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“Nothing is easier than to denounce the evildoer;

nothing is more difficult than to understand him.”


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

Foreword
hank you for purchasing the second
volume of the Doomed Forgotten Realms
adventure path. Your players are about
to step into a version of the Forgotten
Realms where evil rules and Vecna
reigns supreme. Some of the details regarding Vec-
na’s ascension are included within the adventure, and
more will be included within future titles. However,
much has intentionally been left vague. We encour-
age you, the DM, to personalize your own campaign
by adding these additional details. What does a
version of the Forgotten Realms, where evil ultimate-
ly triumphs, look like to you? What throwbacks and
easter eggs would have the greatest impact on your
players? Only you know for certain.
Although we have tried to be as detailed as possible
we encourage you to go off the rails. And when you
ON THE COVER
Vecna stands victorious, his cosmic malevolence leaving Toril do so please share with us your own villainous twists
in ruins as he prepares to conquer all of reality so that we can then share them with others.
— Scott McClintock

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright 2021 by Quill & Cauldron and published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission.
Contents
Foreword 4 Appendix A
Secrets of the Whispered One 88
Introduction 6 Artificially Accelerated Organisms���������������������������������������88
Doomed Forgotten Realms������������������������������������������������� 7 Dawn of a New Age��������������������������������������������������������������89
A History of Doom���������������������������������������������������������������� 7 Dwarfholds of the North������������������������������������������������������89
Dramatis Personae���������������������������������������������������������������� 7 Life in Mirabar�����������������������������������������������������������������������90
Other Deities������������������������������������������������������������������������� 91
Adventure Summary��������������������������������������������������������������8 The Harpells�������������������������������������������������������������������������� 91
Adventure Flowchart��������������������������������������������������������� 10 The Ordning��������������������������������������������������������������������������92
Vecna's Endgame������������������������������������������������������������������ 93
Chapter 1
Mirabar 11 Appendix B
The City of Mirabar��������������������������������������������������������������12 Monsters and NPCs 94
Artificer���������������������������������������������������������������������������������� 94
Chapter 2 Battlerager����������������������������������������������������������������������������� 94
In Search of the Dwarves 26 Bard��������������������������������������������������������������������������������������� 95
The Great Underground Highway����������������������������������� 27 Blackguard����������������������������������������������������������������������������� 95
Tomb of Dem’ghot’nec���������������������������������������������������������31 Blight, Algae��������������������������������������������������������������������������96
Bullywug, Slime-Touched�����������������������������������������������������96
Chapter 3 Catoblepas���������������������������������������������������������������������������� 97
Chief Guh������������������������������������������������������������������������������ 97
Return to Mirabar 33 Chwinga���������������������������������������������������������������������������������98
Back at the Goblet��������������������������������������������������������������� 33 Colbornia�������������������������������������������������������������������������������98
The Amber Hulk�������������������������������������������������������������������� 34 Desiccated Shambler������������������������������������������������������������99
Elemental, Unified����������������������������������������������������������������99
Chapter 4 Fessler��������������������������������������������������������������������������������� 100
From Xantharl to Xanathar 35 Gaollia��������������������������������������������������������������������������������� 100
Evernight������������������������������������������������������������������������������ 35 Giant, Mountain�������������������������������������������������������������������101
Giant, Rain����������������������������������������������������������������������������101
Luskan������������������������������������������������������������������������������������ 35 Giant Severed Hand������������������������������������������������������������ 102
Neverwinter Wood�������������������������������������������������������������� 35 Hydroloth���������������������������������������������������������������������������� 102
Port Llast����������������������������������������������������������������������������� 35 Ice Wyrm������������������������������������������������������������������������������103
Travel Encounters��������������������������������������������������������������� 36 Igneous Knight���������������������������������������������������������������������103
Iron Cobra��������������������������������������������������������������������������� 104
Chapter 5 Kamadan����������������������������������������������������������������������������� 104
Xantharl’s Keep 37 Krakolich������������������������������������������������������������������������������ 105
Gorna’s Insanitarium���������������������������������������������������������� 39 Living Spells������������������������������������������������������������������������ 106
A Maddening Conclusion�������������������������������������������������� 46 Nilbog���������������������������������������������������������������������������������� 108
Purple Wormling����������������������������������������������������������������� 108
Chapter 6 Sea Elf���������������������������������������������������������������������������������� 109
Skum����������������������������������������������������������������������������������� 109
Intermediary Locales 47 Teeth of the Maelstrom������������������������������������������������������� 110
Ruins of Longsaddle����������������������������������������������������������� 47 Tooth of Vecna��������������������������������������������������������������������� 112
Triboar�����������������������������������������������������������������������������������50 Tyrannosaurus Zombie�������������������������������������������������������� 112
Temple of Elemental Unity������������������������������������������������� 54 Weevil����������������������������������������������������������������������������������� 113
Helm’s Hold�������������������������������������������������������������������������� 55 Xanathar������������������������������������������������������������������������������� 113
Leilon������������������������������������������������������������������������������������� 59
Appendix C
Chapter 7 Handouts 114
Thornhold 60
The Ruins of Thornhold���������������������������������������������������� 61 Appendix D
Xanathar’s Lair�������������������������������������������������������������������� 64 Magic Items 117
Chapter 8 Appendix E
Xanathar’s Guide to Saving the World 70 Infernal War Machines 121
Triboar Revisited������������������������������������������������������������������ 72
Temple of Elemental Unity Revisited������������������������������� 72
Stronmaus’s Locker������������������������������������������������������������� 72
In Search of the Conch������������������������������������������������������74
Grudd Haug���������������������������������������������������������������������������74

Chapter 9
Lair of the Krakolich 78
The Maelstrom��������������������������������������������������������������������� 78
Concluding the Adventure�����������������������������������������������86
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
a gestating atropal, the ghastly, unfinished creation
of a long-forgotten evil god. Fewer still knew that this
ord Vecna has been known by many
atropal was to serve as a corporeal vessel for the
names—The Maimed Lord, The
godly essence of Vecna.
Whispered One, The Maker of
All That is Secret. He was a great It was agents of Vecna who corrupted the transla-
wizard, perhaps the greatest of all tion of Sammaster’s holy prophecies. This, in turn,
time, tutored by the serpentine embodiment of magic inspired the Cult of the Dragon’s Red Wyrmspeaker,
itself. He was a supreme archlich of inestimable Severin, to summon forth Tiamat from her lair upon
power, rumored to have stolen the secret of undeath the Nine Hells. The Thayan illusionist and secret
from the demon lord Orcus. He was an emperor, Vecnan disciple, Rath Modar, worked with Severin to
worshiped as a god. Then, through force of will, he bring this mad plan to fruition.
became a god.
He was betrayed and slain by his closest lieutenant.
And so the Soulmonger fed.
He was imprisoned in the distant domains of To one such as Vecna, even the grandest plan is but
Ravenloft. None of this stopped him. the seed of an even grander plan. As part of Tiamat’s
summoning, a great treasure trove, one fit for the
Nothing can stop Vecna. Queen of Dragons, was gathered in tribute. Vecnan
Vecna is more than power. He is knowledge incar- agents, posing as cultists of the dragon, stole relics of
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
city, for every world, there exists a secret so power- found in the Dessarin Valley by cultists of Elemental
ful that it can bring about their downfall. He gathers Evil. This cult went on to raze and destroy much of
such secrets to further his divine ascendency. the Valley.
As part of his quest for greater godhood, Vecna be- And so the Soulmonger fed.
sieged the planar hub of the multiverse. Although his
plans were ultimately thwarted, he nonetheless man- Soon thereafter, Vecna tricked Gromph Baenre, the
aged to plunder the hub’s many secrets. One of these archmage of Menzoberranzan, into summoning the
secrets was the existence of worlds beyond that of his many demon lords of the Abyss into the Underdark.
birth. Of all these worlds, Vecna was most fascinated Madness and decimation on a catastrophic scale
by the magic-rich realms of Toril. He was particularly soon followed.
obsessed by the eldritch ingenuity of fallen Netheril. And so the Soulmonger fed.
Vecna set his eye to conquest. The breaking and reshuffling of Annam’s Ordning.
With the patience and restraint of an expert strate- Elturel and Baldur’s Gate’s descent into Avernus.
gist, Vecna spent generations preparing Toril for his Auril’s self-imposed exile and the subsequent eter-
arrival. In the planar hub, Vecna learned of the exis- nal winter. In one way or another Vecna, the cosmic
tence of portals that allowed travel between worlds mastermind, had his hand in it all.
and communicated this information to his most de- And Finally the Soulmonger was full.
voted followers. They, in turn, slowly infiltrated every
corner of the Sword Coast from Candlekeep to Sil- Vecna was reborn. He gathered to his banner all that
verymoon. Year after year, Vecna’s cultists gathered was evil. Not just his cultists, but orcs from Dark Ar-
and obscured knowledge, subverted governments, row Keep, yuan-ti from Najara, giants from all across
and patiently corrupted the good-hearted champions the Sword Coast, and liches from Warlock’s Crypt,
of Faerûn, all in the name of their Maimed Lord. all fought at his bidding. The Realms, devastated by
repeated calamity, fell quickly. In less than a year’s
At the same time, the archlich Acererak, one of time, Vecna ensconced himself within Waterdeep,
Vecna’s oldest and most loyal servants, traveled to declaring himself the Lord of Toril.
the jungles of Chult to build a hidden, deathtrap
dungeon. In the heart of this dungeon, he secreted Evil has ruled the lands ever since.

6 Introduction
Doomed Forgotten Realms is the second volume of the Doomed
Rise Of Vecna
Forgotten Realms adventure path. Although the experi-
ence will be optimized if your players have completed
Welcome to a dark chapter in the history of the the ACADEMY OF ADVENTURE, it is not required. The Rise
Forgotten Realms. A chapter in which your players Of Vecna is an epic, self-contained story for three to
are destined to play a starring role. Through their five characters that will take your players from 3rd to
actions, the Realms will find salvation. Or doom. 10th level.
The Doomed Forgotten Realms imagines a world

A History of Doom
where all the various catastrophes threatened in
a Wizards of the Coast hardcover adventure have
come to pass. It is an acknowledgment that for every
successfully completed campaign, likely a dozen Faerûn has changed dramatically in the years since
more have fizzled out or failed. This adventure serves Vecna’s conquest. Tiamat holds court over the drag-
as a tribute to these failed campaigns. As described ons of the Realms from atop her Soaring Citadel.
in Rise of Tiamat, “Nations and kingdoms shatter, civ- Zariel wages war over the cratered ruin that was
ilization collapses into bloody war, and chaos reigns once Baldur’s Gate. The drow elf Jarlaxle, one of the
supreme... Such dark times need not mean the last hopes for a dying realm, rules over the sailing
end of your campaign, however... The new goal is city of Qu’madosfan Delmah. And the Frostmaiden
to bring peace to the world once more.” Auril’s arctic grasp expands ever outwards. For a
more detailed exploration of this brave new world see
In the Doomed Forgotten Realms, the never-ending
our supplemental product the Doomed Forgotten Realms:
parade of apocalypses that have wracked the Sword
Sword Coast Gazetteer.
Coast are not an improbable coincidence. They have,
instead, been purposefully masterminded or exploit-
ed by the archlich Vecna so that he might conquer the
Forgotten Realms. For those not familiar with Vecna,
Dramatis Personae
he is an iconic villain that has haunted Dungeons & The main members of the adventure’s cast of
Dragons since its earliest days. His relevant back- characters are found in the Dramatis Personae table
ground has been briefly summarized, but for those below, listed in alphabetical order for easy reference.
interested in a deeper exploration of Vecna’s history,
it can be easily found online.

Dramatis Personae
Major NPC Description Main Description
Baba Harpell Oldest living matron of the Harpell family Chapter 6, area C2
Brigadier General Member of the fallen Gutbuster Brigade Chapter 2, Tomb of Dem’Ghot’Nec
Bawling Stibber
The Clockwork King Dwarven artificer who mourns his fallen kin Chapter 1, area A5
Colbornia Undead dryad who believes she is the ghost of Chauntea Chapter 1, area A9
Dem’ghot’nec Infernal presence haunting the Underdark Chapter 2, The Great Underground
Highway
Gorna Green slaad infesting Xantharl’s Keep Chapter 5, area B1
Guh Mountain giant chief based in Grudd Haug Chapter 8, area I5
Iron Viper Zhentil commander sent to investigate Xantharl’s Keep Chapter 5, Current Events
Krakolich Undead aboleth lairing within the Maelstrom Chapter 9, area J1
Maximus Paladin delivering mysterious cargo to Thornhold Chapter 6, area F5
Racine Ramur Secret leader of the Mirabarran resistance Chapter 1, area A3
Serissa Missing queen of the rain giants Chapter 9, area J15
Worvil “The Weevil” Megalomaniac leader of Xantharl’s Keep Chapter 5, area B17
Forkbeard
Xanathar Paranoid beholder crime lord hiding beneath Thornhold Appendix B
Zephyrus Pseudonym for Uthor, uncle to Queen Serissa Chapter 6, area D3

Introduction 7
Adventure Summary
The adventure begins in Mirabar (location A on the
Doomed Sword Coast map), where the characters
discover they are artificial lifeforms living in a dark
version of the Sword Coast that is ruled by the arch-
lich Vecna. In chapter 1, the characters learn more
about this grim dystopia while exploring Mirabar and
joining the local resistance. After proving themselves
by eradicating a gang of mephits, the characters
are told about a missing dwarven courier who was
supposed to deliver a magical gemstone (known as
a shroudstone of the Ancients; see appendix D) to
the Mirabarran resistance. They learn that there are
two other such gemstones and that destroying them In Helm’s Hold the characters discover that Maxi-
will greatly reduce Vecna’s powers. To track down mus has been captured by Vecnan forces. After res-
the courier, the characters need a clockwork key that cuing the Hellrider, the characters board his infernal
can only be obtained from an artificer known as the vehicle and use it to escape a heated pursuit. With
Clockwork King. Before parting with his key, however, two gemstones in their possession, the characters
the Clockwork King sends the characters to Chaunt- accompany Maximus to Thornhold (location H). At
ea’s Graveyard to fetch him a gear. Thornhold, Maximus hopes to meet a mysterious
During chapter 2, the characters use the clockwork contact who might know how to destroy the magical
key to gain entrance to the Greater Mines of Mirabar. shroudstones of the Ancients. After passing through
They then search the mines for the missing dwarven Leilon (location G), the characters eventually arrive at
courier. This search quickly turns into a nightmarish Thornhold.
trek along a dark, zombie-filled subterranean high- Chapter 7 sees the characters fighting through
way. Going days without sleep or sustenance, the savage, slime-worshipping bullywugs and navigating
characters must vanquish Dem’ghot’nec, an ancient trap-filled catacombs to find their mysterious contact.
devil that can wear the flesh of zombies. Then, within They realize that the contact is none other than the
a lost tomb, the characters revive the courier and beholder Xanathar, former crime lord of Waterdeep.
retrieve the missing gemstone. In chapter 8, Xanathar re-establishes its spy net-
In chapter 3, when the characters return to Mirabar work in hopes of determining how to destroy the
to deliver the gemstone to their employer, Racine, shroudstones of the Ancients. While doing so, it
they find that the resistance has been compromised. also determines the location of the third and final
After battling a doppelganger assassin, the charac- gemstone. The third gemstone is held within the
ters must fight their way out of the city. Based on Maelstrom, the abandoned undersea fortress of the
their final instructions from Racine, they must deliver fallen storm giants. Also within the Maelstrom is an
the gemstone to the rain giant, Zephyrus, in Triboar. ancient relic known as the Wyrmskull Throne that
In chapters 4, 5, and 6 the characters begin a can be used to destroy the gems. To activate the
sweeping, overland journey that will take them up throne, the characters must reunite with Zephyrus
and down the Sword Coast. Along the way they have and travel to the Elemental Plane of Water to obtain
ample opportunities to see how Vecna’s conquest a ruling scepter. To then transport themselves to the
has transformed the Realms. At first they travel from Maelstrom, the characters must visit the hill giant
Mirabar to Triboar (location D). Along the way, they steading Grudd Haug (location I) and steal a magical
potentially visit Xantharl’s Keep (location B) and conch shell.
Longsaddle (location C). Once in Triboar, the charac- The adventure concludes with chapter 9. In this
ters meet the rain giant Zephyrus. Unbeknownst to chapter the characters, aided by Zephyrus, must
them, Zephyrus is really Uthor, former storm giant battle their way through the Maelstrom to eventually
royalty, who has adopted a new, simpler life after the face the Krakolich, an undead aboleth who now rules
fall of his kin. Zephyrus informs the characters that a the Maelstrom. Upon defeating the Krakolich the
second shroudstone of the Ancients is currently held characters use the Wyrmskull Throne to destroy the
by the Hellrider, Lord Maximus, who is hiding out in three shroudstones of the Ancients, precipitating the
Helm’s Hold (location F). downfall of the archlich Vecna.

8 Introduction
Introduction 9
Adventure Flowchart

Chapter 1: Mirabar
for characters of 3rd level
The characters join the local resistance. Along the way they
rid the town of a gang of mephits and confront an undead
dryad who believes she is the ghost of Chauntea.

Chapter 2: In Search of the Dwarves


for characters of 3rd–4th level
In search of a missing courier, the characters begin
a harrowing journey into the Mines of Mirabar where
they face off against a devil, securing a gemstone that
might bring about the downfall of Vecna.

Chapter 3: Return to Mirabar


for characters of 4th level
Returning to Mirabar, the characters find that the resistance
has been compromised. They flee Mirabar. Although their
immediate destination is Triboar, this starts off an epic
journey that will ultimately end in Thornhold.

Chapter 4: From Xantharl to Xanathar


for characters of 5th–6th level
This chapter lays the groundwork for the characters’
overland journey, describing potential side treks
and random encounters.

Chapter 5: Xantharl's Keep Chapter 6: Intermediary Locales


for characters of 5th level for characters of 5th–6th level
The characters can earn some extra coin by helping the The characters pass through Longsaddle, Triboar,
Zhentarim put an end to an unexpected madness that has Helm’s Hold, and Leilon before reaching Thornhold.
fallen upon Xantharl’s Keep. To do so they must journey Along the way the must rescue Lord Maximus, a
through the demented psyche of the keep’s commander. knight who carries a second magical gemstone.

Chapter 7: Thornhold
for characters of 7th level
After reaching Thornhold, the characters must
tend to a tribe of slime-worshipping bullywugs
and navigate trap-filled catacombs to recruit the
aid of the reclusive beholder, Xanathar.

Chapter 8: Xanathar's Guide to


Saving the World
for characters of 8th level
Xanathar determines the third and final gemstone is
located in an undersea fortress known as the Maelstrom.
To get there the characters must secure a scepter from
the Elemental Plane of Water and a conch from
the mountain giant town, Grudd Haug.

Chapter 9: Lair of the Krakolich


for characters of 9th level
Aided by the rain giant Zephyrus, the characters assault
the Maelstrom. After defeating an undead aboleth
known as the Krakolich, they use the Wyrmskull Throne
to destroy Vecna’s three magic gemstones.

10 Introduction
Chapter 1
Mirabar
This chapter provides extensive details regarding the city of ics. Any treasure that was accumulated during that
Mirabar. Such details are intended to help set the campaign’s
grim, dystopian tone. Following clues, the characters meet adventure is found within their dressing room locker.
Racine Ramur, the leader of a local Mirabarran resistance. Regardless of whether the characters have played the
While performing tasks for Racine, the characters have an op-
portunity to explore the city. These tasks include eradicating previous adventure, one of them immediately notic-
a gang of mephits and procuring a collection of gears from es an unusual lump in their pouch. Looking closer,
a god-haunted garden. they discover a strange wooden coin that they do not
By the end of the chapter, the characters are tasked with
heading to the Greater Mines of Mirabar in hopes of of find- remember possessing. On one side of the coin is a
ing a missing dwarven courier who was supposed to deliver a goblet and on the other side is a carved gemstone.
magical gemstone (known as a Shroudstone of the Ancients)
to Racine. The characters learn that there are two other such The characters also notice their own identifying
gemstones and that destroying them will greatly reduce Vec-
na’s powers. mark on the wrist of their left hand. This could be
something impersonal, like a number, or a tattoo that
embodies their personality. If the characters have
played the Academy of Adventure, then the mark
might reflect the name of their adventuring group.
Finally, any character who plays a cleric or paladin
egin by reading the Accelerated notices that they feel coldly estranged from their
Artificial Organisms from appen- deity. They cannot cast spells, Channel Divinity, Lay
dix A. Then read or paraphrase on Hands, or Divine Smite. These restrictions are to
the text below. It is written with help set the tone and should be resolved before any
the intent of thrusting your characters immediately combat encounters. Characters will have an oppor-
into the adventure. For groups that enjoy role-playing, tunity to restore their abilities when they visit area
consider drawing out the experience and allowing a A4. Should they overlook this opportunity, be sure to
greater degree of interaction. Also, consider having provide another one as soon as possible.
the gnome bioengineer refer to the characters by The Sign of the Forgehammer is a large compound
their names, rather than numbers, if you think that used by newly manufactured AAOs. The boarding
they might find the depersonalization off-putting. house is immediately visible to the characters, and
If the characters have played the ACADEMY OF its entrance is easily found by following Fibblestib’s
ADVENTURE, then they recognize the corpses that were directions. For more details on the Sign of the Forge-
floating in the vats as their fellow students, the Icon- hammer see area A1.

All is warm. And secure. You are floating in the liquid Somehow, you know the bodies floating within those vats
ether. You have awakened from a previous life and find are dead and that it was only through their deaths that you
yourself, curiously, in another. There is a sound. A door were brought to life.
opening? And then your old world is turned upside down The other gnomes, walking through the laboratory, echo in
as you fall into a cold, harshly lit new one. It takes time for unison, “Life only through Death.”
your eyes to adjust, but you seem to be in a vast, under- The gnome ushers you from the laboratory into a smaller
ground chamber. Your friends are nearby, shivering, naked, dressing chamber. He points toward a footlocker, filled
and equally confused. The white-tiled chamber is full of with your possessions, and continues talking as you dress.
indistinct shapes and reeks of disinfectant. There is a dis- “You are in Mirabar. The year is 5 VR. You are fortunate to
orienting cacophony of beeps. Eventually you realize that be born into such an auspicious era.”
these beeps are coming from hundreds of upright vats.
The vats appear to be made of glass, filled with bubbling The gnome leads you out of the dressing room to a spiral
liquid, and have various humanoids floating within them. staircase that goes up and up and up. He unlocks and then
Gnomes dressed in black walk through the laboratory, opens a large, iron door. A blast of freezing wind tears into
squinting into the vats and scribbling notes onto parch- the stairwell as you are unceremoniously shoved into the
ment. Some of them wear pendants bearing the symbol of glaring daylight. You find yourself on a cobbled street of
a broken anvil. cold, grey stone surrounded by slate-roofed buildings.
“AAO numbers 1154, 1155, 1156, and 1157, welcome to life. I “Report to the Sign of the Forgehammer for quartering.
am Bioengineer Fibblestib.” One of the gnomes is talking You can find it down the street and to the right. They
to you, gesturing for you to stand up. The gnome contin- should be able to answer any of your questions there.” The
ues, “Life only through Death,” and then gestures to some gnome then slams shut the iron door, locking it behind
nearby vats. The fluid of the vats is tinged red with blood. him.

Chapter 1 11
The City of Mirabar A1. Sign of the Forgehammer
This compound is used to temporarily house newly
Area A
crafted AAOs. Mirabar currently has more homes
Mirabar was once the greatest mining center of the than inhabitants, so resettlement is typically a fore-
northern Sword Coast, although most of its mines gone conclusion. These new homes are bestowed by
are now in disuse. The land around the city is still the Ministry of Secrets whenever the AAOs confess
surrounded by slag heaps, broken rock, and aban- the last of any secrets that they may be harboring.
doned quarries. Mirabar was built atop a knoll along The compound is run by a genial AAO named
the northern bank of the Mirar river, and its interior is Robear (LN male human commoner). Robear walks
enclosed within thick, protective walls. Within these with a stoop and requires a cane to stand. Although
walls are row upon row of frowning buildings lining he looks to be near a hundred years of age, he was, in
ever-narrowing cobblestone streets. For more on life truth, born just last year. Robear welcomes the char-
in Mirabar, see appendix A.

12 Chapter 1
acters and shows them to their quarters. The rooms
are tiny and dirty, filled almost entirely by a pallet that Wrong Side of the Law
is presumably meant to serve as a bed. At some point during the adventure the characters might
Robear can provide the characters with any rele- engage in suspicious activities. In this case, two Fingers of
Vecna (spies) station themselves at the Sign of the Forge-
vant information from the introduction section. For hammer, covertly observing the characters. A third Finger
detailed questions regarding Vecna, Robear refers of Vecna attempts to secretly shadow the characters. This
the characters to the Temple of Truth (area A2). If surveillance can be discerned by any character with a pas-
the characters show Robear their wooden token, he sive Perception of 14 or higher. The Fingers can be circum-
responds with immediate suspicion, questioning how vented or eluded with a successful DC 12 group Dexterity
(Stealth) check.
the characters received the token. At the end of this Similarly, at some point during the adventure the char-
interrogation, he reveals that it is a drinking token acters might be chased by goblin guards or Blood of Vecna
from the Goblet and Gems (area A3). He can provide (bandits). Possible ways the characters can escape their
basic information regarding the establishment, as pursuers include trying to outrun them by making a suc-
well as directions for getting there. If the characters cessful Strength (Athletics) check, or trying to evade them
do not show their token to Robear, then once they are by making a successful Dexterity (Stealth) check. Any such
check is DC 12. In the event of a failed check, the pursuers
alone they receive a mysterious telepathic message catch up to the characters and engage in melee attacks.
urging them to deliver their token to Racine at the
Goblet and Gems.
A3. The Goblet and Gems
A2. Vecna’s Temple of Truth Before Vecna, this festhall was, according to Volo’s
This temple was once a grungy, dust-covered ware- Guide to the North, “the only exciting and impres-
house that stored manure. Now, years later, it has sive-looking tavern in Mirabar.” Nowadays, this holds
been converted into a mockery of a temple. This even more true. The tavern’s sign is a shining goblet
“temple” consists of a small library filled primarily that seems to glow even during the day. The mood
with the latest edition of Volo’s Guide to Vecna. Visi- inside is generally festive, bordering on rowdy during
ble from the library is a large scriptorium where hun- the evening hours. The Goblet and Gems is a popular
dreds of floppy-hatted Volos work at mass-producing establishment because of its ample supply of cheap
their latest guide. Near the entrance to the library is a alcohol and live entertainment, as well as the fact that
shaft referred to as the Pit of Falsehoods. The temple it is avoided by goblin patrols. It has a stage for live
is tended by four clergy (cult fanatics) referred to as music, a gambling hall in its basement, and plenty
Memories of Vecna. of side booths and back rooms for private meetings.
The Pit of Falsehoods connects to a sealed section Secret tunnels connect many of these locations.
of the Mirabarran undercity. Any book predating The drinks are strong, but expertly crafted, so that
the Age of Vecna—and hence filled with falsehoods they go down smooth. They are served by gregarious
and heresies—is required to be thrown into the pit. male and female AAOs referred to as “the Gems.”
Bookworms, some of gargantuan proportion, prowl These AAOs provide an attentive ear and sympathet-
through these lightless tunnels (use the statistics for ic shoulder to the townsfolk of Mirabar, even going
swarm of insects (centipedes), purple wyrmlings so far as to reserve time in the side booths or back
(appendix B), and purple worms) consuming the rooms for deeper conversations. What is not readily
discarded tomes. The tunnels are also haunted by known, is that most of the Gems are spies for the
ghosts, rumored to be created by the release of psy- Vecnan clergy and report back to them regularly.
chic energy accompanying the destruction of power- The owner and bartender of the tavern is Racine
ful texts such as sacred scriptures and other arcane Ramur (LG female half-elf veteran). Although she
writings. feigns allegiance to Vecna, readily facilitating the
Volo’s Guide to Vecna is full of propaganda and du- Gems’ subterfuge, she is the leader of the local Mi-
bious facts. It talks, in superlative allegory more than rabarran resistance, the Silent Axes. She is a young
factual history, about Vecna’s liberation of the Sword woman who wears plain, wine-stained clothing that
Coast from the tyranny of its many oppressors such contrasts sharply with the flashier fashions worn by
as the Lord’s Alliance and Emerald Enclave. The the Gems. Her only touch of style is a gem-studded
guide then praises Vecna for protecting the small folk hair comb of telepathy (functionally equivalent to a
of the Reams from the dragons, giants, demons, and helm of telepathy). She appears wrapped up in her
devils that still run rampant because of the previous own world, not responding to conversation or trail-
factions’ ineptitudes. The guide also contains a pas- ing off in mid-sentence. This pensive demeanor is a
sage regarding Vecna’s early years (see handout C1 in cover for the fact she is often concentrating on other
appendix C). telepathic talks.

