior to his release, Irina had begun
He would hide in the basement during the day, Irina’s beloved brother. She would give anything
continued to rage. They began to suspect that this the study of hedge magic. She eventually grew into a
claiming an allergy to the sun that he had developed to get her hands on him, but she knows she is
weather was supernatural in nature, devised to keep powerful mage, and through the wards and enchant-
over the course of his voyage. She would go to his trapped forevermore in this house.
them trapped there for some reason they could not ments she had placed around the camp, she was able
room at night and find his bed empty. Traveling the
determine. Every night, a light shone behind a single streets of the town, she’d spot in the periphery of her
to deduce the identity of her brother’s killer. Roleplaying Madame Radanavich
window near the top of the keep overlooking the bay. vision a shadowy shape, but when she turned to see Thus began a long and bitter rivalry that ended with Madame Radanavich was, for much of her life, a
In another dream, Irina watched her brother what was there, it was already gone. Eventually, he Madame Radanavich kidnapping Rudolph’s son and kind and caring soul. This vestige of her identity still
explore this castle, wandering its hallways with a admitted to her what she already knew. delivering him to another vampire lord, Baron Metus, exists. Indeed, she understands that she is at least
few other brave members of the crew, their way lit by an ally of hers who had continued teaching her in partly to blame for having to flee her peaceful exis-
“We can’t stay here, Dear Sister,” he said. “People
sputtering torches. The castle was deserted, save for the ways of magic. She transformed Erasmus into tence in Rivalis and for the death of her brother. She
will soon suspect, and they will come to destroy me.
the rats and spiders, but as they neared the pinnacle a vampire, leaving Van Richten no other option but hates that she must continue to be part of this bitter
I might be compelled to defend myself, and I don’t
of the keep and the source of the light, a chill wind to slay his own son as an act of mercy. On that day, feud with Rudolph Van Richten, and if she could go
want to cause any more harm than I already have.”
began to blow over them, periodically extinguishing Van Richten vowed revenge against Baron Metus, back in time, she would reverse everything that had
Irina agreed to leave with him, and they began Madame Radanavich and the Radanavich clan. happened. Perhaps, in another life, she and Rudolph
their torches and forcing them to relight them.
making plans, gathering supplies to head off into might have even been friends.
Eventually, they came to a large wooden door, and What he did not know was that other eyes had
the woods north of the city. On the night that they
opening the door, they met the lord of the castle, a already fallen upon her for what she’d done. The Personality Trait. “I have learned from a life full of
made their departure, they stumbled across Arian
vampire of such age, power, and corruption that his night after Erasmus’ death, the Mists swept through mistakes, but alas, it is too late to reverse them or to
Windfoot, then a member of the town’s volunteer
body had been twisted into an unnatural, unspeak- the brigands’ camp, and when Madame Irina change course.”
guard, patrolling the perimeter of the village. A
able shape. She would see only a glimpse of it in her Radanavich awoke again, she found herself in the
curious sort, Arian had already been doing some Ideal. “If one deals in vengeance, they will find it
dreams before she awoke: flailing tentacles, bright ruins of Richten Haus, accompanied by her clans-
private sleuthing and had come to suspect Irina and visited back upon them tenfold. The best option is to
red eyes, fingers with knifelike talons flashing forth to people, who had been reduced into slavering ghouls
her brother of wrongdoing. He stood bravely before learn to forgive and forget.”
grab at the sailors, at her brother. eager to obey her every command but unable to offer
them but was no match for Gaston’s power. Bond. “I am trapped in the home of my sworn
As suddenly as they’d come, the dreams faded. Irina the warmth and companionship they’d given her in
As Arian’s lifeblood soaked into the grass, Irina life. Thus began her new life, alone and hopeless, in enemy. While here, I will use this time to study and
continued to live in relative happiness within Rivalis, learn. Perhaps there is a way out of all this.”
pleaded with her brother to save him. She couldn’t the home of her hated enemy.
though her happy demeanor had been diminished by
bear for him to be responsible for the loss of even Flaw. “If I have made one mistake in life, it is to
the memory of these dreams.
one more innocent life. Gaston did as she bade and Madame Radanavich’s Torment love too purely and too strongly. My brother, my
One evening, Irina felt a compulsion to crawl from transformed Arian into the undead. Madame Radanavich sacrificed the bliss of pastoral clan. Perhaps in a perverse way, I have even learned
her bed and get dressed. Leaving the house, she life within Rivalis to protect her brother and found to love my enemy. If I escape, will I even have the
With Arian writhing in the painful throes of trans-
wandered to the village’s edge, where she found her herself the leader of a gang of murderous brigands. heart to visit upon him the fate he most assuredly
formation, they fled into the woods to the north.
brother standing before her. “Sister!” he said. “I’m deserves?”
There, they encountered a band of brigands that
so glad to see you in one piece!” He explained that
154 APPENDIX A SECRETS OF THE WHISPERED ONE APPENDIX A SECRETS OF THE WHISPERED ONE 155
Other Deities The Harpells The Ordning scattered throughout the Realms. Iymrith has
returned to her lair in the Anauroch Desert. Serissa’s
Soon after Vecna’s conquest, he proclaimed that Vecna knew that a family of archmages was nothing The final portion of this adventure deals with the whereabouts remain unknown.
he had single-handedly slain all the deities of the to take lightly. In the early days of his conquest, giants of the Sword Coast. In particular, the char- To signify their diminished power the storm giants
Forgotten Realms pantheon. Worship of these false, Vecna sent a small army of liches to the Ivy Mansion, acters will have cause to infiltrate the hill giants’ are occasionally referred to as rain giants, although
dead gods was immediately criminalized. Churches demanding that the Harpells surrender and swear steadfast, Grudd Haug, and assault the Maelstrom, they detest this relabeling.
were torn down. Holy scriptures were burned. fealty to Vecna. The Harpells refused and what the abandoned undersea fortress of the storm giants. Cloud Giants
This is a lie. Vecna brought with him seven magical followed was an arcane battle the likes of which the A brief overview of the giants’ fate in the Doomed
Realms has rarely witnessed. Although the Harpells Forgotten Realms is provided below:
Many of the cloud giants have rallied under the
items from his home world, which, carefully arranged banner of Countess Sansuri. Some roam the far
across the Realms, have cast a mystical web of managed to evacuate the village’s inhabitants, The Realms were already in great turmoil when
Longsaddle itself was utterly destroyed. After a few north in their cloud fortresses, searching fallen
energy over all of Toril, cutting off all other gods from Annam, the All-Father, broke the ordning, the divinely Ostoria for relics of their ancient past. Others have
their followers. days of battle, the tireless undead liches triumphed ordained hierarchy amongst the giants (as described
over the exhausted Harpells. The Ivy Mansion’s elevated themselves beyond the clouds, where
Inconsistencies have been explained away. It is in Storm King’s Thunder). Because of this, the heroes the sky touches the stars, to await the downfall of
defenses were finally breached, and the structure was of the Realms were unable to save King Hekaton,
common knowledge that Auril, The Frostmaiden, Faerûn. Annam has grown impatient with their
demolished, killing the Harpells, who were trapped Lord of the Storm Giants, and restore the sundered
lives in the arctic north under her blanket of eternal isolationist lifestyle and has demoted the cloud giants
inside. hierarchy. Now, years later, the ordning remains in
winter. Vecnan orthodoxy claims that she is a accordingly.
powerful elemental spirit, rather than an actual Or so the world thought. flux. The current standings amongst the giants are
deity. The Whispered One’s bioengineers worship In truth, the Harpells were saved by the quick (from least to greatest): Mountain Giants (formerly Hill
Gelf Darkhearth, the brother and divine antithesis thinking of the eccentric Siegfried Harpell. Siegried Stone Giants Giants)
of the primary god of gnomes, Garl Glittergold. The was an arcane cosmologist who specialized in the The hill giants are encamped within their relocated
The stone giants were the only giants to take a stand
Vecnan stance is that Gelf is an infernal patron, study of the heavens, particularly the moon. He capital, Grudd Haug. They demand a constant flow
against the incursions of Vecna. Shortly after Vecna
similar to those of warlocks, and not an actual god. was able to use an enchanted telescope to secretly of tribute from Triboar, Goldenfields, and the many
conquered Waterdeep, a stone giant thane awakened
Finally, although there have been recent instances of transport his family to a safehouse on the moon. The settlements in between. This tribute is primarily
a slumbering tarrasque, directing it toward the City
clerics and paladins demonstrating divine power, it is Harpells have lived there ever since, rebuilding their in the form of food, which is then fed to their
of Splendors. Vecna easily slew the creature, severing
claimed that they are merely tapping into their dead Ivy Mansion and plotting their revenge. monstrously large chieftain, Chief Guh. Guh has
its left hand and gouging out its left eye before raising
gods’ fading, vestigial energies. The Harpells are now secretly scouring Toril for the spent the last ten years famishing the Realms while
it as a zombie. Vecna then ordered his forces to track
lost Nether Scrolls. They hope to find these scrolls, gorging herself. She is now of immense size and
down and eradicate every last stone giant. Although
primarily to prevent them from falling into Vecna’s easily the largest giant in the world. As a reward, the
a few still remain, they do so in hidden seclusion,
hands. However, the Harpells also plan to study the hill giants have been elevated substantially within the
secreted within remote corners of the Underdark.
scrolls so that they might increase their own power. ordning and are now known as mountain giants.
Then they might be able to liberate the Sword Coast Rain Giants (formerly Storm Giants) Frost Giants
from Vecna’s iron grasp. Iymrith, an ancient blue dragon, secretly took the
Jarl Storvald and his frost giants still seek Artus
form of a giant and infiltrated the royal courts of the
Cimber, bearer of the Ring of Winter. They are now
storm giants well before the ordning was broken.
entrenched within the frozen north, allied with the
Because of this, Iymirth was perfectly positioned to
Frost Maiden Auril so that she might help them
take full advantage of the chaos that ensued after
find the Ring of Winter and bring about the Age of
Annam’s fateful decree. The blue dragon arranged
Everlasting Ice. The giants are currently spread
for the murder of the storm giant queen Neri, as well
throughout the abandoned Ten-Towns, warring with
as the abduction of King Hekaton. She positioned
the duergar and their chardalyn dragon, as well as
herself as a surrogate parent to the three princesses,
with the White Wyrm, Arveiaturace.
Mirran, Nym, and Serissa, using her influence to turn
them against one another. The eventual result was a Fire Giants
brief and bloody civil war. With the return of Tiamat, the ancient conflict
During this turmoil, Iymrith’s duplicity was between giants and dragons has reignited. Duke
revealed. Serissa was forced to kill her two sisters Zalto and his fire giants have shown the greatest
and flee the Maelstrom, the underwater citadel from initiative in this renewed battle against dragon-
which her family had ruled. Knowing that Imyrith kind, earning them the respect of Annam. The fire
coveted the Wyrmskull Throne, a relic of great power, giants currently occupy the former dwarven strong-
Serissa took with her the Ruling Scepter necessary hold of Gauntlgrym as well as the great dungeon-
for controlling the throne. forge, Ironslag. They have successfully reignited
Shortly afterwards, King Hekaton was slain by the adamantine forge of Ironslag and used it to
his abductors, precipitating the storm giants’ fall in reforge Vonindod, the Titan of Death. Equipped with
Annam’s divine hierarchy. The Maelstrom was aban- Vonindod, the fire giants are now singularly focused
doned and the storm giants, weakened in stature, on hunting and killing the dragons of the Realms.
156 APPENDIX A SECRETS OF THE WHISPERED ONE APPENDIX A SECRETS OF THE WHISPERED ONE 157
Tovag
APPENDIX B
The domain itself is dreary and utilitarian. It is
bound between the river Tamross to the east and the
In Tovag, the only constant is impending war. The Burning Peaks to the west. A mist-shrouded range
vampire Kas, Darklord of Tovag, was once the cham-
pion of the lich Vecna. Wielding the artifact that
of volcanic mountains, the Burning Peaks used to
separate the domains of Kas and Vecna. Tor Gorak, Monsters and NPCs
bears his name, he betrayed his master, and the located along the western banks of the Tamross river,
Acererak................................................................ 160 Rezmir.................................................................... 196
resulting battle supposedly destroyed them both. In is the capital city of Tovag. Although Kas has his own
solitary fortress in the north, he is most often found Arcane Adaptoid ..................................................161 Salizarr ..................................................................197
truth, both were claimed by the Mists where they
were bound together in perpetual warfare. In time, commanding his military from Castle Xiphos, his Arcturia ................................................................ 162 Scaladar ............................................................... 198
Vecna managed to escape Ravenloft. Oblivious to this fortified base of operations within Tor Gorak. Azalin Rex..............................................................163 Scarab Lord.......................................................... 199
fact, Kas continues to wage a one-sided war. From For more details on Tovag see Ulraunt’s Guide to the Blackstar Knight ................................................ 164 Scarab Swarm.......................................................200
Van Richten’s Guide to Ravenloft, “Patrols of pris- Planes: The Shadowfell. Bleakborn............................................................. 164 Secret Eater.......................................................... 201
oner-soldiers under undead commanders scour the
land, dragooning strangers to serve in Kas’s armies Vecna's Endgame Captain Callous .................................................. 165
Champion.............................................................. 166
Serpent-That-Is-Night .........................................202
Severed Head ....................................................... 203
and to manufacture bizarre war machines. When Kas
deems the time right, he sends his forces into the Vecna picked Waterdeep as his center of power Drow Gunslinger ................................................ 166 Shadow Assassin ................................................. 203
Mists, believing that Vecna’s realm lies just beyond. for many reasons. Chief amongst them was that Ebbasheyth ............................................................167 Skum ......................................................................204
Invariably, those troops never return, leaving the Waterdeep is blanketed by a permanent, undis- Elder Brain........................................................... 168 Terrathraxus .......................................................204
vampire to rage, rebuild his forces, and continue his pellable magical effect called Ahgairon’s dragonward.
search for the Sword of Kas, which he considers his Because of this enchantment, dragons and all other Eye, The.................................................................. 169 Tomb Ophidian .....................................................205
key to victory.” creatures of the dragon type are physically unable to Feedling .................................................................170 Trobriand .............................................................206
Tovag’s entire culture is built around the perpetu- enter the city or its sewers. Fire Titan................................................................170 Tsucora Quori ..................................................... 207
ation of this endless battle. When a child is born, it Vecna spends most of his time sequestered in the Flying Horror ...................................................... 171 Vadataj...................................................................208
is left in the woods for 24 hours. Should it survive Tower of Ahghairon, leaving the day-to-day gover- Giant, Mountain .................................................. 171 Vecna .....................................................................209
the experience, then it has proven its potential to nance of Waterdeep to his Zhentarim allies. Vecna
Gnoll Vampire .......................................................172 Walking Statue .....................................................211
contribute to the military effort. Should it perish, is focused on two primary goals—furthering his
then the domain has one less mouth to feed. Within arcane mastery and transcending godhood. To attain Graxigon ...............................................................173 War Priest..............................................................211
Tovag, infants and children grow faster than normal, both these goals, Vecna seeks the Nether Scrolls, a Great Khan ............................................................ 174 Warlord ................................................................ 212
reaching peak physical maturity between six and set of fifty golden scrolls that form the foundation Grim Hunter, The .................................................175 Wereshark ............................................................ 212
nine years of age. During this time, children are of modern magical theory on Faerûn. The informa- Halaster Blackcloak ...........................................176 Xanathar ...............................................................213
taught not only how to fight war but also why they tion revealed by a study of these scrolls is reputedly
must fight war. At all times, Vecna is vilified. Should commensurate with the reader’s wizardly abilities. Hand, The ..............................................................177 Yuan-Ti Nightmare Speaker.................................214
a babe fail to return from the woods, it is the doing As the first god to read these scrolls, Vecna hopes Headless Horseman.............................................178
of Vecna. Should a child grow sick and die, it is the to discover spells powerful enough to destroy and Hellenrae ..............................................................179 Mighty Wizards and Spellcasting
doing of Vecna. And, of course, when a soldier fails to rebuild the cosmos. Jarlaxle Baenre .................................................... 180 In this appendix are included a host of legendary wizards.
return from the Mists, it is inevitably due to Vecna. In Even without these scrolls, Vecna’s power grows For ease of use at your table, the Spellcasting trait of such
addition to this, Kas periodically stages attacks upon
Juvenile Kraken ....................................................181
daily. This growth is fueled by an ever-increasing a wizard includes just a few select spells. However, you
his own people. These attacks serve the purpose of Kas the Destroyer ............................................... 182 should feel free to modify this to your liking during play.
proportion of Realmsfolk turning toward his worship.
providing practice for the military, while also empha- Vecna gains further power from the death of any Kraken Priest ....................................................... 184 If you don’t feel comfortable making it up as you play, use
sizing its necessity. humanoid, although he is weakened by the concep- Living Spell, Bigby's Hand ................................. 184 the table below to gauge what spell a wizard can cast and
how many times. Use only spells from the wizard spell list.
Military prowess is celebrated above all else. tion of life. However, by creating artificial life (see Living Spell, Blade of Disaster......................... 185
Most military positions of note are held by undead below) Vecna has destroyed the delicate balance Spell Archmage Legendary
Madame Radanavich ........................................... 186 Level (CR 10 - 19) Archmage Vecna
commanders. The living primarily serve as foot between life and death, ensuring his continued (CR 20 - 29)
soldiers or provide menial support. Small armies empowerment. Magen, Demos .......................................................187 1st At will At will At will
often battle one another in skirmishes that can last It is only a matter of time until Vecna achieves Miniamat ............................................................... 188 2nd At will At will At will
for months. The winners of these mock combats divine supremacy. Once he does, he will turn his Mist Walker.......................................................... 189 3rd 3/day each At will At will
are then commemorated during the many military attention to the heavens, for he is a jealous god who Muiral the Misshapen ........................................ 190 4th 2/day each At will At will
parades held in Kas’s honor. Recent winners include will brook no equal. He longs for the complete and
the Legion of Dread Devastation and Wintersplinter’s
Necrosphinx..........................................................191 5th 1/day each 3/day each At will
total destruction of the Realms’s pantheon. Then,
Blight Brigade. Once a year the winning platoons Nemhain................................................................ 192 6th 1/day each 2/day each 3/day each
once he reigns as the sole deity of Toril, he will turn
square off against one another in a gladiatorial his attention to the conquest of the multiverse. Ogrémoch .............................................................193 7th 1/day 1/day each 2/day each
combat known as the Clash. In addition to prestige Phesteus ............................................................... 194 8th 1/day 1/day each 1/day each
and glory, the victor of the Clash is allowed to ask one 9th 1/day 1/day 1/day each
Quickling ............................................................. 194
boon from Kas himself.
Radanovich Ghoul ............................................. 195
158 APPENDIX A SECRETS OF THE WHISPERED ONE APPENDIX B MONSTERS AND NPCS 159
Acererak
TOMB OF ANNIHILATION
160 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 161
Azalin Rex to describe -- a mixture of mold, dust, and sour decay. Yet
anyone who has smelled death before instantly recognizes
the scent.
Azalin’s body is a dried skeletal thing held together by
Arcturia Arcturia continued her experiments with magically
altering the bodies and natures of beings. She is now
magic. His eye sockets are black and empty, with pinpoints
of light burning deep in their recesses. His nose is an
Azalin wears a cape with a burial shroud girding his
loins and a few pieces of jewelry. His cape is black with
driven by a constant urge to tamper with intelligent life, blood-red trim, which he leaves open to display his with-
empty skeletal hole that is shaped like an inverted heart.
One of the more ambitious of Halaster’s former appren- reshaping bodies to suit her every whim. When suitable ered body. On his head he wears a black iron crown.
The flesh still clings to his bones, but it is withered like
tices, this brilliant, creative, highly-strung mage harbored candidates are few, she works on herself. As a result, For more details on Azalin’s lore see his section in
that of a mummy. He exudes an aura of intense cold as
secret dreams of marrying her master. His going under- Arcturia now sports a fairy-like face and figure, complete appendix A.
well as the unmistakable stench of death. The odor is hard
ground and subsequent strange, even hostile behavior with translucent, sylph-like wings. Her body is covered in
drove her into open madness. hardened blue scales, and she has sharp bone spurs along
her forearms and elbows.
Azalin Rex explosion of fire centered on a point he can see within 120
feet of him. Each creature in a 20-foot-radius sphere centered
Medium Undead (Wizard), Lawful Evil
on that point must make a DC 23 Constitution saving throw,
Arcturia turns, ending the effect on itself on a success. taking 60 force damage on a failed save, or half as much
Medium Undead (Wizard), Chaotic Evil Solar Eruption (Recharge 6). Brilliant sunlight momentarily Armor Class 17 (natural armor) damage on a successful one.
fills a 60-foot-radius sphere centered on a point Arcturia Hit Points 285 (30d8 +150) Spellcasting. Azalin casts one of the following spells, using
Armor Class 20 (natural armor) can see within 150 feet. Any darkness in the light that was Speed 30 ft. Intelligence as the spellcasting ability (spell save DC 23):
created by a spell is dispelled and each creature in the light
Hit Points 135 (18d8 +54) must make a Constitution saving throw. On a failed save, a At will: animate dead, detect magic, levitate, telekinesis
Speed 30 ft., fly 60 ft. (hover) creature takes 42 (12d6) radiant damage and is blinded for 1 STR DEX CON INT WIS CHA 2/day each: globe of invulnerability, Otiluke’s freezing sphere
minute. On a successful save, it takes half as much damage 1/day each: dominate monster, power word kill, wish
and isn’t blinded. 13 (+1) 8 (−1) 20 (+5) 27 (+8) 21 (+5) 20 (+5)
STR DEX CON INT WIS CHA A creature blinded by this light makes another Constitution Bonus Actions
20 (+5) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) saving throw at the end of each of its turns. On a successful Saving Throws Con +12, Int +15, Wis +12 Summon Undead (1/Day). Azalin magically summons five
save, it is no longer blinded. Skills Arcana +22, History +22, Insight +12, Perception +12, wights or wraiths. The summoned creatures appear in
Saving Throws Con +10, Int +12, Wis +9 Spellcasting. Arcturia casts one of the following spells, using Religion +15 unoccupied spaces within 60 feet of Azalin, whom they obey.
Intelligence as the spellcasting ability (spell save DC 20): Damage Resistances cold and lightning They take their turns immediately after Azalin. Each lasts for
Skills Arcana +19, History +12, Insight +9, Perception +9 1 hour, until it or Azalin dies, or until Azalin dismisses it as a
At will: detect magic, mage hand, magic missile, polymorph, Damage Immunities necrotic, poison; bludgeoning, piercing,
Damage Resistances cold, lightning, necrotic prestidigitation bonus action.
and slashing from nonmagical attacks
Damage Immunities poison; bludgeoning, piercing, and 2/day each: disintegrate
slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaus- Reactions
1/day each: shape change, true polymorph tion, frightened, paralyzed, petrified, poisoned, stunned
Condition Immunities charmed, exhaustion, frightened, para- Negate Spell (Recharge 5–6). Azalin tries to interrupt a spell
lyzed, poisoned Reactions Senses truesight 120 ft., passive Perception 22 he sees a creature casting within 60 feet of him. If the spell
Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, is 3rd level or lower, the spell fails and has no effect. If the
Arcane Defense (3/Day). When she is hit by an attack, Giant, Infernal, Primordial, Undercommon spell is 4th level or higher, Azalin makes an Intelligence check
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Arcturia protects herself with an invisible barrier of magical
Infernal, Undercommon Challenge 23 (50,000 XP) Proficiency Bonus +7 against a DC of 10 + the spell’s level. On a success, the spell
force. Until the end of her next turn, she gains a +5 bonus to fails and has no effect.
Challenge 22 (41,000 XP) Proficiency Bonus +7 AC, including against the triggering attack.
Arcane Mastery. Any saving throw against Azalin’s Arcane Petrified Retribution (Recharge 5-6). When he is hit by
Negate Spell (Recharge 5–6). Arcturia tries to interrupt a an attack, Azalin forces the attacker to make a DC 23
spell she sees a creature casting within 60 feet of her. If the Explosion, Petrified Rertribution, or a spell cast by Azalin is
Deadly Movement. Whenever Arcturia first moves into a made with disadvantage. Constitution saving throw. On a successful save, nothing
square adjacent to another creature, she can attack that spell is 3rd level or lower, the spell fails and has no effect. If happens. On a failed save, the attacker is restrained as its
creature with her Bone Spurs attack. She may use this trait the spell is 4th level or higher, Arcturia makes an Intelligence Legendary Resistance (3/Day). If Azalin fails a saving throw, flesh begins to harden and it must repeat the saving throw
on multiple creatures on the same turn. check against a DC of 10 + the spell’s level. On a success, the he can choose to succeed instead. at the end of each of its turns. If it succeeds this save three
spell fails and has no effect. Rejuvenation. Azalin’s body turns to dust when he drops to times, the effect ends. If it fails three times, it is turned to
Legendary Resistance (3/Day). If Arcturia fails a saving throw,
0 hit points, and his equipment is left behind. Azalin gains stone and subjected to the petrified condition for 1 minute.
she can choose to succeed instead. Legendary Actions a new body after 1d10 days, regaining all hit points and The successes and failures don’t need to be consecutive;
Regeneration. Arcturia regains 10 hit points at the start of her becoming active again. The new body appears within 5 feet of keep track of both until the target collects three of a kind.
turn. If she takes acid or lightning damage, this trait doesn’t Arcturia can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be Azalin’s phylactery, a platinum dragon’s head with ruby eyes. If the creature is physically broken while petrified, it suffers
function at the start of Arcturia’s next turn. from similar deformities if it reverts to its original state.
used at a time and only at the end of another creature’s turn. Spell Resistance. Azalin has advantage on saving throws
Rejuvenation. Arcturia’s body turns to dust if she starts Arcturia regains spent legendary actions at the start of her against spells and resistance against the damage from spells.
her turn with 0 hit points and doesn’t regenerate. Arcturia turn. Turn Immunity. Azalin is immune to effects that turn undead.
Legendary Actions
gains a new body after 1d10 days, regaining all hit points and
becoming active again. The new body appears within 5 feet of At-Will Spell. Arcturia casts one of her at-will spells. Azalin can take 3 legendary actions, choosing from the
Arcturia’s phylactery, which is always one of her many living Paralyzing Touch. Arcturia makes one Bone Spurs attack. Actions options below. Only one legendary action option can be
experiments. used at a time and only at the end of another creature’s turn.
Frightening Gaze (Costs 2 Actions). Arcturia fixes her gaze Multiattack. Azalin makes two Paralyzing Touch or Arcane Azalin regains spent legendary actions at the start of his turn.
Turn Resistance. Arcturia has advantage on saving throws on one creature she can see within 10 feet of her. The target Burst attacks.
against any effect that turns undead. must succeed on a DC 20 Wisdom saving throw against this At-Will Spell. Azalin casts one of his at-will spells (This spell
Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., can’t benefit from the Arcane Mastery or Overchannel traits).
magic or become frightened for 1 minute. The frightened one target. Hit: 10 (3d6) cold damage, and the target must
Actions target can repeat the saving throw at the end of each of its succeed on a DC 20 Constitution saving throw or be para- Translocation. Azalin magically teleports up to 60 feet to an
turns, ending the effect on itself on a success. If a target’s lyzed for 1 minute. The target can repeat the saving throw at unoccupied space he can see.
Multiattack. Arcturia makes two Bone Spurs attacks. saving throw is successful or the effect ends for it, the target the end of each of its turns, ending the effect on itself on a Refocus Arcana. Azalin recharges his Negate Spell or
Bone Spurs. Melee Spell Attack: +12 to hit, reach 5 ft., one is immune to Arcturia’s gaze for the next 24 hours. success. Petrified Retribution reaction.
target. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6) Disrupt Life (Costs 3 Actions). Each creature within 20 feet
cold damage, and the target must succeed on a DC 18 Arcane Burst. Melee or Ranged Spell Attack. +15 to hit, reach Disrupt Life (Costs 3 Actions). Each creature within 20 feet of
of Arcturia must make a DC 20 Constitution saving throw 5 ft. or range 120 ft., one target. Hit: 88 force damage. Azalin must make a DC 20 Constitution saving throw against
Constitution saving throw or be paralyzed for 1 minute. The against this magic, taking 21 (6d6) necrotic damage on a
target can repeat the saving throw at the end of each of its Arcane Explosion (Recharge 4–6). Azalin creates a magical this magic, taking 42 (12d6) necrotic damage on a failed save,
failed save, or half as much damage on a successful one. or half as much damage on a successful one.
162 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 163
Blackstar Knight
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
164 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 165
Drow Gunslinger
WATERDEEP: DRAGON HEIST
Champion
Speed 30 ft.
Ebbasheyth Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Huge Dragon, Chaotic Evil
Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Armor Class 19 (natural armor) Hit: 15 (2d8 + 6) bludgeoning damage.