Chapter 1 13
If the characters ask any of the Gems about their Mirabar. After a titanic struggle, she was slain by
wooden coin, they politely refer the characters to Vecna. Ever since, the garden has been a haunt-
Racine. If the characters ask Racine about their coin, ed, forsaken place.
she informs them that it entitles its bearer to a VIP Racine also has the following two requests for the
experience. Shortly thereafter a slight AAO, dressed characters:
in layers of stunning blue silk robes, glides up to the
Malicious Mephits. Racine’s first request is for the
characters and invites them into a backroom for con-
characters to exterminate a gang of mephits that has
versation. If the characters accept his invitation, then
taken up residence in an abandoned weapon shop
he takes them into a richly furnished backroom dec-
known as the House of the Bright Blade. She can
orated in vivid shades of blue. He introduces himself
share the background information provided in area
as Lapis (LN male human commoner), extending his
A6. Racine emphasizes the fact that the mephits will
left hand for a handshake. If the characters shake his
continue to respawn until the forge’s fire is perma-
hand they can’t help but notice his identifying mark, a
nently extinguished. She is unsure how to extinguish
sparkling blue gemstone. After formalities conclude,
the fire, suggesting that the characters visit the Clock-
Lapis begins to politely inquire about the characters,
work King for help (see area A5).
asking them to “open their minds to intimate con-
versation.” At this point, Racine tries, repeatedly if Delving for Dwarves. After the successful eradica-
necessary, to use her hair comb to make telepathic tion of the mephits, Racine makes a second request.
conversation with whichever character asked about Read or paraphrase the following:
the coin. Read or paraphrase the following:
“Over the years, we have determined that Vecna draws
power from three gemstones. Our agents have been
“Please forgive my secrecy. One can’t be too careful trying to steal these gemstones in hopes of bringing
these days. My name is Racine, owner of the Goblet about the lich’s downfall. We determined that one of
and head of the local resistance known as the Silent them was sequestered deep within the Underdark and
Axes. By now, you have likely learned much of your allied with the dwarven resistance to secure it. Recently
nature. However, what you probably don’t know is that we received word that they succeeded. However, their
your technician, Fibblestib, also works for the resis- envoy was supposed to deliver it to us twelve days ago
tance. At our request, he sabotaged your incubation and has yet to do so. We fear the worst and want you
to give you a greater degree of freedom and autonomy to track him down and secure the stone.”
than most AAOs possess. You are our only hope.”

Information within the resistance is highly compart-


Racine continues the conversation with the charac- mentalized. Because of this Racine does not know
ters, answering any questions that they might have. the name of the contact, only that he is a male dwarf.
As a trueborn who has lived her whole life in Mirabar, She does know that he was traveling along an aban-
she can vouch first-hand as to the darkness and suf- doned underground highway that connects Mithral
fering that Vecna has brought to the city. Examples of Hall to Mirabar’s mines. Racine can supply directions
information she might provide include: to the mines’ entrance but warns that the doors to
J With the exception of Lapis, all the Gems are Vec- the mines are likely locked. To circumvent this, she
nan spies and should not be trusted. recommends the characters visit the Clockwork King,
who is rumored to have a skeleton key that might
J The Eyes of Vecna are not actual manifestations open the doors.
of Vecna but, rather, undead creatures known
as will-o’-wisps that serve as spies for the local Racine offers four 100 gp gemstones for comple-
clergy. tion of the first task and eight 100 gp gemstones
for completion of the second. Any checks to per-
J Much of the former wealth of Mirabar is scattered suade Racine to increase the reward are made at
throughout the Hall of Sparkling Stones. The disadvantage, due to the difficulties of negotiating
place is full of goblins and impervious to direct telepathically.
assault. However, the goblins are lazy and inatten-
tive, and it is occasionally possible, albeit danger- If any obvious clerics or paladins are in the group,
ous, to sneak in and steal from them. then Racine consoles them for the loss of their deity.
She, like most in Mirabar, falsely believes that Vecna
J The town’s central garden once supplied enough has slain the Realms’s entire pantheon. However, she
food to feed the entire city. Now it is a cursed, still suggests that they visit one of the city’s few tem-
blighted place known as Chauntea’s Graveyard. It ples, area A4, to try and find some peace with their
is called this because, years ago, the earth god- god’s passing.
dess Chauntea rose up from the garden to protect

14 Chapter 1
Breaking Bad
The characters might decide to sell out Racine and her
resistance. This need not end the adventure. Brien, a Finger
of Vecna, becomes the characters’ new contact. Brien en-
courages the characters to investigate the dwarven mines
and to then report back to him. Afterward, Brien uses the
characters to arrest Racine. While torturing Racine, Brien
learns that Zephyrus might know about the whereabouts
of a second shroudstone. After learning this, he sends the
characters to investigate further.

Racine Ramur

A4. Church of Tymora still live. This divine revelation is sufficient to restore
This church is a small, stone building surrounded by any missing abilities.
a dozen abandoned shops. The church, as well as the Characters who take time to search the debris
surrounding buildings, is filled with trash and debris. find an overturned altar and battered offering bowl.
The only outward sign of its former function is the A successful DC 10 Intelligence (Religion) check is
small carving of a face-up coin on the lintel of the en- sufficient to know that it was common practice to
tryway. A crude skull has been carved over the coin, toss a coin into the bowl before undertaking a risky
partially obscuring it. The Church of Tymora was venture. If the coin landed face-up, then it indicated
once popular with Mirabarran merchants seeking Tymora’s blessing. Any coin tossed into the bowl by a
Tymora’s blessing before undertaking a risky venture. character lands face-up. The first character to do this
However, since the alleged death of Tymora, it has receives the benefit of the Lucky feat, although their
fallen into disuse and is now shunned as a cursed luck points can only be spent while in Mirabar.
site that brings bad luck to visitors. Further blessings might be bestowed, at the DM’s
Any pious character who takes the time to pray to discretion, if the temple is cleared of debris. Unless
their god receives a faint response. The details of this special precautions are taken, however, this draws
response are left to the DM and should be tailored to the attention of a patrol of 1d4 + 1 goblins mounted
your character and their deity. The response should, atop their wolves or possibly a will-o’-wisp (25 per-
at the least, indicate to the character that the gods cent chance).

Chapter 1 15
A5. Lair of the Clockwork King J A mechanical crab called a clockwork familiar
(worth 200 gp). If a character places a drop of
The Clockwork King presides over a neighborhood of
blood into a receptacle within the crab, then the
abandoned houses. These houses, themselves filled
crab bonds with the character as per the find fa-
with a bewildering hoard of garbage, are connected
miliar spell. The crab can use an action to trans-
via a teetering maze of junk and debris. A trapdoor in
form, with a rumbling of gears, into a seahorse.
one of these houses leads into a section of the under-
Similarly, it can use an action to transform from
city, further filled with useless bric-a-brac. The maze
a sea horse into a crab. If reduced to 0 hit points,
and houses are ceaselessly patrolled by four iron
the clockwork familiar is permanently destroyed.
cobras (see appendix B).
The Clockwork King (LN male dwarf artificer, see J A small, toy coffin (worth 10 gp). Any character
appendix B) is one of the few dwarves remaining in who succeeds at a DC 12 Wisdom (Perception)
Mirabar. He keeps his beard shaved in remembrance check can hear what sounds like dozens of tiny
of his missing kin. He talks at a slow, deliberately fists pounding to get out of the coffin. The coffin
measured pace, often using his fingers to seemingly is locked. Although too delicate to be forced open
count his words while speaking. He is guarded by two without destroying it, the lock can be picked by a
javelin-wielding monodrones whom he refers to as character who makes a successful DC 10 Dex-
Null and Prime. terity check using thieves’ tools. Once opened,
dozens of miniature mechanical crawling claws
Since the Clockwork King does not speak Modron, scuttle forth. Inside the coffin is a charred silver
he knows little of his bodyguards. They showed up wedding ring with a small blood diamond in it.
on his doorstep a year ago, seemingly attracted to The ring is worth 100 gp. Engraved on the bot-
his junkyard, and have been with him ever since. The tom of the coffin are the words, “Is no fun, is no
modrons are escaped test subjects from Luskan’s Blinsky!” If asked, the Clockwork King indicates
Hosttower of the Arcane. If the characters manage to that he thinks the coffin came from Luskan.
communicate with them, they remember little of their
former lives, talking only of a “bad tower” and “mean J A mind-sharpened armor (chain shirt) (worth 250
wizards.” If this information is communicated to the gp) (see appendix B). This infused armor can
Clockwork King, then he infers that they likely came send a jolt to the wearer to refocus their mind.
from Luskan. The armor has 4 charges. When the wearer fails
a Constitution saving throw to maintain concen-
The Clockwork King was originally a successful
tration on a spell, the wearer can use its reaction
artificer who crafted clockwork items for the wealth-
to expend 1 of the armor’s charges to succeed in-
ier families of Mirabar. Because of his success, he
stead. The armor regains 1d4 expended charges
was able to buy more and more houses to hold all of
daily at dawn.
the accumulated junk that he could not bring himself
to part with. This hoarder’s mentality has served him J A clockwork amulet (see appendix B) (worth 150
well in the Age of Vecna, and he has made significant gp). When a character makes an attack roll while
wealth selling normally worthless items from his wearing the amulet, they can forgo rolling the d20
junkyard kingdom. He now sees himself as more of a to get a 10 on the die. Once used, this property
merchant than a crafter. He prefers to sell his wares can’t be used again until the next dawn.
for coin or gemstones but can occasionally be per- J A musician’s clockwork companion (worth 250 gp).
suaded to trade for unusual items, even if these items This bundle of gears and string still needs to be
are ultimately useless. completed by the Clockwork King. Given 1d4
If the characters express interest in trade, then he days, he can turn it into a clockwork instrument
takes them into one of his homes, which he refers functionally equivalent to an instrument of the
to as the Clockwork Bazaar. This bazaar includes a bards. It can be turned into either a lute, bandore,
wide variety of mundane items as well as the follow- or cittern, depending on the purchasing charac-
ing unique items: ter’s preference. Once this configuration has been
J A small, handheld device called the clockwork completed it is irreversible.
quantifier (worth 100 gp). If a character uses an J The following potions brewed from a clockwork
action to wave the quantifier before a group of alchemist’s set that looks similar to a modern-day
items, the quantifier announces, in a loud dwar- coffee maker: three viscous potions of healing
ven voice, the exact number of items in the group. (worth 50 gp each), one viscous potion of great-
The quantifier has ten remaining charges. er healing (worth 100 gp), two viscous potions
of resistance (fire) (worth 100 gp each), and a

16 Chapter 1
viscous potion of vitality (200 gp). Viscous potions A6. The House of the Bright Blade
are thick and syrupy, taking longer than normal
Before the Vecnan occupation, The House of the
to consume. If imbibed during combat, then their
Bright Blade was widely regarded as the preeminent
effect does not occur until the character’s turn on
establishment for customized daggers and swords.
the following round.
Its proprietor and blacksmith, Zespara Alather, was
J A clockwork key (see below for pricing). This one of the finest blacksmiths of the Sword Coast.
large, multi-pronged key can be used to open the Now, this abandoned shop serves as the swelter-
gates to the Greater Mines of Mirabar. More gen- ing lair of a gang of abusive mephits. The mephits
erally, it works as a set of thieves’ tools that gives picked this particular location for their lair because
+2 to any check made while using them. of its ever-burning forge. This forge, connected to the
J A dimensional nullifier (see below for pricing). Elemental Plane of Fire, was a major contributor to
The nullifier is an indestructible, translucent box Zespara’s success as a smithy.
that appears to contain a model replica of the The mephits are crude and abusive. The Vecnan
multiverse within it. Atop the box is a big, red clergy tolerate the mephits’ existence because they
button. Above the button, written in Dwarvish serve as unwitting guardians to the shop’s small
runes, are the words, “DO NOT PUSH.” Pushing fissure into the Elemental Planes. However, the me-
the button immediately closes any dimensional phits are despised by goblins, trueborns, and AAOs.
portals within 5 feet of it. All creatures, objects, As such, these groups turn a blind eye to any actions
or magical effects within 5 feet of it are subject to the characters take against the mephits.
a dispel magic effect that has +6 to any required The mephit gang is sizable, comprising seven
checks. Upon activation, the box turns darkly magma mephits, twelve smoke mephits, and twelve
opaque and the button no longer functions. On steam mephits. The mephits detest the cold of night
the 1st day of the next month, the box regains its and so only leave their lair during the daytime hours.
translucence and the button functions yet again. When they do so, they prowl the streets in groups of
If the characters inquire about the forge from the three (one mephit of each type) with the sole purpose
House of the Bright Blade, the Clockwork King gets of sadistically terrorizing townsfolk. Six such groups
visibly excited. He offers the one-time use of his are typically active between the hours of noon and
dimensional nullifier if the characters promise to first midafternoon. The number of patrols diminishes the
use the forge’s flames to straighten an adamantine closer it gets to either dusk or dawn.
axle rod for him. If the character agree to this, then If a mephit patrol encounters meaningful resis-
he supplies them with the necessary tools, including tance, then further patrols increase to include one
a leather apron and gloves, as well as instructions magma mephit, two smoke mephits, and two steam
on how to perform the straightening. The Clockwork mephits. Should these larger patrols encounter
King also loans them the dimensional nullifier. continued resistance, then the gang remains holed
The clockwork key is one of the Clockwork King’s up within the smithy for a few days before resuming
earliest devices. Because of this, it has sentimental their patrols. Any mephit that is slain respawns 24
value and the Clockwork King is unwilling to sell it hours later in area A6c.
for coin. He is willing to trade for it, but only if the Their lair includes the following rooms:
characters have already done something, such as A6a. Abandoned Storefront
straightening his axle rod, to gain his favor. In this The floor of this storefront is coated in ash. The air is
case, he is willing to trade his clockwork key for an filled with soot and smoke. The interior has been gut-
intact set of gears, a critical component for one of his ted, exposing scorched walls. Some counters, a few
current inventions. He tells any interested characters weapon racks, and a row of empty crates are struc-
that a large well in the town’s central garden used to turally intact but everything else has been reduced
be powered by gears. If asked, he informs the char- to charred kindling. A stone hallway, from which can
acters that these gardens are now little more than be seen the glow of flame, leads to the smithy (area
weeds, rumored to be haunted by ghosts. Finally, he A6c).
can provide the characters with directions to the Bou-
levard of Religious Freedom (area A7) and tell them The mephits prefer the warmth of area A6c, so pri-
how to access the gardens from there. marily congregate there. Three mephits (one of each
type) are typically in this room during the day and six
If the characters return with a set of gears, then the mephits (two of each type) during the evening. These
Clockwork King honors his request, begrudgingly mephits are inattentive, despite being on guard duty,
trading his clockwork key for them. giving them a passive Perception of 7.

Chapter 1 17
If attacked, the mephits call for help and reinforce- ice can be seen repeatedly forming and then melting,
ments from area A6c arrive two rounds later. The creating a puddle of lukewarm water around the trap-
mephits speak Common but are nonetheless difficult door. The trapdoor is locked but may be picked by a
to reason with. They attempt to ridicule, frighten, tor- character who makes a successful DC 15 Dexterity
ture, and then kill any intruders. This process quickly check using thieves’ tools. Alternatively, it can be
attracts the attention of the mephits in area A6c. forced open with a successful DC 20 Strength check.
A few dozen swords and daggers are scattered Opening the trapdoor immediately releases a blast
throughout the ash that covers the floor. Despite pro- of frigid air that fills the hallway and shop. Until the
longed exposure to magma, smoke, and steam, parts trapdoor is closed, any fire damage taken in either
of these weapons still gleam and hold their relative location inflicts half damage (rounded down). Below
shape, making their expert craftsmanship evident. the trapdoor is a ladder leading to area A6d.
If any character enters the shop and makes a suc- A6b. Office
cessful DC 15 Wisdom (Perception) check, then they This spacious office is filled with the wreckage of bro-
notice a large trapdoor in the hallway. A light sheen of ken furniture. The room is generally avoided by the
mephits, who prefer the suffocating heat of area A6c.

18 Chapter 1 Mirabar
A6d. Temple of the Frost Maiden
Minor Blessing of the Frost Maiden The ladder descends 30 feet before ending in a large,
Your eyes become icy blue. You gain resistance to cold frozen chamber. The walls, floor and ceiling are all
damage. In addition, you can cast the gust of wind spell made of ice. They have been gouged in hundreds
(save DC 12) once without expending a spell slot, using of places by what looks to have been shovels or ice
Intelligence, Wisdom, or Charisma as your spellcasting
ability (choose when you gain this blessing). You regain the picks. A glowing six-pointed snowflake has been
ability to cast this spell in this manner on the first day of emblazoned along the entirety of the room’s northern
each month. wall. Two iron doors lead out of the room.
A successful DC 12 Intelligence (Religion) check is
Characters who search through the debris find eight required for a character to determine that the snow-
black iron spindle-shaped trade bars with squared flake is the symbol of Auril, goddess of winter. This
ends weighing about two pounds each. These trade room is a long-abandoned temple of Auril from centu-
bars are worth 10 gp within Mirabar, and 5 gp else- ries past. Ancient rumors persisted across the years
where. of a hidden treasure and so the temple routinely
A6c. Smithy attracted worshippers of the Frost Maiden, much to
This gutted chamber is little more than heaps of ash the annoyance of the shop owner above. The gouges
and fire-blackened stone walls. Along the northern represent their unsuccessful search for this treasure.
wall is a forge. The fire raging within the forge is un- The iron doors are locked and also sealed with an
naturally hot. Near the forge are a couple of warped arcane lock spell. A sheet of ice covers both doors
anvils and a useless wheelbarrow. and fills the lock mechanisms, making them impos-
Any character who stands within 10 feet of the sible to open by mundane means. Should the char-
forge takes 3 (1d6) fire damage per round. The fire, acters manage to open them, they lead to the aban-
due to its connection to the Elemental Plane of Fire, doned Mirabarran undercity.
burns ceaselessly. So long as it burns, any slain If the forge from area A6c is lit, then the room is
mephit reforms within its flames 24 hours later. intensely cold but does not inflict any damage to the
A successful DC 12 Intelligence (Arcana) check is characters. The ice on the ceiling shimmers and
required for a character to determine that the fire can droplets of water drip from it, turning into long, spin-
be permanently doused if it takes 15 or more points dly icicles before reaching the floor. Any character
of cold damage within a single round. It can also be who makes a successful DC 12 Intelligance (Inves-
extinguished by the dimensional nullifier. Once the tigation) check notices the faint outline of illegible
fire is extinguished, the temperature within the entire words within the ceiling’s ever-melting ice. If the
shop and smithy drops noticeably. forge has been extinguished, roll initiative when the
Buried within the piles of ash are hammers, tongs, characters enter the temple. The room is painfully
and other smithing implements, as well as more cold, inflicting 2 (1d4) cold damage on every initiative
blades. All of these items are warped beyond use, count 20 to every creature inside it that isn’t protect-
with the exception of Zespara’s perfect blade (see ed by cold weather clothing or resistant to cold dam-
appendix D). Zespara’s perfect blade is also covered age. The ceiling’s shimmering ice solidifies, revealing
in soot and superficially charred, requiring a suc- an inscription that reads, “Speak my name to court
cessful DC 20 Wisdom (Perception) check to find it my blessing, though death you may find in its stead.”
and another to determine that it is still serviceable. If Any character who speaks the name Auril must
the characters successfully defeat the mephits, then succeed on a DC 15 Constitution saving throw. On a
Zespara’s perfect blade, impressed by their heroism, failed save, the character freezes from the inside out,
introduces herself to them telepathically. taking 14 (4d6) cold damage. On a success-
ful save, the character gains the minor
blessing of the Frostmaiden, which
Auril can rescind at any time while
she is alive. This blessing also
ends if Auril dies. It otherwise
adheres to the rules for bless-
ings as described in chapter 7 of the
Dungeon Master’s Guide.
Zespara's Perfect Blade

Chapter 1 Mirabar 19
A7. Boulevard of Religious Freedom characters’ levels at this point. However, the Hall of
Sparkling Stones is also filled with vast piles of dis-
This broad avenue is a broken, weed-strewn corpse
carded treasure; gemstones, in particular, are present
of its former self, littered with wolf dung and coated
in abundance. Because of this, the Hall of Sparkling
in chalky rock dust. Piles of rubble line the sides of
Stones makes for an excellent heist location for
the street, behind which is an impenetrable tangle of
stealth-minded characters
thorns. Following the boulevard leads to the Hall of
Sparkling Stones, a sad, dust-covered fortress. If the characters wish to attempt a heist, determine
how your players wish to approach the situation, as
Upon inspection, it is easy to discern that the piles
laid out below.
of rubble were once finely crafted statues. A success-
ful DC 10 Intelligence (Religion) check is required Heist Recon. If the characters wish to reconnoiter
to determine that they were statues of gods and that the Hall, they must move around the area unseen.
nearly every major deity was represented. A dusty Have them make a group Stealth check. At a dis-
plaque is affixed to the road near each broken statue. tance, they are hard to discover, making the starting
The plaque reads, “THERE IS NO [GOD NAME]. DC 5. However, for every 2 hours the characters
ONLY VECNA.” The gods named upon the plaques remain, they must attempt another group Stealth
range from Azuth to Waukeen. check. The DC increases by 1 with each attempt.
Any character who inspects the tangle of thorns Consult the Heist Recon table to determine what in-
and makes a successful DC 20 Wisdom (Perception) formation they gather along the way. What is learned
check notices a small path leading into the briars. may go a long way when planning the actual heist.
This path can be discovered without such a check if Heist Recon
the character has already been informed of its exis- Hours Intel Gathered
tence. The hidden pathway leads to area A9.
>2 There are windows from the 2nd story and
A8. Hall of Sparkling Stones upwards, and a cellar entrance with a portcullis.
The Hall of Sparkling Stones is built upon a large 2–4 The cellar entrance is always guarded by a lone
ogre.
knoll. The fortress was built to look like a giant
A duergar arrives, an axe lying flat across his
guard in full plate and helm, with a shield held before outstretched hands. He talks with a group of
its face. Thousands of rusted greataxes have been hobgoblin guards, is let in, and comes back out
hammered into the front of the building. A success- 20 minutes later with a small, bald goblin. The
5–6 duergar hammers the axe into the side of the
ful DC 10 Intelligence (History) check is required to building, and is then given a small pouch by the
determine that the greataxes belonged to the Axes of goblin (containing 50 gp). The duergar bows
respectfully and walks away as the goblin re-
Mirabar, shield dwarf veterans who once served as enters the Hall.
part of the city’s elite guard. The goblins sometimes bicker and argue among
The Hall of Sparkling Stones was once the seat themselves. The hobgoblins are disciplined,
7–8 with no obvious weaknesses to exploit. Ogres
of the Mirabarran government. Now, it serves as sometimes fall asleep on the job. There is likely
the barracks for the goblin clan Kreeth and their an entrance on the roof, as a goblin appears from
there during guard rotations.
bald, nearsighted chieftain, Mayor Maroo. The Hall
was once an architectural marvel of the world, with Three goblins arrive, each carrying a sack that
seems to be moving. As they reach the entrance,
stained glass windows, black marble tables, and words are exchanged and one of the goblins
inlaid traceries of gold, silver, and platinum. Now, it is 9–16 pulls a cat from one of the sacks, only to put
it back into the sack. They are let into the Hall,
the world’s prettiest dung heap. exiting again half an hour later, this time carrying
a small chest (which contains 300 gp as a reward
Mayor Maroo is an avid cat lover and, consequently, for bringing new cats to Mayor Maroo).
the Hall of Sparkling Stones is full of hundreds of 17–24 Guard rotations happen every 8 hours.
stray cats that he has adopted over the years. Most of
25+ The number of guards is doubled at night.
these cats are harmless but a feral few have banded
together into hunting packs. Maroo is guarded by Tools. In preparation of the heist, the characters
a trained kamadan (see appendix B). Maroo also might wish to spend some time searching Mirabar for
passionately hates all dogs. He refuses to allow his various tools to assist them. Finding an item from the
goblins to stable their wolves in the Hall of Sparkling Heist Tools table below takes 4 hours of work and re-
Stones, making them, instead, quarter their steeds in quires a successful DC 10 Intelligence (Investigation)
the city’s stables. check. Any tool acquired grants its bonus only when
Hall Heist. The Hall of Sparkling Stones is a large used in conjunction with the corresponding infiltra-
building filled with ogres, goblins, hobgoblins, and tion method as shown in the Infiltration Modified
cats. Such a force should be unassailable, given the column.

20 Chapter 1 Mirabar
Heist Tools Heist Scheme
Tool Entry or Bonus Scheme Check Required Heist
Scheme Bonus
A 100-foot rope and a Point of Entry: +10 Athletics Contributors. The characters DC 10 Deception.
grappling hook roof or window bring a dwarven axe as an Automatic success +5
offering. with dwarven axe.
A dwarven axe Scheme: +5 Deception
contributors per axe Cat Sellers. The characters DC 15 Deception.
bring one or more cats for Automatic success +10
A cat Scheme: +5 Deception with one or more
cat sellers per cat Mayor Maroo. cats.
Goblin and hobgoblin Scheme: Silver Tongues. The
disguises contributors or +5 Deception characters attempt to talk DC 20 Deception +0
cat sellers their way inside.
Shovels, pickaxes, and a
cart
Point of Entry:
dig a tunnel +10 Athletics The Heist. As it is finally time for the heist, ask
the characters to make a DC 10 group Stealth check
Point of Entry and Timing. To proceed with the if they sneaked inside or a DC 10 group Deception
heist, the characters must decide their point of entry check if they were allowed inside. If they fail, they can
and when to carry out the heist. Use the Heist Point attempt the other check at DC 15. On a second fail-
of Entry and Heist Timing tables below to determine ure, that, they must abandon the heist. On a success,
any modifiers they amass for the heist itself. they navigate the Hall and succeed with the heist.
Some options might require a group check to suc- Heist Success. To determine what treasure they
cessfully pull off. The characters might get a bonus find, let the characters roll a d100 on the Hall Heist
to a check if they previously acquired appropriate table below, then add together all the heist bonuses
tools. Failing a check doubles any negative modifiers they have amassed and add the bonuses to the roll.
gained from that option or removes any positive mod-
ifiers gained from that option. Hall Heist
Roll Treasure Magic Items
Heist Point of Entry
0–10 2d6 × 10 gp -
Point of Entry Check Required Heist
Bonus 11–19 2d6 × 10 gp Roll 1d6 times on Magic
Item Table A
Side entry — +0
20–29 4d6 × 10 gp Roll 1d6 times on Magic
Cellar — +1 Item Table A
2nd-story window DC 5 Athletics +2 Roll 1d6 times on Magic
30–39 2d6 × 25 gp Item Table A
3rd-story window DC 10 Athletics +3
4th-story window DC 15 Athletics +4 40–49 4d6 × 25 gp Roll 1d6 times on Magic
Item Table A
Front gate DC 20 Deception +6
50–59 2d6 × 50 gp Roll 1d4 times on Magic
Roof DC 20 Athletics +8 Item Table B
DC 15 Athletics each day 60–69 4d6 × 50 gp Roll 1d4 times on Magic
Dig a tunnel for three consecutive days +10 Item Table B
70–79 2d6 × 75 gp Roll 1d4 times on Magic
Heist Timing Item Table C
Heist 80–89 4d6 × 75 gp Roll 1d4 times on Magic
Time Check Required Bonus Item Table C
Nighttime — +0 90–99 2d6 × 100 gp Roll 1d4 times on Magic
Item Table D
Daytime — +3
100–109 4d6 × 100 gp Roll 1d4 times on Magic
Guard rotation DC 15 Stealth +5 Item Table D
Guard rotation 110–119 2d6 × 100 gp Roll 1d4 times on Magic
with awareness of DC 10 Stealth +5 Item Table F
the roof guard
Scheme. Finally, if the characters approach the 120+ 2d6 × 250 gp Roll once on Magic Item
Table G
Hall via the front gate, the side doors, or the cellar Escape. To successfully escape, it is assumed
when there isn’t a guard rotation, they may wish to that the characters exit in the same manner as they
employ a scheme. Use the Heist Scheme table below entered. To do so, they must make a DC 10 group
to determine any modifiers they amass for the heist Stealth check if they sneaked in or a DC 10 group
itself. Deception check if they were allowed inside. If they
fail, they can attempt the other check at DC 15. On

Chapter 1 Mirabar 21
a second failure, they must abandon their plan and archliches leading Vecna’s armies. They then raised
flee, which causes them to lose either the gold or the her as an undead abomination and inflicted upon her
magic items they acquired (their choice) and results a madness, causing her to believe that she was the
in the same consequences as a failed heist. ghost of Chauntea. Her lair is a maze of briars.
If you wish, however, you can instead have them A9a. Briar Maze
move through the various steps again in reverse or- The walls of the maze are 10 feet tall and are too
der. flimsy to be scaled effectively. A 5-foot square of
Failed Heist. If the heist fails, the characters must briars has AC 11, 25 hit points, and immunity to
run for their lives. Each character gains two levels of bludgeoning, piercing, and psychic damage. When a
exhaustion and loses half their hit points. They finally creature comes into direct contact with the thorns
lose their pursuers in the woods outside Mirabar. If for the first time on a turn, the creature must succeed
another heist is attempted later, the heavily increased on a DC 10 Dexterity saving throw or take 5 (1d10)
security imposes disadvantage on all associated slashing damage from the briars’ bladelike thorns.
group checks. The ground of the maze is blighted. It is semiper-
Further Developments. See the Heist Develop- meable to water, seeming to grudgingly absorb it over
ments table below for additional events that might time. However, the dirt soaks up even the slightest
occur under certain conditions. drop of blood with parched desperation. Anytime
a beast or humanoid takes 5 or more piercing or
Heist Developments slashing damage, their spilled blood soaks into the
Event soil. One round later, 1d4 twig blights sprout in an
Cats! If the characters successfully masqueraded as cat adjacent square.
sellers and brought one or more new cats, Mayor Maroo
greets them warmly and rewards them with a small chest Two desiccated shamblers (see appendix B), live
containing 100 gp per cat. Furthermore, the characters have
advantage on any future ability checks made to interact with
Mayor Maroo.
Dark Contribution. If the characters successfully
masqueraded as loyalists bringing one or more axes, Mayor
Maroo follows them out and rewards them with a pouch
containing 50 gp per axe.
Tunnelers. If the characters tunneled into the Hall, they
stumble upon the larder and can each find 2d4 rations and a
waterskin.
Through the Looking Glass. If the characters climbed onto
the roof, they find a spyglass.