Armor Class 18 (plate) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 14 (+2)
Hit Points 195 (17d12 + 85) Frightful Presence. Each creature of Ebbasheyth’s choice
Hit Points 143 (22d8 + 44) that is within 120 feet of Ebbasheyth and aware of her must
Speed 30 ft. Speed 40 ft., fly 80 ft., swim 40 ft. succeed on a DC 16 Wisdom saving throw or become fright-
Saving Throws Dex +6, Con +4, Wis +3
ened for 1 minute. A creature can repeat the saving throw
Skills Perception +3, Stealth +8 at the end of each of its turns, ending the effect on itself on
STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 13 STR DEX CON INT WIS CHA a success. If a creature’s saving throw is successful or the
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) Languages Elvish, Undercommon 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) effect ends for it, the creature is immune to the dragon’s
Challenge 4 (1,100 XP) Proficiency Bonus +2 Frightful Presence for the next 24 hours.
Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Shadow Breath (Recharge 5 − 6). The dragon exhales
Saving Throws Str +9, Con +6 shadowy acid in a 60 foot line that is 5 feet wide. Each crea-
Fey Ancestry. The drow has advantage on saving throws Skills Perception +11, Stealth +12 ture in that line must make a DC 18 Dexterity saving throw,
Skills Athletics +9, Intimidation +5, Perception +6 against being charmed, and magic can’t put the drow to Damage Resistances necrotic taking 54 (12d8) necrotic damage on a failed save, or half as
Senses passive Perception 16 sleep. much damage on a successful one. A humanoid reduced to 0
Languages any one language (usually Common) Damage Immunities acid
Gunslinger. Being within 5 feet of a hostile creature or hit points by this damage dies, and an undead shadow rises
Challenge 9 (5,000 XP) Proficiency Bonus +4 attacking at long range doesn’t impose disadvantage on Senses blindsight 60 ft.,darkvision 120 ft., passive Perception from its corpse and acts immediately after the dragon in the
the drow’s ranged attack rolls with a pistol. In addition, 21 initiative count. The shadow is under the dragon’s control.
the drow ignores half cover and three-quarters cover when Languages Common, Draconic
Indomitable (2/Day). The champion rerolls a failed saving making ranged attacks with a pistol. Challenge 16 (15,000 XP) Proficiency Bonus +5 Bonus Actions
throw.
Sunlight Sensitivity. While in sunlight, the drow has disad- Shadow Stealth. Ebbasheyth takes the Hide action, provided
Actions vantage on attack rolls, as well as on Wisdom (Perception) Amphibious. Ebbasheyth can breathe air and water. she is in dim light or darkness.
checks that rely on sight.
Multiattack. The champion makes three Greatsword or Legendary Resistance (3/Day). If Ebbasheyth fails a saving Legendary Actions
Shortbow attacks. Actions throw, she can choose to succeed instead.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., Living Shadow. While in dim light or darkness, Ebbasheyth Ebbasheyth can take 3 legendary actions, choosing from
Multiattack. The drow makes two Shortsword attacks. the options below. Only one legendary action option can be
one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) has resistance to damage that isn’t force, psychic or radiant.
slashing damage if the champion has more than half of its Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one used at a time and only at the end of another creature’s turn.
target. Hit: 7 (1d6 + 4) piercing damage. Sunlight Sensitivity. While in sunlight, Ebbasheyth has disad- Ebbasheyth regains spent legendary actions at the start of
total hit points remaining. vantage on attack rolls, as well as on Wisdom (Perception)
Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range her turn.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 checks that rely on sight.
ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus Detect. Ebbasheyth makes a Wisdom (Perception) check.
piercing damage if the champion has more than half of its 11 (2d10) poison damage. Actions Tail Attack. Ebbasheyth makes a tail attack.
total hit points remaining. Spellcasting. The drow’s spellcasting ability is Charisma Multiattack. Ebbasheyth can use her Frightful Presence. She Wing Attack (costs 2 Actions). Ebbasheyth beats her wings.
(spell save DC 12). It can cast the following spells, requiring then makes one Bite attack and two Claw attacks. Each creature within 10 feet of Ebbasheyth must succeed on
Bonus Actions no material components: a DC 19 Dexterity saving throw or take 13 (2d6 + 6) blud-
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. geoning damage and be knocked prone. Ebbasheyth can then
Second Wind (Recharges after a Short or Long Rest). As a At will: dancing lights Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic
bonus action, the champion can regain 20 hit points. 1/day each: darkness, faerie fire, levitate (self only) fly up to half her flying speed.
damage.
166 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 167
Elder Brain Eye, The
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
MONSTERS OF THE MULTIVERSE
The Eye is a roughly humanoid golem crafted entirely of
The ultimate expression of mind flayer domination, an
eyes torn from the sockets of still living murderers or trai-
elder brain sprawls within a vat of viscous brine, cared
tors. The golem moves with disgusting, slurping sounds as
for by mind flayer minions as it touches the thoughts of
the moist eyeballs that make up its feet rise and fall from
creatures near and far. It scrawls upon the canvas of the
the floor. Similarly, when it speaks, its voice makes a sticky,
creatures’ minds, rewriting their thoughts and authoring
slurping sound similar to stepping in deep mud, then
their dreams.
pulling one’s feet loose.
168 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 169
Fire Titan
The Realms were already in great turmoil when Annam,
the All-Father, broke the ordning, the divinely ordained
hierarchy amongst the giants (as described in Storm
King’s Thunder). Because of this, the heroes of the Realms
were unable to save King Hekaton, Lord of the Storm
Giants, and restore the sundered hierarchy. Now, years
later, the ordning remains in flux. Currently the fire giants
rest atop the hierarchy. In their new position of power, they
refer to themselves as fire titans, although most others still
refer to them as fire giants.
Flying Horror
GUILDMASTER’S GUIDE TO RAVNICA
Fire Titan Terrifying evils stalk, fly, and scuttle in the dark corners
Giant, Mountain
Huge Giant, Lawful Evil
of the distant world of Ravnica, from the depths of the
undercity to the blackest parts of the night sky. Collectively,
Armor Class 19 (plate) these creatures are called horrors – a variety of things that
Feedling Hit Points 230 (20d12 + 100)
Speed 30 ft.
lurk in the dark and embody the deepest fears of Ravnica’s
people. All are evil creatures with dim reason and preter-
With the recent upheaval amidst the Realms, Annam’s
Ordning has been reshuffled. The once lowly hill giants
natural cunning. have been promoted, less through any accomplishment of
These malevolent fey are the embodiment of nature’s their own than through the failures of those above them,
insatiable hunger. Their features vary greatly. Some are STR DEX CON INT WIS CHA particularly the storm giants. All of the hill giant’s attri-
covered in fur and horns whereas others are smooth 29 (+9) 10 (+0) 23 (+6) 10 (+0) 14 (+2) 13 (+1) butes have now been amplified. They are stronger, dumber,
skinned with three swishing tails. The one shared char- Flying Horror crueler, and more gluttonous than ever before. To reflect
Medium Aberration, Neutral Evil
acteristic, however, is the gaping, fang-lined maw that fills this new-found strength and prominence, these giants are
almost the entirety of their face. The sadistic creatures Saving Throws Dex +5, Con +11, Cha +6 now referred to as mountain giants.
enjoy tormenting their prey before feasting because they Skills Athletics +14, Perception +7 Armor Class 16 (natural armor)
prefer the taste of adrenaline-drenched flesh. Damage Immunities fire Hit Points 49 (9d8 + 9)
Senses passive Perception 17 Speed 30 ft., fly 60 ft. Mountain Giant
Languages Giant Huge Giant, Chaotic Evil
Feedling Challenge 13 (10,000 XP) Proficiency Bonus +5 STR DEX CON INT WIS CHA
Small Fey, Chaotic Evil Armor Class 13 (natural armor)
9 (−1) 20 (+5) 12 (+1) 2 (−4) 15 (+2) 16 (+3)
Hit Points 162 (13d12 + 78)
Armor Class 13 Actions Speed 40 ft.
Hit Points 10 (4d6 - 4) Multiattack. The fire titan makes two Greatsword attacks. Skills Perception +4, Stealth +7
Speed 40 ft. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., Damage Vulnerabilities radiant
STR DEX CON INT WIS CHA
one target. Hit: 30 (6d6 + 9) slashing damage. Condition Immunities frightened
25 (+7) 8 (−1) 23 (+6) 7 (−2) 9 (−1) 6 (−2)
STR DEX CON INT WIS CHA Conflagration. The fire titan chooses a point within 150 feet. Senses darkvision 120 ft., passive Perception 14
Each creature in a 20-foot-radius from that point must make Languages ---
7 (−2) 14 (+2) 9 (−1) 7 (−2) 6 (−2) 9 (−1) a DC 19 Dexterity saving throw. A target takes 35 (10d6)
Challenge 3 (700 XP) Proficiency Bonus +2 Saving Throws Str +10, Con +9
fire damage on a failed save, or half as much damage on a
successful one. Skills Perception +2
Senses darkvision 60 ft., passive Perception 8 Senses passive Perception 12
Red-Hot Incandescence. The fire titan targets a manufac- Fear Frenzy. The horror has advantage on attack rolls
Languages Sylvan against frightened creatures. Languages Giant
tured metal object, such as a metal weapon or a suit of
Challenge 1/4 (50 XP) Proficiency Bonus +2 heavy or medium metal armor, that it can see within 60 feet, Sunlight Sensitivity. While in sunlight, the horror has disad- Challenge 8 (3,900 XP) Proficiency Bonus +33
causing the object to glow red-hot. Any creature in phys- vantage on attack rolls and on Wisdom (Perception) checks
Pack Tactics. The feedling has advantage on an attack roll ical contact with the object takes 9 (2d8) fire damage. The that rely on sight.
against a creature if at least one of the feedling’s allies is heat stays in the object for as long as the fire titan retains
concentration (as if concentrating on a spell). Actions Actions
within 5 feet of the creature and the ally isn’t incapacitated.
If a creature is holding or wearing the object and takes Multiattack. The giant makes two Greatclub attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions the damage from it, the creature must succeed on a DC 19 target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Constitution saving throw or drop the object if it can. If it psychic damage. target. Hit: 28 (6d6 + 7) bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. doesn’t drop the object, it has disadvantage on attack rolls
Hit: 6 (1d10 + 1) piercing damage, and the feedling attaches Frightening Screech (Recharge 5 – 6). The horror screeches. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft.,
and ability checks until the start of the fire titan’s next turn. one target. Hit: 29 (4d10 + 7) bludgeoning damage.
to the target. While attached, the feedling can’t attack, and Each creature within 30 feet of it that can hear it must
at the start of each of the feedling’s turns, the target takes
6 (1d10 + 1) necrotic damage. The attached feedling moves
Bonus Actions succeed on a DC 13 Wisdom saving throw or be frightened
of it for 1 minute. The frightened creature can repeat the
Squash. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Medium or smaller creature. Hit: 35 (8d6 + 7) bludgeoning
with the target whenever the target moves, requiring none Incandescent Broil. Provided the fire titan retains concen- saving throw at the end of each of its turns, ending the damage, the giant lands prone in the target’s space, and
of the feedling’s movement. The feedling can detach itself tration on its Red-Hot Incandescence and didn’t use it this effect on itself on a success. If a creature’s saving throw is the target is grappled (escape DC 18). Until this grapple
by spending 5 feet of its movement on its turn. A creature, turn, it causes any creature in physical contact with the successful or the effect ends for it, the creature is immune ends, the target is prone. The grapple ends early if the giant
including the target, can use its action to detach a feedling. affected object takes 9 (2d8) fire damage once more. to the horror’s Frightening Screech for the next 24 hours. stands up.
170 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 171
Gnoll Vampire
RIME OF THE FROSTMAIDEN
Gnoll Vampire Vampire Weakness. The vampire has the following flaws:
Medium Undead (Shapechanger), Chaotic Evil Enraged by Celestial. If it hears words of Celestial spoken,
the vampire must try to attack the source of those spoken
Armor Class 17 (natural armor) words on its next turn. If these words come from multiple
sources and from opposite directions, the vampire is
Hit Points 93 (11d8 + 44) restrained. Otherwise, it moves to attack what it perceives
Speed 30 ft. to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on Graxigon
melee attack rolls made against any creature wearing
STR DEX CON INT WIS CHA perfume or carrying an open container of it.
20 (+5) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 9 (-1) The monstrosity known as Graxigon has been stitched
Stake to the Heart. If a piercing weapon made of wood together from modron parts harvested exclusively from
is driven into the vampire’s heart while the vampire is rogue modrons into the blasphemous facsimile of an
Saving Throws Dex +7, Con +7 incapacitated, the vampire is paralyzed until the stake is octon. Its body is made from the torsos of monodrones
removed. and duodrones fused together. It has eight spidery, multi-
Damage Resistances necrotic; bludgeoning, piercing, and
slashing damage from nonmagical attacks Sunlight Hypersensitivity. The vampire takes 20 radiant jointed legs, like those of a tridrone. Quadrone wings have
damage when it starts its turn in sunlight. While in been stapled to the back of the monstrosity. It has a total of
Senses darkvision 120 ft., passive Perception 11 sunlight, it has disadvantage on attack rolls and ability eight arms that it uses to wield its collection of gear-pow-
Languages Abyssal, Gnoll checks.
ered blunderbusses. Rather than metallic and shiny, its
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions body is a bluish purple like bruised, broken flesh.
Keen Smell. The vampire has advantage on Wisdom Multiattack (Vampire Form Only). The vampire makes two
(Perception) checks that rely on smell. attacks: one with its bite and one with its claws.
Bite (Hyena or Vampire Form Only). Melee Weapon Attack: Graxigon carrying.
Rampage. When it reduces a creature to 0 hit points with a Large Construct, Neutral Evil Magical Resistance. Graxigon has advantage on saving
melee attack on its turn, the vampire can take a bonus action +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing
damage plus 9 (2d8) necrotic damage. The target’s hit point throws against spells and other magical effects.
to move up to half its speed and make a bite attack.
maximum is reduced by an amount equal to the necrotic Armor Class 16 (natural armor)
Regeneration. The vampire regains 10 hit points at the start damage taken, and the vampire regains hit points equal to Actions
of its turn if it has at least 1 hit point and isn’t in sunlight. Hit Points 110 (13d10 + 39)
that amount. The reduction lasts until the target finishes a Multiattack. Graxigon makes four attacks which can be any
If the vampire takes radiant damage or damage from holy long rest. The target dies if its hit point maximum is reduced Speed 30 ft., fly 30 ft.
combination of its Psychic Lash or Blunderbuss attacks.
water, this trait doesn’t function at the start of its next turn. to 0. Psychic Lash. Melee Weapon Attack. +9 to hit, reach 5 ft., one
Shape Changer. If the vampire isn’t in sunlight, it can use its Claws (Vampire Form Only). Melee Weapon Attack. +8 to hit, STR DEX CON INT WIS CHA target. Hit: 15 (2d10 + 4) psychic damage. If the target is hit,
action to polymorph into a Large hyena or a Medium cloud of reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. it must succeed on a DC 17 Intelligence saving throw or be
mist, or back into its true form. 13 (+1) 18 (+4) 16 (+3) 19 (+4) 14 (+2) 14 (+2)
Frightening Cackle (Hyena or Vampire Form Only). The stunned until the end of its next turn.
While in hyena form, the vampire can’t speak, and its vampire emits a bone-chilling cackle. Each creature of the Blunderbuss. Ranged Weapon Attack: +9 to hit, range 150/600
walking speed is 50 feet. Its statistics, other than its size and vampire’s choice that is within 120 feet of the vampire and Saving Throws Int +9, Wis +7, Cha +7 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8)
speed, are unchanged. Anything it is wearing transforms with can hear its cackle must succeed on a DC 15 Wisdom saving thunder damage.
it, but nothing it is carrying does. It reverts to its true form if Skills Arcana +9, Insight +7, Intimidation +7, Perception +7,
throw or become frightened for 1 minute. A creature can Mind Blast (Recharge 5 – 6). Graxigon magically emits
it dies. repeat the saving throw at the end of each of its turns, ending Damage Resistances acid, cold, and fire; bludgeoning,
piercing and slashing from nonmagical weapons psychic energy in a 60-foot-cone. Each creature in that area
While in mist form, the vampire can’t take any actions, the effects on itself on a success. If a creature’s saving throw must succeed on a DC 17 Intelligence saving throw or take
speak, or manipulate objects. It is weightless, has a flying is successful or the effect ends for it, the creature is immune Damage Immunities psychic 22 (4d8 +4) psychic damage and be stunned for 1 minute. A
speed of 20 feet, can hover, and can enter a hostile crea- to the vampire’s Frightful Cackle for the next 24 hours. Senses truesight 120 ft., passive Perception 17 creature can repeat the saving throw at the end of each of its
ture’s space and stop there. In addition, if air can pass Sickening Gaze (Hyena or Vampire Form Only). The vampire turns, ending the effect on itself on a success.
through a space, the mist can do so without squeezing, and Languages Auran, Celestial, Deep Speech, Infernal, Modron,
targets one humanoid it can see within 30 feet of it. If the Undercommon, telepathy 120 ft. Spellcasting. Graxigon’s spellcasting ability is Intelligence
it can’t pass through water. It has advantage on Strength, target can see the vampire, the target must succeed on a
Dexterity, and Constitution saving throws, and is immune Challenge 13 (10,000 XP) Proficiency Bonus +5 (spell save DC 17). It can cast the following spells, requiring
DC 15 Constitution saving throw against this magic or be no components:
to all nonmagical damage, except the damage it takes from poisoned for 24 hours. A creature whose saving throw is
sunlight. successful is immune to this vampire’s Sickening Gaze for 24 Disintegration. If Graxigon dies, its body disintegrates into 3/day: dimension door
Unusual Nature. The vampire doesn’t require air. hours. dust, leaving behind its weapons and everything else it was 1/day each: dominate monster, haste, telekinesis, teleport
172 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 173
Grim Hunter, The
In the early days of Vecna’s invasion, a drow elf and his
companions, champions of good, stood fast against the
forces of evil. Time and time again they managed to thwart
the plans of the Maimed Lord. Sadly, their luck would one
day run out. The companions were hunting the legendary
relic, the Eye of Vecna, with hopes of using it against the
lich. They were ambushed, and the drow elf was forced to
pluck his own eye out and replace it with the relic, gaining
enough power to save his friends but dooming his soul in
the process. He resisted the corruption of the fell relic for
as long as he could, but eventually even his indomitable
will crumbled before the might of Vecna, and this one-time
Great Khan champion of good became one of Vecna’s most deadly
assassins.
The Great Khan rules over the dao from his opulent palace
within the City of Jewels. Like all his kind he is vain and
greedy, even by dao standards, covered in a wealth of spar- The Grim Hunter ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 3 (1d6)
cold damage.
kling jewelry and priceless ornamentations. His lower half Medium Humanoid (Elf, Wizard), Neutral Evil
is a maelstrom of swirling sand that glitters like diamond +2 Defending Scimitar. Melee Weapon Attack: +13 to hit, reach
dust, although his corpulent torso is made from nearly Armor Class 21 (+1 studded leather armor, +2 defending 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage.
impenetrable bedrock. scimitar) +3 Longbow. Ranged Weapon Attack: +14 to hit, range 150/600
Hit Points 170 (20d8 + 80) ft., one target. Hit: 13 (1d8 + 9) piercing damage.
Speed 30 ft. Spellcasting. The Grim Hunter’s spellcasting ability is
Charisma (spell save DC 15). He can cast the following
Great Khan Magic Resistance. The Great Khan has advantage on saving
throws against spells, and other magical effects. spells, requiring no material components:
Huge Elemental (Wizard), Neutral Evil
STR DEX CON INT WIS CHA At will: dancing lights
Actions 13 (+1) 22 (+6) 18 (+4) 12 (+1) 15 (+2) 14 (+2) 3/day each: clairvoyance, crown of madness
Armor Class 20 (natural armor)
Hit Points 418 (27d12 + 243) Multiattack. The Great Khan makes two Bejeweled Maul 1/day each: darkness, disintegrate, dominate monster, eyebite,
attacks. faerie fire, levitate (self only)
Speed 30 ft., burrow 30 ft., fly 30 ft. Saving Throws Dex +11, Wis +7
Bejeweled Maul. Melee Weapon Attack: +13 to hit, reach 10 X-Ray Vision. The Grim Hunter’s vision penetrates 1 foot
ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, plus Skills Acrobatics +11, Perception +7, Stealth +11 of stone, 1 inch of common metal, or up to 3 feet of wood
STR DEX CON INT WIS CHA 9 (2d8) slashing damage. If the target is a Huge or smaller Senses darkvision 120 ft., truesight 120 ft., passive Perception or dirt. Thicker substances block this vision, as does a thin
creature, it must succeed on a DC 20 Strength check or be 17 sheet of lead.
25 (+7) 10 (+0) 28 (+9) 15 (+2) 13 (+1) 18 (+4) knocked prone. Languages Common, Dwarvish, Elvish, Undercommon
Spellcasting. The Great Khan’s spellcasting ability is Challenge 15 (13,000 XP) Proficiency Bonus +5
Bonus Actions
Saving Throws Int +8, Wis +7, Cha +10 Charisma (spell save DC 18). He can cast the following Second Wind (Recharges after a Short of Long Rest). The
spells, requiring no material components: Grim Hunter can regain 25 hit points.
Damage Resistances bludgeoning, piercing, and slashing Fey Ancestry. The Grim Hunter has advantage on saving
damage from nonmagical weapons. At will: detect evil and good, detect magic, stone shape
Damage Immunities poison 3/day each: passwall, move earth
throws against being charmed, and magic can’t put him to
sleep.
Reactions
Condition Immunities charmed, frightened, paralyzed, petri- 1/day each: conjure elemental (earth elemental only), plane Legendary Resistance (3/Day). If the Grim Hunter fails a Parry. The Grim Hunter adds 5 to his AC against one melee
fied, poisoned, prone shift (self only), wall of stone saving throw, he can choose to succeed instead. attack that would hit him. To do so, the Grim Hunter must
see the attacker and be wielding a melee weapon.
Senses darkvision 120 ft., passive Perception 11 Legendary Actions Special Equipment. The Grim Hunter has replaced one of his
Languages Common, Terran
The Great Khan can take 3 legendary actions, choosing from
eyes with the Eye of Vecna. He also wields a +3 frost scimitar, a
+2 defending scimitar, and a +3 longbow. Finally, he wears a +1
Legendary Actions
Challenge 18 (20,000 XP) Proficiency Bonus +6 the options below. Only one legendary action option can be studded leather. The Grim Hunter can take 3 legendary actions, choosing
used at a time and only at the end of another creature’s turn. Sunlight Sensitivity. While in sunlight, the Grim Hunter from the options below. Only one legendary action option
Earth Glide. The Great Khan can burrow through nonmag- The Great Khan regains spent legendary actions at the start has disadvantage on attack rolls, as well as on Wisdom can be used at a time and only at the end of another crea-
ical, unworked earth and stone. While doing so, he doesn’t of his turns. (Perception) checks that rely on sight. ture’s turn. The Grim Hunter regains spent legendary actions
disturb the material he moves through. Attack. The Great Khan makes one Bejewelled Maul attack. at the start of his turn.
Superior Critical. The Grim Hunter’s weapon attacks score a
Elemental Demise. If the Great Khan dies, he disintegrates Scintillate (Costs 2 Actions). The jewels surrounding the Khan critical hit on a roll of 18 − 20. Attack (costs 2 Actions). The Grim Hunter makes one attack
into crystalline powder, leaving behind only the equipment he flare with a piercing radiance. All creatures within 10 feet of with his +3 frost scimitar or two attacks with his +3 longbow.
was wearing or carrying. the Khan who are looking at him must make a successful DC Actions Eye of the Maimed Lord. The Grim Hunter fixes the Eye of
Elemental Rejuvenation. As long as the Great Khan is on the 20 Constitution saving throw or be blinded until the end of Vecna upon any target within 60 feet. That target must make
their next turn. Multiattack. The Grim Hunter makes four weapon attacks: a successful DC 15 Wisdom saving throw or be afflicted by
Elemental Plane of Earth, he regains 20 hit points at the start two with his +3 frost scimitar and two with his +2 defending
of his turn. Stoneskin (Costs 2 Actions). Until the start of his next turn, the frightened condition until the end of their next turn.
scimitar, or four with his +3 longbow. He can draw or stow
Legendary Resistance (3/Day). If the Great Khan fails a saving the Great Khan has a +5 bonus to his AC. any number of weapons. Quick Step. The Grim Hunter moves up to his speed without
throw, he can choose to succeed instead. provoking opportunity attacks.
+3 Frost Scimitar. Melee Weapon Attack: +14 to hit, reach 5
174 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 175
Halaster Blackcloak
WATERDEEP: DUNGEON OF THE MAD MAGE
Halaster Blackcloak Blast Scepter. Halaster uses his blast scepter to cast thunder-
wave as a 4th-level spell (save DC 16).
Medium Humanoid (Human, Wizard), Chaotic Evil
Elemental Implosion (Recharge 5–6). Halaster creates a
Armor Class 14 (17 with mage armor) magical implosion of elemental energy on himself. Each
other creature within 20 feet of him must make a DC 22
Hand, The
Hit Points 246 (29d8 +116) ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
Constitution saving throw. On a failed save, a creature takes
Speed 30 ft. 45 (10d8) damage and is pulled to the closest unoccupied
space to Halaster, before being forcefully hurled back twice as The Hand is a roughly humanoid golem pieced together
far as it was pulled (minimum of 5 feet) in a straight line. On from the hands of still living murderers or traitors. The
STR DEX CON INT WIS CHA a successful save, a creature takes half as much damage and hideous 7-foot-tall golem wears black robes that drag
10 (+0) 18 (+4) 18 (+4) 24 (+7) 18 (+4) 18 (+4) is pushed 5 feet backwards. behind it as it walks upon a pair of gauntlet-wielding
Each time Halaster creates this implosion, he decides what storm giant hands. Its telepathic voice sounds like a raspy
type of damage it deals, choosing between acid, cold, fire, whisper and is always accompanied by the sound of the
Saving Throws Int +14, Wis +11 lightning, or thunder. golem snapping its many fingers at random.
Skills Arcana +21, History +21, Perception +11 Greater Obliteration (Recharge 5 − 6). Halaster targets a
Damage Resistances fire and lightning (granted by the blast creature within 60 ft. The targeted creature must make a
scepter; see “Special Equipment” below) DC 22 Dexterity saving throw. On a failed save, the target
Senses darkvision 120 ft., passive Perception 21 takes 123 (6d20 + 80) force damage, or half as much on a The Hand that would alter its form.
successful one. Large Construct, Lawful Evil Magic Resistance. The Hand has advantage on saving throws
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, against spells and other magical effects.
Elvish, Infernal, Undercommon Spellcasting. Halaster casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 22): Armor Class 19 (natural armor) Spider Climb. The Hand can climb difficult surfaces,
Challenge 23 (50,000 XP) Proficiency Bonus +7 Hit Points 252 (24d10 + 120) including upside down on ceilings, without needing to make
At will: counterspell, detect magic, disguise self, fly, mage armor, an ability check.
magic missile, silent image Speed 40 ft.
Special Equipment. Halaster wears a robe of eyes that lets
him see in all directions, gives him darkvision out to a range
3/day each: Bigby’s hand, fire shield, programmed illusion Actions
of 120 feet, grants advantage on Wisdom (Perception) checks 2/day each: etherealness, min, teleport, wall of force STR DEX CON INT WIS CHA Multiattack. The Hand makes two Slam attacks.
that rely on sight, and allows him to see invisible creatures 1/day each: maze, time stop, wish 25 (+7) 14 (+2) 20 (+5) 3 (−4) 11 (+0) 10 (+0) Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
and objects, as well as into the Ethereal Plane, out to a range Hit: 20 (3d8 + 7) bludgeoning damage plus 9 (2d8) necrotic
of 120 feet. Reactions damage and the target is grappled (escape DC 21) if it is a
Halaster wields a blast scepter (a very rare magic item that Negate Spell. Halaster tries to interrupt a spell he sees a Skills Acrobatics +8, Athletics +13, Stealth +8 Medium or smaller creature. While grappled in this way, the
requires attunement). It can be used as an arcane focus. creature casting within 60 feet of him. If the spell is 3rd level Saving Throws Int +2, Wis +6, Cha +6 creature is also restrained.
Whoever is attuned to the blast scepter gains resistance to or lower, the spell fails and has no effect. If the spell is 4th
fire and lightning damage and can as an action use it to cast level or higher, Halaster makes an Intelligence check against
Damage Resistances necrotic Legendary Actions
thunderwave as a 4th-level spell (save DC 16). a DC of 10 + the spell’s level. On a success, the spell fails and Damage Immunities cold, lightning, poison, psychic; blud-
geoning, piercing, and slashing from nonmagical attacks The Hand can take 3 legendary actions, choosing from the
Halaster also wears a horned ring (a very rare magic item has no effect. options below. Only one legendary action option can be used
that requires attunement), which allows an attuned wearer to Condition Immunities charmed, exhaustion, frightened, para- at a time and only at the end of another creature’s turn. The
ignore Undermountain’s magical restrictions. Legendary Actions lyzed, petrified, poisoned Hand regains spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). If Halaster fails a saving Halaster can take 3 legendary actions, choosing from the Senses blindsight 120 ft. (blind beyond this radius), passive Move. The Hand moves up to its speed.
throw, he can choose to succeed instead. options below. Only one legendary action option can be Perception 10
Slam. The Hand uses its slam attack.