A9. Chauntea’s Graveyard


This was once a walled garden, sacred to Chaunt-
ea, the goddess of agriculture. Years ago, it grew
enough produce to feed the entirety of Mirabar. Now,
the walls are nothing more than piles of rubble and
the once-lush garden is a barren, briar-strewn field
devoid of any signs of animal life. This area refers to
a small portion of the larger field referred to by the
locals as Chauntea’s Graveyard.
According to local legends, Chauntea rose from her
garden to defend Mirabar from Vecnan invaders. In
response, Vecna joined the battle. The fight between
Chauntea and Vecna raged day and night but in the
end, Vecna prevailed. It is said that Chauntea’s de-
ranged ghost now haunts these fields, poisoning the
lands with her bitter tears. Colbornia is now an eerie
These legends are false. The centerpiece of the gar- shadow of her former self
den was a huge apple tree that grew apples as large
as pigs. The archdryad Colbornia, the high priestess
of Chauntea’s garden, lived within this tree. When
Mirabar was conquered, Colbornia was slain by the

22 Chapter 1 Mirabar
within the maze. Their location is marked by an S insect swarm (wasps) with the following changes:
on the map. Because of their Root Sense ability, they J They are undead rather than beast.
immediately notice the arrival of any characters and
move to intercept them. One shambler moves to J They have damage immunity to poison.
attack the characters directly, while the other moves J They have condition immunity to exhaustion and
into an adjoining corridor with hopes of using its poison.
Transplant ability on whichever character is taking up These rare bee-like creatures do not produce a
the rear. bee’s typical honey. Instead, they produce a resin-like
The two locations marked with an X on the map substance similar to amber that is prized by jewelers
have large, brittle-looking hives nested within the bri- for its hardness and rarity. Inside each hive is a large
ars. Disturbing the hives agitates an undead swarm chunk of this amber-like substance worth 100 gp.
of malevolent bee-like creatures. Use the statistics for

Chapter 1 Mirabar 23
A9b. Chauntea’s Grave
This large clearing is free of briars, but still strewn
with tangles of clutching weeds. It is dominated by a
large, blighted tree with sagging, leafless branches.
Behind the tree is a covered well.
During the first round after the characters enter, a
gust of wind blows through the clearing, stirring up
tiny whirlwinds of dead leaves and dust. One round
later, Colbornia (see appendix B) emerges from her
tree. Read or paraphrase the following:

The branches of the corrupted tree move with mali-


cious intent as if spurred by some dark, unfathomable
will. This movement is followed by a terrible creaking
sound like a muffled moan, as a large, bleeding hole
rends the trunk of the rotted tree. A dryad-like creature
steps through the hole, her beauty rivaled only by her
wretchedness. Surrounded by swirling dead leaves,
eyes blazing in necrotic fury, she is a terrible sight to
behold. Her raspy voice is equally terrible as she de-
mands, “Who dares disturb the eternal rest of Chaunt-
ea, she who was slain by the might of Vecna? Leave me
now to my slumber or feel my wrath!”

24 Chapter 1 Mirabar
Have the characters roll initiative. Colbornia is ob- A10. Ministry of Secrets
viously mad and difficult to reason with. She rambles
The Ministry of Secrets is a plain, granite mansion
repeatedly about her death at the hands of Vecna,
filled with a garish display of riches. The lobby is
growing increasingly angry every round. Unless this
paneled with exotic wood imported all the way from
anger is mitigated, she attacks three rounds after
distant Chult. Priceless silk tapestries from Calim-
leaving her tree.
shan, illustrating Vecna’s many victories, hang upon
A character can appeal to her delusions with a the walls. Scenes further glorifying the great god
successful DC 18 Intelligence (Religion) check. If Vecna are painted along the vaulted ceiling. Couches
successful, Colbornia calms down and grants the and divans plush enough to accommodate royalty
characters safe passage into her clearing. However, are often occupied by plain, dust-covered city folk
on any given round there is a 20 percent chance that anxious to trade the secrets of their day-to-day lives
her madness returns, and she immediately attacks for some bread and the hope, however unlikely, of a
the “treacherous” characters. more lavish reward.
Any character who makes a successful DC 18 Intel- Vecna’s forces are quartered within similar nearby
ligence (Nature) check discerns that Colbornia is not mansions. In total, there are three hundred official
a slain god, but rather an undead dryad. If confronted clergy members. The church of Vecna is extremely
with this truth, Colbornia spends a round in catatonic lawful and has a well-defined hierarchy. A congrega-
retreat before sobbing in realization. She quietly begs tion is referred to as an Organ of Vecna. Each Organ
for the characters to put her out of her misery. The is led by a Thought of Vecna. The Thought is typical-
characters then have three rounds before her mad- ly a powerful lich who has proven their devotion to
ness returns and she attacks them. Once her mad- Vecna. Serving directly underneath the Thought are
ness returns, Colbornia rejects any further mention the Memories of Vecna, lesser priests who enforce
of her not being Chauntea as utter lies. the worship of Vecna while handling most of the city’s
Beside the tree is a small, overgrown altar bearing daily governance. The Teeth of Vecna are specialist
the symbol of Chauntea. Next to the altar is a burlap wizards, feared for their magical bite. Although their
sack that is actually a bag of beans. The tree has AC raw power frequently rivals, and sometimes exceeds,
15, 250 hit points, and immunity to bludgeoning, that of the Memories, they are often lower in the hier-
piercing, and psychic damage. If reduced to 0 hit archy. Below the Memories and Teeth are the Fingers
points, it is destroyed. Destroying the tree brings of Vecna. The Fingers are thieves and rogues, respon-
peace to Colbornia’s haunted soul, effectively defeat- sible for gathering secrets. Last in the hierarchy are
ing her. the Blood of Vecna, zealous thugs who are willing to
If Colbornia dies, she withers away into a pile of lay down their lives when needed.
dead leaves. If her tree is also destroyed, a tiny stalk Mirabar’s Thought of Vecna is a lich named The
bearing an acorn grows from Colbornia’s remains. Sakabarus. The Sakabarus takes little interest in the
Any character who makes a successful DC 10 Wis- affairs of Mirabar and is usually immersed in arcane
dom (Nature) check discerns that the acorn appears experiments involving AAOs. He delegates his au-
pure and unblemished by the surrounding corrup- thority to Memories of Vecna as well as to a squad of
tion. If the characters plant the acorn in undefiled enslaved yugoloths comprising an arcanaloth, four
earth, a new tree begins to grow. The tree reaches mezzoloths, and a hydroloth (see appendix B).
maturity after a month’s time, and Colbornia's proge- Any character who attempts to trade a secret of
ny, the dryad Myamolle, now dwells within it. genuine value will be rewarded with gold and gem-
The covered well has a lowered bucket connected stones up to 500 gp in value. However, they will also
by chains to a series of gears. These are the gears draw the attention of the Fingers of Vecna, who will
desired by the Clockwork King. The gears are activat- attempt to spy on the characters for the remainder of
ed by a lever. The entire contraption is rusted from the adventure.
years of disuse but is nonetheless still functional.
Characters may use an action to pull the lever which
then raises the bucket. Raising the bucket takes two
rounds. The gears can be successfully dismantled
with two actions, although doing so renders the lever
inoperable. The well’s bucket is a thermal bucket (see
appendix D); it can easily be removed from its chains
by using an action.

Chapter 1 Mirabar 25
Chapter 2
In Search of the Dwarves
In this chapter the characters gain entrance to the Greater “Supernatural Gifts” in the Dungeon Master’s
Mines of Mirabar in hopes of discovering the lost dwarven
courier. Instead, they find a vast subterranean highway in- Guide). Otherwise, the skittish creatures scatter
fested by hordes of the walking dead. Worse still, the charac- into the storm, quickly disappearing from sight.
ters are stalked by Dem’ghot’nec, an ancient, imprisoned devil
on the cusp of breaking free from its bonds. After vanquish- J Unholy Unearthing. While exploring a quarry,
ing the devil, the characters find the missing courier and re-
trieve the magical shroudstone. Finding a tunnel back to the the characters come across four cultists and a
surface world, they can leave and deliver the gem to Racine. cult fanatic excavating the bones of an ancient
red dragon. The cultists each wear an ornate holy
symbol of five colored, conjoined circles (worth
25 gp). Any character who makes a successful DC
13 Intelligence (Religion) check notes that this
is one of the many commonly used symbols for
he entrance to the Greater Mines of
Tiamat.
Mirabar is roughly fifty miles north-
west of Mirabar. Depending upon J Prospective Prospecting. While exploring one of
the characters’ speed of travel, it the lesser mines, the characters discover a set of
takes two to three days to reach the mining tools. A character using these tools for 8
mines’ entrance. The journey winds through a des- hours can attempt a DC 15 Intelligence (Investi-
olate stretch of abandoned lesser mines and empty gation) check. If successful, they unearth a cluster
quarries, before reaching the imposing 15-foot tall of gemstones worth a total of 250 gp.
doors of the greater mines. At the DM’s discretion the J A Web of Possibilities. The road cuts through a
journey might go uneventfully or can include any of spider-haunted quarry that is filled with curtains
the following encounters: of dirty webs. Dozens of giant spiders live within.
J The Tooth that Bites. While traveling along the The quarry can be circumvented easily but takes
road, the characters are accosted by Hamun six hours to do so. Safely traversing the quarry re-
Kost, a Tooth of Vecna (appendix B). The sal- quires a successful DC 13 Wisdom (Survival) or
low-skinned mage, who is accompanied by two Dexterity (Stealth) group check. If the characters
thugs and a half-elf zombie, interrogates the fail, then they are bitten by the giant spiders and
characters about their presence here. Hamun’s chased from the webs; they are afflicted by the
suspicions can be allayed with a successful DC poisoned condition for the next 48 hours. If the
13 Charisma (Deception) check; otherwise, he at- characters succeed, then, while safely bypassing
tacks the characters. The wizard carries a leather the spiders, they discover the desiccated re-
bag containing 40 gp, one pearl (worth 100 gp), mains of a fellow traveler. Searching the remains
a potion of healing, and a scroll of darkness. The uncovers a set of alchemist’s tools as well as a
zombie wears a torn tabard bearing the insignia stoppered vial that contains three dried spiders
of a gauntlet clasping a sword and carries the that radiate transmutation magic. If a creature
yellowed deed to an apple orchard in the distant consumes one of these spiders, then that creature
town of Phandalin. gains the benefit of the spider climb spell but
J Cold “War.” A snowstorm strikes suddenly. While must also make a successful DC 13 Constitution
making their way through the storm, any char- saving throw or be affected by the poisoned condi-
acter with a passive Perception of 13 or higher tion for one hour.
notices small tracks leading off the road. The J Furry Feline Friend. The characters come
tracks can be followed by making a successful DC across a hungry kamadan kitten (use the statis-
13 Wisdom (Survival) check. If followed, the char- tics for a cat) that got lost after escaping from the
acters find a trio of small 6-inch-tall creatures that Hall of Sparkling Stones. The kitten has orange
resemble animated dolls with spindly limbs and fur with black spots and six strange bulges along
wild hair. These elemental creatures, known as its back. If the characters feed it, then the kitten
chwingas (see appendix B), are in the midst of a follows them to the best of its abilities. If the
playful snowball fight. If the characters play with characters still have the kitten after 100 days, it
them, then afterwards the chwingas bestow the matures into a kamadan juvenile (use the statis-
characters with a charm of animal conjuring (see tics of a panther), a leopard-like creature with

26 Chapter 2 In Search of the Dwarves


six tiny serpents sprouting from its back. It grows
into a true kamadan (appendix B) one year later. The Great Underground
Upon reaching the Greater Mines, the characters Highway
note that the massive doors are coated in everbright
and shine as brightly as the day they were forged. The Great Underground Highway is vast and spa-
They bear the insignia of Mirabar: a double-bladed cious, at least by dwarven standards, being 30 feet
axe with a pointed haft and a flaring, flat base. Cast- high and 30 feet wide. Although ancient, its crafts-
ing detect magic on the doors reveals an aura of manship equals or exceeds any present-day architec-
abjuration magic emanating from them. The doors’ tural feats. It extends roughly 300 miles to the east,
sturdy construction and expertly crafted locks defy before eventually reaching Mithral Hall. Dwarvish
any attempts to force them open. However, mag- runes are carved into the walls, marking the miles.
ic such as the knock spell, or the clockwork key Upon reaching the Highway, the characters are
smoothly opens the locks. greeted by a horrific sight. Zombies, in various stages
Once the doors have been successfully opened, allow of decay, wander this road by the thousands. They
the characters to advance to 4th level. move in lethargic silence, broken only by the faint
Beyond the doors is a broad corridor, 15 feet wide shuffling of their dead feet. The zombies are primar-
and 15 feet high, leading north into the darkness. ily dwarven in origin, although other subterranean
The corridor is made of perfectly fitted stone exca- races such as drow elves, kuo-toa, and svirfneblin are
vated from nearby Mirabarran quarries. It extends also represented. A small number of these zombies
four miles north before intersecting with the Great have a second hideous head growing, like a dead
Underground Highway. Many smaller abandoned tumor, from the side of their neck. Every 100 feet,
mines branch off from this initial corridor. Dwarvish a ghostly skull floats in the middle of the highway.
guide runes are etched into the stone walls. These These grimacing apparitions cast a spectral blue
runes can be read by anyone who speaks Dwarvish, radiance that dimly illuminates the highway.
and serve as directions to the Great Underground These skulls are necrotic beacons, creations of
Highway. Vecna that can each attract any undead creature
Thirty minutes after their opening, the entrance having an Intelligence of 3 or less, within a half-mile
doors slam shut with an echoing thud. This effect radius. Hundreds of such beacons together, however,
is due to a defensive enchantment placed years can attract undead creatures from leagues away. The
ago during the Vecnan invasion. The clockwork key beacons also have the following properties:
does not work if used from the interior of the mines, J They are manifestations of pure magic. As such,
although it still reopens the doors if used from the they can only be destroyed by dispel magic or
exterior. As before, the doors again close thirty min- similar effects. They are a 7th-level spell effect.
utes after their opening.
J They preserve the flesh of any undead creature
within 50 feet.
J They putrefy any food or consumable liquid that
remains within 100 feet of a skull for more than 6
hours. Any character who consumes such food or
drink must make a successful DC 10 Constitution
saving throw or be poisoned for 24 hours. The
DC of this save increases by 1 for each additional
2 hours the food is exposed to the beacon.
J They sedate any undead creatures within 100 feet
of them that have an Intelligence of 3 or lower.
Such creatures do not attack, except in defense
of themselves or another zombie within 10 feet of
them. Loud noises or aggressive actions may also
snap them out of their necrotic torpor, at the DM’s
discretion.
These zombies were created by the demon lord,
Demogorgon. Years ago, the demon lords of the
Hordes of zombies occupy the
Great Underground Highway Abyss were summoned into the Underdark (see
Out of the Abyss for additional details) by Gromph

Chapter 2 In Search of the Dwarves 27


Baenre, the archmage of Menzoberranzan. This event that he possesses gives off a faint red glow that can
culminated in a brutal battle between Demogorgon be discerned by a character making a successful DC
and Orcus. Demogorgon prevailed, claiming the 10 Wisdom (Perception) check. As a disembodied
Prince of Demons’s wand as his prize. Because of presence, he cannot inflict or receive damage. Every
this wand, many of the unfortunate casualties of 24 hours, Dem’ghot’nec can possess any number of
Demogorgon’s continued rampage through the Un- zombies whose total hit points do not exceed 2,200
derdark have been reanimated as zombies. Due to hit points. While possessing a zombie, he is in full
the reality-warping presence of Demogorgon, some of control of its actions.
these zombies have grown a second head.
The Long March
Vecna is not one to overlook an opportunity. Once
It is seventy-five miles to Dem’ghot’nec’s tomb.
he became aware of the legions of zombies sham-
Occasional piles of rubble, coupled with the
bling through the Underdark, The Whispered One set
thousands of zombies through which the characters
up these beacons along the Great Underground High-
must successfully navigate, reduces a normal
way. One reason for this was to have a secondary
travel pace to ten miles for an eight-hour day.
army on stand-by, should the need arise. The other
However, characters will likely travel for the entirety
reason was to clog the dwarven highways with un-
of each day (see below). In this case, the characters
dead, rendering them unusable.
can travel twenty-five miles per day, meaning that
In addition to this army of zombies, the Great Un- they will reach Dem’ghot’nec’s tomb in three days.
derground Highway is also the territory of a vile fiend
Dem’ghot’nec plans to drive the characters to
known as Dem’ghot’nec, He Who Wears the Flesh of
his tomb while simultaneously pushing them to
the Dead. Dem’ghot’nec is an ancient devil that ter-
their breaking point. Before beginning this pain-
rorized the Delzoun dwarves thousands of years ago.
ful slog through darkness and despair, review the
His reign of terror was long-lived and led to much
rules for exhaustion (see appendix A in the Player's
suffering, but the dwarves managed eventually to
Handbook).
destroy his corporeal form and imprison his infernal
essence in a magical gemstone that was entombed This encounter should be a ghastly experience
deep within the earth. that threatens the characters’ sanity as much as it
threatens their lives. Periodically, the characters will
Although the tomb was protected by wards, these
be called upon to make a saving throw to resist some
wards weakened over the centuries. Because of
madness-inducing effect. If they fail the saving throw
this weakening, a zombie umber hulk burrowed
then they gain one level of madness. A character
through the tomb on its way to a necrotic beacon.
afflicted with one level of madness receives a short-
Dem’ghot’nec was then able to possess the umber
term madness (Dungeon Master’s Guide, chapter 8).
hulk. While possessing the umber hulk, Dem’ghot’nec
The second time they gain a level of madness, they
tunneled his way into the Great Underground High-
become afflicted with long-term madness. The third
way, where he found a wealth of additional, rotting
time they gain a level of madness, they become
hosts.
afflicted with an indefinite madness. The fourth time
Although able to move as a spirit, Dem’ghot’nec they gain a level of madness, the cycle starts over
must corrupt the wards of his tomb before regaining again and they become afflicted with short-term
his corporeal form and full power. The wards are madness. In addition to those specified in the adven-
empowered by symbols of Dumathoin, the dwarven ture, consider requiring additional saving throws as
god of buried secrets, engraved into the floor of the circumstances dictate.
fiend’s tomb. Spilling the blood of the living upon
Along this march, Dem’ghot’nec will do everything
these symbols further weakens the wards. As such,
in his power to prevent characters from receiving
Dem’ghot’nec has spent the last year using his zom-
the benefit of a long rest, sending waves of zombies
bie puppets to corral living creatures into his tomb,
after them every 30 minutes should they attempt to
where he then slays them.
rest. Finally, always keep in mind that Dem’ghot’nec’s
The characters draw the attention of Dem’ghot’nec ultimate goal is for all of the characters to
soon after they enter the highway. The devil’s goal is successfully reach his tomb. Because of this, he may
to use the zombies to drive the characters toward his intentionally lessen the challenge of some of the fol-
tomb. Dem’ghot’nec needs for the characters to reach lowing encounters:
the tomb alive; however, he wants them to be as weak Day One
as possible when they get there. Shortly after the characters enter the highway,
Dem’ghot’nec is a disembodied presence that flies Dem’ghot’nec possesses fifty zombies from the
through the air. He is invisible, although any zombie Mirabarran mines and funnels them into the highway,

28 Chapter 2 In Search of the Dwarves


Zombie hook horrors
roam in one of the tunnels

attempting to push the characters east, toward


Mithral Hall. These zombies pursue the characters
throughout the day at a slow but implacable pace.
J The zombie hook horrors are undead.
Halfway through the first day, the characters come
across a cave-in. A makeshift tunnel has been
J They have immunity to poison damage and the
poisoned condition.
excavated through the rubble, but the tunnel is only
15 feet wide and is packed with docile zombies. J They have the Undead Fortitude trait. If damage
The tunnel extends a full mile in length, gradually reduces the zombie to 0 hit points, it must make
tapering to 5 feet of width before widening again to a Constitution saving throw with a DC of 5 + the
15 feet. At the end of the tunnel, the characters have damage taken, unless the damage is radiant or
successfully escaped the cave-in and the highway from a critical hit. On a success, the zombie drops
resumes as normal. to 1 hit point instead.
The zombies within the tunnel remain docile so Halfway through the day, the characters come
long as the characters take suitable precautions. across a shallow river that cuts across the highway.
However, pushing their way through throngs of rot- Because the river’s water is constantly moving, the
ted corpses, while massive stones creak and groan putrefaction caused by the necrotic beacon has no
precariously above them, should be a harrowing, effect and it is safe to drink. On the far side of the
claustrophobic experience. As such, each character river are four piercers, hanging above a cluster of
must succeed on a DC 13 Wisdom saving throw or stalagmites.
suffer one level of madness. Toward the end of the second day, the characters
At the end of the first day, each character must come across a stretch of the highway engulfed in
succeed on a DC 13 Constitution saving throw or persistent magical darkness. This darkness func-
suffer one level of exhaustion. Adjust the difficulty tions as per the darkness spell, however, it cannot be
(or necessity) of this check, depending upon to what dispelled by any magic short of a wish. The darkness
extent the characters were able to access food, water, stretches for half a mile. The ever-present zombies
and rest. still shamble through this stretch of the highway,
Day Two making it likely that characters will blindly bump into
A third of the way through the second day, the char- the zombies unless they significantly slow their move-
acters encounter another cave-in. This time, a 10-foot ment. Throughout the darkness, the characters hear
wide tunnel has been burrowed through the wall of a horrific sound that is a cross between incoherent
the highway, circumventing the rubble. This exca- gibbering and the chittering of a thousand spiders.
vated tunnel, which winds through a quarter mile The sound seems to come from the darkness itself.
of earth before returning to the highway, is remark- While traveling through this darkness, the characters
ably clear of any of the usual zombies. However, two must succeed on a DC 13 Wisdom saving throw or
zombie hook horrors, one of which has two heads, suffer one level of madness.
make their homes here. Dem’ghot’nec possesses At the end of the second day, each character must
these hook horrors as soon as the characters enter succeed on a DC 15 Constitution saving throw or
the tunnel. The hook horrors then ominously drag suffer one level of exhaustion. Adjust the difficulty
their hooks along the wall of the tunnel as they shuf- (or necessity) of this check, depending upon to what
fle toward the characters. Use the statistics for hook extent the characters were able to access food, water,
horrors with the following changes: and rest.

Chapter 2 In Search of the Dwarves 29


Day Three from a critical hit. On a success, the zombie drops
This last stretch of highway is suffused with faerz- to 1 hit point instead.
ress. Faerzress is an unusual magical energy that J The zombie harpies no longer have their Luring
pervades much of the Underdark; it featured promi- Song action.
nently in Out of the Abyss. Due to the influence of the
Eight hours into the day, the demon-tainted faerzress
demon lords that have been released into the Un-
begins to wear on the characters’ minds. Each char-
derdark, faerzress now acts as a catalyst, spreading
acter must succeed on a DC 13 Wisdom saving throw
the demon lords’ madness. Demon-tainted faerzress
or suffer one level of madness. On top of this, each
has the following properties:
character must succeed on a DC 17 Constitution sav-
J Areas suffused with faerzress are always filled ing throw or suffer one level of exhaustion. Adjust the
with dim light. difficulty (or necessity) of this check, depending upon
J A creature in an area suffused with faerzress has to what extent the characters were able to access
advantage on saving throws against any divina- food, water, and rest.
tion spell. Near the end of the day, the characters come across
J Any creature attempting to teleport into, within, a burrowed tunnel that branches off from the high-
or out of a faerzress-suffused area must succeed way. A character who makes a successful DC 10
on a DC 15 Constitution saving throw. On a failed Wisdom Perception) check, or has a passive Percep-
save, the creature takes 1d10 force damage and tion of 10 or higher, notices the circulation of cold,
the teleportation attempt fails. fresh air from the tunnel. The tunnel winds upwards
100 feet before a zombie umber hulk, possessed by
J When a spell is cast in a faerzress-suffused area, Dem’ghot’nec, burrows up from below, flanking the
the caster rolls a d20. On a roll of 1, the spell characters. Use the statistics for umber hulks with
has an additional effect, determined by roll- the following changes:
ing on the Wild Magic Surge table (Player’s
Handbook, chapter 3).
J The zombie umber hulk is undead.
J Any character who spends more than eight hours J It has immunity to poison damage and the poi-
soned condition.
in a faerzress-suffused area must succeed on a
DC 13 Wisdom saving throw or suffer one level of J It has the Undead Fortitude trait. If damage
madness. reduces the zombie to 0 hit points, it must make
Six hours into this day, the characters come to a a Constitution saving throw with a DC of 5 + the
large chasm that cuts across the highway. The chasm damage taken, unless the damage is radiant or
is 30 feet across and 100 feet deep. A broken rope from a critical hit. On a success, the zombie drops
bridge hangs loosely from the western side of the to 1 hit point instead.
chasm. The walls of the chasm are honeycombed J It no longer has the Confusing Gaze trait.
with hundreds of small caves. After another 100 feet the tunnel opens into the
Twenty-four zombie harpies and a two-headed tomb of Dem’ghot’nec.
stone giant zombie lair quietly within these caves.
When the first character either crosses, or has
climbed halfway down, the ravine, Dem’ghot’nec pos-
sesses four of the harpies and attacks the most vul-
nerable character. He possesses additional harpies
and the giant only as needed to chase the characters
from the ravine and back onto the highway. Use the
statistics for harpies and stone giants with the follow-
ing changes:
J The zombie harpies and stone giant zombie are
undead.
J They have immunity to poison damage and the
poisoned condition.
J They have the Undead Fortitude trait. If damage
reduces the zombie to 0 hit points, it must make
a Constitution saving throw with a DC of 5 + the Dem'ghot'nec posseses a
zombie umber hulk
damage taken, unless the damage is radiant or

30 Chapter 2 In Search of the Dwarves


Tomb of Dem’ghot’nec
The tunnel opens into a large tomb. Dozens of stat-
ues of dwarven warriors line the walls of the room.
The floor is engraved with concentric circles of
Dwarvish script. Within these circles is the symbol of
Dumathoin, a mountain silhouette atop a gemstone.
This gemstone sparkles with an infernal red radi-
ance. A dozen corpses are sprawled about the room
in various stages of decay. Some are little more than
skeletons and one, a dwarf in spiked armor, almost
looks as if he might still be alive. A second, rough-
hewn tunnel, on the far wall, exits the tomb.
The Devil Emerges. One round after the charac-
ters enter the tomb, the gemstone flashes a bright
crimson and Dem’ghot’nec manifests. Use the statis-
tics of a bearded devil with the following changes:
J Dem’ghot’nec has an Armor Class of 18 (plate).
J Dem’ghot’nec does not have the Multiattack and
Beard actions, and has the Hellish Maul attack in
place of its Glaive attack. Dem'ghot'nec in his
Hellish Maul. Melee Weapon Attack: +5 to hit, reach 5 devilish form
ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage
plus 3 (1d6) fire damage.
J Dem’ghot’nec’s challenge rating is 4 (1,100 XP). amidst horrific screams of pain. Similarly, if the
Although Dem’ghot’nec ranked highly amidst hell’s bearded devil is slain, then the gemstone shatters,
hierarchy, this is the best form he can take, given the returning Dem’ghot’nec to the Hells.
wards that still imprison him within the gemstone. In
What Remains. Most of the bodies are the corpses
his corporeal form he laughs, “Worry not, fleshlings.
of poorly equipped barbarians who were driven into
Soon your suffering shall come to an end, and with
the tomb from above. However, one of the bodies
your blood shall come my freedom!” At these words
belongs to Brigadier General Bawling Stibber (CN
Dem’ghot’nec attacks.
male dwarf battlerager, see appendix B), of the
DMs should give some thought to fine-tuning this famed Gutbuster Brigade. Although vanquished a
encounter. As written, it assumes that the characters tenday ago by Dem’ghot’nec, Bawling still clings to
have not had an opportunity to engage in a long rest life with fierce dwarven tenacity and can be revived
since entering the mines. As such, they are likely with either magical healing or a successful DC 10
struggling with diminished resources and exhaustion. Wisdom (Medicine) check. Upon revival, Bawling
If the characters were able to complete a long rest, curses loudly, thanks the characters, and then asks if
particularly right before this encounter, then consider they have any proper ale to help fix him up the rest of
having Dem’ghot’nec manifest as a barbed devil. the way. If the characters are in poor condition, then
At the start of each of Dem’ghot’nec’s turns, the Bawling volunteers to return to the Highway to forage
magical gemstone flashes brightly, briefly filling the for food. Six hours later, he returns with a dripping
characters’ minds with visions of hellish flames and net full of waterorbs. These waterorbs are a bulbous,
infernal torture. Each character must succeed at a edible fungus that can be squeezed like a sponge to
DC 10 Wisdom saving throw or suffer one level of yield drinkable water.
madness. This radiance can be negated with a dark- Bawling currently carries the ruby shroudstone of
ness spell, or even something more mundane such as the Ancients (see appendix D). He is the sole survivor
covering the gemstone with a cloak. The gemstone of a larger group that was tasked with delivering the
has AC 18 and 50 hit points. shroudstone to Racine. Bawling knows little about
The Devil’s Due. Destroying the gemstone sends the gemstone, only that it has traded hands many
Dem’ghot’nec’s infernal essence back to the Nine times on its way to him and that his superiors believe
Hells, forcing the bearded devil to burst into flames it holds the key to defeating Vecna.

Chapter 2 In Search of the Dwarves 31


Bawling can provide the characters with details re- reveals the information on Dem’ghot’nec contained in
garding the fate of the dwarves (See “Dwarfholds of the Great Underground Highway section. The room’s
the North” in appendix A as well as the information statues symbolize dwarven heroes who played a
on demon lords contained in the Great Underground critical role, thousands of years ago, in stopping the
Highway section). Bawling was part of the dwarven fiend. A character who makes a successful DC 15
army that was left behind by Bruenor Battlehammer. Intelligence (Investigation) check determines that one
Now, years later, this army numbers less than a hun- of the statues is an upright sarcophagus. It is locked
dred. Bawling encourages the characters to return but may be picked by a character making a successful
to Mirabar to deliver the stone to Racine. Bawling DC 15 Dexterity check using thieves’ tools. Alterna-
wishes to return to the Underdark so that he can tively, it can be forced open with a successful DC 20
reunite with the Gutbuster Brigade, although he can Strength check. Within the sarcophagus is a belt of
be talked into joining the characters with a successful dwarvenkind and a mithral scepter worth 250 gp.
DC 18 Charisma (Persuasion) check. Bawling has grown deeply pragmatic over the years
Treasure. The Dwarvish runes tell the story of and does not object to the plundering of these trea-
the Delzoun dwarves and how they imprisoned sures.
Dem’ghot’nec within this tomb. Reading the runes

32 Chapter 2 In Search of the Dwarves


Chapter 3
Return to Mirabar
This short chapter concludes the characters’ time in Mira-
bar, wrapping up the adventure’s first story arc. Upon return-
The Trap Revealed
ing from the mines, the characters discover that Racine and Immediately after the characters either drink the
her resistance have been compromised. After battling a dop-
pelganger assassin, the characters must fight their way out wine or confront the doppelganger, they collectively
of the city. Based on their final instructions from Racine, hear the desperate voice of Racine screaming in their
they must deliver the gemstone to the rain giant, Zephyrus,
in Triboar. heads, GET OUT! IT’S A TRAP! We’ve been discov-
ered. There is a secret tunnel under the table. Go
to the Amber Hulk, near the River Gate. Deliver the
gemstone to the rain giant, Zephyrus, in Triboar. Go
now— her voice is cut off with a telepathic scream of
pain. TERRANOXYIA! I almost forgot! TERRANOXY-
IA! Racine screams again and then goes silent.
Battle! At this point, the doppelganger yells, “We’ll
he dwarven tomb’s exit tunnel slopes tear your secrets from you, even in death!” and
upwards for half a mile before emerg- attacks the characters. The doppelganger directs its
ing onto a snow-covered mountain. attacks toward any character who appears to be poi-
From their vantage point the charac- soned. It fights to the death, reverting to its natural
ters can see Mirabar to the southeast. form once slain.
The return trip takes between two to three unevent- A Way Out. Any character who searches under the
ful days, during which food and water can be easily table finds the unlocked trapdoor. Underneath is a
foraged. By the time the characters return to Mirabar, ladder and a long, cramped tunnel that ends in anoth-
the events of the Great Underground Highway begin er ladder. This second ladder leads up to the loose
to feel like nothing more than a bad nightmare. cobblestone of a dust-covered road. Awaiting the
characters in the streets above is a band of Vecnan
Back at the Goblet cultists.
Ten Bloods of Vecna (bandits) patrol the immediate
When the characters return to the Goblet, they find street and do their best to kill or apprehend the char-
no sign of Racine. Instead, a towering, 8-foot tall AAO acters. Two abandoned homes immediately north of
called Ruby (LN female human commoner), tends the characters and two abandoned homes immediate-
the bar. Shortly after the characters enter, Lapis ly to the south are fortified with barricaded doors that
invites them into his backroom. He talks directly require a DC 15 Strength (Athletics) check to break
with the characters, assuring them that Racine is open. They also have shuttered windows that provide
fine and just away on business. Lapis also assures three-quarters cover. A Memory of Vecna (cult fanat-
the characters that it is safe to talk openly. He pours ic) and a Finger of Vecna (spy) are within each of the
each character a cup of warm, spiced wine as he northern buildings. A Tooth of Vecna (see appendix
asks about their adventures. If Racine promised the B) and a Finger of Vecna (spy) are in the southwest
characters any rewards, then Lapis delivers these building. The southeast building is unoccupied and
rewards during their discussions. Any character who unlocked, providing a potential refuge for the char-
succeeds on a DC 15 Wisdom (Perception) check acters. Upon seeing the characters, the Fingers and
notices that the gemstone marking on Lapis’ wrist is Tooth immediately reinforce the Bloods with ranged
oriented differently than before. attacks, while the Memories provide auxiliary sup-
In truth, Racine has been compromised. Racine port as needed.
managed to successfully flee after her tavern was Fight or Flight. Fleeing characters can escape
raided, however Lapis was captured and executed. down either end of the street or through an alleyway
The Lapis that the characters now talk with is a that cuts between the two northern buildings. Be-
doppelganger who works for the Ministry of Secrets. cause of their entrenched position, the Memories,
The doppelganger attempts to poison the characters Fingers, and Tooth cannot pursue fleeing characters,
with assassin’s blood (see Dungeon Master’s Guide, although the Bloods of Vecna will chase them dog-
chapter 8) while waiting for Vecnan reinforcements gedly. Loud noises, such as a thunderwave, draw
to surround the tavern. additional attention from wolf-mounted goblins, will-

Chapter 3 Return to Mirabar 33


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

The Amber Hulk


The Amber Hulk is guarded by an earth elemen-
tal, bound here years ago by a powerful wizard allied
with the resistance. As soon as the characters enter
After defeating or escaping the Vecnan police and the building, the elemental aggressively rises through
evading possible pursuit, the characters should even- the floor. Its words sound like the grinding of stone
tually find their way to the Amber Hulk. Its warped, as it inquires in Primordial, “WHAT IS THE SAFE
faded sign shows a smiling umber hulk holding a PHRASE? WHAT IS THE SAFE PHRASE?” If the
sack brimming with yellow gemstones. The shop’s characters respond with “Terranoxyia,” then the
doors and windows are barricaded but can be forced elemental stands down and allows the characters
open with a successful DC 10 Strength (Athletics) to do as they will. If the characters do not respond
check. A character who makes a successful DC 10 appropriately, then the elemental fights to the death.
Wisdom (Perception) check notices a strange shape For dramatic effect, consider having another Vecnan
within a nearby shrub; investigation reveals a crow- squad assault the building during this final moment.
bar. Using the crowbar allows entry to the building Once the elemental is properly dealt with, the char-
without requiring Strength checks. acters can safely escape Mirabar through the crack.
The Amber Hulk once sold mining supplies, but is Advance the characters to 5th level
now a barren, rat-infested building holding little more after breaking out of Mirabar.
than two barrels. Investigating the barrels reveals
The road from Mirabar to Triboar now awaits.
that one is full of fresh water while the other is filled

34 Chapter 3 Return to Mirabar


Chapter 4
From Xantharl to Xanathar
Given the map they found in Mirabar, the most likely path for
the characters is south, along the Long Road. Traveling this
road, they will pass through Xantharl’s Keep and Longsaddle
Luskan
before eventually reaching Triboar. From Triboar, the charac-
ters will most likely head west, following the Triboar Trail, Before Vecna’s invasion, Luskan was described as
before taking the High Road north to Helm’s Hold. At Helm’s “...a dirty dive with filthy streets, squat buildings,
Hold, they will discover information that sends them south,
through Leilon, and ultimately to Thornhold. The details ramshackle docks, creaky old longships, and crass
of each of these major locations are provided in chapters 5 pirates thinly disguised as sea traders.” Some things
through 7. never change. The city is still ruled by five High Cap-
tains whose lawlessness has been quelled by Vecna.
Those loyal to Jarlaxle Baenre have been driven from
the city. The Hosttower of the Arcane is currently run
djacent locations that the by former apprentices of Halaster Blackcloak—Arctu-
characters might explore ria, Muiral the Misshapen, and Trobriand, the Metal
include Evernight, Luskan, the Mage—who are now loyal to Vecna.
Neverwinter Wood, and Port Permanent portals to Ravenloft exist within the
Llast. Hosttower. The energy from these portals is used to
help manufacture artificial organisms. Occasionally,
Evernight dark, terrible things escape through the portals. As
such, the foggy streets of Luskan are now home to
According to the Neverwinter Campaign Setting, vampires, werewolves, and other horrors.

Neverwinter Wood
“Legend has it that every major feature of the mortal
world—every mountain, every ocean, every forest, ev-
ery river, and every city—has a dark, twisted reflection
in the Shadowfell. There, shade is darker, edges are The forest east of Evernight seems to have a loath-
murkier, and everything that makes a place whole- some quality about it, or at least an air of uneasiness.
some and natural is warped into a dark and twisted The Neverwinter Wood holds countless ruins and
version of itself.” more than a few crumbling castles. For this reason,
The shrouded city of Evernight is the dismal the archlich Acererak often visits this brooding forest.
reflection of Neverwinter, the so-called Jewel of the In particular, he is slowly and carefully exploring the
North. Some years after Vecna’s conquest, the cities ruins of Xinlenal, the Fallen City. He is also attempt-
of Neverwinter and Evernight traded places. Now, ing to tap into the latent energy still contained within
the citizens of Neverwinter sleep under the sunless Szass Tam’s Dread Ring.
skies of the Shadowfell, and the maddened necro- Although the characters might be tempted to cut
mancers and shambling dead of Evernight have been through the Neverwinter Wood, such a shortcut
unleashed upon Faerûn. would likely prove fatal. The woods are occupied
Although an interesting locale, Evernight does not by blights, corrupted treants, ghosts, liches, and
play a direct role within this adventure. As such, it wraiths, all of which are drawn to living flesh like
is up to the DM as to why Evernight has swapped moths to flame. Any character who carries Colbor-
places with its planar doppelganger. Perhaps the nia’s acorn experiences intense unease when near
manifestation of Evernight is a sign of the Sword the Neverwinter Wood. This unease intensifies
Coast’s ongoing hopelessness and a harbinger of should the character venture into the forest.

Port Llast
the Shadowfell’s impending encroachment upon the
Realms. Maybe the switch was orchestrated by Orcus
to provide a beachhead on Faerûn. Or it might be
that Vecna used his godly powers to drag Evernight This small, coastal town has been abandoned for
from the Shadowfell, providing staging grounds for years and its harbor is strewn with long-plundered
an eventual assault upon the Plane of Shadow. For shipwrecks. However, this location is still the only
a more detailed adaptation of Evernight and the accessible port between Luskan and Evernight. On
Shadowfell see Ulraunt’s Guide to the Planes: The moonless nights, Jarlaxle Baenre and the Bregan
Shadowfell. D’aerthe often sneak into Port Llast, smuggling

Chapter 4 From Xantharl to Xanathar 35


goods to and from the mainland. For more details only survivor, used to mock him for his pacifist ways,
on the Bregan D’aerthe see Doomed Forgotten Realms: nicknaming him “Fight.”
Sword Coast Gazetteer. Though not worth much in combat, he’s looking

Travel Encounters
for friends and loves to play cards. He is a master at
Three Dragon Ante but he prefers to play his own
game “Arcana the Conclave.” When he wins a game,
This lengthy journey can be seeded with random he shouts “Infinite c-c-combo!” or “HA! I WIN!”
encounters as desired. See the Dungeon Master’s
Guide for descriptions of random encounters
Midnight Menace
as well as lists of monsters by environment. You The road from Triboar to Helm’s Hold skirts the edg-
can also populate the roads with fellow travelers es of the Neverwinter Wood. It is quiet during the day,
(commoners) that can be used to deliver relevant but at night the dark creatures of the forest venture
background information about impending locales. forth in search of sustenance. Possible nighttime
encounters include ghosts, shadows, and wraiths.
Use the Encounter Locations table for a quick
overview of the encounters presented here. Use them Scorn of the Swamps
as needed to ensure the characters are 7th level upon The road from Leilon to Thornhold follows the edge
reaching Thornhold Keep. of the Mere of Dead Men. Encounters might include
Encounter Locations shambling mounds or a raiding party from the Scaly
Death lizardman tribe. Such a raiding party consists
Encounter Location
of ten lizardfolk led by a lizard queen mounted upon
Awakened In Longsaddle and on the road from a catoblepas (see appendix B).
Arcana there to Triboar
Croaking Blues Between Mirabar and Longsaddle
Through a Glass Darkly
Don’t Hate the Anywhere on the road
Player A destitute man in tattered robes stands seemingly
Midnight Nighttime between Triboar, Helm’s Hold, waiting for the characters. He wears a mirror shard
Menace and Leilon on a leather necklace around his neck. If prompted,
Scorn of the the man introduces himself as Alter Odim, a simple
Between Leilon and Thornhold
Swamps merchant of mirrors. His voice is soft and smooth,
Through a Glass Anywhere where two or more roads meet
and his demeanor is inviting and warm.
Darkly
Underneath his robes, he has multiple handheld
Awakened Arcana mirrors, either with wooden handles (worth 5 gp),
steel handles (worth 10 gp), alabaster handles (worth
The road from Longsaddle to Triboar is typically
15 gp), gilded handles (worth 20 gp), or ivory handles
safe. Living spells such as living Bigby’s hand,
(worth 50 gp).
living blade of disaster, and living demiplane (see
appendix B) sometimes prowl south of Longsaddle, The first character who buys a mirror with a wood-
but they generally stay within the boundaries of the en, steel, alabaster, or gilded handle from Alter,
city. This road also borders the hunting grounds of a receives an enchanted mirror. It has one charge for
tyrannosaurus zombie (see appendix B) carelessly every 5 gp it is worth. If a character attunes to the
transplanted here by Acererak. mirror, they can speak its command word as an
action to cast the mirror image spell on itself without
Croaking Blues expending a spell slot. Once the last charge is used,
The road between Mirabar and Longsaddle is lightly the mirror loses its magic and becomes a mundane
traveled and also generally safe. However, the recent mirror.
activity at Xantharl’s Keep has attracted the atten- The first character who buys a mirror with an
tion of a blue slaad. If any of the characters bear the ivory handle from Alter, receives a looking glass (see
Blessing of Ssendam (see chapter 5), then the slaad appendix D).
is friendly. Otherwise, it attacks the most vulnerable
spellcaster, hoping to infect them with chaos phage. If Alter Odim is in truth a mysterious entity from the
successful, the slaad then attempts to flee. Far Realm, unbound by the regular rules of reality.
He refuses to disclose any information of worth and
Don’t Hate the Player repels queries with “I don’t know anything, I’m just
The characters might stumble upon Oliviér Fight (LE a humble mirror merchant.” If attacked, he simply
male goblin), an unarmed, blue-haired goblin dressed evaporates into a dark mist and disappears. Other-
in regular clothing. His clan, of which he is now the wise, he disappears once the characters leave.

36 Chapter 4 From Xantharl to Xanathar


Chapter 5 Madness and Loss of Agency
This chapter deals with madness, altered reality, and loss

Xantharl’s Keep of agency. Before running this chapter, you should discuss
these topics with your players. In the event that the topics
are inappropriate for your table you can still run the keep
Xantharl’s Keep is an optional stopping point along the
characters’ journey to Triboar. While there, the characters as a monster’s lair or skip the keep without affecting the
are recruited by the Zhentarim to investigate a slaad-infest- adventure’s overall plot.
ed manor house. The inhabitants of the manor have been af- Finally, it should be noted that these “madnesses” are
flicted with various madnesses by a visiting green slaad. After
interacting with these inhabitants, the characters journey included to provide opportunities for unusual social
through their own psyches before finally doing battle with encounters. You and your players can engage with these
the lord of the manor, Worvil “the Weevil” Forkbeard. encounters in whatever manner is most appropriate for
your table. Our recommendation is to portray them as
temporarily magnified idiosyncrasies. They are in no way
meant to simplify or trivialize the complex issues surround-
ing mental health.
antharl’s Keep is a fortified
village that stands along More recently, a squad from Zhentil Keep was dis-
the western side of the patched to investigate the increasingly strange com-
Long Road. Heavy cross- munication that has been arriving from Xantharl’s
bows are mounted along its protective walls. Within Keep. This squad, led by the Iron Viper (LE male
these walls are dozens of steep-roofed buildings. human gladiator with expertise in the Insight skill
The village and keep are occupied by a Zhentarim [+7]), arrived here a day before the characters. The
garrison led by Worvil “the Weevil” Forkbeard (NE squad consists of three veterans and thirty thugs.
male dwarf bandit captain). The Zhent forces pro- They were dismayed when they witnessed the chaos
vide military protection to nearby Mirabar. They also that has descended upon the village and are currently
charge a hefty “protection tax” to any merchants camped outside the keep, fearful that the garrison’s
passing through the keep. These taxes are delivered communal madness might prove contagious.
monthly to Zhentil Keep. The Weevil, however, has
spent the last few years skimming off the top and Arriving at the Keep
keeping some of the taxes for himself. Upon arriving at Xantharl’s Keep, the characters are
Current Events intercepted by soldiers loyal to the Iron Viper. After
In the years since the demons infested the a brief interrogation, the characters are escorted to
Underdark, earthquakes have become commonplace a decrepit tower, in which the Viper paces restlessly.
throughout the Realms. Occasionally, these earth- He sizes them up, asking a few questions about their
quakes open rifts into the Underdark, from which capabilities before making the following proposal:
seeps demon-tainted faerzress. Three months ago,
one of these earthquakes struck Xantharl’s Keep, “Xantharl’s Keep has fallen prey to a collective mad-
opening a large rift in the basement of the main ness that may or may not be contagious. We could
keep. Since then, faerzress has been leaking steadily send for oil and burn the place down, but that seems
like a terrible waste of an otherwise perfectly good
throughout the entire manor. infrastructure. To avoid collateral damage, we would
The Weevil was delighted by this turn of events, prefer to find a way to cure the madness. We think that
particularly since faerzress interferes with scrying we have tracked its source to the keep’s commander,
Worvil Forkbeard, also known as the Weevil. If you are
and teleportation. Emboldened by this added layer
willing to go into the keep and successfully determine
of secrecy, the Weevil began to withhold even more and eradicate the source of this madness, then I am
taxes from his Zhentarim superiors. prepared to pay each of you 250 gold. You are autho-
The madness from the tainted faerzress developed rized to do whatever you deem necessary, although be
aware that anything found in the manor is the lawful
slowly, almost imperceptibly, aggravating pre-existing property of Zhentil Keep and shall remain that way.”
quirks among the Weevil and his servants. This slow
spread was unexpectedly accelerated two tendays
ago by the arrival of a green slaad loyal to Ssendam, The village itself is largely quiet. The villagers
the slaad Lord of Insanity. The slaad’s chaotic energy suffer from exaggerated quirks tinged with paranoia.
interacted with the faerzress, plunging the manor Because of this paranoia, they tend to remain in their
into chaos overnight. The slaad now presides over homes and avoid the characters. As such, a short,
this house of madness, pretending to be a traveling uneventful journey through the village takes the party
priest who goes by the name of Gorna. into the keep’s manor.

Chapter 5 Xantharl’s Keep 37


38 Chapter 5 Xantharl’s Keep
Gorna’s Insanitarium Gorna is a polymorphed green slaad, protected by
two of the Weevil’s personal guards (veterans). He is
Area B friendly, although occasionally incoherent. Gorna en-
The lord’s manor is filled with faerzress. The prop- courages the characters to explore the manor, hoping
erties of this unusual radiation are described in that they, too, will fall victim to the madness, warning
chapter 2. Warped by the chaotic energy of the slaad, that the only rule of his insanitarium is that there is
the ever-present radiance manifests in strange ways. to be no violence of any kind. If asked about himself,
These include: or his god Ssendam, Gorna replies:

J Faint, disembodied shrieks and cackles. “Servants of Ssendam seek to share their lord’s bless-
ings, liberating all from the stale straitjackets of sanity.
J Sparkling purple clouds that drift about, boiling, We intentionally subject ourselves to every neurosis,
seething, cackling, and chortling. psychosis, obsession, depression, mania, phobia, phil-
J Passing streams of violet energy that wave to the ia, addiction, and insanity possible. This insanity con-
centrates in our minds, dense and toxic, until digested
characters with friendly candor. by the psyche. Seeds of madness are created during
J Columns of light, fluffy radiance that swoop down this laborious, birthing process of the soul.” Gorna
and surround the characters. flashes what looks to be a sparkling red gemstone
before continuing, “Using wild magics inexplicable
J A snickering luminescence that whispers crazy, im- to prudes such as yourselves, we embed these seeds
plausible rumors that stretch the mind and strain inside the souls of our petitioners and then, POW!
the imagination. Power and freedom like you’ve never imagined!”

Mad Writings. The interior of the manor is covered The sparkling gemstone is a red slaad egg. Gorna
in layers of graffiti. Most is gibberish, illegible, or has refuses to show it again, telling the characters that
a level of profundity beyond the characters’ compre- they are not yet ready for such a deep and spiritual
hension. Rare, intelligible snippets include: communion. Once they finish their pilgrimage of in-
J ALL HAIL GORNA THE MAD! sanity, he promises, he will gift them with Ssendam’s
blessing. The first step of such a pilgrimage, accord-
J Not much time left, so. wake. Up. NOW
ing to Gorna, is to visit the true lord of the manor,
J Look over your shoulder before you start! Weevil, who is in the keep’s basement.
J DOOM. DOOM TAKES US ALL. A successful DC 20 Intelligence (Religion) check
The Occupants. Most of the manor’s occupants reveals that Ssendam is the slaad Lord of Insanity. If
suffer from some type of madness that have been confronted with this information, Gorna indignantly
psychically implanted into their minds by Gorna (see replies, “Well, that is certainly one side of the story.”
area B1), where they now incubate like an egg. A statue of a portly, middle-aged human leans
Most of these NPCs can have their madness re- against the room’s northern wall, obscured by Gor-
solved in a manner detailed in their description. na and his guards. It appears to have been dragged
Their insanity can also be cured by a lesser resto- indoors from elsewhere in the village. The statue’s
ration or a calm emotions spell. Either way, once plaque has been removed and in its place the name
they have overcome their affliction, their incubating “SSENDAM” has been scrawled in green paint.
madness is expunged from their brain in the form of B2. Serpent's Aviary
a hollow green gemstone worth 100 gp.
Here are two long rows of shelves, holding dozens of
B1. Waiting Room mesh cages, and a chest of drawers. Ten of these cag-
When the characters enter the manor, read or para- es hold flying snakes, used by the Zhentarim to deliv-
phrase the following: er messages. The remaining mesh cages hold mice,
rats, and hamsters. One of the cages is empty and
You walk into the manor’s entry room. The air sparkles seemingly broken. A successful DC 12 Intelligence
with pulsing, purple radiance. The walls are covered (Investigation) check reveals that the cage was bro-
in layer upon layer of graffiti. A priest in gray robes ken from the inside. The drawers hold a quill, some
stands on the far side of the room, flanked by two paper, and a jar of rare ink (worth 100 gp). The paper
armed guards. The priest wears a bronze mask bearing
the leering face of a demon. The priest greets you, as is cut into small strips, most of which are blank, but
you enter, “Welcome to my lovely insanitarium. I am a few are covered in gibberish such as, “Skittle up,
Gorna, high priest of Ssendam, god of liberation. Why SKAT!” and “Did gyre and gimble in the wabe?”
don’t you tell me your names and a little bit about The hallway to the north has a staircase that leads
whatever sanity ails you?”
to area B8 on the second floor.

Chapter 5 Xantharl’s Keep 39


B3. Barracks male human commoner), and he is one of the Wee-
vil’s live-in servants. If O’kuel notices the characters
This is a plain, sparsely furnished room with just a
entering the room, then he looks up briefly and says,
couch, a table, and a footlocker. A naked human runs
“Olleh,” before returning to his reading. O’kuel is
through the room roaring, “FRawwr! Crrrckle! Burn!
reading a dry history book entitled We Few. A close
Burn! I’m a terrible fire come to consume! You can’t
inspection reveals that the book is upside down, as if
stop me! Swords can’t stop fire! Magic can’t contain
he is reading the words backward.
fire! You’ve got nothing to stop me!”
After years of swindling and deceit, O’kuel has
The naked man is a manor guard (CN human
come to regret his lifetime of lies. He now speaks
veteran). His clothes and weapons are in the foot-
backward, in an attempt to undo these “bad words.”
locker, along with a set of gambling dice and a book
O’kuel pretends not to understand any words that
of jokes. His name was once Bazim, but he now
are spoken to him, unless they are spoken backward,
insists that he is a nameless fire. Bazim follows the
responding with, “Tahw egaugnal era uoy gnikaeps?”
characters around the manor, taunting and harassing
He points to his book, exclaiming, “Repap! Repap!”
them.
If any characters bring him paper, along with some-
If splashed with water, Bazim exclaims, “Oh, no! thing to write with, he can communicate by writing
Water beats fire! I’m beaten! I’m sputtering!” He spits backward.
over and over as he sputters, before retreating to a
Either by mouth or by quill, O’kuel tells the fol-
corner of the room to sulk. As he does so, a small
lowing story, “Evi dias stol fo dab sgniht taht evah
green gemstone falls to the ground.
thguorb em dab amrak. Gnikaeps sdrawkcab si eht
B4. Dining Room ylno yaw ot ekat kcab eseht sdrow dna meeder ym
This is a large dining room with an antique table and amrak. Ro gnihsaw ym htuom tuo htiw paos. Tub I
crystal chandelier. A man in servant’s clothing sits evah on paos!”
at the table, reading a book. The man is O’kuel (NE

40 Chapter 5 Xantharl’s Keep


If the characters give O’kuel some soap, he then by a successful DC 25 Dexterity check made us-
asks for “Retaw,” before thoroughly rinsing his mouth ing thieves’ tools. It can also be forced open with a
out. He spits the soapy water onto the floor and successful DC 25 Strength check. If the word “Ssen-
exclaims, “Thanks! Much better!” before returning to dam” is spoken within 5 feet of the door, it suppress-
his book. At this point, a green gemstone clatters to es the lock for 1 minute. If the characters give any
the ground beside him. three gemstones to Lum, then he shouts aloud, “Take
that, Ssendam!” before pulling his corncob lever. The
Making Sense of O’kuel door to the north opens with a faint click.
Mad Speech Translation B6. Storage Room
Olleh Hello This chamber is used for the storage of food and
Tahw egaugnal era uoy What language are you drink. Crates of potatoes, sacks of flour, and casks
gnikaeps? speaking? of ale are just a sampling of what is held in this
Repap! Paper! well-stocked pantry. Any character who spends time
Evi dias stol fo dab sgniht I’ve said lots of bad things searching through the goods discovers a small chest
taht evah thguorb em dab that have brought me bad stocked with two potions of healing and two spell
amrak. Gnikaeps sdrawkcab karma. Speaking backward scrolls of create food and water.
si eht ylno yaw ot ekat kcab is the only way to take back
eseht sdrow dna meeder these words and redeem The faerzress is noticeably thicker in this room,
ym amrak. Ro gnihsaw ym my karma. Or washing my
htuom tuo htiw paos. Tub I mouth out with soap. But I seeming to bubble up from the staircase that leads
evah on paos! have no soap! down into darkness (see area B12).
Retaw Water
B7. Servant’s Quarters
Two beds, a few chests, and an armoire are the only
B5. Kitchen furnishings of this room. An elderly man in sweeping
black robes stands near a pile of cleaning supplies.
This kitchen is in disarray, as if recently ransacked. He is directing a spectral, floating hand encased in
A middle-aged man cautiously peeks forth from what a rubber glove. The hand looks to be picking up tiny
appears to be a makeshift fort of pots, pans, and particles of dust from one of the beds and depositing
other kitchen utensils. If he notices the characters, he them into an unused chamber pot. The elderly man
pleads, “You’re no-t-t-ttt ca-cr-aaazy are you?” is Cledge (LN male human mage), an advisor to Lord
The man is Lum (NG male human commoner), Weevil. Cledge is recovering from a bad cold and now
one of the Weevil’s household servants. If the char- blames his sickness on the manor’s dirt and dust.
acters indicate that they are crazy, then Lum squeals Unable to bear touching the dirt with his own hands,
and hides in his fort. If the characters indicate that he has spent days using mage hand to meticulously
they are not crazy, then read or paraphrase the fol- clean the manor one particle of dirt at a time. He has
lowing: not slept for days. He would like to sleep on the bed
that he is currently cleaning, but (in his mind) it gath-
The man wipes his brow in relief. “Thank goodness! I ers dust faster than he can remove it.
thought that I was the only one. This whole house is
turned upside down! I think that I’ve managed to build If Cledge notices the characters enter the room,
a machine that will make everyone sane again.” then he looks at them with horror, demanding that
The man gestures to his teetering fort of spice racks they stay back so that their impurity does not undo
and cutlery. “It just needs three of those crazy gems his three days of deep cleaning. A successful DC 10
to power it. Then we pull this lever right here,” he ges- Wisdom (Perception) check reveals that Cledge is
tures to a corncob wedged into a cheese grater, “and
WHAM! World saved, no questions asked!” sleep-deprived. A successful DC 15 Dexterity (Sleight
of Hand) or DC 15 Charisma (Deception) check
If asked how he built the machine, Lum responds convinces Cledge that the bed is clean enough for
that he has always been smart, but didn’t remem- him to sleep in. He can also be convinced through
ber exactly how smart until recently. He refuses the successful use of illusion magic or forced to sleep
to allow the characters to enter his fort, frantically with magic such as the sleep spell. As soon as he falls
warning them that they might accidentally trigger its asleep, one way or another, a small green gemstone
self-destruct system. materializes near his head.
The door to the north is behind Lum’s fort. It is The cleaning supplies consist of brooms, mops,
sealed with an arcane lock. The lock can be picked buckets of water, and a dozen blocks of soap.