Rejuvenation. If Halaster dies in Undermountain, he revives used at a time and only at the end of another creature’s turn. Languages Understands Common but can’t speak, telepathy
after 1d10 days with all his hit points and any missing body Halaster regains spent legendary actions at the start of his 60 ft. Choke (Costs 2 Actions). The Hand forces a creature it has
parts restored. His new body appears in a random safe loca- turn. grappled to make a DC 21 Constitution saving throw. On a
Challenge 18 (20,000 XP) Proficiency Bonus +6 failed save the target runs out of breath, starts suffocating,
tion in Undermountain. Cast Lesser Spell. Halaster casts an at-will spell. and cannot speak until the grapple ends.
Translocation. Halaster magically teleports up to 60 feet to
Actions an unoccupied space he can see.
Grasping Hands. Any creature that starts its turn grappled by Crush (Costs 2 Actions). The Hand targets a creature it has
the Hand takes 9 (2d8) bludgeoning damage. In addition, the grappled. The target must make a DC 21 Strength saving
Multiattack. Halaster makes three Obliterate Nuisance Cast Greater Spell (costs 2 Actions). Halaster casts one of his Hand also suffers no penalty to its movement speed while throw. On a failed save, the target takes 18 (4d8) bludgeoning
attacks. 3/day spells. attempting to move with a grappled creature. damage and gains 1 level of exhaustion. On a successful
Obliterate Nuisance. Melee or Ranged Spell Attack: +14 to hit, Spell Ward (costs 2 Actions). Halaster removes a magical Immutable Form. The Hand is immune to any spell or effect save, the target takes half as much damage and doesn’t gain
reach 5 ft. or range 120 ft., one target. Hit: 40 (6d10 + 7) force effect of his choice that afflicts him. exhaustion.
damage.
176 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 177
Hellenrae
PRINCES OF THE APOCALYPSE
178 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 179
Juvenile Kraken
GHOSTS OF SALTMARSH
Jarlaxle is a flamboyant, swashbuckling drow iconoclast. Juvenile KraKEN If the kraken takes 35 damage or more on a single turn
from a creature inside of it, the kraken must succeed on a DC
Huge Monstrosity (Titan), Chaotic Evil
He is the leader of the renegade faction Bregan D’aerthe. 23 Constitution saving throw at the end of that turn or regur-
The drow swashbuckler is gifted with a sharp mind, a gitate all swallowed creatures, which fall prone in spaces
sense of humor, puissant skill with a blade, and a wealth Armor Class 16 (natural armor) within 10 feet of the kraken. If the kraken dies, a swallowed
of useful magic items. Jarlaxle typically wears vibrant Hit Points 207 (18d12 + 90) creature is no longer restrained by it and can escape from the
clothing, a fashionable eyepatch, and a wide-brimmed hat. Speed 20 ft., swim 50 ft. corpse using 10 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
STR DEX CON INT WIS CHA is grappled (escape DC 20). Until the grapple ends, the target
Jarlaxle Baenre Suave Defense. While Jarlaxle is wearing light or no armor
and wielding no shield, his AC includes his Charisma 24 (+7) 11 (+0) 20 (+5) 19 (+4) 15 (+2) 17 (+3) is restrained. The kraken has ten tentacles, each of which can
Medium Humanoid (Elf ), Chaotic Neutral grapple one target.
modifier.
Fling. One Medium or smaller object held or creature
Armor Class 24 (+3 leather armor, Suave Defense) Sunlight Sensitivity. When not wearing his knave’s eye Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7 grappled by the kraken is thrown up to 40 feet in a random
patch, Jarlaxle has disadvantage on attack rolls, as well as on direction and knocked prone. If a thrown target strikes a solid
Hit Points 123 (19d8 + 38) Wisdom (Perception) checks that rely on sight. Damage Resistances bludgeoning, piercing, and slashing
Speed 30 ft. from nonmagical attacks. surface, the target takes 3 (1d6) bludgeoning damage for
Actions Damage Immunities lightning every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
Multiattack. Jarlaxle makes three attacks with his +3 rapier Condition Immunities frightened, paralyzed saving throw or take the same damage and be knocked
STR DEX CON INT WIS CHA
or two attacks with daggers created by his bracer of flying Senses truesight 120 ft., passive Perception 12 prone.
12 (+1) 22 (+6) 14 (+2) 20 (+5) 16 (+3) 19 (+4) daggers. Languages understands Abyssal, Celestial, Infernal, and Lightning Strike. The kraken magically creates a bolt of
+3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one Primordial but can’t speak; telepathy 60 ft. lightning, which can strike a target the kraken can see within
Saving Throws Dex +11, Wis +8 target. Hit: 13 (1d8 + 9) piercing damage. Challenge 14 (11,500 XP) Proficiency Bonus +5 90 feet of it. The target must make a DC 18 Dexterity saving
Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 throw, taking 22 (4d10) lightning damage on a failed save, or
Skills Acrobatics +11, Athletics +6, Deception +14, Perception half as much damage on a successful one.
+8, Sleight of Hand +11, Stealth +16 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Amphibious. The kraken can breathe air and water.
Senses darkvision 120 ft., passive Perception 18 Spellcasting. Jarlaxle’s spellcasting ability is Charisma (spell Freedom of Movement. The kraken ignores difficult terrain, Legendary Actions
save DC 17). He can cast the following spells, requiring no and magical effects can’t reduce its speed or cause it to be
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, material components: The kraken can take 3 legendary actions, choosing from the
Undercommon restrained. It can spend 5 feet of movement to escape from options below. Only one legendary action option can be used
At will: dancing lights nonmagical restraints or being grappled.
Challenge 15 (13,000 XP) Proficiency Bonus +5 at a time and only at the end of another creature’s turn. The
1/day each: darkness, faerie fire, levitate (self only)
Actions kraken regains spent legendary actions at the start of its turn.
Fey Ancestry. Jarlaxle has advantage on saving throws against Legendary Actions Multiattack. The kraken makes two Tentacle attacks, each of
Tentacle Attack (Costs 2 Actions). The kraken makes one
being charmed, and magic can’t put him to sleep. tentacle attack.
Jarlaxle can take 3 legendary actions, choosing from the which it can replace with a use of Fling.
Legendary Resistance (3/Day). If Jarlaxle fails a saving throw, Fling. The kraken uses Fling.
options below. Only one legendary action option can be Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
he can choose to succeed instead. used at a time and only at the end of another creature’s turn. Ink Cloud (Costs 3 Actions). While underwater, the kraken
Hit: 20 (3d8 + 75) piercing damage. If the target is a Medium
Master Attuner. Jarlaxle can attune to up to five magic items, Jarlaxle regains spent legendary actions at the start of his or smaller creature grappled by the kraken, that creature expels an ink cloud in a 40-foot radius. The cloud spreads
and he can attune to magic items that normally require turn. is swallowed and the grapple ends. While swallowed, the around corners, and that area is heavily obscured to crea-
attunement by a sorcerer, warlock, or wizard. creature is blinded and restrained, it has total cover against tures other than the kraken. Each creature other than the
Quick Step. Jarlaxle moves up to his speed without provoking kraken that ends its turn there must succeed on a DC 18
Sneak Attack. Jarlaxle deals an extra 24 (7d6) damage when opportunity attacks. attacks and other effects outside the kraken, and it takes 21
he hits a target with a weapon attack and has advantage on (6d6) acid damage at the start of each of the kraken’s turns. Constitution saving throw, taking 11 (2d10) poison damage
Attack (costs 2 Actions). Jarlaxle makes one attack with his on a failed save or half as much damage on a successful one.
the attack roll, or when the target is within 5 feet of an ally +3 rapier or two attacks with daggers created by his bracer of One medium or two smaller creatures can be swallowed at
of Jarlaxle’s that isn’t incapacitated and Jarlaxle doesn’t have the same time. A strong current disperses the cloud, which otherwise disap-
flying daggers. pears at the end of the kraken’s next turn.
disadvantage on the attack roll.
180 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 181
Kas the Destroyer
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
182 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 183
Living Spell, Bigby's Hand
Kraken Priest ICEWIND DALE: RIME OF THE FROSTMAIDEN Living Spell, Blade of Disaster
MONSTERS OF THE MULTIVERSE ICEWIND DALE: RIME OF THE FROSTMAIDEN
A living Bigby’s hand is a large, hovering hand of shim-
A kraken can seem godlike to folk who have witnessed its mering translucent force. It often serves as a guardian, A living blade of disaster is a blade of disaster spell with
fury. Those who believe that its might comes from being a attacking creatures that cross its path while remaining a wicked will of its own. It looks like a floating black
divine entity and those who seek to appease the monster loyal to its caster. planar rift in the shape of a sword. Like a demon, it craves
through its veneration sometimes find themselves infused destruction.
with special abilities, to serve thereafter as kraken priests.
Living Bigby's Hand
Large Construct, Unaligned Living Blade of Disaster
KRAKEN PRIEST
Large Construct, Chaotic Evil
184 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 185
Madame Radanavich Magen, Demos
MONSTERS OF THE MULTIVERSE ICEWIND DALE: RIME OF THE FROSTMAIDEN
Madame Radanavich is an elderly woman dressed in the Magen are magical, humanlike beings created by a wizard
traditional garb of the Vistani, though all the color has spell, or other arcane means. Though magen look like
faded from it, leaving her clad in drab grays, whites, and humanoids with green skin, they are constructs. When one
blacks. Her hair is stark white, and her eyes are cloudy is wounded, its blood is seen to have the color and consis-
with age. As a warlock, she devoted herself to a vampiric tency of mercury. When one is killed, its body disappears
patron. The powers that she received from her pact have in a burst of harmless fire with a cloud of smoke that
only grown since she became the Darklord of Richten quickly dissipates.
Haus. Although not prone to combat, she is a terrible foe if Demos magen wear armor, wield weapons, and typically
engaged. serve as guards.
For more details regarding her background and person-
ality see appendix A.
Demos Magen
Medium Construct, Unaligned
Madame Radanavich Actions
Medium Humanoid (Human, Warlock), Chaotic Neutral Armor Class 16 (chain mail)
Multiattack. Madame Radanavich makes three Bloody Shiv
attacks. Hit Points 51 (6d8 + 24)
Armor Class 13 (16 with mage armor) Bloody Shiv. Melee or Ranged Weapon Attack: +7 to hit, reach Speed 30 ft.
Hit Points 221 (34d8 + 68) 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Speed 30 ft. damage plus 13 (4d6) necrotic damage.
STR DEX CON INT WIS CHA
Blood Mist (1/Day). Madame Radanavich exudes a crimson
red mist. All creatures within 30 feet of Madame Radanavich 14 (+2) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 7 (−2)
STR DEX CON INT WIS CHA of her choice must make a DC 18 Constitution saving throw.
9 (−1) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 20 (+5) On a failed save, a creature takes 36 (8d8) necrotic damage.
On a failed save, a creature takes half as much damage. Damage Immunities poison
Madame Radanavich gains temporary hit points equal to the Condition Immunities charmed, exhaustion, frightened,
Saving Throws Wis +6, Cha +10 total damage dealt. Undead and Constructs are immune to paralyzed, poisoned
Skills Arcana +6, History +6 this attack. Senses passive Perception 10
Damage Resistances necrotic, psychic; bludgeoning, Spellcasting. Madame Radanavich casts one of the following Languages Understands commands given by its creator but
piercing, and slashing from nonmagical attacks spells, using Charisma as the spellcasting ability (spell save can’t speak
DC 18): Challenge 2 (450 XP) Proficiency Bonus +2
Condition Immunities charmed, frightened
At will: detect magic, mage armor (self only), mage hand, speak
Senses darkvision 60 ft., passive Perception 11 with dead
Languages Common, Halfling, telepathy 30 ft. Fiery End. If the magen dies, its body disintegrates in a
1/day each: Evard’s black tentacles, detect thoughts, true seeing harmless burst of fire and smoke, leaving behind anything it
Challenge 13 (10,000 XP) Proficiency Bonus +5 was wearing or carrying.
Bonus Actions Magic Resistance. The magen has advantage on saving
Hungering Aura. At the start of each of Madame Misty Step. Madame Radanavich briefly turns into a blood throws against spells and other magical effects.
Radanavich’s turns, each creature of her choice within 10 red mist, teleporting up to 30 feet to an unoccupied space Undead Nature. The magen doesn’t require air, food, drink,
feet of her must succeed on a DC 18 Constitution saving that she can see. or sleep.
throw or take 20 (6d6) necrotic damage, provided Madame Summon Undead (1/Day). Madame Radanavich magically
Radanavich is not incapacitated. summons three Radanavich ghouls. The summoned crea- Actions
Legendary Resistance (3/Day). If Madame Radanavich fails a tures appear in unoccupied spaces within 60 feet of Madame
saving throw, she can choose to succeed instead. Radanavich, whom they obey. They take their turns immedi- Multiattack. The magen makes two Greatsword attacks.
Regeneration. Madame Radanavich regains 10 hit points at ately after Madame Radanavich. Each lasts for 1 hour, until it Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the start of her turn if she has at least 1 hit point. If Madame or Madame Radanavich dies, or until the warlock dismisses it target. Hit: 9 (2d6 + 2) slashing damage.
Radanavich takes radiant damage, this trait doesn’t function as a bonus action. Light Crossbow. Ranged Weapon Attack: +4 to hit, range
at the start of her next turn. 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
186 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 187
Mist Walker
Untold, half-formed evils lurk amid the Mists, the
yet-to-be-realized imaginings of the Dark Powers and
the remnants of ruined domains. While such nightmares
typically manifest as nothing more than impressions, whis-
Miniamat pers, or vaporous visions amid the fog, mysterious eddies
in the Mists sometimes gather such evils, forcing them into
Vecnan bioengineers tried multiple times to create an arti- unique mist-shapen bodies untethered from the laws of
ficial replicant of Tiamat. Although nominally successful, reason or reality.
the replicated organism always inevitably turned upon its
creators, destroying countless laboratories in the process.