Chapter 5 Xantharl’s Keep 41


B8. Second Floor Hallway B9. Guest Room
This large hallway leads to the guest room (area B9) This finely appointed bedroom is decorated in var-
and study (area B10). Its walls are lined with water- ious shades of blue. Sitting on one of the beds is a
color paintings of forests. There is also a large, life- glum-looking minstrel, half-heartedly plucking at the
sized portrait of an impossibly proportioned dwarf strings of her lyre. Next to her, a paranoid songbird
wearing regal clothing and a king’s crown. The por- eyes the room with avian suspicion. The minstrel’s
trait is labeled, “Worvil Forkbeard, Lord of Xantharl’s name is Orchestra (CG female half-elf bard, see
Keep.” A small table in the hallway is occasionally appendix B). If she notices the characters, then she
utilized by the manor’s guardsmen but is currently looks up and says, “Oh, hey there,” before returning
unused. Other than a few empty crates and barrels to her moping.
lining the hall, there is little to see here. Orchestra is in a deep funk, burdened by the hope-
The door to the study is secured by an arcane lock lessness of the world around her. Her songbird, Bird-
spell. The lock can be picked by a successful DC 25 ie, is experiencing a bout of paranoia. Birdie refuses
Dexterity check made using thieves’ tools. Alterna- to sing, because he knows THEY are listening and
tively, the door can also be forced open with a suc- refuses to eat because he knows THEY have poi-
cessful DC 25 Strength check. The phrase “Worvil soned his food. Birdie’s refusal to eat or sing is just
Forkbeard” spoken within 5 feet of the door sup- deepening Orchestra’s sadness.
presses the lock for 1 minute. Finally, the door can be A successful DC 15 Wisdom (Animal Handling)
unlocked by the key carried by the Weevil (see area check convinces Birdie to eat his food and sing. This
B17). check is made with advantage if supplemented with

42 Chapter 5 Xantharl’s Keep


speak with animals or similar magic. Seeing Birdie
eat and sing brightens Orchestra’s mood, dispelling At the foot of the staircase is a quivering threshold,
extending indefinitely in all directions, sharply delin-
her miserable mood. Alternatively, Orchestra can be eating your own madness from what lies before you.
cheered up with a successful DC 15 Charisma (Per- You know with obsessive, unrelenting certainty that
formance) check. This check is made with advantage beyond this threshold lie fates worse than death. To
if characters use the book of jokes from area B3. move beyond it risks drowning in a tidal pool of your
Either way, once Orchestra’s mood is brightened, a own madness.
small green gemstone manifests itself upon the bed
next to her. Any character who steps through the threshold
finds themselves in area B13. DMs are encouraged to
B10. Study engage in theater of the mind for areas B12 through
This lavishly decorated study smells heavily of pipe B18. As such, no maps are provided.
weed. The Weevil uses it to entertain visiting guests When the characters step through the threshold,
or, in the absence of such visitors, his favorite guards- they are entering an area of psychic energy that is
men. The desk is covered with maps of the sur- more thought than reality. Consequently, the laws
rounding area as well as scores of tiny black ledgers. of nature work differently. As an action, a character
The walls are decorated with stuffed animal heads. can make an Intelligence check to mentally move an
Behind the room’s desk, mounted prominently, is a object that they can see within 30 feet of them. The
longbow of exquisite craftsmanship. DC depends on the object’s size: DC 5 for Tiny, DC
The ledgers atop the desk keep track of incoming 10 for Small, DC 15 for Medium, DC 20 for Large,
and outgoing taxes. A character who makes a suc- and DC 25 for Huge or larger. On a successful check,
cessful DC 15 Intelligence (Investigation) check while the character moves the object up to 5 feet plus 1 foot
examining the ledgers can determine that the Weevil for every point by which they surpassed the DC.
has been manipulating the accounting in his books A character can also use an action to make an Intel-
and withholding coin from his Zhentarim superiors. ligence check to alter a nonmagical object that isn’t
Most of the maps are uninteresting but one has the being worn or carried. The same rules for distance
entirety of the Sword Coast circled in red ink and apply, and the DC is based on the object’s size: DC
labeled, “MINE!!” 10 for Tiny, DC 15 for Small, DC 20 for Medium, and
The desk’s drawers contain a sack of pipe weed and DC 25 for Large or larger. On a success, the charac-
a beautiful collection of hand-carved pipes, worth 50 ter changes the object into another nonliving form of
gp in total. They also contain a crystal decanter of the same size, such as turning a boulder into a ball
Delzoun brandy worth 250 gp. of fire. Any transformed object returns to its original
The mounted longbow, Xantharl’s bow (see appen- form when removed from the manor.
dix D), once belonged to the ranger who founded the B13. Narcolepsy
keep. Yawn periodically as you read or paraphrase the
B11. Master Bedroom following:
This spacious master bedroom looks as if it has been
unused for a few days, judging by the stale pastries You find yourself in an infinite field of poppies. The
grass looks so comfortable and you find it rather hard
and decanter of cold kaeth near the unkempt bed. to keep your eyes open. The flowers are bright red, like
A writing table holds black ledgers, similar to those the color of a silk pillowcase. At the end of the field,
from the study, as well as a piece of paper where the you see a glowing portal. You do not give it too much
words “WEEVIL = GOD!!!” are scrawled over and attention because it would take far too much energy to
over again. A closet in the north of the room holds a get there.
suit of chainmail armor, a shortbow with 20 arrows,
and two +1 hand axes. The portal is exactly 100 feet away from the char-
acters’ starting point. The field of flowers counts as
B12. Staircase to Madness difficult terrain for any characters who try to move
The staircase leads down into deepening darkness. If through it. The flowers sway hypnotically, as if danc-
the characters follow it, they descend for what feels ing to some unfelt breeze, and they yawn and stretch
like 10 minutes, the way growing darker and darker periodically.
until it seems as if they are walking through the cos-
Have the characters roll initiative and play out
mos. Faerzress twinkles around them like deranged
each combat round until either they have all fallen
constellations. After an eternity, the staircase ends.
asleep or one of them reaches the glowing portal.
Read or paraphrase the following:
Each round, on initiative count 20, the characters

Chapter 5 Xantharl’s Keep 43


are targeted by a sleep spell that affects up to 9d8 hit a mimic, then they find one. The mimic promptly
points worth of creatures. If a character falls asleep, attacks that character. If a character investigates their
then they are instantly transported to area B13A. If a shadow too closely, then it too, attacks.
character reaches the portal and touches it, then all Starting on the second round, on initiative count
characters, including any characters in area B13A, 20, have every character make a DC 15 Wisdom
are transported to area B14. saving throw. Do not tell them why they are rolling. If
B13a. Deadly Dreams a character makes their saving throw, then pass them
Read or paraphrase the following to any character a note revealing that any hostile creatures they see
who falls asleep in area B13: are just illusions conjured up by their own inflamed
paranoia. This character can no longer see, or inter-
The wind against your face gradually eases you awake. act with, any of the creatures in the room. The char-
You are falling! You are falling through a stone shaft acter can, however, try to convince another character
that is 30 feet in diameter. You are near the wall of the that the creatures are not real, giving that character
shaft, but it is polished smooth and provides no hand-
advantage on their next Wisdom saving throw.
holds with which to slow your plummet. A thousand
feet beneath you is a stone ledge that you are about to Once all the characters have made their saving
crash into! To make matters worse, a fiendish gargoyle throws, a great, soothing darkness settles over them.
is swooping after you! Proceed to area B15.

Continue using the initiative count established in B15. Inkblot


area B13. A new gargoyle swoops down from the Read or paraphrase the following:
darkness every time a new character is transported
into this dream realm. Despite falling, characters can The darkness recedes. You can now see that it is just
still fight and cast spells. a stain of ink. But the ink stain looks like the most
beautiful butterfly in the entire world and you can’t
The characters are falling 500 feet per round. They help but wonder if you’re looking into some kind of
can avoid the ledge beneath them by pushing off a mirror of the soul. No, wait, it’s a fire! No, a cactus!
nearby wall, however a new ledge will then appear A spirit guide and the shape of the universe! It is the
1,000 feet beneath their new position. This process bloodstain left by the death of Love. It is that one thing
continues indefinitely. If a character crashes into a you don’t want to remember...
ledge, then they are jolted awake, finding themselves
in area B14. Alternatively, if all gargoyles are slain, Show the players the Rorschach inkblot (see handout
then the characters suddenly crash into the floor of C3 in appendix C). Ask them what their characters
the shaft, jolting themselves awake in area B14. see, then ad lib appropriately.
B14. Paranoia Alternatively, two shadow demons materialize
from the darkness and attack the characters. Once
Wait until all characters have arrived before frantical- the battle is finished, a soothing darkness settles over
ly reading or paraphrasing the following: the characters yet again.
You find yourself in a densely-furnished library. What’s
that!? Who’s that!? The subtle play of air currents
around you are the unmistakable movements of an
approaching invisible stalker! You then notice the
discoloration from a nearby table! It’s not real furni-
ture! It’s a mimic! Even your shadows are beginning
to look awfully suspicious. . . You realize with terror
that you’ve been led into a trap! Betrayed, by someone
close to you!
You better get them before they get you. . .

Pass a note to a random player saying that they


have just realized that another, randomly selected
character, is a doppelganger. Then have the charac-
ters roll initiative.
If a character searches for an invisible stalker,
then they find one. The invisible stalker promptly
attacks that character. If a character searches for

44 Chapter 5 Xantharl’s Keep


B16. Sanitarium
Read or paraphrase the following: Slaad Eggs
A humanoid host can carry only one slaad egg to term at
a time. Over three months, the egg moves to the brain,
A priest in pure white robes looks down upon you with gestates, and forms a slaad tadpole. In the 24-hour period
benevolent pity. You realize, with a sense of relief, that before giving birth, the host starts to feel unwell, its speed
he is here to cure you. He has a look of great concern is halved, and it has disadvantage on attack rolls, ability
as he reads from a crisp, freshly written scroll, “Patient checks, and saving throws. At birth, the tadpole chews its
shows considerable signs of confusion and demen- way through the brain and out of the host’s skull in 1 round,
tia. Tells stories of dead gods, conquered cities, and killing the host in the process.
artificial life forms. Diagnosis: a traumatic childhood
event that induced feelings of inadequacy and insignif-
icance.”
B17. Grandiosity
The priest is a red slaad. He responds to any state- Read or paraphrase the following:
ments or questions from the characters with a dis-
You tower over the world. Mountains are but weeds to
tracted, “Mmm hmm, mm hmmm,” while scribbling your greatness. Clouds drift about your waist. An entire
in his notes. He approaches each character, one at a ocean, off to your right, looks like nothing more than
time, asking the following questions: an infant’s bathtub. A metropolis, huge by conven-
tional standards, is naught but an ant hill, full of tiny,
J “Tell me, in this world of yours, do you identify as imperceptible creatures toiling pointlessly. An ancient
the hero or the antihero?” forest provides plush carpeting for your weary feet and
J “Do you relate more to your mother or to your a passing hurricane offers a comforting breeze. It is
good to be a god.
father?”
But unexpectedly you hear a roar of outrage. The
J “Would you prefer to talk to me about your future or Weevil! And he towers over you, just as you tower
your past?” over the rest of reality. You realize that he is the true
god here. He is to you what a storm is to clouds. And
J “Do you see yourself as a hero or as an antihero?” all that fury has been turned toward your pretension.
No matter what a character says, the priest sim- His voice is loud enough to sunder entire worlds. He
ply nods his head, “As expected. This is a classic declares, “I AM WEEVIL! I AM GOD!” as he attacks.
manifestation of symptoms. I know just what to do.”
The priest then lifts the character onto a gurney Consider using a map of the Sword Coast (see
and wheels them out of the padded room and into a handout C2 in appendix C), or some other large-scale
small operating room, slamming an iron door shut continent as a battle map while fighting the Weevil
behind him. The priest pulls out a syringe with a (see appendix B). Allow the characters to double their
frighteningly long needle before assuring the char- hit points, proficiency bonuses, damage, and healing
acter that, “You might feel a small, painful pinch, but as well as pick two temporary feats.
it is for your own good.” He then injects the needle When the Weevil is slain, he falls backward, crush-
into their skull, inflicting 7 (1d8 + 3) piercing dam- ing half of Cormyr under his godly bulk. The ground
age. The character must then make a successful DC shakes as if from an earthquake, and tidal waves
14 Constitution saving throw or be infected with wash over much of the Sword Coast. The charac-
a minuscule slaad egg. The priest then wheels the ters begin to shrink. Soon they are only the size of
character back into the padded room and repeats the the mountains. Sooner still, they are normal-sized,
process with the other characters. Once each charac- standing over the corpse of a dirty dwarf dressed in
ter has been “cured,” the room goes dark and they are his pajamas. An iridescent red gemstone the size of
transported to area B17. a cherry (worth 1,000 gp) sparkles in a pool of the
A character can escape their straitjacket with a dwarf’s blood. Proceed to area B18.
successful DC 20 Strength (Athletics) check or a DC B18. Basement
20 Dexterity (Sleight of Hand) check. Alternatively, With the Weevil slain, the madness haunting the
a character can disbelieve their straitjacket with a manor dissipates. The keep’s basement can now be
successful DC 20 Intelligence (Investigation) check. If seen as it truly is: a cold, unfinished chamber rough-
any character escapes, then the slaad tries to con- ly 40 feet by 60 feet, containing three tables and a
vince them to willingly enter the operating room to dozen coffers. Half of the floor has fallen into a large
receive their treatment. If the slaad is attacked, in any crevice, from which faerzress gushes like steam from
way, then it reverts to its true form and fights to the a geyser and fills the basement with a near-blinding
death. Upon its death, the room goes dark and the luminescence. There is a smaller crack in the eastern
characters are transported to area B17 wall.

Chapter 5 Xantharl’s Keep 45


The Weevil stored the majority of his wealth in the
basement, where it could be best protected by the Blessing of Ssendam
faerzress. There is 10,000 gp in total, distributed Ssendam’s blessing grants you the following benefits:
throughout the coffers. Anyone who searches the • Once every tenday, you can change either a personality
Weevil’s body finds a small key attached to a chain trait, ideal, bond, or flaw in yourself.
• You gain resistance to psychic damage.
necklace. This key opens the door to area B10. • Slaadi don’t attack you unless you attack them or their
The floor’s crevice leads thousands of feet down allies first.
before connecting to the Underdark. The crack in
the wall looks fresh and was only just opened by the Regardless of whether or not the characters accept
earthquake that accompanied the Weevil’s death. their blessing, Gorna scuttles down the crevice after-
Inside is a small, hidden tomb where the original lord wards, returning to the Underdark to further spread
of the manor, Xantharl, was buried decades ago. His his mad lord’s blessings.
skeletal corpse is laid across a marble bier. Although
his clothes have rotted away, the boots of elvenkind When the characters exit the manor, they find the
and cloak of elvenkind that he wears are still in Iron Viper waiting for them. He interrogates the
pristine condition. characters mercilessly, using his Insight proficiency
to detect any lies. The Iron Viper insists that the

A Maddening Conclusion
10,000 gp found in the basement belongs to the
Zhentarim, however he graciously allows the
characters to keep any other items that they have
Shortly after the battle, Gorna descends the steps found. As long as the characters agree to these
and greets the characters. He reverts to his true terms, the Iron Viper provides any promised rewards.
form as a green slaad while doing so. Gorna tells If the characters performed exceptionally well, then
the characters they have proven their worth by the Iron Viper invites them to join the Black Network
embracing and then conquering their inner demons. faction (see Doomed Forgotten Realms: Sword Coast
Gorna offers to grant Ssendam’s blessing upon one Gazetteer for additional details).
character, although he needs the Weevil’s gemstone With the Weevil’s defeat and Gorna’s retreat, life in
to do so. If a character agrees, then Gorna painlessly Xantharl’s Keep slowly returns to normal. The Iron
implants the gemstone into the character’s forehead, Viper appoints one of his men to run the keep until
while crying out for Ssendam’s blessing. The charac- the Zhentarim can appoint a permanent replacement.
ter now has blessing of Ssendam.
The characters advance to 6th level.

Slaadi are behind the madness


that infested Xantharl's Keep

46 Chapter 5 Xantharl’s Keep


Chapter 6
Intermediary Locales
This chapter introduces several important NPCs at various would defy Vecna. Even the Ivy Mansion, world-fa-
locations the characters reach throughout their journey.
Baba Harpell, a helpful mage, can be found in Longsaddle; mous home of the Harpells, is now nothing more
Zephyrus, a mighty rain giant, is in Triboar, and Maximus, a than a rubble-filled crater (for more information on
Hellrider driving an infernal war machine, can be encoun-
tered in Helm’s Hold. Together, these encounters plant seeds the Harpells, see “The Harpells” in appendix A).
that help advance the story. The ruins of Longsaddle are now rumored to be
cursed and are shunned by most travelers. The vast
amount of eldritch power expended during the Battle
of Longsaddle permanently warped the fabric of
reality, weakening the very walls of the multiverse.
Because of this, magic behaves strangely within the
boundaries of the city, sometimes as if manifesting
fter possibly stopping in
a life of its own. This erratic behavior is most promi-
Xantharl’s Keep, the characters
nent near the ruins of the Ivy Mansion. These unusu-
continue south. Along the way
al effects include:
they have an opportunity to stop in Longsaddle where
they might ally themselves with Baba Harpell, the el- J All creatures have disadvantage on saving throws
derly matron of the Harpell family. After Longsaddle against spells and other magical effects.
they arrive in Triboar and meet the rain giant Zeph- J Any spell cast by a sorcerer, warlock, or wizard has
yrus. Unbeknownst to them, Zephyrus is really Uthor, a 10 percent chance being cast twice, or if near
former storm giant royalty, who has adopted a new, the Ivy Mansion, a 20 percent chance.
simpler life after the fall of his kin. Zephyrus informs
the characters that a second shroudstone is currently J Whenever a sorcerer, warlock or wizard rolls dam-
held by the Hellrider, Lord Maximus, who is hiding age for a spell, they can reroll up to four damage
out in Helm’s Hold. dice. They must use these new rolls.
In Helm’s Hold the characters discover that J Whenever a sorcerer, warlock, or wizard casts a
Maximus has been captured by Vecnan forces. After spell that has a range of 5 feet or greater, they can
rescuing the Hellrider, the characters board his double the range of the spell.
infernal vehicle and use it to escape a heated pursuit. J Whenever a sorcerer, warlock, or wizard casts a
Maximus reveals that he is not only carrying one of spell that has a duration of 1 minute or longer,
the shroudstones, but also a mysterious adamantine they can double its duration.
sphere. He has been directed by his superiors to
Longsaddle is little more than a field of charred
bring the shroudstone to an unnamed contact head-
kindling and a lone building that looks as if it could
quartered beneath Thornhold. The adamantine
collapse at any moment (see area C1). Thousands of
sphere is to be used to pay the contact to destroy
bones, the remnants of Vecnan hordes, rattle about
the gem. Unknown to Maximus, the contact is the
like tumbleweeds. Closer inspection of the village
beholder Xanathar, former crime lord of Waterdeep,
reveals more unusual sites, including the gelatinous
and the adamantine sphere contains the magically
remains of a smithy or the slowly rotting flesh of a
preserved goldfish Sylgar, Xanathar’s lost pet.
general store that had been turned into zombie and
With two gemstones in their possession, the then slain. Living spells such as living Bigby’s hand,
characters accompany Maximus to meet his con- living blade of disaster, and living demiplane (see
tact. After passing through Leilon, the characters appendix B) hide in the ruined village’s nooks and
eventually arrive at Thornhold. crannies, attacking only if disturbed.

Ruins of Longsaddle
Five nothics lair within the rubble of the Ivy Man-
sion. Their collective treasure is secreted within
Area C a sprawling collection of tunnels that they have
burrowed within the manor’s ruins. This treasure
Longsaddle was once a sleepy village that straddled includes: a ring of protection, a horn of blasting, a
the Long Road. It was also home to the Harpells, spellbook containing all the spells from the mage
a family of powerful human wizards. Now, it is a entry in the Monster Manual, and an antique brooch
charred ruin that serves as a warning to those who with the initials B.H. (worth 100 gp).

Chapter 6 Intermediary Locales 47


C1. The Gambling Golem ings in some forgotten tongue that are occasionally
punctuated by screams that sound like those of a
The Gambling Golem was once a friendly festhall
dying horse. An old crone in a tattered burlap cloak
where gambling was popular. Now, it is an empty,
whistles to herself as she moves from cauldron to
desolate place with little to indicate its former func-
cauldron, stirring and tasting as she goes.
tion other than a couple of dusty kegs and some
marbles scattered about the floor. Mouseholes riddle The Matron. The crone is Baba Harpell (CN fe-
the baseboards, signs that vermin have made this male human archmage), the oldest living matron of
place their home. The former tavern is also home to the Harpell family. She has spent the last few years
Fessler, a gray alley cat who yowls viciously at any hiding within the mouseholes of the Gambling Go-
characters who enter the building. lem, coordinating the search efforts of her family. She
is spry, particularly for someone who claims to be
Both kegs have working spigots. One is labeled,
one million years young. When speaking to the char-
“Ivy Port,” and the other is labeled, “Ivy Lager.” Both
acters she refers to herself in the third person and
brews have an enjoyable, if somewhat stale taste. Any
refers to her bubbling cauldrons as her plots. Read or
character who drinks even a sip of the ivy port under-
paraphrase the following as an introduction:
goes an unsettling transformation. They experience
the sensation of a sudden freefall, followed by mild
whiplash as the freefall jarringly comes to an end. The crone cackles when she sees you. When she
speaks, her words have a lilting quality to them, as
The character is now in an impossibly large castle, much song as conversation. “Little mousy Baba Har-
surrounded by furniture that seems as if it was fitted pell hides in her dark old hidey-hole, she does. Hides
for titans, and dust bunnies the size of tumbleweeds. from the so-called King of Death, Vecna, and his lichy
They soon realize that they have been reduced to the lapdogs. Don’t think to look for Baba Harpell amidst
size of a mouse. Taking a sip of the ivy lager revers- the mice, so they will never find her. And so sweet
Baba Harpell brews her plots with tender loving care,
es this effect, although it does nothing of note if the she does.” The crone dips a withered finger into a caul-
character is not currently under the effects of the dron full of writhing tentacles before licking it clean
port. with a long, forked tongue. “A few more years for this
Once a character has been reduced, any nor- one, but it can still use some intrigue.” The crone deft-
ly dumps a jar of what looks like partially congealed
mal-sized allies who make a successful DC 15 Wis- blood into the cauldron before continuing, “Baba
dom (Perception) check notice Fessler (see appendix Harpell brews hundreds of plots, she does. Some take
B) licking his lips before ducking behind a barrel. To days, they do. And some take centuries, they do.” She
any character whose size has been reduced, the cat gestures to one nearby cauldron, “This one here is
now appears huge. Fessler will attempt to wait until almost done, it is. It just needs a few more ingredients
and some time to simmer.”
the entire party has reduced itself before pouncing
upon them. He can be shooed from the building and
then locked out by any normal-sized characters who Baba Harpell willingly shares the recent history
take the time to do so. If Fessler manages to remain of the Harpell family, including the new location of
in the building, then he attempts to play with the the Ivy Mansion. If asked about what ingredients are
characters by batting them about the floor before needed for her cauldron she replies, “The final ingre-
finally eating them one after another. Fessler is not dients are you, but in a good way.” She then says that
accustomed to prey that can fight back and if he takes she needs the characters to complete a quest for her.
more than 15 hit points of damage from a single An Elementary Plot. Baba Harpell says that her
attack, he retreats. latest plot requires a generous heaping of raw, ele-
Once a character has been reduced in size, they mental energy. The closest source of elemental en-
immediately notice strange, flickering lights from one ergy is a temple erected in the distant Dessarin Hills
of the mouseholes. If they enter the mousehole then by cultists of Elemental Evil. This temple has portals
proceed to area C2. to each of the four elemental planes. Baba Harpell
produces four dull-looking stones: a blue sapphire,
C2. Chamber of Cauldrons a yellow diamond, a red corundum, and an emerald.
A low ceiling makes this chamber feel terribly She asks the characters to carry each of the stones
cramped, despite there being no visible walls. Caul- into its respective portal, “far enough but not too far.”
drons of all shapes, sizes, makes, and materials are The gems will then absorb the energy of the portals.
everywhere. Some of these cauldrons bubble and Most of this energy will be directed to Baba Harpell’s
hiss, and others emit haunting, spectral fog. One infernal hearth, but some of it will remain in the
particularly large cauldron, made from what looks gemstone, to be later utilized by the characters. Baba
to be a petrified turtle shell, repeats prophetic warn- Harpell indicates that she only needs energy from
one of the portals, although “more is always better.”
48 Chapter 6 Intermediary Locales
The miniturized Baba Harpell
tends to her cauldrons

If the characters give Baba Harpell the antique


brooch from the wreckage of the Ivy Mansion, then
she squeals in unexpected delight. She says that the
brooch was a sentimental gift from her 100th hus-
band, a sweet death slaad who she still misses dearly.
If the characters agree to help her, Baba Harpell
She offers to brew the characters three common
supplies them with a blood-stained wishbone with
potions, two uncommon potions, and one rare potion
bits of rotted flesh and dried feathers clinging to it.
of their choice. If any character is a wizard, then she
When held in both handsthe enchanted wishbone al-
offers them the following item from Tasha’s Cauldron
ways tugs its wielder in the direction of the elemental
of Everything, depending upon their specialty:
temple.
Baba Harpell finally mentions that her extradimen- J Abjuration: protective verses
sional larder can always use more of the following: J Conjuration: atlas of endless horizons
J Powderpuff blossoms that grow on the distant J Divination: astromancy archive
planet of Anadia
J Enchantment: heart weaver’s primer
J Cube roots from the clockwork forests of J Evocation: fulminating treatise
Mechanus
J Illusion: duplicitous manuscript
J Nimergan liquor, a favored drink of the duergar
J Necromancy: libram of souls and flesh
J Demon’s ichor
J Transmutation: alchemical compendium
J Oblivion moss
If you do not have access to Tasha’s Cauldron of
J Drider venom Everything, you can have Baba Harpell gift the wizard
J A beholder’s tear with a +2 arcane grimoire (from Tasha’s Cauldron of
Everything but also included in appendix D).
J Chimera vomit
If the characters ask about returning to their nor-
J Powdered unicorn hoof mal size, then Baba Harpell tells them to “drink up
J Rothé dung some of that foul lager, you do.” If they do not have
J Catoblepas milk access to the lager, then Baba Harpell gestures to a
charred barrel filled with simmering goo. Fingers,
J Assassin vine berries toes, and what looks like rosemary is mixed with-
Rewards. Reward the characters appropriately for in the goo. She warns the characters to leave the
returning with these ingredients. Baba Harpell pre- mousehole before drinking either the lager or the
fers to brew potions as rewards, although she makes goo. Should any character ignore this advice, then
it known that she is also willing to allow “useful” Baba Harpell uses a reaction to instantly transport
characters to use her cauldron of rebirth (see appen- them to the ruins of the Ivy Mansion, just before they
dix D) to cast raise dead upon a slain companion. grow to normal size.