Success was eventually realized when the bioengineers Mist Walker
added canine properties. And thus Miniamat was born. Medium Undead, Typically Neutral Evil
The Princess of Dragons is the size of a large bulldog. Her
necks are proportionally shorter than they should be and Armor Class 13
her heads are vaguely canine shaped. When she speaks, Hit Points 67 (9d8 + 27)
shrill barks are intermixed amidst her otherwise impe- Speed 0 ft., fly 30 ft. (hover)
rious roars.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Miniamat Legendary Actions
Small Dragon, Chaotic Evil
Miniamat can take 5 legendary actions, choosing from the
options below. Only one legendary action option can be used Damage Resistances acid, cold, fire, lightning, thunder;
Armor Class 15 (natural armor) at a time and only at the end of another creature’s turn. She bludgeoning, piercing, and slashing from nonmagical
regains spent legendary actions at the start of her turn. attacks that aren’t silvered
Hit Points 170 (20d6 + 100)
Miniamat’s legendary actions are associated with her five Damage Immunities necrotic, poison
Speed 20 ft., fly 40 ft.
dragon heads. Once Minimat chooses a legendary action Condition Immunities charmed, exhaustion, grappled, para-
option for one of her heads, she can’t choose another one lyzed, petrified, poisoned, prone, restrained
STR DEX CON INT WIS CHA associated with that head until the start of her next turn. Senses darkvision 60 ft., passive Perception 12
20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Languages the languages it knew in life
Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) acid damage
(black dragon head), lightning damage (blue dragon head), Challenge 5 (1,800 XP) Proficiency Bonus +3
Saving Throws Str +10, Con +10 poison damage (green dragon head), fire damage (red
Skills Perception +5 dragon head), or cold damage (white dragon head). Misty Form. The mist walker can occupy another creature’s
Black Dragon Head: Acid Breath (Costs 2 Actions). Miniamat space and vice versa. In addition, if air can pass through
Damage Immunities acid, cold, fire, lightning, poison; blud- a space, the mist walker can pass through it without
geoning, piercing, and slashing from nonmagical weapons breathes acid in a 30-foot line that is 5 feet wide. Each crea-
ture in that line must make a DC 17 Dexterity saving throw, squeezing. Each foot of movement in water costs it 2 extra
Senses darkvision 120 ft., passive Perception 15 taking 22 (5d8) acid damage on a failed save, or half as much feet, rather than 1 extra foot. The mist walker can’t manip-
Languages Common, Draconic damage on a successful one. ulate objects in any way that requires fingers or manual
Challenge 13 (10,000 XP) Proficiency Bonus +5 dexterity.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).
Miniamat breathes lightning in a 30-foot line that is 5 feet Sunlight Sensitivity. While in sunlight, the mist walker
wide. Each creature in that line must make a DC 17 Dexterity has disadvantage on attack rolls, as well as on Wisdom
Legendary Resistance (3/Day). If Miniamat fails a saving (Perception) checks that rely on sight.
throw, she can choose to succeed instead. saving throw, taking 22 (4d10) lightning damage on a failed
save, or half as much damage on a successful one. Unusual Nature. The mist walker doesn’t require air, food,
Multiple Heads. Miniamat can take one reaction per turn, drink, or sleep.
rather than only one per round. She also has advantage on Green Dragon Head: Poison Breath (Costs 2 Actions).
Miniamat breathes poisonous gas in a 15-foot cone. Each
saving throws against being knocked unconscious. If she fails
creature in that area must make a DC 17 Dexterity saving Actions
a saving throw against an effect that would stun a creature,
one of her unspent legendary actions is spent. throw, taking 21 (6d6) poison damage on a failed save, or Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
half as much damage on a successful one. creature. Hit: 21 (4d8 + 3) necrotic damage. The target
Actions Red Dragon Head: Fire Breath (Costs 2 Actions). Miniamat must succeed on a DC 14 Constitution saving throw or its
breathes fire in a 15-foot cone. Each creature in that area hit point maximum is reduced by an amount equal to the
Multiattack. Miniamat makes two Claw attacks and one Tail must make a DC 17 Dexterity saving throw, taking 24 (7d6) damage taken. This reduction lasts until the target finishes
attack. fire damage on a failed save, or half as much damage on a a long rest. The target dies if this effect reduces its hit point
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. successful one. maximum to 0.
Hit: 12 (2d6 + 5) slashing damage. White Dragon Head: Cold Breath (Costs 2 Actions). Miniamat Create Mist Walker (1/Day). The mist walker targets a
Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. breathes an icy blast in a 15-foot cone. Each creature in that humanoid within 10 feet of it that has been dead for no
Hit: 14 (2d8 + 5) bludgeoning damage. area must make a DC 17 Dexterity saving throw, taking 22 longer than 1 minute and died violently. The target’s spirit
(5d8) cold damage on a failed save, or half as much damage rises as a mist walker in the space of its corpse or in the
on a successful one. nearest unoccupied space.
188 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 189
Necrosphinx
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
190 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 191
Nemhain
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
192 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 193
Phesteus
Phesteus is the lead bioengineer and the creator of
artificially accelerated organisms. The gnome wears full
mechanized battle armor and a spherical helmet of tinted
glass that hides his features. His research is his single-
minded passion, and because of this he spends all of his
time working obsessively in his laboratory.
194 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 195
Rezmir
HOARD OF THE DRAGON QUEEN Salizarr
Rezmir is a tall, imposing dark-scaled humanoid with Salizarr is a meazel ghoul that exhibits multiple person-
draconic features. She wears rich purple robes embroi- alities, all of which are serial killers. His most common
dered with gold and wields an equally dark, serrated personalities include the Closet Man, Old Scurvy Jake,
greatsword. At most times her features are hidden behind Them, and He Who Bends Men. Each personality has a
an ebony skull mask with curved, protruding horns. different hunting ground and hunting style. The personali-
Rezmir is the anointed Black Wyrmspeaker, one of five ties are deeply distrustful of one another, arguing amongst
such speakers that sit atop the hierarchy of the Cult of the themselves aloud anytime Salizarr speaks with another
Dragon. Because of her position she commands unques- living being.
tioning obedience from all cultists, as well as begrudging
respect from most dragons.
Salizarr
Medium Undead, Neutral Evil
Rezmir while wearing the Black Dragon Mask, she can choose to
Medium Humanoid (Half-Black Dragon), Neutral Evil succeed instead.
Armor Class 14 Actions
Actions Hit Points 72 (16d8) Multiattack. Salizaar makes two Claw attacks and a Garrote
Armor Class 13 (15 with the Black Dragon Mask) Speed 30 ft. attack.
Hit Points 90 (12d8 + 36) Hazirawn (Greatsword). Melee Weapon Attack: +9 to hit, Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one crea-
reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus ture. Hit: 12 (2d6 + 5) slashing damage. If the target is a
Speed 30 ft. 7 (2d6) necrotic damage. If the target is a creature, it can’t STR DEX CON INT WIS CHA creature other than an elf or undead, it must succeed on a
regain hit points for 1 minute. The target can make a DC 15 DC 17 Constitution saving throw or be paralyzed for 1 minute.
Constitution saving throw at the end of each of its turns, 11 (+0) 20 (+5) 14 (+2) 14 (+2) 13 (+1) 10 (+0)
STR DEX CON INT WIS CHA The target can repeat the saving throw at the end of each of
ending this effect early on a success. its turns, ending the effect on itself on a success.
18 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 14 (+2) Caustic Bolt. Ranged Weapon Attack: +8 to hit, range 90 ft., Saving Throws Dex +9, Int +6 Garrote. Melee Weapon Attack: +9 to hit, reach 5 ft., one
one target. Hit: 18 (4d8) acid damage. target of Salizarr’s size or smaller. Hit: 8 (1d6 + 5) blud-
Skills Acrobatics +9, Deception +4, Perception +4, Stealth +13
Saving Throws Dex +6, Wis +4 Acid Breath (Recharge 5 − 6). Rezmir breathes acid in a geoning damage, and the target is grappled (escape DC 17
30-foot line that is 5 feet wide. Each creature in the line Damage Resistances necrotic with disadvantage). Until the grapple ends, the target takes
Skills Arcana +5, Stealth +9 must make a DC 14 Dexterity saving throw, taking 22 (5d8) Damage Immunities poison 19 (4d6 + 5) bludgeoning damage at the start of each of
Damage Immunities acid acid damage on a failed save, or half as much damage on a Condition Immunities charmed, exhaustion, poisoned Salizarr’s turns. Salizarr can’t make weapon attacks while
Condition Immunities charmed, frightened successful one. grappling a creature in this way.
Senses darkvision 120 ft., passive Perception 11
Senses blindsight 10 ft., darkvision 120 ft., passive Perception Shadow Teleport (Recharge 5 − 6). Salizarr, any equipment he
11 Legendary Actions Languages Common
is wearing or carrying, and any creature he is grappling tele-
If she is wearing the Black Dragon Mask, Rezmir can take up Challenge 12 (8,400 XP) Proficiency Bonus +4 port to an unoccupied square within 500 feet of it, provided
Languages Common, Draconic, Infernal, Giant, Netherese
to two legendary actions between each of her turns, taking that the starting space and the destination are in dim light or
Challenge 7 (2,900 XP) Proficiency Bonus +3 the actions all at once or spreading them over the round. Assassinate. During his first turn, Salizarr has advantage on darkness. The destination must be a place Salizarr has seen
A legendary action can be taken only at the start or end of attack rolls against any creature that hasn’t taken a turn. Any before, but it need not be within line of sight. If the destina-
Special Equipment. Rezmir has the Black Dragon Mask and a turn. Rezmir has the following legendary action options, hit scored against a surprised creature is a critical hit. tion space is occupied, the teleportation leads to the nearest
Hazirawn (appendix D). some of which expend more than one action when taken: Evasion. If Salizarr is subjected to an effect that allows him unoccupied space.
Amphibious. Rezmir can breathe air and water. Attack. Rezmir makes one Greatsword attack. to make a Dexterity saving throw to take only half damage, Any other creature Salizarr teleports becomes cursed for 1
Dark Advantage. Once per turn, Rezmir can deal an extra 10 Hide. Rezmir takes the Hide action. Salizarr instead takes no damage if he succeeds on the hour or until the curse is ended by remove curse or greater
(3d6) damage when she hits with a weapon attack, provided saving throw, and only half damage if he fails. restoration. Until the curse ends, every Undead and every
Darkness (Costs 2 Actions). A 15-foot radius of magical creature native to the Shadowfell within 300 feet of the
Rezmir has advantage on the attack roll. darkness extends from a point Rezmir can see within 60 feet Sneak Attack. Once per turn, Salizarr deal an extra 17 (5d6)
damage when he hits a target with a weapon attack and has cursed creature can sense it, which prevents that creature
Draconic Majesty. While wearing no armor and wearing the of her and spreads around corners. The darkness lasts as from hiding from them.
Black Dragon Mask, Rezmir adds her Charisma bonus to her long as Rezmir maintains concentration, up to 1 minute. A advantage on the attack roll, or when the target is within 5
feet of an ally of Salizarr that isn’t incapacitated and Salizaar
AC (included). creature with darkvision can’t see through this darkness, and
no natural light can illuminate it. If any of the area overlaps doesn’t have disadvantage on the attack roll. Bonus Actions
Immolation. When Rezmir is reduced to 0 hit points, her
body disintegrates into a pile of ash. with an area of light created by a spell of 2nd level or lower, Turn Resistance. Salizarr has advantage on saving throws Shadow Stealth. While in dim light or darkness, Salizarr
the spell creating the light is dispelled. against any effect that turns undead. takes the Hide action.
Legendary Resistance (1/Day). If Rezmir fails a saving throw
196 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 197
Scaladar
WATERDEEP: DUNGEON OF THE MAD MAGE
198 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 199
Secret Eater
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
Scarab Swarm
humanoid, and then control the corpse as if it were its own
body. Thus disguised, secret eaters befriend travelers, only
VAN RICHTEN’S GUIDE TO RAVENLOFT to pry forth their most intimate secrets before inevitably
betraying them.
Base creatures are among the first to respond to sinister
forces at work in a land. As nefarious powers grip an area,
populations of maggots, scarabs, and similar scavenging Secret Eater on a DC 18 Intelligence saving throw against this magic or
take 44 (8d10) psychic damage and have one of its secrets
insects explode and become aggressive. Such swarms Tiny Undead, Typically Neutral Evil
crawl about in a vaguely bipedal shape while making skit- magically revealed to the secret eater with preference for dark
or evil secrets. The secret eater can use this secret to create
tering noises that sound like whispered chanting. Armor Class 20 (natural armor ) one of the following effects.
Hit Points 50 (20d4) Dark Divination. The target must immediately reveal to the
Speed 0 ft., fly 40 ft. (hover) secret eater what its intended course of action is on its next
Scarab Swarm turn. The creature must attempt to complete the intended
Medium Swarm of Tiny Beasts course of action to the best of its ability on its next turn.
STR DEX CON INT WIS CHA Devour Secret. The secret eater regains lost hit points equal
Armor Class 13 (natural armor) 1 (-5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 19 (+4) to the psychic damage done. If the secret eater is at its hit
Hit Points 27 (5d8 + 5) point maximum or it returns to its hit point maximum due
to regaining hit points from this feature, it gains the excess
Speed 30 ft., burrow 30 ft., climb 30 ft. Saving Throws Con +5, Int +10, Wis +8, Cha +9 restored hit points as temporary hit points.
Skills Deception +14, Insight +8, Persuasion +9 Dismantle Insight. A creature that has its secrets eaten can’t
STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing, and slashing add its proficiency bonus to its saving throws against the
3 (−4) 14 (+2) 13 (+1) 1 (−5) 12 (+1) 1 (−5) from magical attacks secret eater’s spells and effects until the end of the secret
Damage Immunities necrotic, poison, psychic; bludgeoning, eater’s next turn.
piercing, and slashing from nonmagical attacks Share Knowledge. The secret eater magically reveals all
Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, deafened, exhaustion, fright- secrets it knows to Vecna, who gains the same benefits as the
Condition Immunities charmed, frightened, grappled, para- ened, paralyzed, petrified, poisoned, prone, stunned secret eater.
lyzed, petrified, prone, restrained, stunned Senses truesight 120 feet, passive Perception 13 Body Thief. The secret eater targets a dead humanoid within
Senses tremorsense 60 ft., passive Perception 11 5 feet of it. The target’s skull crumbles and the secret eater
Languages understands all languages but can’t speak, telep- teleports into the target’s head to take the skull’s place, and
Languages − athy 60 feet takes control of the target’s body. While inside a creature,
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 15 (13,000 XP) Proficiency Bonus +5 the secret eater has total cover against attacks and other
effects originating outside its host. The secret eater retains
Swarm. The swarm can occupy another creature’s space Avoidance. If the secret eater is subjected to an effect that its Intelligence, Wisdom, and Charisma scores, as well as its
and vice versa, and the swarm can move through any allows it to make a saving throw to take only half damage, it languages, its telepathy, and its traits. It otherwise adopts
opening large enough for a tiny scarab. The swarm can’t instead takes no damage if it succeeds on the saving throw, the target’s statistics. It knows everything the creature knew,
regain hit points or gain temporary hit points. and only half damage if it fails. including spells and languages.