Chapter 6 Intermediary Locales 49


Triboar
Area D
The large town of Triboar stands at the intersection
of the Long Road and Evermoor Way. Its flat, fertile
ground makes it ideal for farming and ranching.
Because of this, Triboar is a sprawling, decentralized
town.
Through a diplomatic combination of strength
and appeasement, Triboar has managed to retain
its independence from the various factions govern-
ing the Realms. If anything, Triboar has grown in
prosperity since Vecna’s conquest. Triboar provides
an ideal place for the characters to rest, spend coin,
and engage in other non-adventurous pursuits. If the
characters ask anyone about Zephyrus, then they are
referred to area D3.
As a large town, Triboar provides access to most The Twenty of Triboar
are hardened warriors
basic goods and services. A few noteworthy locations
include:
D1. Market Square and Tower Imperator Uthor, brother to King Hekaton, former
This trampled, open space is used as a market by monarch of the storm giants. With the passing of
local and visiting merchants. In the center of the Queen Neri and King Hekaton, Uthor took it upon
square is the Tower of the Lord Protector, a simple himself to watch over their three daughters. With the
keep that looks to be on the verge of collapse. The subsequent death of two of them, and the disappear-
tower serves as a home for the Lord Protector of Tri- ance of Serissa, Uthor blames himself. He seeks to
boar, Daratha Shendrel (LG female human veteran). atone for his failures, as well as for the legendary ar-
Daratha is a former Harper and her expert leadership rogance of the storm giants, by working as a humble,
has enabled Triboar to survive these otherwise apoc- pacifistic farmer.
alyptic times. She has at her beck and call a score of
For more details on the storm giants, or rain giants
mounted veterans (riding warhorses), referred to as
as they are now called, see “The Ordning” in appen-
the Twenty, who do their best to keep the peace.
dix A.
D2. Happy Horse Ranch Zephyrus is sympathetic to those resisting Vecna’s
Happy Horse Ranch is a horse farm run by Janele occupation, although not a formal member of any
Karnveller (NG female human commoner). Over the resistance. If presented with a shroudstone of the An-
years, the Karnvellers have bought out most of their cients, he reacts with amazement, asking the charac-
competition. However, despite this nominal growth, ters about how they attained it. Zephyrus has another
the family fortune continues to decline. The moun- of the shroudstones and can share the information
tain giant chieftain, Chief Guh, demands an ever-in- contained in appendix D. More specifically, he knows
creasing tribute of horses from Triboar on a bimonth- that the gods still live and that the shroudstones are
ly basis. The Karnvellers bear the brunt of this tribute preventing them from taking action against Vecna.
and although they are compensated by the city, they Zephyrus informs the characters that he was sup-
still harbor considerable resentment. A large part posed to arrange for the delivery of his shroudstone
of this resentment stems from the fact that Janele’s to a knight known as Lord Maximus, before asking
three sons were killed by the mountain giants, years the characters to do this for him. Zephyrus knows
ago, in a show of strength. that Lord Maximus is waiting in Helm’s Hold, at an
abandoned tavern known as the Old Dirty Dwarf.
D3. Eastern Farmlands
The eastern farmlands provide more than enough D4. The Lion’s Share
produce to feed the citizens of Triboar. This surplus is The Lion’s Share is the largest provision shop in
largely due to the magical assistance of a rain giant Triboar. It is owned and run by Alaestra Ulgar (NG fe-
(see appendix B) who goes by the name of Zephyrus. male human commoner) and Narth Tezrin (CG male
Unbeknownst to any of the townsfolk, Zephyrus is human spy). Narth has a brazen, adventurous soul

50 Chapter 6 Intermediary Locales


Chapter 6 Intermediary Locales 51
but his heart is tied to Alaestra. He spends his days and queen of Citadel Felbarr. Ghelryn is entering
off exploring the local wilds for hidden treasure and his twilight years and lacks the stamina of his youth.
lost tombs. If he hears about the characters conduct- Because of this, he is less prolific in his smithing
ing any local adventures, then he begs to be included, although his craftsmanship remains undiminished.
hoping for a chance to perform a brave deed that If a character is carrying Zespara’s perfect blade,
might impress Alaestra. If the characters humor then Zespara asks them to let her spend a full day
these ambitions, then he gladly shares his stash of talking with Ghelryn. After this lengthy conversation,
five potions of greater healing with them. Zespara tries to convince the character to spend any
D5. The Triboar Travelers remaining downtime apprenticing with Ghelryn.
Triboar Travelers provide personnel and protection D9. Apothecary
to caravans traveling as far north as Mirabar or as far The apothecary is run by Blackfish Sprought (CG
south as Waterdeep. All of this is organized by Urlam male gnome druid), a dirt-covered gnome who loves
Stockspool (N male human spy), a dapperly dressed to spend most of his time in the garden. Assuming
businessman who is also a high-ranking member of that the characters can convince him that they are
the Zhentarim. If any of the characters belong to the not agents of Vecna, Blackfish is willing to cast any
Black Network, then Urlam promises to “take care druid spell of 4th level or lower for 25 gp per spell
of them.” This special treatment involves spreading level.
the word that the characters are under his protec-
Blackfish has long harbored suspicions that some-
tion. Citizens of Triboar will now treat the characters
thing sinister is going on in Gwaeron’s Slumber (area
with fearful deference, providing them a 10 percent
D10) and encourages the characters to investigate.
discount on any goods or service.
If the characters find and defeat the oni who haunts
D6. Northshield House the forest, then Blackfish offers them 250 gp worth of
The Northshield House is a clean, quiet inn run by free spells as well as a periapt of wound closure.
Urgala Meltimer (LG female human veteran) and D10. Gwaeron’s Slumber
her wife Arsala (NG female human mage). Both are
Gwaeron’s Slumber is a mystical forest west of the
retired adventurers. Urgala has a short fuse and
city that is trapped in a perpetual autumn. Reputed to
is quick to anger, whereas Arsala is prone to long
be the home of Gwaeron Windstrom, god of tracking,
contemplations. Arsala enjoys chatting with fellow
rangers and druids from across the Realms make
spell-casters and, assuming these chats go well, she
pilgrimages to this forest in hopes of receiving his
is willing to allow them to copy spells from her spell-
blessing. The alleged deaths of the gods have only
book. Arsala’s spellbook contains the spells listed
increased the allure of this locale. Occasionally a
in the mage entry of the Monster Manual. Arsala
visiting supplicant disappears, allegedly enlisted by
charges 75 gp per spell level, although she supplies
Gwaeron to join his eternal hunt amidst the wilds of
the inks and components needed for the transcrip-
the Beastlands.
tion.
The truth is less divine. An oni named Sukabenjā
D7. Boar’s Rest dwells in a hillside cave near the western edge of the
Waist-high weeds surround this abandoned stone forest. It dupes unsuspecting rangers by appearing
mansion. Boar’s Rest was once the home of an arro- before them as Gwaeron Windstrom. Once their
gant wizard, Hyuth Kolstaag. Shortly after Vecna’s guard is down, the oni then kills and eats them. The
conquest, Hyuth challenged the authority of a passing oni is a wary hunter and will only approach char-
lich. The wizard and his gargoyle bodyguards were acters who appear to be alone. It is quick to flee if
promptly disintegrated. Over time, six ettercaps have confronted in the forest, but fights to the death if
settled into the mansion and now hide within its light- encountered in its cave.
less halls. Much of Hyuth’s wealth has been lost over
the years, but characters brave enough to explore the Developments
mansion can find six gems (worth 500 gp each), brac- If the characters spend more than a day in Triboar,
ers of defense, and a +1 wand of the war mage. then they are approached by Janele Karnveller. Janele
tells the characters that the mountain giants are
D8. Foehammer’s Forge “bleeding them dry” with their demands for tribute.
This weapon and armor shop is run by Ghelryn She mentions that a mountain giant band should be
Foehammer (LG male dwarf veteran) a renowned arriving “any day now” to take their bimonthly tribute
blacksmith who was bestowed the honorary title of and that she believes that the time has come for the
Royal Armorer many years ago by the former king town to finally stand up to them. Janele urges the

52 Chapter 6 Intermediary Locales


Glumglum descends upon Triboar

characters to kill the giants, promising a 1,000 gp


reward if they do so. She is willing to supply three of Glumglum has 1 level of exhaustion. The goblins
her personal guards (veterans) to assist the charac- are placed into one of the wagons and the creatures
ters. begin their journey back to Grudd Haug.
The rest of the city, including the Lord Protector, Janele plans to attack the giants with or without
Daratha Shendrel, discourage the characters from the characters’ aid. If the characters refuse to help
doing this, although they do not actively stand in their her, Janele waits until the creatures are drunk and
way. Daratha indicates that the mountain giants will then rallies enough support from the townsfolk to
doubtlessly retaliate and that the town does not have overpower and slay the goblinoids and ogre. The only
the resources to fend off this inevitable retribution. way to deter Janele from attacking the giants is to
She pleads with the characters to persuade Janele to convince Daratha to double the compensation paid
stand her ground. Zephyrus echoes Daratha’s sen- for Janele’s lost horses. The town already pays Janele
timents, refusing to participate in any aggressions a sizable sum, so Daratha is reluctant to increase it.
against the mountain giants. Convincing Daratha to do so requires a successful
Two days later, the mountain giant (see appendix DC 20 Charisma (Persuasion) check.
B) Glumglum arrives with two ogres, four bugbears, Regardless of how it happens, if the giants are
and ten goblins, as well as two empty wagons. slain, then the city celebrates. If the characters
Glumglum demands “all the horsies,” as well as helped, then they are celebrated as heroes. However,
“twenty-teen casks of ale.” If the characters do not two months later a small army of ogres, bugbears,
intervene, then the creatures camp out in the mar- and goblins led by twenty mountain giants returns
ket square for the day, drinking ale and demanding to the city, destroying more than quarter of it before
food. By the end of the day, the goblins pass out, the departing with a dozen wagons loaded down with
ogres and bugbears have 3 levels of exhaustion, and plunder.

Chapter 6 Intermediary Locales 53


Temple of Elemental Unity the portal if they have burrowing speed. If the yellow
diamond is carried 30 feet beneath the surface, then
Area E the diamond begins to glow brightly, signaling that it
The Temple of Elemental Unity is in the Dessarin has absorbed the energy of the portal. If a character
Hills, roughly 20 miles southeast of Triboar. The burrows another 30 feet into the earth, then they are
temple has been constructed entirely with elemen- transported to the Elemental Plane of Earth. Alterna-
tal magic. The cultists raised a hemisphere of raw, tively, if a character casts meld into stone and enters
jagged stone straight from the earth. They then the portal, then the yellow diamond also glows bright-
hardened the stone with flames before sculpting and ly, absorbing the energy of the portal. If the character
shaping it into the shape of a temple with blasts of air remains melded within the stone of the portal for
and geysers of water. The resulting temple is a large, more than one minute, then they are transported to
savage-looking building obviously not built to satisfy the Elemental Plane of Earth. The newly empowered,
any sense of civilized aesthetics. brightly glowing gemstone functions as an elemental
gem (yellow diamond).
Water-hewn steps lead into the western side of the
temple. The interior of the hemispherical building Portal of Fire
is spacious and houses four portals to the elemental The fire portal opens into a long, flame-filled tunnel.
planes. A doorway of flame burns along the southern Whenever a character enters or begins their turn
wall and a doorway of raw earth, scarcely distinguish- within this tunnel they take 21 (6d6) fire damage. If
able from its neighboring stone, is set into the north- the red corundum from Baba Harpell is carried 90
ern wall. In the center of the temple is a pool of water, feet into the tunnel, then the gemstone begins to glow
and a shaft is carved into the ceiling above it. When brightly, signaling that it has absorbed the energy of
the characters arrive, the temple is occupied by two the portal. The flames begin to subside, now dealing
cult fanatics and a fusion elemental (appendix B). only 7 (2d6) damage. If a character continues another
The cultists are friendly to the characters, encourag- 90 feet into the portal, then they are transported to
ing them to give worship to the Elemental Eye. How- the Elemental Plane of Fire. The newly empowered,
ever, the cultists attack any characters who appear brightly glowing gemstone functions as an elemental
to be sabotaging the portals. For more details on the gem (red corundum).
Cult of the Elemental Eye, including how characters Fiery Craftsmanship. If the characters are carry-
might join their faction, see Doomed Forgotten Realms: ing Zespara’s perfect blade when this gem is trans-
Sword Coast Gazetteer.
formed into an elemental gem, then Zespara urges
Three hours after the characters arrive at the tem- them to take the gem to a blacksmith. Zespara hopes
ple, a patrol of four cult fanatics, two water elemen- to use the blacksmith to break the gem and use the
tals, and a pack of five hell hounds arrives at the summoned fire elemental to improve the craftsman-
temple. If they notice any dead bodies or sabotaged ship of the perfect blade. If the characters complete
portals, they immediately attack the characters. this task, then Zespara’s perfect blade gains the prop-
Portal of Air erties of a flame tongue.
The ceiling’s shaft is 10 feet in diameter and filled Portal of Water
with fierce, howling winds. It impossibly extends The water-filled well descends indefinitely. Although
hundreds of feet, despite the temple being only 50 the surface of the water is placid, the water itself is
feet tall. The sheer walls of the shaft, coupled with filled with grasping currents that seem to pull the
clutching gusts of air, makes climbing by normal characters ever deeper. Swimming upwards against
means impossible. If the blue sapphire is carried 90 these currents counts as difficult terrain. If the em-
feet into the shaft, then the gemstone begins to glow erald is carried 900 feet into the well (the distance
brightly, signaling that it has absorbed the energy of that a character with a base walking speed of 30 feet
the portal. The winds diminish in their intensity. If a can swim in 3 minutes), then the gemstone glows
character continues another 90 feet into the shaft, brightly, signaling that it has absorbed the energy of
then they are transported to the Elemental Plane of the portal. The currents subside, and characters can
Air. The newly empowered, brightly glowing gem- now freely swim upwards. If a character continues
stone functions as an elemental gem (blue sapphire). another 900 feet into the well, then they are trans-
Portal of Earth ported to the Elemental Plane of Water. The newly
empowered, brightly glowing gemstone functions as
The dirt and stone within the earth portal extends an elemental gem (emerald).
for hundreds of feet. A character can move through

54 Chapter 6 Intermediary Locales


Helm’s Hold
Area F
F1. Main Gate
Helm’s Hold is a fortified monastery roughly 20 To all appearances, Helm’s Hold now looks to be
miles southeast of Evernight. Within the monastery’s abandoned. The gates of the monastery have been
walls are dozens of abandoned buildings, as well as broken from their hinges and now rest amidst the
a central district known as the Heartward. The most weed-choked cobblestone streets. Signs of animal life
dominant building in Helm’s Hold is the Cathedral of are in abundance, but other than empty building after
Helm, a towering and inspiring edifice of pale gray empty building, no evidence of human life is present.
stone that is visible from miles away. A few notewor- Helm’s Hold appears to be little more than a ghost
thy locations include: town.

Chapter 6 Intermediary Locales 55


F2. Flames of the Infernal Dexterity check using thieves’ tools. Within the bin
can be found the jacinth shroudstone of the Ancients
When Vecna’s legions besieged Helm’s Hold, one of
(see appendix D) and a strange adamantine sphere
the lich generals demolished the northeastern wall
(see the sidebar). In addition to the shroudstone and
with a gout of apocalyptic flame that temporarily
sphere, the Redeemer carries a month’s worth of
opened a portal to the Nine Hells. Devils of all kinds
water and rations, and enough spare parts for three
streamed forth, rapidly overwhelming the monas-
repairs.
tery’s weary defenders.
This wall of roasting fire burns to this day, a sober-
ing reminder of Helm Hold’s fall. The portal itself is
now closed but the crackling flames still occasionally
cast strange, devilish shadows. Any creature that
passes through the flames takes 4d6 fire damage. If
that creature is carrying one of Baba Harpell’s inert
gemstones, then the gemstone burns briefly with a
bright, green flame. The newly empowered gemstone
functions as an infernal gem (appendix D). The wall
of flames only holds enough infernal energy to em-
power one gemstone.
F3. Cathedral of Helm
This great edifice of towering stone is one of the few
fully intact buildings within Helm’s Deep. The cathe-
dral now serves as a garrison for the igneous knight
(see appendix B) Lord Tyranax, and the four wights
that currently serve as his protégés.
Most of the cathedral’s treasures have been
plundered, although a watchful helm (appendix D)
rolled under the pews many years ago and has since
been gathering dust. Any character who worships
Helm finds themselves inexplicably drawn to the
watchful helm if they approach within 100 feet of the
cathedral.
F4. The Heartward
The Heartward is surrounded by dirty, desolate shop
fronts. Decrepit gallows, upon which roost hundreds
of ravens, sit ominously in the center of the square.
Other than the ravens’ guttural croaks, the only
sound to be heard is the creaking of rusty chains
Lord Tyranax
from a sign blowing in the wind. The faded sign
reads, “Ol’ Dirty Dwarf.”
In the center of the square is a bulky, armored
coach made from infernal iron. The vehicle has iron
jaws mounted on its front and is covered in spikes.
The vehicle is known as the Redeemer and belongs
to Lord Maximus, who is currently being held captive
inside the Old Dirty Dwarf. For more details on the The Adamantine Sphere
Redeemer see appendix E. The adamantine sphere is smooth and featureless. Any
character who makes a successful DC 15 Wisdom (Percep-
Anyone who actively searches the Redeemer and tion) check can hear liquid faintly sloshing around inside.
makes a successful DC 20 Intelligence (Investigation) Nothing short of a disintegrate spell can break the sphere
check finds a hidden cargo bin. The bin can be easily open. The sphere contains a magically preserved, trout-
opened when the vehicle is powered. Powering the sized goldfish called Sylgar, the wayward pet of Xanathar,
vehicle requires a soul coin (see appendix E). Other- former beholder crime lord of Waterdeep. For more on
Xanathar, see appendix B.
wise, opening the bin requires a successful DC 20

56 Chapter 6 Intermediary Locales


F5. The Old Dirty Dwarf process. If not silenced, there is a 20 percent chance
each round that 1d4 thugs join the fray.
There are three entrances to the Old Dirty Dwarf,
one in the front and two in the back. The interior is Maximus is currently at 20 hit points. His manacles
clean and smells faintly of aromatic incense. Tables can be opened by a character who makes a success-
and chairs that could seat close to a hundred patrons ful DC 10 Dexterity check using thieves’ tools. If
make the place seem even emptier than it truly is. freed during combat, Maximus aids the characters to
Three Bloods of Vecna (thugs) and a Tooth of Vecna the best of his ability. The key to the manacles is car-
(appendix A) are seated at a bar drinking ale (their ried by the Tooth of Vecna, as well as three cones of
positions are indicated by B and T on the map, re- incense (worth 20 gp each) used by the mage to mask
spectively). A Finger of Vecna (spy) is interrogating a the unpleasant odor of the wight.
scarred, bleeding human in tattered clothes (F and M When combat has ended Maximus goes behind the
on the map, respectively). The injured human is Lord bar to retrieve his greatsword, heavy crossbow, a suit
Maximus (LG male human knight) and he is mana- of devil bone armor (same statistics as plate armor),
cled to a large table. A wight (W on the map)stands and a sack that contains six soul coins and four flasks
guard near the front entrance. of demon’s ichor (see appendix E for details). He then
These Vecnans are part of a large force that oc- urges the characters to board the Redeemer. After
cupied Helm’s Hold two days ago. They know that briefly instructing the characters on how to use any
Maximus has one of the shroudstones of the Ancients relevant action stations (see appendix E), Maximus
and are torturing him to learn its location. Thus far, uses a soul coin and a flask of demon ichor to start
Maximus has resisted their tortures. The Vecnans at- the vehicle. He then races for the entrance to Helm’s
tack any intruders, shouting for reinforcements in the Hold (F1).

Chapter 6 Intermediary Locales 57


The Chase The creature is Gigantus, a zombie purple worm.
Use the purple worm stat block with the following
It is one thousand feet from the Old Dirty Dwarf to
changes:
the main gate. The Redeemer normally has a speed
of 50 feet. However, since Maximus poured a flask J The zombie purple worm is undead.
of demon ichor into the vehicle’s furnace, its speed J It has immunity to poison damage and the poi-
increases to 80 feet. Maximus uses his bonus action soned condition.
each round to give the Redeemer the Dash action.
Consequently, the Redeemer moves 160 feet each J It has the Undead Fortitude trait. If damage
round, reaching the main gate in 6 rounds. reduces the zombie to 0 hit points, it must make
a Constitution saving throw with a DC of 5 + the
Round 1. While driving toward the main gate, Max- damage taken, unless the damage is radiant or
imus yells at the characters to keep their heads down from a critical hit. On a success, the zombie drops
and shoot anything that moves. to 1 hit point instead.
Round 2. Two Fingers of Vecna (spies), each Gigantus fights to the death, directing its attacks
mounted atop a scuttling giant severed hand (see against the Redeemer. The purple worm must be
appendix B) and armed with a shatterskull (see ap- killed before the Redeemer can pass through the
pendix D), emerge from an abandoned building and main gate. Once the worm is slain, the Redeemer
chase the Redeemer. The hands use the Dash action plows through the beast’s corpse, bits of rotting
to keep pace with the characters, while the Fingers flesh spitting out through pipes on both sides of the
throw their skulls on round 3 and then attack with vehicle. If it appears that they are about to be over-
their hand crossbows on any remaining rounds. whelmed, Maximus pulls the Redeemer into reverse
Round 3. Any character with a passive Perception and heads for area F2, dramatically crashing through
of 15 or higher notices ten spies hiding atop the roof the wall of flame before escaping Helm’s Hold.
of a nearby building that the Redeemer will drive past
on round 4.
Beyond Helm’s Hold
Once the Redeemer is safely a few miles from Helm’s
Round 4. Ten spies unleash a volley of crossbow
Hold, Maximus slows the vehicle down to introduce
bolts upon whichever characters appear to be most
himself. He is a Hellrider, one of an elite order of
vulnerable and wounded.
knights dedicated to protecting the Realms from Zari-
Round 5. Three wights behind a hastily erected el’s infernal incursions (see Doomed Forgotten Realms:
wall attempt to barricade the road. The Redeemer Sword Coast Gazetteer for additional details regard-
smashes through the wall easily, using its Crushing ing Zariel). Months ago, Maximus was tasked with
Wheels property upon the wights. Maximus yells for delivering the jacinth shroudstone of the Ancients to
any characters manning the Chomper or Wrecking a mysterious contact in Thornhold. Maximus only
Ball stations to also attack the wights. knows that the shroudstone was retrieved from the
Round 6. At the end of round 6, read or paraphrase ninth layer of Hell, costing the lives of hundreds of
the following: Hellriders in the process, and that destroying it will
hurt Vecna. Maximus knows that the contact lives
As you near the main gate, the earth begins to rum- hidden beneath Thornhold, but does not know the
ble ominously. The ground undulates, spewing forth identity of the contact. He only knows that he is sup-
waves of broken cobblestone. Suddenly, a massive posed to ask the contact to destroy the shroudstone,
sinkhole opens up between the Redeemer and the offering the adamantine sphere as payment.
main gate. Maximus curses loudly, jerking a lever while
slamming his foot into a pedal. There is the smell of Along the way to Thornhold, Maximus learned of
burning rubber as the Redeemer lurches, almost falling the recovery of the ruby shroudstone and bunkered
over, as it skids to a sudden halt. Just then a rotting within Helm’s Hold to await its delivery. While wait-
leviathan heaves itself from the sinkhole, blocking the ing he was ambushed and captured by Vecnans.
gate. This massive worm-like creature has mottled
purple flesh the color of bruised skin, and its gaping Maximus is unwaveringly lawful good. He sees
tooth-lined maw looks large enough to swallow the the world in starkly opposed black and white. To
Redeemer whole. Maximus, compromise is the slippery slope to moral
damnation. He is a loner by nature, but his military
training has taught him to appreciate the tactical
necessity of allies.

58 Chapter 6 Intermediary Locales


Leilon
Area G
Leilon is a small town near the High Road, nestled ten jet gemstones (100 gp each), a black sapphire
between mountains to the east and coastal mudflats (5,000 gp), three gold-plated statues (2,000 gp each),
to the west. South of Leilon is the Mere of Dead Men, a large stained glass window (500 gp), a custom-craft-
a trackless swamp created almost a thousand years ed set of Cormyrian silverware (200 gp), a suit of
ago by the lich Iniarv. elven chain, a dagger of venom, boots of striding and
springing, gloves of thievery, a sentinel shield, and a
The town is currently under the control of the Cult
wand of fireballs.
of the Dragon. This particular cell serves the ancient
black dragon twins, Voaraghamanthar and Waervaer- Unless the characters enter Leilon by stealth, they
endor. Few know of the existence of both dragons as are confronted by two cult fanatics, ten cultists, and
they pretend to be a single dragon, Voaraghamanthar. twenty kobolds. The cult leaders politely insist that
Both of the dragons are currently away, doing the bid- the characters pay a 50 gp tithe to the “draconic lords
ding of Tiamat, and have left their offspring, Weslum of Leilon.” A successful DC 15 Charisma (Intimida-
and Wulzour (young black dragons), to watch over tion or Persuasion) check reduces this fee to 25 gp.
Leilon. If Maximus is with the characters, then he loudly
announces that the Hellriders never accommodate
Over the last twenty years, Voaraghamanthar and
terrorist demands. He then insists that the characters
Waervaerendor have grown fearful of death, search-
aid him in ridding Leilon of this “draconic plague.”
ing for ways to ensure their immortality. To these
ends they are searching the Mere of Dead Men for If negotiations seem as if they are about to turn
the Twinned Crown of Uthtower, which they believe violent, then the kobolds scramble through the city,
will boost their powers by increasing their kindred yipping to one another in Draconic. Word of possi-
connection. The dragon twins have also been experi- ble violence reaches Weslum and Wulzour within 5
menting with an abandoned yuan-ti cloning laborato- minutes. The dragons angrily arrive 2 minutes later,
ry, found within a derelict manor in the Mere of Dead demanding compensation of no less than 500 gp for
Men. In fact, their alleged offspring, Weslum and their troubles. If the characters refuse to pay, then
Wulzour, are immature clones of the twins that they the dragons attack mercilessly, retreating to their
are preparing to serve as vessels for potential reincar- lair only if one of them is reduced to 45 or fewer hit
nation. points.
Fifty Cult of the Dragon members (forty-five Alternatively, if the characters pay their tithe and
cultists, four cult fanatics, and one mage) are maintain peaceful relations, they might befriend
housed throughout Leilon. They are served by one the Cult of the Dragon, although doing so makes
hundred kobolds who are scattered about the town Maximus unhappy. For more details on the Cult of
and mud flats. Weslum and Wulzour lair in a murky the Dragon, including the benefits of faction mem-
pond half a mile west of Leilon. Their treasure, bership, see Doomed Forgotten Realms: Sword Coast
scattered throughout the silt of their lair, consists of Gazetteer.

5,000 gp, one hundred obsidian gemstones (worth As the characters complete their journey to
10 gp each), twenty onyx gemstones (50 gp each), Thornhold, advance them to 7th level.

Chapter 6 Intermediary Locales 59


Chapter 7
Thornhold
After a long journey, the characters finally arrive at Thorn- nearby Mere of Dead Men discovered this pool of
hold. They must then battle through slime-worshipping bul-
lywugs and navigate a deadly, trap-riddled dungeon. Doing slime and began to worship it as a god. The bully-
so, they discover Xanathar, the beholder that was formerly wugs are vicious creatures, despised by all factions,
a crime-lord of Waterdeep. After reuniting Xanathar with its
beloved goldfish, the characters are offered an opportunity as they indiscriminately capture and sacrifice any
to ally with the grateful beholder. who pass near Thornhold. Currently trapped in a
delusional spiral of paranoia, Xanathar is oblivious to
their recent settlement of Thornhold.
The interior of Thornhold’s courtyard is too mud-
dy for the Redeemer, so it must be entered on foot.
Maximus insists on bringing the shroudstone of the
n the years since Vecna’s conquest,
Ancients and adamantine sphere with him. He re-
Thornhold has traded hands multiple
minds the characters that his contact resides in a hid-
times before falling into eventual disuse
den lair beneath Thornhold. Maximus does not know
and abandonment. The exiled Xana-
much about the lair, only that it can be accessed from
thar, at the time living in the Underdark, eventually
jail cells that are, in turn, accessed through the keep’s
created a hidden lair beneath the fortress. Years later,
throne room. Maximus also reminds the characters
a large pool of grotesque slime, lingering remnants
that the contact can supposedly help them figure out
from the slain demon lord Juiblex, bubbled up from
how to destroy the shroudstones.
the keep’s courtyard. A tribe of bullywugs from the

Influence of Juiblex
The influence of the Demon Lord of Ooze manifests in
several ways in Thornhold.
Blessing of Juiblex. For the next 24 hours you are filled
with a terrible hunger. For every four hours you go without Bullywug Traits
eating, you gain one level of exhaustion. You also have Bullywugs have the following traits:
resistance to acid damage for the duration of this blessing. Amphibious. The bullywug can breathe air and water.
Holy Ichor of Juiblex. This sticky, adhesive ichor corrodes
flesh. As an action, you can throw this flask up to 20 feet, Speak with Frogs and Toads. The bullywug can communi-
shattering it on impact. Make a ranged attack against a cate simple concepts to frogs and toads when it speaks in
creature or object, treating the flask as an improvised Bullywug.
weapon. On a hit, the target takes 1d4 acid damage at the Swamp Camouflage. The bullywug has advantage on Dex-
start of each of its turns. A creature can end this damage by terity (Stealth) checks made to hide in swampy terrain.
using its action to make a DC 10 Dexterity check; on a suc- Standing Leap. The bullywug’s long jump is up to 20 feet
cess, it can scrape off the acid. The ichor’s acidic properties and its high jump is up to 10 feet, with or without a run-
expire after five days. ning start.

60 Chapter 7 Thornhold
H2. Frog Stables
The consistency of the ground within these stables
fluctuates between runny mud and viscous water,
depending upon the whims of the weather. There is a
20 percent chance that any 5-foot square within the
stables is functionally equivalent to quicksand (see
chapter 5 of the Dungeon Master’s Guide). Living

The Ruins of Thornhold


within the stables are twenty-five trained giant frogs.

Area H
H3. Bullywug Dens
These dilapidated buildings, in the process of being
reclaimed by the wilderness, would no longer be con-
H1. Muddy Courtyard sidered inhabitable by any civilized standards. The
This courtyard is a messy quagmire of grass and mud sagging roofs are riddled with holes; the floorboards
that counts as difficult terrain. Sacrificial pillars have have rotted away, and small, twisted marsh plants
been erected throughout the courtyard and decayed bloom within the buildings. The bullywugs enjoy
corpses of victims hang from them. At any given resting within them, however, as they provide a small
time, ten bullywugs and five giant frogs are within amount of shelter from the midday sun. At any given
the courtyard, either on patrol or worshipping at the time, five bullywugs squat within each building.
edge of a 30-foot pool of seething, putrid olive-colored
slime. Each bullywug carries a ceramic flask filled H4. Gaollia Stables
with the holy ichor of Juiblex. The interior of these chambers has long since rotted
The pool of slime is blood from Juiblex that has away. Each is currently occupied by two gaollia (see
seeped up from the Underdark. It oozes across the appendix B). Near each gaollia is an empty feeding
courtyard at an imperceptibly slow speed, its tracks trough and a leather harness. Any character who
swallowed up by the ever-hungry muck. Any creature makes a successful DC 13 Intelligence (Nature)
that enters or begins their turn within the pool of check recalls that gaollia are used by the various
slime takes 27 (5d10) acid damage. Any character swamp races for the transport of treasure and pris-
who makes a successful DC 15 Intelligence (Arcana) oners. The character also knows that frightening
check discerns the pool’s abyssal nature and its or harming a gaollia reflexively triggers an influx of
connection to Juiblex. Any character who makes a acid into the gaollia’s stomach, destroying any cargo
successful DC 13 Wisdom (Insight) check discerns a therein. If a gaollia is fed the bullywug brew from
dark, palpable hunger emanating from the pool. If a area H5D, then they vomit forth the contents of their
character throws or shoves a living creature into the stomachs. Similarly, any character who makes a suc-
pool of slime and the pool subsequently reduces that cessful DC 15 Wisdom (Animal Handling) check can
creature to 0 hit points, then the character receives coax a gaollia into vomiting.
the blessing of Juiblex. H4a. Western Goallia Stable
If a bullywug detects a character it lets out a loud The first gaollia holds 1,000 sp, and seven fist-sized
croak of alarm, alerting its allies. All of the bullywugs orbs of polished petrified wood (worth 100 gp each)
and giant frogs from the courtyard, as well as those within its stomach. The second gaollia holds a staff
from the bullywug dens (area H3), rush to the char- of the python and a waterproof bladder that holds a
acters’ location. If the characters actively engage in packet of dust of dryness within its stomach.
battle, then the bullywugs use their Speak with Frogs H4b. Eastern Goallia Stable
and Toads trait to rouse the giant frogs from area 2, Any character who makes a successful DC 10 Wis-
inciting a giant frog stampede. The giant frog stam- dom (Perception) hears what sounds like muffled
pede occupies a 25-foot square and moves 60 feet a cries for help from inside one of the gaollia. Emerson
round. The giant frog stampede can enter the square (NG male elf commoner), a kidnapped villager from
of another creature; if it does so, then that creature Leilon, is trapped within this gaollia. If freed, Em-
must make a successful DC 15 Dexterity saving erson complains that he has been a prisoner of the
throw or take 14 (4d6) bludgeoning damage. Bully- bullywugs for more than a month. For much of this
wugs and giant frogs automatically succeed on this time he was trapped within one of the jail cells (area
saving throw, as does any character grappling one of H6B) but after he discovered a secret door within his
them. Once the stampede has run past the charac- cell the bullywugs moved him into the gaollia. The
ters, it then disperses, the giant frogs fleeing to hide door was locked, so Emerson never discovered what
amidst the muck of the courtyard. lay beyond it.

Chapter 7 Thornhold 61
62 Chapter 7 Thornhold
H5. Thornhold Keep (+5 to hit). His trident deals 7 (1d8 + 3) piercing
damage.
Like its surrounding environs, Thornhold Keep is
overgrown with muck and lichen. Its stone walls are In battle, the Grand Googleglumpglump rides Big
crumbling as they are pried apart by burrowing vines. Belly, a monstrous frog that has the same statistics as
Large globs of slime drip onto floors that are slick a giant frog with the following changes:
with moss, and the interior is insufferably humid. J Big Belly is Large.
The front doors to the keep are always open; all other
doors are closed but unlocked. A large hole in the
J It has 30 (4d10 + 8) hit points.
keep’s southern wall leads to area H5B from the out- J It has a Strength of 16 (+3) and a Constitution of
side. The following is a brief summary of its interior: 14 (+2).
H5a. Foyer J Its Bite action has a +5 to hit and deals 6 (1d6 +3)
Three slime-touched bullywugs (see appendix B) piercing damage. If the target is grappled, then it
crouch in the corners of this room, standing guard. has escape DC 13.
H5b. Dining Room J Its Swallow action can be used against a Medium
A black pudding lurks on the ceiling of this room. It or smaller target.
attempts to devour any creature that enters, including
bullywugs and giant frogs. Also residing in this room is the bullywug shaman,
Pharblex Spattergoo. He has the same statistics as a
H5c. Pantry mage with the following changes:
Two slime-touched bullywugs are in this room,
weaving tapestries and baskets from muddy reeds. J Pharblex has a swim speed of 40 feet.
H5d. Kitchen J He has the Amphibious, Speak with Frogs and
This room is the bullywug equivalent of a kitchen. A Toads, Swamp Camouflage, and Standing Leap
cauldron of inedible stew congeals in the corner of traits (see the Bullywug Traits sidebar).
the room. Three barrels and twenty ceramic flasks J He has immunity to acid damage.
are filled with bullywug brew, a fermented mix of
abyssal slime, rotted flesh, and damp lichen. Any J He has immunity to the restrained condition, if the
character who smells the brew must make a success- condition is applied by an ooze.
ful DC 10 Constitution saving throw or spend their J He can breathe ooze.
action vomiting. Any character who consumes the
brew must make a successful DC 15 Constitution
J If he casts a spell that inflicts damage, then the
spell inflicts acid damage instead of its usual
saving throw or become afflicted with the poisoned
damage.
condition until they next finish a short or long rest.
H5e. Barracks In battle, Pharblex uses his immunity to acid damage
Five slime-touched bullywugs sleep within the to fight from inside a gelatinous cube that follows
room’s foot-deep mud. They can be spotted with a Pharblex’s commands. While inside the gelatinous
successful DC 15 Wisdom (Perception) check. cube, Pharblex has three-quarters cover.
H5f. Bar The doors to areas H5H and H5I are hidden behind
This muddy, overgrown room once served as a bar. It a tangle of vines. The door to area H5H is poorly con-
is currently unoccupied, but in the corner of the room cealed and easily found by anyone who searches the
is an intact keg of dwarven ale worth 100 gp. chamber. The door to area H5I can be detected by a
H5g. Great Hall character who makes a successful DC 10 Wisdom
This is the throne room of the Grand Googleglump- (Perception) check.
glump of the Thunderous Croaks and Unrivaled H5h. Western Staircase
Ribbits, the Breaker of Frogs and Slayer of Lizards. This stone chamber remains untouched by the
He has the same statistics as a veteran with the fol- swamp that has otherwise overtaken the keep. A
lowing changes: spiral staircase descends to area H6.
J The Grand Googleglumpglump has a swim speed H5i. Eastern Staircase
The vine-covered door leading to area 5G is visible
of 40 feet.
from this chamber. A spiral staircase leads to the
J He has the Amphibious, Speak with Frogs and upper levels of the keep. These levels have long since
Toads, Swamp Camouflage, and Standing Leap been looted and are avoided by the bullywugs, who
traits (see the Bullywug Traits sidebar). prefer living on the keep’s ground level. As such, they
J Instead of a longsword, shortsword, and heavy remain unmapped.
crossbow, he wields a trident of fish command

Chapter 7 Thornhold 63
Xanathar’s Lair of necrotic energy at them. The ray has a +8 attack
bonus to hit. Any character who is hit by the ray must
Area H (COntinued) make a DC 16 Constitution saving throw, taking 36
Xanathar hides beneath the vine-strewn ruins of (8d8) necrotic damage on a failed save, or half as
Thornhold. Since its exile from Waterdeep, its para- much damage on a successful one. The locks can be
noia has become so inflamed that it can longer effec- picked by a character who makes a successful DC 20
tively function. Unable to trust any sentient creature, Dexterity check using thieves’ tools. The doors can
Xanathar lives in complete isolation. Once there was also be forced open with a successful DC 20 Strength
no secret, no matter how small, that escaped its no- check.
tice. Now, the beholder is so wrapped up in trying to If the word, “Vecna” is spoken aloud, then the door
hide from imaginary opponents that it remains obliv- in the floor unlocks and opens, revealing a staircase
ious to the world around it. Xanathar currently hides that leads to area H8. If the words “Xanathar” or
in the heart of a trap-filled catacomb that it never “beholder” are spoken aloud, then the eastern door
leaves. Because its greatest fear is being discovered unlocks and opens. After the eastern door opens, a
by Vecna, the traps of its lair are specially designed to disembodied mouth filled with brutally sharp teeth
deal with undead intruders. shrilly announces, “The Master awaits you in the
next room, but please do not disturb his meditations,”
H6. Basement before fading into nothingness.
These plain chambers of finished stone are coated in
a thin layer of slime. The ochre slime is revolting but H8. Antir’s Tomb
harmless. This small tomb is empty except for a plain stone
H6a. Dungeon sarcophagus that rests upon the floor. Written atop
The area contains six empty, unlocked jail cells. The the lid of the sarcophagus is the following:
keys to the cells are discarded on the floor of the
room. A secret door hidden in one of the cells can be
discovered by any character who searches for it. The
HEREIN LIES ANTIR,
secret door is locked, but can be opened by one of the THE GREAT DEATH,
discarded keys, or forced open with a successful DC FATHER OF THE SEVEN ABORTIONS,
15 Strength (Athletics) check. Alternatively, the lock AND LOYAL SERVANT
can be picked by a character who makes a successful
DC 15 Dexterity check using thieves’ tools. TO THE MAIMED LORD VECNA
H6b. Workshop
A character who makes a successful DC 15 In-
This area was used by Pharblex to craft ceramic
telligence (History) check remembers that Antir
vials. Within is a set of potter’s tools, two casks of
was a powerful lich who served Vecna during his
bullywug brew, and three ceramic flasks filled with
conquest of the Sword Coast. However, the character
the holy ichor of Juiblex.
also knows that Antir has no notable connection to
H7. Trial of the Zealot Thornhold.
This is a rocky, cavernous room with no apparent Xanathar created this fake tomb as a red herring
exits. A large eye, more than a foot in diameter, is for any tomb robbers, particularly those loyal to
carved into the western wall. Ten smaller eyes are Vecna. Xanathar’s hope was that it might be able to
arranged in a circle around the larger eye. The words, placate such robbers with a token amount of trea-
“WHO IS THE ONE-EYED LORD OF SECRETS?” sure, making it less likely that they would persist in
are carved into the northern wall in Common. Any their explorations.
character who makes a successful DC 10 Intelligence The lid to the sarcophagus is heavy but opens with
(Arcana) check recognizes the pattern of eyes as that effort. Inside is a gaunt, skeletal corpse with withered
of a beholder. flesh stretched tight across its bones. A successful
Two secret doors are here, one in the center of the DC 15 Intelligence (Arcana) check reveals it to be a
floor and the other in the eastern wall. Both doors normal corpse and not a lich. An aquamarine (worth
are well-hidden and can only be found by a character 1,000 gp) rests within the socket of the corpse’s left
who makes a successful DC 25 Wisdom (Perception) eye. Clutched in its left hand is a wand of magic
check. These doors are also locked and trapped. If a missiles. The wand is cursed so that if used against a
character attempts to pick the lock on either door or beholder, it explodes, dealing 35 (10d6) force damage
to force them open, the fifth small eye shoots a ray to all creatures within 5 feet of it.

64 Chapter 7 Thornhold
H9. Meditation Chamber must make a DC 15 Charisma saving throw, taking
21 (6d6) radiant damage on a failed save, or half as
This large, spacious cavern is filled with patches
much damage on a successful one.
of mushrooms, some of which grow as high as a
human is tall. Twenty feet from the room’s entrance The mushrooms in this cavern are edible fungi
is a luminescent circle of lichen. A spherical creature known as trillimac. A small pool in the northeast cor-
with numerous stalks protruding from it floats within ner of the room contains fresh, drinkable water. Near
the circle. The creature looks to be facing the floor, as the pool, a 10-foot diameter shaft pierces the ceiling.
if sleeping or in meditation. The spherical creature is The shaft winds upwards for 80 feet before ending in
likely to be mistaken for a beholder, but a successful a stone wall that is 5 feet beneath area H17. Halfway
DC 15 Intelligence (Nature) check reveals that it is up the shaft is a cobweb of gossamer strings that can
a gas spore. This gas spore has been modified by be detected by a character who makes a successful
Xanathar so that its Death Burst has a radius of 40 DC 15 Wisdom (Perception) check. If a character
feet. Any creature within range of the death burst enters their space, the strings break, dropping a large

Chapter 7 Thornhold 65
character must then make a DC 15 Dexterity saving
Trillimac throw, taking 14 (4d6) bludgeoning damage on a
A trillimac is a mushroom that grows to a height of four to failed save, or half as much on a successful one. The
five feet, and has a broad gray-green cap and a light gray petrified humanoids shatter upon hitting the floor.
stalk. The cap’s leathery surface can be cut and cleaned for
use in making maps, hats, and scrolls (its surface takes The pressure plates can be detected by making
dyes and inks well). The stalk makes a palatable food akin a successful DC 20 Wisdom (Perception) check. A
to bread if it is cleaned, soaked in water for an hour, then character who makes a successful DC 20 Dexterity
dried. Each trillimac stalk provides 1d6 + 4 pounds of food. check using thieves’ tools can disable it, but a roll of 5
or lower triggers the trap.
A successful DC 20 Wisdom (Perception) check
boulder suspended at the top of the shaft. As soon as reveals the secret door in the northern wall. It opens
this happens the character hears a rumbling sound if pushed with sufficient force, leading to area H15.
from above. If the character immediately retreats
from the shaft, then they successfully escape the fall- H12. Pits
ing boulder; otherwise, it crashes into the character. Two pits are in this hallway, each of which is marked
Any character hit by the boulder must make a DC 15 with an X on the map. The westernmost pit is a sim-
Dexterity saving throw, taking 21 (6d6) bludgeoning ple pit trap, covered by a large cloth and camouflaged
damage on a failed save, or half as much on a suc- with dirt and debris. The pit is 30 feet deep, 5 feet
cessful one. across, and spans the width of the hallway. It can be
No doors connect this room to area H19 and the spotted by a character who makes a successful DC
wall separating these rooms can only be breached by 10 Wisdom (Perception) check. Anyone stepping on
disintegration or similar magic. A successful DC 18 the cloth falls through and pulls the cloth down into
Wisdom (Perception) check determines that the wall the pit, taking 10 (3d6) bludgeoning damage.
is not part of the natural cavern. The easternmost pit is adjacent to the other pit. It
The following words, written in Common, are is covered by a hidden trapdoor that requires a DC
etched into the stone floor near the tunnel to the 20 Wisdom (Perception) check to spot. This pit is 40
southeast: feet deep, 5 feet across, and spans the width of the
hallway. When a character steps on the trapdoor, it
swings open, causing the character to spill into the
IF YOU ARE A VAMPIRE, pit, taking 14 (4d6) bludgeoning damage. The trap-
THEN YOU ARE NOT door closes after a character falls through it. Once de-
tected, an iron spike or similar object can be wedged
INVITED ANY FURTHER between the trapdoor and surrounding floor in such a
way to prevent it from opening. The trapdoor can also
H10. Trapped Hallway be magically held shut using the arcane lock spell or
Halfway down this hallway is a tripwire. A character similar magic.
in the lead who is searching for traps spots the trip- H13. Vampire Kill Chamber
wire with a successful DC 12 Wisdom (Perception)
The walls of this room are filled with carvings of
check. Once spotted, it can easily be avoided or dis-
hundreds upon hundreds of eyes. Five seconds after
armed. If the wire is tripped, then a volley of twelve
the first character enters the room, stone walls slam
stakes shoots from hidden holes in the northern wall.
down from the ceiling at the places denoted by dotted
The volley has a +8 attack bonus and deals 16 (3d10)
lines on the map. Running water begins to gush from
piercing damage on a hit. If investigated, the wooden
hundreds of the eyes. Bright illumination, equivalent
stakes smell strongly of garlic.
to sunlight, shines from the remaining eyes.
H11. Chamber of Falling Statues The stone walls have AC 15 and 150 hit points.
There is a pressure plate at each place marked with Reducing a wall to 0 hit points destroys it, allowing
an X on the map. Xanathar has disintegrated a hole exit from the room. The water level rises 3 inches per
in the ceiling above each plate. A petrified humanoid round for a total of 10 rounds. At this point the eyes
(two humans, an elf, and a dwarf) is suspended with- stop gushing water and the hundreds of glowing eyes
in each hole and hidden behind an illusion. If a char- turn dark. The water level drains from the chamber
acter steps on the pressure plate, then the petrified over the course of 3 rounds, after which the stone
humanoid is released, falling onto the character. The walls rise back into place, allowing exit from the
chamber.

66 Chapter 7 Thornhold
H14. Lich Kill Chamber H15. Fungal Fool’s Gold
This cavernous room is furnished with a rickety desk A mound of golden coins appears to fill this room. A
and a moldy bed. Between them, a suit of empty plate character who makes a successful DC 18 Wisdom
armor stands at attention. The floor is covered by a (Perception) check notices that the coloration of
thick, tattered green carpet. the coins seems off. The trove is a pile of 200,000
The carpet is non-magical but is enchanted with copper coins, coated in yellow mold (see chapter 5
Nystul’s magic aura so that it radiates transmutation in the Dungeon Master’s Guide). The pile is large
magic. The desk is covered in yellowed papers that enough that it is impossible to cross the room with-
look to be at least five years old. The papers are out disturbing the coins. If disturbed, the yellow mold
old cargo manifests mixed with detailed maps of ejects a cloud of spores that fills a 10-foot cube. Any
Waterdeep’s sewers. Other than dust and mold, there creature in the area must succeed on a DC 15 Consti-
is nothing of note within the bed. The suit of armor tution saving throw or take 11 (2d10) poison damage
is a helmed horror that attacks if disturbed. The and become poisoned for 1 minute. While poisoned
helmed horror is immune to the disintegrate, finger in this way, the creature takes 5 (1d10) poison dam-
of death, and power word kill spells. age at the start of each of its turns. The creature can
repeat the saving throw at the end of its turns, ending
If a character walks around the rug, then they step
the effect on itself on a successful save.
upon a hidden pressure plate, which can be detected
only by making a successful DC 20 Wisdom (Per- Sunlight, or any amount of fire damage, instantly
ception) check. It can be disabled by a character who destroys the yellow mold. If a character with the
makes a successful DC 20 Dexterity check using blessing of Juiblex destroys the mold, then they gain
thieves’ tools, but if the roll is 5 or lower, the trap is permanent resistance to acid damage.
triggered. When the plate is stepped on or triggered, The secret doors leading to areas H11 and H14 are
the stone wall leading into area H12 slams shut. The obvious from this room.
entire room, from the door leading to area H15 to the
stone wall, is affected as per the silence spell. The
H16. Lair of Xanathar the Lesser
helmed horror then moves to attack, focusing its at- This chamber is a mess of torn carpets and wooden
tacks on any obvious spell-casters. After 10 minutes, debris. A spherical creature with a great bulging
the silence effect dissipates, and the stone wall rises eye, a wide, toothy maw, and four waving eyestalks
back into place. floats in the center of the room. This creature is a
spectator who greets any characters that it can see,
The secret door leading to area H14 can be locat-
introducing itself, with a stifled giggle, as Xanathar. A
ed with a successful DC 20 Wisdom (Perception)
successful DC 15 Intelligence (Arcana) check reveals
check. The door leading to area H15 is made of
the true nature of the spectator. Despite any evidence
sturdy wood and is locked. The lock can be picked
to the contrary, the spectator repeatedly insists that it
by making a successful DC 20 Dexterity check made
is Xanathar, although it giggles any time that it makes
using thieves’ tools, but if a character fails this check,
this claim. It says that it must “give great thought”
then a needle shoots from the lock, pricking their
to any questions posed to it, asking the characters
finger. The character takes 1 piercing damage, 11
to return in one month for an appropriate answer. If
(2d10) poison damage, and must succeed on a DC 15
shown the adamantine sphere, it feigns excitement
Constitution saving throw or be poisoned for 1 hour.
and asks for the characters to leave it behind. A suc-
A character who examines the lock before attempting
cessful DC 10 Intelligence (Insight) check is sufficient
to pick it can deduce the trap’s presence on a suc-
to determine that the spectator is bluffing and knows
cessful DC 15 Intelligence (Investigation) check; a
nothing about the sphere. The spectator will defend
subsequent successful DC 10 Dexterity check using
itself if attacked but is otherwise friendly.
thieves’ tools disarms the trap, removing the needle
from the lock. The staircase to the west leads to area H17 and is
hidden behind an illusory wall where the dotted line
The door can be forced open by making a success-
is. The illusion can be detected with a successful DC
ful DC 15 Strength check. However, four pikes are
15 Intelligence (Investigation) check. The spectator
wedged against the back of the door so that the char-
attacks any character who tries to enter the staircase.
acter forcing the door open takes 22 (4d10) piercing
damage in the process. Settled amidst the room’s debris is a dusty, glass
fishbowl. Characters who have been carrying the
adamantine sphere note that it is exactly the same
size as the fishbowl.

Chapter 7 Thornhold 67
H17. Palace of Xanathar A successful DC 12 Intelligence (Nature) check
reveals that the violet particles are Underdark spores.
This regal chamber would appear more at home in a
Xanathar has infused the spores with faerzress (see
royal castle than a cave. Its floor is covered in deli-
chapter 2) to prevent scrying and teleportation.
cate tiles that crack underfoot. Because of the floor’s
fragile nature, it is considered difficult terrain. The Long ago, the fish tank housed Xanathar’s pet fish,
northern wall is lined with multiple bookcases and a Sylgar. It is currently empty.
large table dominates the center of the room. Lumi- The crystal bowl is a device called a dream nullifier.
nous violet particles float throughout the chamber. This bowl-shaped bed magically awakens Xanathar
A 15-foot long fish tank, filled with murky water, a anytime it begins to dream about other beholders.
small coral reef, and a tiny shipwreck, rests against Studying the bed and making a successful DC 15
the eastern wall. Floating next to the gargantuan fish Wisdom (Perception) check reveals a small rune
tank is a shallow, 6-foot-diameter bowl made from etched into its bottom. A character who makes a suc-
crystal lattice that glows with multicolored light. cessful DC 15 Intelligence (Arcana) check will realize
Hundreds of rare books are arranged upon the that this rune has corrupted the nullifier’s original
shelves, with values ranging from 10 to 100 gp. A enchantments; instead of calming the sleep of its
10-foot diameter passage is hidden behind one of inhabitant, the bed now induces nightmares intend-
the bookshelves. This winding passage descends for ed to heighten Xanathar’s paranoia. This rune was
more than three hundred feet before exiting into the secretly placed upon the nullifier years ago by traitors
Underdark. within Xanathar’s organization.
The table is covered with detailed maps of Water- The shafts leading to areas H9 and H19 are
deep. It also has a ledger that contains incriminating blocked by 5 feet of stone.
information on more than one hundred Waterdhavian
nobles.

The paranoid Xanathar


guarding Sylgar

68 Chapter 7 Thornhold
H18. Xanathar’s Extraordinary Vault thieves’ tools. Xanathar locks and unlocks the chests
using telekinesis. The five treasure chests contain:
The walls and ceiling of this vault are covered in
panels of colored lead, patterned with marble-like J Chest 1. An assortment of exotic spices in airtight
striations. The room itself is filled with the remaining containers worth 1,000 gp.
wealth of the exiled eye tyrant. Five large chests line J Chest 2. Dozens of stuffed Xanathar dolls and
the western wall. Next to them is a mixed pile of gold onyx trophies carved to look like a smiling be-
and platinum coins, and sparkling gemstones. In an- holder being caressed by hands.
other corner of the room is a large stone cart. Finally,
along the northern wall are three lifelike stone stat- J Chest 3. Books, scrolls, and memos containing all
ues (of a dwarf, a drow, and a kuo-toa), and an ornate, of the relevant news up to and including Vecna’s
but empty, fishbowl. invasion of the Forgotten Realms.
The characters find Xanathar (see appendix B) in J Chest 4. A pile of broken rubble and eight jars of
this room, too distracted by paranoid visions of the depetrification salve (appendix B).
future to notice the characters intruding upon its J Chest 5. 3,000 gp, an aquamarine (worth 1,000
present-day doorstep. If the characters reveal them- gp), a tentacle rod, a ring of free action, and a
selves, then Xanathar demands to know why they are ring of three of wishes with one wish remaining.
in its sanctum. Xanathar can manage only a minute The aquamarine is magically connected to the
or two of conversation before its extreme paranoia aquamarine from area H8. Four times per day, a
takes over. It then concludes that the characters are creature can use an action to cast scrying upon
trying to distract it and attacks them. any creature that is carrying the aquamarine from
Reunion. Presenting the adamantine sphere to area H8. If circumstances allow it, Xanathar uses
Xanathar defuses any hostility or paranoia. Xana- this aquamarine to obsessively spy on the charac-
thar immediately uses its telekinetic ray to move ters.
the sphere over to the fishbowl. It then uses its The Stone Gallery
disintegration ray to poke a hole in the sphere before The statues are petrified humanoids.
gingerly pouring a startled goldfish from the sphere
Ott Steeltoes. The first statue is Ott Steeltoes (CE
into the fishbowl. Perceptive characters note what
male dwarf cultist). Ott used to tend to Sylgar. In
might be a single tear welling up in Xanathar’s main
his spare time, he worshipped Zuggtmoy, the demon
eye.
queen of fungi, and cultivated mushrooms, spores,
Advance the characters to 8th level for successfully and molds. He wears a skullcap to which fake behold-
reuniting Xanathar with his beloved pet.
er eyestalks have been stitched.
An Unlikely Ally. With Sylgar returned, Xanathar’s Nar’l Xibrindas. The second statue is Nar’l Xibrin-
paranoia subsides, allowing it to function, yet again, das (drow mage). Nar’l was an advisor to Xanathar
as an eye tyrant. It cautiously thanks the characters but also, unbeknownst to Xanathar, secretly worked
and then spends the next three hours interrogating as a double agent for Bregan D’aerthe.
them, in excruciating detail, about their journey.
Xanathar vows revenge upon Vecna. It also vows to Sloopidoop. The third statue is Sloopidoop (kuo-
reclaim Waterdeep, asking the characters if they will toa archpriest). Sloopidoop was a member of the
agree to serve as its highest-ranking henchmen. If Society of Brilliance, a sect of highly intelligent mon-
the characters agree, then Xanathar gives them half sters that have banded together to solve all of the Un-
of its treasure pile and a tentacle rod. Xanathar also derdark’s problems. Sloopidoop has an alignment of
encourages the characters to take the wand and gem- neutral, an Intelligence of 18, and is fluent in Abyssal,
stone from area H8 as payment for their services. If Common, Deep Speech, Draconic, Dwarvish, Elvish,
Maximus is with the party, then the knight attempts and Undercommon.
to refuse such payment on their behalf, treating H19. Escape Room
Xanathar with thinly veiled hostility. The air is extremely stale in this rocky, barren cham-
Loot. The pile of treasure consists of 1,000 gp, ber. This artificial cave exists as a way for allowing
100 pp, and a hundred gemstones worth 100 gp Xanathar to either flee its lair or flank those in the
each. Each of the five treasure chests is locked. midst of infiltrating it. A winding 10-foot diameter
They can be broken open by a character who makes shaft ends abruptly in a 5-foot thick wall. Beyond this
a successful DC 25 Strength (Athletics) check; wall lies area H17. Similarly, a short tunnel to the
alternatively, their locks can be picked by making southeast ends in another 5-foot thick wall. Beyond
a successful DC 25 Dexterity check made using this wall lies area H9.