Skeletonize. If the swarm starts its turn in the same space False Appearance. While the secret eater remains motionless, If the host body drops to 0 hit points, the secret eater must
as a dead creature that is Large or smaller, the corpse is it is indistinguishable from a normal skull. leave it. A protection from evil and good spell cast on the body
destroyed, leaving behind only equipment and bones (or drives the secret eater out. The secret eater is also forced out
Legendary Resistance (1/Day). If the secret eater fails a saving if the target regains its destroyed skull by means of a wish
exoskeleton). throw, it can choose to succeed instead. spell. By spending 5 feet of its movement, the secret eater
Spider Climb. The swarm can climb difficult surfaces, Psychic Barrier. A creature that touches the secret eater or can voluntarily leave the body, teleporting to the nearest
including upside down on ceilings, without needing to hits it with a melee attack while within 5 feet of it takes 11 unoccupied space within 5 feet of it. The body then collapses
make an ability check. (2d10) psychic damage. and remains dead.
Actions Turn Immunity. The secret eater is immune to effects that
turn undead.
Sending. The secret eater casts the sending spell to relay a
message to Vecna, requiring no components.
Ravenous Bites. Melee Weapon Attack: +4 to hit, reach 0 Vecna’s Weakness. The secret eater is vulnerable to all
ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage dealt to it by the Sword of Kas. Reactions
damage, or 7 (2d6) piercing damage if the swarm has half
Psychic Retaliation. If the secret eater is hit by an attack from
of its hit points or fewer. If the target is a creature, scarabs Actions a creature that has failed its saving throw against the secret
burrow into its body, and the creature takes 3 (1d6) piercing
damage at the start of each of its turns. Any creature can Multiattack. The secret eater uses its Eat Secrets twice. If eater’s Dark Divination feature, or if a creature attempts
use an action to kill or remove the scarabs with fire or a the secret eater is within 120 feet of Vecna it can also use its to read the secret eater’s mind, the secret eater forces the
weapon that deals piercing damage, causing 1 damage of Share Knowledge. assailant to make a DC 18 Intelligence saving throw. On a
the appropriate type to the target. A creature reduced to 0 Eat Secrets. The secret eater targets one creature it can see failed save, the attacker is paralyzed until the start of its next
hit points by the swarm’s piercing damage dies. within 20 feet of it that has a brain. The target must succeed turn.
200 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 201
Serpent-That-Is-Night
VAN RICHTEN’S GUIDE TO RAVENLOFT
202 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 203
Skum
GHOSTS OF SALTMARSH
204 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 205
Trobriand
Trobriand, also known as the Metal Mage, is one of
Halaster’s most powerful ex-apprentices. He was a secre-
tive, careful archmage who rarely left his heavily-guarded
laboratories. When sighted, he appeared as a thin, clean-
shaven man with long steel gray hair. He was unnaturally
tall but stooped with age.
In recent years Trobriand has managed to transport his
essence into a specially prepared iron golem. The Metal
Mage safeguards his original body as a failsafe. However,
he is unaware that this body has since passed away and
is no longer a suitable vessel. Because of this, Trobriand Tsucora Quori
will die whenever the golem he inhabits is destroyed. The EBERRON: RISING FROM THE LAST WAR
Metal Mage has become increasingly confrontational of
late, his aggression bolstered by his nigh indestructible Tsucora quori are nightmarish creatures. Their headless
body. torsos are covered with eyes and twitching limbs, including
two massive arms that end in powerful pincers and a
serpentine tail tipped with a vicious stinger. They are cruel
Trobriand Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage. and calculating, enjoying the power they wield over others
Large Construct (Wizard), Neutral Evil
as they concoct elaborate schemes to advance their own
Fiery Explosion. Trobriand creates a magical explosion of fire
centered on a point he can see within 120 feet of him. Each positions and discredit their rivals.
Armor Class 23 (natural armor)
creature in a 20-foot-radius sphere centered on that point
Hit Points 315 (30d10 + 150) must make a DC 20 Dexterity saving throw, taking 49 (14d6)
Speed 30 ft. fire damage on a failed save, or half as much damage on a
successful one.
Tsucora Quori Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (4d4 + 6) slashing damage.
Medium Aberration, Lawful Evil
Poisoned Breath (Recharge 6). Trobriand exhales poisonous Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA gas in a 30 foot cone. Each creature in that area must make Armor Class 16 (natural armor) target. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d10)
24 (+7) 9 (−1) 20 (+5) 20 (+5) 11 (+0) 1 (−5) a DC 20 Constitution saving throw, taking 54 (12d8) poison psychic damage, and the target must succeed on a DC 14
damage on a failed save, or half as much on a successful Hit Points 68 (8d8 + 32) Wisdom saving throw or be frightened of the quori for 1
one. Speed 40 ft. minute. The target can repeat the saving throw at the end of
Saving Throws Con +11, Int +11 each of its turns, ending the effect on itself on a success.
Spellcasting. Trobriand casts one of the following spells,
Skills Arcana +11, History +11 using Intelligence as the spellcasting ability (spell save DC Possession (Recharge 6). One humanoid that the quori can
Damage Immunities fire, poison; bludgeoning, piercing and 20): STR DEX CON INT WIS CHA see within 5 feet of it must succeed on a DC 14 Charisma
slashing from nonmagical attacks not made with adamantine At will: detect magic, mage hand, prestidigitation 17 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) saving throw or be possessed by the quori; the quori then
weapons disappears, and the arget is incapacitated and loses control
3/day: greater invisibility, haste of its body. The quori now controls the body but doesn’t
Condition Immunities charmed, exhaustion, frightened, para- Saving Throws Wis +5, Cha +6
lyzed, petrified, poisoned 1/day each: globe of invulnerability, power word stun deprive the target of awareness. The quori can’t be targeted
Skills Insight +5, Perception +5 by any attack, spell, or other effect, and it retains its align-
Senses darkvision 120 ft., passive Perception 10 Bonus Actions Damage Resistances psychic ment, Intelligence, Wisdom, Charisma, and immunity
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Quicksilver Step. Briefly transforming into liquid metal, to being charmed and frightened. It otherwise uses the
Elvish, Infernal, Undercommon Condition Immunities charmed, frightened possessed target’s statistics, but doesn’t gain access to the
Trobriand teleports up to 30 feet to an unoccupied space that
Challenge 20 (41,000 XP) Proficiency Bonus +6 he can see before reforming into his true self. Senses darkvision 60 ft., passive Perception 15 target’s knowledge, class features, or proficiencies.
Languages Common, Quori The possession lasts until the body drops to 0 hit points,
Fire Absorption. Whenever Trobriand is subjected to fire Reactions Challenge 7 (2,900 XP) Proficiency Bonus +3 the quori ends it as a bonus action, or the quori is forced
damage, he takes no damage and instead regains a number out by an effect like the dispel evil and good spell. When
Arcane Defense (3/Day). When he is hit by an attack,Tro- the possession ends, the quori reappears in an unoccupied
of hit points equal to the fire damage dealt. briand protects himself with an invisible barrier of magical
Immutable Form. Trobriand is immune to any spell or effect force. Until the end of his next turn, he gains a +5 bonus to Actions space within 5 feet of the body. The target is immune to
this quori’s Possession for 24 hours after succeeding on the
that would alter his form. AC, including against the triggering attack. Multiattack. The quori makes one Pincer attack, one Claws saving throw or after the possession ends.
Magic Resistance. Trobriand has advantage on saving throws Negate Spell (Recharge 5-6). Trobriand tries to interrupt attack, and one Stinger attack. Spellcasting. The quori’s spellcasting ability is Charisma
against spells and other magical effects. a spell he sees a creature casting within 60 feet of him. Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. (spell save DC 14). It can cast the following spells, requiring
If the spell is 3rd level or lower, the spell fails and has no Hit: 8 (1d10 + 3) bludgeoning damage. The target is grappled no material components:
Actions effect. If the spell is 4th level or higher, Trobriand makes an (escape DC 14) if it is a Large or smaller creature. The quori
Intelligence check against a DC of 10 + the spell’s level. On a At will: charm person
Multiattack. Trobriand makes two Slam attacks. has two pincers, each of which can grapple one target.
success, the spell fails and has no effect. 1/day each: fear
206 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 207
Vecna
Vecna is evil, cunning, and ruthless beyond understanding,
wanting only to end all life and destroy all other deities
so he can assume the mantle of a supreme Overgod. His
talent for scheming is unrivaled throughout the multiverse,
expertly manipulating individuals, groups, and entire
nations to carry out his desires.
The Maimed God’s voice is like a coarse and hollow
whisper accompanied by faint gasps like a dying man
taking his last breath and distant, nearly inaudible screams
and yawns. Despite this, his every word rings clearly and is
Vadataj full of conviction and commanding will.
Vecna’s every decision is ingeniously premeditated,
ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
driven exclusively by cunning and purest logic. Calculating
the odds of every foreseeable outcome comes as naturally
The vadataj are cursed undead who, one way or another, to the Undying King as not breathing. The only subject that
had the arrogance and audacity to think themselves better can bring even a hint of emotion to the Arch-Lich is Kas;
than the seas. Often they are knights, still wearing the the one who betrayed him and severed his eye and hand.
algae-tangled armor that they foolishly thought would
protect them from the ocean’s vengeful grasp. Vadataj are
most prominent in the Shadowfell but with Evernight’s
appearance along the Sword Coast, an increasing number
have been spotted throughout the Realms.
208 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 209
Vecna within 120 feet. The target and each creature within 10 feet of
it must succeed on a DC 26 Charisma saving throw or take
Medium Undead (Wizard), Neutral Evil
58 (4d8 + 40) necrotic damage. Constructs and Undead auto-
matically succeed on this saving throw. A creature’s hit point
Armor Class 22 (natural armor) maximum is reduced by an amount equal to the necrotic
Hit Points 650 (52d8 +416) damage dealt, and Vecna regains hit points equal to half that
Speed 30 ft., fly 20 ft. (hover) amount. This reduction lasts for a creature until it finishes a
short or long rest. A creature dies if its hit point maximum is
reduced to 0, and if it is a Humanoid, it immediately rises as
Walking Statue
STR DEX CON INT WIS CHA a zombie (see the Monster Manual) under Vecna’s control.
20 (+5) 16 (+3) 26 (+8) 26 (+8) 21 (+5) 24 (+7) Spellcasting. Vecna casts one of the following spells,
requiring no material components and using Intelligence as WATERDEEP: DRAGON HEIST
Saving Throws Con +18, Int +18, Wis +15
the spellcasting ability (spell save DC 26):
At will: animate dead (as an action), detect magic, dispel Scattered throughout Waterdeep are eight enormous
War Priest
Skills Arcana +28, Deception +17, History +18, Insight +15, magic, fly, lightning bolt, mage hand, prestidigitation MONSTERS OF THE MULTIVERSE
statues that can defend the city in times of great peril.
Perception +15 2/day each: dimension door, invisibility, scrying (as an action) Because they are so destructive, the walking statues
Damage Resistances lightning are used only to fend off armies and seemingly insur- War priests worship deities of war and combat. They
1/day each: dominate monster, foresight, globe of invulnerability,
Damage Immunities cold, necrotic, poison; bludgeoning, plane shift (self only), prismatic wall, wish mountable foes. Each statue once had a name and a plan tactics, lead soldiers into battle, confront enemy
piercing, and slashing from nonmagical attacks unique appearance but in recent years they all have been spellcasters, and tend to casualties. A war priest might
Touch of Vecna. Melee Spell Attack: +18 to hit, reach 5 ft., one command an army or serve as a warlord’s right hand on
Condition Immunities blinded, charmed, exhaustion, fright- target. Hit: 21 (6d6) cold damage. If the target has a skeleton, resculpted to look like the archlich Vecna.
ened, paralyzed, petrified, poisoned, stunned, unconscious it must succeed on a DC 18 Constitution saving throw or the battlefield.
Senses truesight 120 ft., passive Perception 25 drop to 0 hit points as its bones turn to jelly.
Languages all, telepathy 120 ft. Bonus Actions Walking Statue War Priest
Gargantuan Construct, Unaligned Medium Humanoid (Cleric), Any Alignment
Challenge 35 (265,000 XP) Proficiency Bonus +10
Aura of the Damned. Vecna activates or deactivates this
aura. While active, flying, spectral entities fill a 30-foot sphere Armor Class 17 (natural armor)
Legendary Resistance (5/Day). If Vecna fails a saving throw, centered on Vecna. When a creature that isn’t an Undead Armor Class 18 (plate)
he can choose to succeed instead. enters the affected area for the first time on a turn or starts Hit Points 314 (17d20 + 136) Hit Points 117 (18d8 + 36)
Special Equipment. Vecna carries a magic +3 dagger named its turn there, it takes 18 (4d8) necrotic damage. If a creature Speed 60 ft. Speed 30 ft.
Afterthought. In the hands of anyone other than Vecna, takes at least 10 necrotic damage, it must also make a DC 26
Afterthought is a +2 dagger. Wisdom saving throw. On a failed save, the creature is fright-
The Maimed Lord. If Vecna is reunited with his left eye and ened of Vecna until the start of its next turn. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
left hand his Challenge rating increases to 37 (315,000 XP). Vile Teleport. Vecna teleports, along with any equipment he is 30 (+10) 8 (−1) 27 (+8) 1 (−5) 10 (+0) 1 (−5) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
He can then take 1 additional legendary action each round wearing or carrying, up to 30 feet to an unoccupied space he
and he loses the Vecna’s Weakness trait. can see. He can cause each creature of his choice within 15
feet of his destination space to take 10 (3d6) psychic damage. Saving Throws Con +14 Saving Throws Con +6, Wis +7
Turn Immunity. Vecna is immune to effects that turn undead.
If at least one creature takes this damage, Vecna regains 80 Damage Immunities cold, fire, poison, psychic; blud- Skills Intimidation +5, Religion +4
Undying. If Vecna is slain, his soul refuses to accept its fate hit points. geoning, piercing and slashing from nonmagical attacks not
and lives on as a disembodied spirit that fashions a new Senses passive Perception 13
made with adamantine weapons
body for itself after 1d100 years. Vecna’s soul can fashion a Reactions Condition Immunities charmed, exhaustion, frightened,
Languages any two languages
new body even if its old body was burned to ash or otherwise Challenge 9 (5,000 XP) Proficiency Bonus +4
obliterated. When the new body is complete, Vecna regains Dread Counterspell. Vecna utters a dread word to interrupt paralyzed, petrified, poisoned, stunned
all his hit points and becomes active again. Vecna’s new body a creature he can see that is casting a spell. If the spell is 4th Senses truesight 120 ft., passive Perception 10
level or lower, it fails and has no effect. If the spell is 5th level
appears anywhere within 100 miles of where Vecna was slain.
or higher, Vecna makes an Intelligence check (DC 10 + the
Languages − Actions
Unusual Nature. Vecna doesn’t require air, food, drink, or Challenge 18 (20,000 XP) Proficiency Bonus +6
sleep. spell’s level). On a success, the spell fails and has no effect. Multiattack. The war priest makes two Maul attacks, and it
Whatever the spell’s level, the caster takes 10 (3d6) psychic uses Holy Fire.
Vecna’s Weakness. Vecna is vulnerable to all damage dealt to damage if the spell fails. Crumbling Colossus. When the statue drops to 0 hit points,
him by the Sword of Kas, or by anyone who has grafted one of Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Fell Rebuke. In response to being hit by an attack, Vecna it crumbles and is destroyed. Any creature on the ground Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radiant
Vecna’s body parts. within 30 feet of the crumbling statue must make a DC
utters a fell word, dealing 21 (6d6) necrotic damage to the damage..
X-ray Vision. Vecna’s vision penetrates 1 foot of stone, 1 inch attacker, and Vecna teleports, along with any equipment he is 22 Dexterity saving throw, taking 22 (4d10) bludgeoning
of common metal, or up to 3 feet of wood or dirt. Thicker damage on a failed save, or half as much damage on a Holy Fire. The war priest targets one creature it can see
wearing or carrying, up to 30 feet to an unoccupied space he within 60 feet of it. The target must make a DC 15 Wisdom
substances block the vision, as does a thin sheet of lead. can see. successful one.
saving throw. On a failed save, the target takes 12 (2d8 +
Immutable Form. The statue is immune to any spell or
Actions Legendary Actions effect that would alter its form.
3) radiant damage, and is blinded until the start of the war
priest’s next turn. On a successful save, the target takes half
Multiattack. Vecna uses Soul-Stealing Gaze, Spellcasting, Vecna can take 3 legendary actions, choosing from the Magic Resistance. The statue has advantage on saving as much damage and isn’t blinded.
or Touch of Vecna. He then makes two attacks with options below. Only one legendary action option can be throws against spells and other magical effects.
Afterthought. Spellcasting. The war priest casts one of the following
used at a time and only at the end of another creature’s turn. Siege Monster. The statue deals double damage to objects spells, using Wisdom as the spellcasting ability (spell save
Afterthought. Melee Weapon Attack: +16 to hit, reach 5 ft., Vecna regains spent legendary actions at the start of his turn. and structures. DC 15):
one target. Hit: 8 (1d4 + 6) piercing damage plus 18 (4d8) Attack. Vecna makes an attack with Afterthought. At will: light, spare the dying, thaumaturgy
necrotic damage. If the target is a creature, it is afflicted by
Chrono Spurt (Costs 2 Actions). Vecna regains the use of a Actions 1/day each: banishment, command, dispel magic, flame strike,
entropic magic, taking 18 (4d8) necrotic damage at the start
of each of its turns. Immediately after taking this damage reaction. Multiattack. The statue makes two Slam attacks. guardian of faith, hold person, lesser restoration, revivify
on its turn, the target can make a DC 22 Constitution saving Disrupt Life (Costs 3 Actions). Each living creature within 20 Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one
throw, ending the effect on itself on a success. Until it feet of Vecna must make a DC 26 Constitution saving throw target. Hit: 29 (3d12 + 10) bludgeoning damage. Bonus Actions
succeeds on this save, the afflicted target can’t regain hit against this magic, taking 70 (20d6) necrotic damage on a Hurled Stone. Ranged Weapon Attack: +16 to hit, range Healing Light (Recharge Recharge 4 − 6). The war priest or
points. failed save, or half as much damage on a successful one. 200/800 ft., one target. Hit: 43 (6d10+10) bludgeoning one creature of its choice within 60 feet of it regains 12 (2d8
Soul-Stealing Gaze. Vecna targets one creature he can see Rotting Arcana (Costs 2 Actions). Vecna uses Soul-Stealing damage. + 3) hit points.
Gaze, Spellcasting, or Touch of Vecna.
210 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 211
Xanathar
Warlord Xanathar is the latest in a long line of beholder crime
MONSTERS OF THE MULTIVERSE
Wereshark
lords who ruled the seedy underbelly of Waterdeep. It,
like its forerunners, was an eye tyrant – a type of beholder
Scattered throughout Waterdeep are eight enormous CALL FROM THE DEEP that willingly chooses to live with and interact with other
statues that can defend the city in times of great peril. creatures. To do this effectively an eye tyrant is required to
Because they are so destructive, the walking statues Weresharks are ruthless in the pursuit of prey. In their rein in the otherwise rampant paranoia that characterizes
are used only to fend off armies and seemingly insur- humanoid form they are aggressive loners, making their beholders.
mountable foes. Each statue once had a name and a homes in sea caves and deserted fishing hamlets. In shark Before Vecna revealed himself he took note of adver-
unique appearance but in recent years they all have been form they act as any shark would, always on the lookout saries that might prove troublesome. Chief amongst these
resculpted to look like the archlich Vecna. for an easy meal. Like a werewolf, a wereshark can wield was Xanathar. More than raw power, Vecna feared knowl-
weapons in its hybrid form, but prefers to tear foes apart edge. And Xanathar had such knowledge in abundance.
with its gaping, many-toothed maw. This was something Vecna could not abide.
Warlord As always, Vecna defeated Xanathar by using its secrets
Medium Humanoid, Any Alignment
against it. Vecnan agents infiltrated the Xanathar Guild,
Wereshark a haven of thieves and slavers led by Xanathar. This
Armor Class 18 (plate) Medium Humanoid (Human, Shapechanger), Chaotic Evil agent kidnapped Xanathar’s beloved pet goldfish, Sylgar.
Hit Points 229 (27d8 + 108) With the loss of his fish, the Xanathar’s paranoia became
Speed 30 ft. Armor Class 11 in humanoid form, 12 (natural armor) in untethered. He tore apart his own organization, accusing
shark or hybrid form everyone close to him of duplicity. Unable to trust anyone
Hit Points 58 (9d8 + 18) Xanathar lived in seclusion in the Underdark before even-
STR DEX CON INT WIS CHA
Speed 30 ft. (0 ft., swim 40 ft. in shark form) tually settling into his lair beneath Thornhold.
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)
Sylgar was magically preserved within an adamantine
STR DEX CON INT WIS CHA sphere, kept alive in the eventuality that Vecna might need
Saving Throws Str +9, Dex +7, Con +8 leverage over Xanathar. The sphere was taken south where
18 (+4) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) it was entrusted to a pit fiend endebted to Vecna. Sylgar
Skills Athletics +9, Intimidation +8, Perception +5,
Persuasion +8 has traded hands over the years and is most recently in the
Senses passive Perception 15 Skills Perception +4 possession of the Hellrider, Lord Maximus.
Languages any two languages Damage Immunities bludgeoning, piercing, and slashing
Challenge 12 (8,400 XP) Proficiency Bonus +4 damage from nonmagical attacks that aren’t silvered Game Statistics
Senses blindsight 30 ft., passive Perception 14 Xanathar is a beholder that wears magic rings on three
Indomitable (3/Day). The warlord can reroll a saving throw Languages Common (can’t speak in shark form) of its eyestalks. It is attuned to all three rings, which don’t
it fails. It must use the new roll. Challenge 3 (700 XP) Proficiency Bonus +2 alter the beholder’s challenge rating. It wears a ring of
Survivor. The warlord regains 10 hit points at the start of its invisibility on its fear ray eyestalk, a ring of mind shielding
turn if it has fewer than half its hit points but at least 1 hit on its sleep ray eyestalk, and a ring of resistance (force) on
Blood Frenzy. The wereshark has advantage on melee attack its slowing ray eyestalk.
point. rolls against any creature that doesn’t have all its hit points.
Actions Amphibious (Hybrid Form Only). The wereshark can breathe
air and water.
Multiattack. The warlord makes two Greatsword or Water Breathing (Shark Form Only). The wereshark can
Shortbow attacks. only breathe underwater.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage. Actions
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., Multiattack (Humanoid or Hybrid Form Only). The were-
one target. Hit: 6 (1d6 + 3) piercing damage. shark makes one Bite attack and one Shortsword attack
(hybrid form) or two Shortsword attacks (hybrid form).
Legendary Actions
Bite (Shark or Hybrid Form Only). Melee Weapon Attack:
The warlord can take 3 legendary actions, choosing from +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing
the options below. Only one legendary action option can damage. If the target is a humanoid, it must succeed on a
be used at a time and only at the end of another creature’s DC 12 Constitution saving throw or be cursed with were-
turn. The warlord regains spent legendary actions at the shark lycanthropy.
start of its turn. Shortsword (Humanoid or Hybrid Form Only). Melee
Command Ally. The warlord targets one ally it can see Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
within 30 feet of it. If the target can see and hear the 4) piercing damage.
warlord, the target can make one weapon attack as a reac-
tion and gains advantage on the attack roll. Bonus Actions
Weapon Attack. The warlord makes a weapon attack. Change Shape. The wereshark transforms into a shark-hu-
Frighten Foe (Costs 2 Actions). The warlord targets one manoid hybrid or into a hunter shark, or back into its true
enemy it can see within 30 feet of it. If the target can see form, which is humanoid. Its statistics, other than its AC,
and hear it, the target must succeed on a DC 16 Wisdom are the same in all forms. Any equipment it is wearing or
saving throw or be frightened until the end of the warlord’s carrying isn’t transformed. It reverts to its true form if it
next turn. dies.
212 APPENDIX B MONSTERS AND NPCS APPENDIX B MONSTERS AND NPCS 213
APPENDIX C
Handouts
A Page from Vecna's Personal Journal ........... 215
Flibber's Contract (Original Infernal) ........... 216
Flibber's Contract (Original Translated)........217
Flibber's Contract (Revised Infernal).............. 218
The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be
a marilith and two of which must be vrocks. This obligation must be completed within no more than a marilith and two of which must be vrocks. This obligation must be completed within no more than
nine days. nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal
Boon for each signee as well as a sum total of 1,000 gold pieces. Boon for each signee as well as a sum total of 1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, with- This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without un-
out undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon due duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations,
obligations, the deal is considered complete and concluded. the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered When signed by both parties, this contract as a whole remains in effect and can’t be tampered with
with further by either party, any of their respective representatives, or an unaffiliated party. As such, further by either party, any of their respective representatives, or an unaffiliated party. As such, both
both parties agree to defend the contract’ in a reasonable manner, to the best of their ability. parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and Any violation of this contract on the part of Flibber immediately holds the contract null and void, giv-
void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of ing the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract
this contract on the part of the recipient immediately grants irrevocable rights over the recipi- on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the
ent(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see
representative as they see fit. fit.
The contract is completed when both parties have fulfilled their obligations as described herein. The contract is completed when both parties have fulfilled their obligations as described herein. If
If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the
violated the terms of the contract. terms of the contract.
*to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss, *to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss,
as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the
Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract. Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract.
Recipient(s)’s signature(s)
Flibber
Flibbertiggibet’s signature Recipient(s)’s signature(s)
Flibber
Flibbertiggibet’s signature
The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and
two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation
must be completed within no more than nine days. must be completed within no more than nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of
1,000 gold pieces. 1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, with- This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without un-
out undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon due duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations,
obligations, the deal is considered complete and concluded. the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered When signed by both parties, this contract as a whole remains in effect and can’t be tampered with
with further by either party, any of their respective representatives, or an unaffiliated party. As such, further by either party, any of their respective representatives, or an unaffiliated party. As such, both
both parties agree to defend the contract’ in a reasonable manner, to the best of their ability. parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and Any violation of this contract on the part of Flibber immediately holds the contract null and void, giv-
void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of ing the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract
this contract on the part of the recipient immediately grants irrevocable rights over the recipi- on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the
ent(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see
representative as they see fit. fit.
The contract is completed when both parties have fulfilled their obligations as described herein. The contract is completed when both parties have fulfilled their obligations as described herein. If
If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the
violated the terms of the contract. terms of the contract.
*to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus causing *to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus caus-
it to be reborn there. ing it to be reborn there.
Recipient(s)’s signature(s)
Flibber
Flibbertiggibet’s signature Recipient(s)’s signature(s)
Flibber
Flibbertiggibet’s signature
Actions
Multiattack. Wongo makes two attacks: one with his bite
and one with his claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 +2)
slashing damage if Wongo is hanging by his tail and all four
of his limbs are free.
Psychic Crush (Recharge 5 -- 6). Wongo targets one creature
he can see within 30 feet of him. The target must succeed
on a DC 11 Wisdom saving throw or take 17 (5d6) psychic
damage and be stunned for 1 minute. The stunned target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
240 APPENDIX F BRIDGING FROM OTHER ADVENTURES APPENDIX F BRIDGING FROM OTHER ADVENTURES 241
ters advance one level for every two chapters they
complete, rather than one level for every chapter
Waterdeep: Dragon Heist
they complete. & Dungeon of the Mad Mage
Storm King's Thunder The characters should be 5th level when they finish
Dragon Heist. The characters could be anywhere
The characters should be 10th level when they finish from 5th to 20th level if they played Dungeon of the
Storm King’s Thunder. Because of this, it is the Mad Mage. It is suggested that:
perfect adventure to lead into Rise Of Vecna, and very J If the characters are less than 10th level, have
few modifications are necessary. them advance to 10th level after describing
J Depending on the characters’ actions in Storm how their characters spent the years during
King’s Thunder, it may not make sense for the Vecna’s conquest and the formation of the Doomed
Forgotten Realms.
Vonindod to be assembled. Because of this you
may need to skip chapter 12. Regardless, if the J If the characters are more than 10th level, then
Ordning was preserved, use fire giant statistics you will need to skip or condense chapters as
for fire titans and hill giant statistics for mountain well as increase encounter difficulties. Depending
giants. on what level the characters are, you should be
able to find suitable modifications by looking at
The Wild Beyond the suggestions above.
Tomb of Annihilation
The characters should be 11th level when they finish
Tomb of Annihilation. Because of this, it is the perfect
adventure to lead into Rise Of Vecna, and very few
modifications are necessary.
J Consider having Xanathar transport the charac-
ters directly to Ravenloft, essentially skipping
chapter 1.
J If the characters destroyed the Soulmonger, then
consider skipping chapter 15. Instead Vecna
has embedded his phylactery within the walking
statues of Waterdeep, and once they have been
destroyed, he is fully defeated.