Chapter 7 Thornhold 69
Chapter 8
Xanathar’s Guide to Saving the World
After allying with the characters, Xanathar re-establishes
its spy network in hopes of determining how to destroy the
The Plan
shroudstones. While doing so, it also determines the loca- After three days of exhaustive research the beholder’s
tion of the third and final gemstone. The third gemstone is
held with the Maelstrom, the abandoned undersea fortress peerless intellect finally unravels the puzzle. Xana-
of the fallen storm giants. Also within the Maelstrom is an thar addresses the characters:
ancient relic known as the Wyrmskull Throne that can be
used to destroy the gems. To activate the throne, the char-
acters must reunite with Zephyrus and travel to the Elemen- “Henchmen, come close. This Vecna thing’s gimmick
tal Plane of Water to obtain a Ruling Scepter. To then trans- is that everyone has a secret that can bring about their
port themselves to the Maelstrom, the characters must visit downfall, but that’s nothing new. Here in Faerûn, we
Grudd Haug, the capital of the mountain giants, and steal a
magical conch shell. call it blackmail, and I’ve been doing it my whole life.
So, now it’s time to use his secrets against him. As
you might have figured out, all this dead god mumbo
jumbo is just a crock of aurochs manure. The gods
are just fine and likely mad as a battlerager. Vecna has
these three magic doohickeys that prevent the gods
from interfering. If we can destroy these relics, then we
can bring back the gods.
hould the characters agree to ally “The last doohickey is in an abandoned undersea
themselves with Xanathar, it wastes no fortress called the Maelstrom, guarded by something
time getting to work. It retrieves a jar called the Krakolich. Even better, there is a special
of depetrification salve and depetrifies throne in this fortress that should be able to destroy
the doohickeys. But we’re going to need some intel
Ott and Nar’l. Xanathar orders Ott to immediately before we go in. The Maelstrom used to be run by a
clean the fish tank and begin tending to Sylgar. Xana- storm giant cartel. We should start by trying to find
thar then orders Nar’l to begin the task of rebuilding a storm giant and figuring out what to do next... Err,
their intelligence network. Finally, Xanathar spends rather, I mean you should start by trying to find a
the next three days poring over old documents and storm giant and figuring out what to do next. Now hop
to it, henchpeople!”
spy reports. It ignores the characters other than to
occasionally ask them to fetch a book, demanding A Growing Empire
their patience while it “figures out what that wily skel-
For the remainder of the adventure, the characters
eton is up to.” If the characters have not discovered
will likely repeatedly return to the lair. As they do so,
the glyph inscribed into Xanathar’s dream nullifier,
they witness Xanathar’s new empire slowly reform.
then Xanathar notices the glyph the next time it goes
Incremental improvements in Xanathar’s lair include:
to bed, carefully erasing the rune with its disintegra-
tion ray. J A deep gnome in clownish garb, who Xanathar
refers to as Flutterfoot the Second, dances and
Other Allies cartwheels throughout the lair.
If Maximus is with the party, then the knight grows
increasingly anxious. His moral code chafes at
J Xanathar converts area H16 into a makeshift
kitchen. A sprite gourmand that Xanathar calls
working with a creature such as Xanathar. His sense
Poppenfield runs the kitchen with his quaggoth
of duty prompts Maximus to leave to return to the
sous-chef. They are eternally complaining about
southern Sword Coast and reunite with his fellow
the lack of proper spices, especially fey-pepper.
Hellriders. Maximus is not much for sentiment and is
just as likely to mysteriously vanish in the middle of J Xanathar has an increasing number of body-
the night as he is to give a formal farewell, leaving the guards every time the characters return to its lair.
shroudstones of the Ancients behind and trusting in First there is a tribe of thirty troglodytes. Next,
the characters to see to their destruction. there is a pair of sullen driders. Finally, Xanathar
The players likely encountered Zephyrus while adopts a pet behir that it has named Lludd.
passing through Triboar (see chapter 6). If they did J Xanathar converts area H9 into an arena referred
not, then Xanathar encourages the players to wait a to as “Pit Two.” Anyone who wins a match in the
tenday until Nar’l gets back. When Nar’l returns, he arena receives a stuffed Xanathar doll with a
informs the characters that a storm giant is rumored pocket in its mouth that holds a 100 gp gemstone,
to be living in Triboar. Either way, visiting Triboar and an onyx trophy carved to look like a smiling
becomes the next natural step for the characters. beholder being caressed by hands (worth 25 gp).
70 Chapter 8 Xanathar’s Guide to Saving the World
J A traveling merchant named Igor sets up shop in
area H6B. Though he looks human, his fingers
have three joints and he is, in truth, a mercane.
He sells anything from the Adventuring Gear ta-
ble in the Player’s Handbook as well as anything
from the Magic Item Tables A, B, and C in the
Dungeon Master’s Guide. He keeps all his valu-
ables in a pocket dimension and can’t be coerced Igor in his true form with
or forced into handing them over, even if it costs his imp familiar Yix
him his life. See the table below for an overview
of Igor’s prices.
Item Rarity Consumable Cost Item Cost
Common 50 gp 100 gp Breaking Good
Some characters might be uncomfortable working for a
Uncommon 250 gp 500 gp creature such as Xanathar. Doing so is not essential for
Rare 2,500 gp 5,000 gp the story to continue; however, you will need to find a new
NPC to serve in Xanathar’s stead. One of the Harpells from
Very rare 25,000 gp 50,000 gp
Longsaddle could easily serve as such an advisor.
Legendary 100,000 gp 200,000+ gp
His familiar, a wide-eyed, mute imp named being constructs. It demands that the characters
Yix usually sits on his shoulders, but will glad- provide a “convincing display of emotion” to prove
ly crawl onto a character if they begin petting that they are not automatons. This paranoia can
it. Igor also has two guards; Kraampesh and be assuaged with a successful DC 15 Charisma
Gratrix, who are both under a geas spell and (Persuasion) check. If the characters fail their
forced to protect Igor, while never revealing their check, then Xanathar insists on using its enerva-
predicament. Kraampesh (LN male dragonborn tion ray on one of them so that it can verify that
blackguard, see appendix B), who has accepted they “wither properly.”
his fate, has a staunch demeanor, is clad in black
plate, and has red scales. Gratrix (LN female J Upon their return, the characters discover that
halfling assassin), who despises the situation she they are locked out of Xanathar’s lair. Xanathar
is in, is also dressed in black; she doesn't respond demands that they give “the password” before
well to queries. it will allow them in. The correct answer to this
demand is that there is no password. In the event
Xanathar’s Paranoia that the characters answer incorrectly, Xanathar
Although its paranoia has been substantially quelled, makes them wait for 24 hours before letting them
Xanathar is still a beholder, and as such, is still into the lair just to test that “it’s really them.”
extremely paranoid by most standards. Interactions J If the characters ask Xanathar an esoteric ques-
with it may, at times, feel comical but they should also tion, then it depetrifies a terrified Sloopidoop.
be tinged with an air of menace. Xanathar is a power- Xanather demands that the kuo-toa answer the
ful creature who can disintegrate, enslave, paralyze, characters’ question, then immediately after-
or petrify a character in the literal blink of an eye. wards repetrifies Sloopidoop. A character who
Examples of challenging interactions might include: makes a successful DC 15 Charisma (Persua-
J When the characters return to the beholder’s lair, sion) check can convince Xanathar to permanent-
Xanathar accuses them of being doppelganger ly unpetrify the kuo-toa. If given the opportunity,
servants of Vecna. Xanathar asks the characters Sloopidoop prefers to return to the Underdark.
questions about the first time they met Xanathar. However, he can be convinced to accompany the
After this interrogation, Xanathar proclaims characters if they make a successful DC 18 Cha-
that the characters answered its questions “too risma (Persuasion) check.
perfectly.” This paranoia can be defused with a J Over the course of their interactions, Xanathar re-
successful DC 15 Charisma (Persuasion) check. peatedly makes statements such as, “According to
If the characters fail their check, then Xanathar one of my sources…” It is later revealed that this
prepares to disintegrate them before Ott quickly source is a kidnapped merchant that Xanathar
intercedes on their behalf. is holding hostage at an undisclosed location. A
J At some point in their interactions Xanathar squints successful DC 15 Charisma (Persuasion) check
at the characters suspiciously, accusing them of persuades Xanathar to release the merchant.

Chapter 8 Xanathar’s Guide to Saving the World 71


Triboar Revisited comes. A successful DC 15 Intelligence (Arcana)
check confirms Zephyrus’s information regarding
Area D Stronmaus’s Locker, although it also reveals that
At this point, the characters are experienced over- the locker should not be accessible to just any storm
land travelers and can likely avoid or intimidate any giant, but only storm giant nobility. If confronted with
threats. As such, their journey to Triboar should be this information, Zephyrus seems briefly taken aback
uneventful. before mumbling that he is a distant third cousin to
the former king.
Depending upon their actions, as well as how long

Temple of Elemental Unity


it has been since they passed through Triboar, the
characters may find that the town has been ran-
sacked. Either way, Zephyrus remains in the farm-
lands, helping the townsfolk of Triboar to the best of Revisited
his abilities. Even if the characters’ actions led to the Area E
ransacking of the town, Zephyrus is receptive to their
When the characters visit the Temple of Elemental
approach, understanding that although their deeds
Unity they find it occupied by a cult leader (mage)
were short-sighted they were likely well-intentioned.
and two cult fanatics who are conducting a ser-
Zephyrus is surprised if the characters mention the vice for twenty commoners from nearby Triboar.
Maelstrom. He is initially resistant to any plans to in- Although the cult leader is unlikely to connect the
vade the abandoned fortress but gradually warms to characters to any previous actions they may have
the idea as discussions develop. Zephyrus can supply committed within the Temple, she is initially reluc-
the characters with all of the storm giant information tant to help them. If, however, they are explicit that
provided in the Ordning section of appendix A. He their actions are intended to stymie Vecna, then she
mournfully reiterates the fact that no one knows the becomes more receptive. The Cult of the Elder Ele-
whereabouts of Princess Serissa although, with the mental Eye currently views Vecna as an enemy and
death of her father, she is now the rightful ruler of the is eager to see his downfall. If the characters make
storm giants. Zephyrus agrees that the Wyrmskull a successful DC 15 Charisma (Persuasion) check
Throne might be powerful enough to destroy the or promise to donate half of any treasure recovered
shroudstones of the Ancients, but informs the char- from the Locker to the temple, the cult leader agrees
acters that the throne can only be used by someone to help. Additionally, the cult leader is willing to cast
wielding the Ruling Scepter. water breathing upon the characters for 50 gp. If the
Zephyrus shares a rumor that Serissa secreted the characters are more secretive about their motives,
Ruling Scepter in an extradimensional vault called then they will need to find other ways to convince her
Stronmaus’s Locker. He claims that this locker can to help.
be accessed by any living creature that is accompa- The cult leader waits until her congregants depart
nied by a storm giant, but because of its location in before performing the necessary ritual. She calls
the Elemental Plane of Water, getting there is going upon the blessing of Ol-hydra and the waters of the
to be difficult. Zephyrus also informs the charac- well churn in response. She then reaches into the
ters that, at one time, each of the giant lords had an well and sculpts the water into a conical shape before
enchanted conch of teleportation (appendix D) that, freezing it into an icicle. She hands this enchanted
when blown, would transport them to the Maelstrom. icicle to the nearest character and tells them that if
Zephyrus indicates, however, that he does not know they break the icicle, all creatures who went through
if any giant lords still possess their conchs. Zephyrus the portal (even dead ones) will be returned to the
has no knowledge regarding the Krakolich. Temple of Elemental Unity. It takes an action to break
Any character who makes a successful DC 15 the icicle. If the characters now dive into the portal,
Wisdom (Insight) check notices a look of sorrow pass they are transported to Stronmaus’s Locker.
over Zephyrus’s face when he first mentions Serissa.
For insight on this, refer to his entry in chapter 6. Stronmaus’s Locker
If the characters previously visited the Temple of
Elemental Unity (see area E in chapter 6), then they Stronmaus’s Locker is an isolated chamber carved
might consider returning there to access Stronmaus’s within the interior of an immense iceberg. The
Locker. If not, then Zephyrus suggests it as a possible chamber is a hundred-foot cube and is filled with
option. Zephyrus insists on accompanying the charac- frigid water. It has no entrances or exits and can only
ters to the Temple of Elemental Unity and also asks be accessed through magic. Silhouettes of strange
to come with them to the Maelstrom, when the time creatures, some of behemothic proportions, can be

72 Chapter 8 Xanathar’s Guide to Saving the World


seen frozen deep within the iceberg. A massive 20- clear grapefruit-sized crystal ball, and the Ruling
foot clam rests upon the floor of the chamber. Three Scepter (see the Wyrmskull Throne entry in appendix
hungry ice wyrms (appendix B) swim throughout the D). Zephyrus strongly discourages the characters
Locker. from taking anything other than the scepter, insisting
The characters appear in the center of the chamber. that the treasure belongs to the storm giants. If the
The ice wyrms attack immediately, instinctively using characters ignore Zephyrus’s wishes, he continues to
their Icy Blast ability to split up the characters. They cooperate with them, but his good opinion of them is
fight to the death. greatly diminished.
As an action, a character can pry open the massive
clam with a successful DC 21 Strength (Athletics) Underwater Combat
check. Using a crowbar, a sword, or similar tool When making a melee weapon attack, a creature that
grants advantage on the check. Opening the clam doesn’t have a swimming speed (either natural or granted
triggers a glyph of warding spell that targets whoever by magic) has disadvantage on the attack roll unless the
weapon is a dagger, javelin, shortsword, spear, or trident.
opened the clam with a dispel magic spell. The clam A ranged weapon automatically misses a target beyond
also contains a water weird, which attacks whoever the weapon’s normal range. Even against a target within
opens the clam, fighting to the death. Finally, the normal range, the attack roll has disadvantage unless the
interior of the clam contains 1,000 small pearls weapon is a crossbow, a net, or a weapon that is thrown
(worth 5 gp each), three grapefruit-sized pink pearls like a javelin (including a spear, trident, or dart).
(500 gp each), one grapefruit-sized black pearl (5,000 Creatures and objects that are fully immersed in water have
resistance to fire damage.
gp), one grapefruit-sized violet pearl of power, one

Ice Wyrms are relentless


deep sea predators

Chapter 8 Xanathar’s Guide to Saving the World 73


In Search of the Conch Grudd Haug
Area I
With the Ruling Scepter secure, all that remains is to
Grudd Haug means “river mound” in Giant and aptly
gain access to a conch of teleportation. If the charac-
describes the mountain giants’ old steading. Howev-
ters do not think of it themselves, Zephyrus suggests
er, in recent years the giants were forced from their
that they return to Xanathar and ask him to use his
home by the Cult of the Elder Elemental Eye and
spies to find the location of one of the conch shells.
resettled in the Sword Mountains. For intellectual
Zephyrus prefers to wait in Triboar while they do so,
convenience, the mountain giants continue to refer to
although he beseeches the characters to retrieve him
their settlement as Grudd Haug, despite the geologi-
before activating the conch shell.
cal incongruence.
If asked, Xanathar offers to “contact its sources” to
determine the most easily accessible conch. Three The Village of Grudd Haug
tendays later, Xanathar’s spies learn that a conch of The newly settled Grudd Haug is a large, sprawling
teleportation is still possessed by the mountain giant village built within a valley of the Sword Mountains.
shaman of Grudd Haug, Grolan, who keeps a it on Everything about the village is giant-sized. The mas-
display in his mud and wattle palace. sive houses are built from timber, wattle, and dried
Xanathar gifts the characters a small token in the mud. Although relatively crude, their architecture,
shape of a stuffed Xanathar. A character can use an which is well beyond the capabilities of the dim-wit-
action to hold the token aloft while shouting, “Xana- ted mountain giants, is the product of hobgoblin
thar save me!” to teleport to area H7 of Xanathar’s engineers. Multiple pens hold aurochs, horses, pigs,
Lair along with up to eight willing creatures that they rothé, and sheep. Near the back of the valley a mas-
can see within 60 feet. Xanathar tells the characters sive cave has been carved into the side of a mountain.
to use the token to escape the Maelstrom once their Within this cave lairs the titanic Chief Guh (appendix
work is completed and warns them that they should B). Near the entrance of the cave is the palace of Gro-
not use it frivolously, as it can only be used once. lan, her loyal shaman.
Inhabitants
Strategies A total of sixty mountain giants live throughout
After gifting them the token, Xanathar asks the Grudd Haug, although usually only fifty are with-
characters to discuss their strategy for securing the in the village at any given time. The village is also
conch. A few strategies that the characters might use populated by up to thirty bugbears, eighty goblins,
while attempting to retrieve the conch include the twenty hobgoblins, and twenty-five ogres, although
following: many times this number live in nearby lairs scat-
Brute Force. Xanathar strongly advises against a tered throughout the Sword Mountains. Grudd Haug
frontal assault, indicating that they would stand little serves as the unofficial capital for these goblinoid
chance against a small army of mountain giants. tribes, and consequently the village’s marketplace is
always bustling.
Diplomacy. Grolan is fiercely loyal to Chief Guh
and refuses to part with the conch except by her Risk of Detection
say-so. Guh cares little for the conch shell but sees It has been years since Grudd Haug has experienced
no reason not to eat any characters who attempt to any sort of credible physical threat. As such, no for-
barter for it. She will consider parting with her conch mal guards are present and the citizens are generally
in exchange for exotic foods. If the characters sug- preoccupied. Nonetheless, any non-goblinoid char-
gest this, then Xanathar grudgingly offers up his rare acter who does not take pains to conceal themselves
spice collection to “sweeten the offer.” stands out glaringly. The mountain giants attempt to
kill any obvious intruders, gleefully picking through
Subterfuge. The characters might consider sneak- their corpses afterwards. The giants and their gobli-
ing into Grudd Haug and stealing the conch shell. noid allies are loud combatants, attracting reinforce-
Xanathar favors this ploy, going so far as to offer a ments every round.
scroll of glamour (appendix D) to help with the sub-
terfuge. Xanathar suggests that the characters adopt Offering food to the giants stays their hand, allow-
the appearance of mountain giants. If the party has ing for a brief interaction. At this point, if the charac-
more than four characters (or NPCs) then Xanathar ters make a successful DC 15 Charisma (Persuasion)
gleefully suggests that the excess characters adopt or DC 10 Charisma (Intimidation) check, then they
the appearance of sheep, although any variety of live- can convince the giants to take them to see Chief
stock or goblinoid would prove equally effective. Guh. For more details on such a meeting see the
diplomacy option above.

74 Chapter 8 Xanathar’s Guide to Saving the World


Being Disguised ered forbidden in goblinoid culture. Because of
If the characters attempt any type of reasonable dis- this, any character who is not deferential to the
guise, they are likely to be successful. The mountain nilbog arouses suspicion.
giants are inattentive and unimaginative. That some-
one might sneak into their village is an idea beyond
I1. Beast Pens
their ken. The characters may give themselves away These pens hold aurochs, horses, pigs, rothé, and
through their language or actions, although even in sheep. The horses come from Triboar and bear the
these cases, the giants accuse them of “acting funny” brand of the Happy Horse Ranch. The rothé were
rather than suspecting duplicity. If the giants think recently imported from the mountains near Mirabar.
that any of the characters are acting funny, then Pigs proliferate in abundance. At the DM’s discretion,
they forcibly drag them to area I4. Other goblinoids, some of the pigs might be other creatures under the
particularly the hobgoblins, are more likely to notice effect of Grolan’s polymorph spell (see area I4).
subtler signs such as human-sized footprints in the The aurochs are revered by the mountain giants for
mud by seemingly giant-sized characters. If this hap- their size and strength. Because of this, they are kept
pens, roll a d100. On a roll of 01–50, the goblinoids in their own pen, separated from the “pigs and sheep
will attack the characters; on a roll of 51–00, they will of the world.” However, this reverence only goes so
try to blackmail them. far. The aurochs are still consumed by the mountain
While disguised, the characters might come across giants, but only during ceremonial occasions.
the following encounters: I2. Giant’s Lair
J The characters stumble across three mountain The various mud and wattle structures scattered
giants in the middle of a rock-throwing contest. throughout the valley primarily serve as homes for
If the characters are pretending to be giants, the village’s residents. The buildings, as well as ev-
then they are invited to join the competition. erything within them, are giant-sized. Their interior
A character requires a Strength score of 20 walls are stained with food and the floors are covered
or higher to attempt throwing one of these in gnawed bones and spilled food in various stages of
boulder-sized rocks. If such a character attempts decomposition. Every building has at least one table,
to throw a rock, then have them make a Strength although the giants typically do not use chairs when
(Athletics) check. If their result is a 10 or less, sitting at these tables.
then the character proves unable to throw
Tentacles and Teeth. There is a 50 percent chance
the rock, arousing suspicion. Alternatively, a
that a pet otyugh resides in any given building, living
character can avoid getting involved in the con-
off discarded scraps.
test if they make a successful DC 15 Charisma
(Persuasion) check. Loot. There is also a 20 percent chance that a
building contains 1d4 magic items. Roll on Magic
J The characters come across two mountain giants Item Table B in chapter 7 of the Dungeon Master’s
and three ogres having a mid-meal feast. The Guide to determine such items. A list of mundane
creatures insist that the characters join them. The items that might also be found within these lairs can
feast consists of partially cooked auroch meat be located within the introduction of Storm King’s
and pig innards mixed with rothé dung. Eating a Thunder.
quantity of food that would satisfy a giant requires
a successful DC 15 Constitution saving throw. If a I3. Bartertown
character fails the saving throw, then they regur- This section of Grudd Haug is dedicated to the
gitate the food, arousing suspicion. Regardless of bartering of goods. Stalls, booths, and wagons car-
whether the character makes their saving throw, ry a bewildering display of goods, most of which is
they are inflicted with the poisoned condition for edible in nature (at least to a mountain giant). The
one hour. Alternatively, a character can excuse merchants who run Bartertown tend to be goblins or
themselves from the feast with a successful DC hobgoblins. Unless the characters are in some sort
15 Charisma (Persuasion) check. of disguise, they will not be able to conduct any sort
J A nilbog (see appendix B) that has been recent- of trade. The merchants of Bartertown are shrewd,
ly plaguing Grudd Haug, attaches itself to the observant, and immoral. If the characters are not
characters, tormenting them for an hour before careful, they might get discovered, potentially leading
growing bored and wandering off. Any charac- to blackmail or confrontation. Any characters posing
ter who makes a successful DC 15 Intelligence as mountain giants who do not show an inordinate
(Arcana) check knows that treating a nilbog with amount of interest in food attract immediate suspi-
anything less than complete courtesy is consid- cion.

Chapter 8 Xanathar’s Guide to Saving the World 75


Some possible encounters in Bartertown might I4. Shaman’s Place
include:
This mud and wattle structure is three times the size
J A goblin selling warm turnip pies. of the village’s other structures and visible from much
J An ogre selling delicious halfling kabobs. of the village. Grolan spends most of his time making
sure that the entrance is guarded by two mountain
J A goblin spice merchant selling a variety of spices, giants whenever he leaves. The interior of the palace
including fey-pepper. is devoid of furnishings and is filled with half-de-
J A hobgoblin weapon master who sells newly voured food. Grolan prefers solitude and does his
forged, high quality weapons and armor for half best to chase away any disguised characters. If the
the cost listed in the PHB. The hobgoblin also characters are revealed as intruders, Grolan imme-
sells freshly picked, high quality tree trunk clubs diately attacks while calling for help. Due of the thick
and aerodynamically optimized boulders referred walls, it takes three rounds of calling for help before
to as “fly highs.” his pleas are heard by 1d4 passing mountain giants
who join combat. Every subsequent round there is a
J The Dread Lasher, a famed goblin hunter, special-
50 percent chance that another 1d4 mountain giants
izes in selling domesticated animals but is not
join the fray.
above dabbling in the trade of sentient slaves. The
Dread Lasher is currently selling three veloci- Grolan uses the statistics of a mountain giant with
raptors, a trained giant rat, and a gnome (named the following changes:
Kelbis Billowgrace). He also is selling a large J Grolan wears a headband of intellect which rests
crate shared by an awakened bunny, an awakened awkwardly upon his head.
hamster, and an awakened monkey. The trio was
captured a tenday ago by goblin hunters and
J Grolan can cast the true polymorph spell (save DC
15) but can only transform the target into a
have, thus far, been able to hide their sentience.
fattened pig (boar). When cast in this manner, the
Having been separated from their owners, they
spell doesn't require concentration and lasts until
have banded together to search for a mythical
dispelled. Once cast, Grolan can’t cast the spell
civilization of awakened animals rumored to exist
again until he finishes a short or long rest.
somewhere in the Sword Mountains.
The eastern wall of the palace is covered with
J An insect slaver who is about to retire and willing mounted trophies signifying Chief Guh’s “Sacred
to sell his cudgel, Bugsmasher (see appendix D). Conquests.” Such trophies include:
J A pair of mated bugbears who spend most of their J A broken wagon wheel from Guh’s first throne.
day sleeping in an elf-hide hammock. Their wares
include the non-magical severed head of a min- J A charred stone fragment from a boulder Guh
strel that allegedly sings sweet lullabies at night, used to kill a red dragon.
and the non-magical head of a commoner wear- J A +2 warhammer. This crudely forged warham-
ing a floppy wizard’s cap that can allegedly teach mer was crafted by an orcish shaman and bears
magic to anyone who proves themselves worthy. the symbol of Gruumsh. Anytime it scores a hit
J A goblin huckster who calls out to passing giants, against a dwarf, the hammer shouts, “Here’s a
“Tired of your favorite pet accidentally dying kiss for you, runt!” in Orc.
while being safely carried about in your sack of J The conch shell of teleportation. However, the
stones? This is an all-too-common problem. But hook from which the shell hangs is trapped.
no longer, thanks to our new revolutionary line Whenever the conch is disturbed, a nearby shelf
of pet rocks!” The goblin sells a stupefying col- lined with porcelain urns falls from the wall,
lection of painted pet rocks ranging in sizes from clattering loudly to the ground. This alerts Gro-
pebbles to boulders. Sample pets include a cud- lan who angrily attacks the “thieves,” regardless
dly, boulder-sized dragon, an adorable, obsidian of whether they are disguised. The trap can be
owlbear, and a pouch full of marble-sized kobolds. detected with a DC 12 Intelligence (Investigation)
check. The trap can be disarmed with a success-
ful DC 12 Dexterity check using thieves’ tools.
Awakened Beasts
The awaken spell grants sentience to beasts or plants. An Alternatively, the conch can be removed from its
awakened beast has an Intelligence score of 10 (+0) and hook without triggering the trap by a character
learns a language the caster knows. The awakened beasts who makes a successful DC 12 Dexterity (Sleight
presented in this chapter speak Common. of Hand) check.

76 Chapter 8 Xanathar’s Guide to Saving the World


Chief Guh enjoying
I5. Chief Guh’ s Divine Feasting Hall a “small” snack

Hundreds of smaller caves, connected by miles of


twisting tunnels, honeycomb the interior of this mas-
sive cavern. The cavern itself holds a long feasting
table and sturdy benches that could easily accommo-
date up to forty giants. Smaller tables, sized for gobli-
Concluding Grudd Haug
noids, are scattered along the walls of the cave. In the While attempting to attune to the shell, the charac-
back of the cavern is Chief Guh. At any given time, ters will discover that it only attunes to giants. As
at least ten goblins and five mountain giants tend such, they will need the aid of Zephyrus (or some oth-
to their chief. Because of her immense bulk Chief er giant). Once they have secured such aid, they can
Guh finds it difficult to talk, communicating through activate the conch. Before doing so, Zephyrus reiter-
brief grunts that are then faithfully interpreted by her ates the storm giant information from the Ordning
attendants. section of appendix A. He also informs the characters
about the abilities of the Wyrmskull Throne (see
If the characters present themselves to her as
appendix D).
giants or goblinoids, then Chief Guh ignores them.
If the characters are undisguised then they draw her Advance the characters to 9th level after they have
recovered the conch shell of teleportation.
attention, although she is still inclined to call upon
Grolan to turn them into pigs so that she can eat Activating the conch teleports Zephyrus and the
them. For details on negotiating with Chief Guh see characters to area J1 of the Maelstrom. For more
the negotiation section above. details regarding the Maelstrom, see chapter 9.

Chapter 8 Xanathar’s Guide to Saving the World 77


Chapter 9
Lair of the Krakolich
The characters must battle through the Maelstrom to defeat flop weakly amidst the bones of their kin. Water drips
an undead aboleth known as the Krakolich. After doing so,
they have an opportunity to turn the tables on Vecna by de- from an algae-coated ceiling. Rotting, tumorous bar-
stroying the archlich’s unholy artifacts. nacles that ooze bioluminescent pus line the walls.
A rubble-filled staircase fills the northwest corner
eep beneath the Trackless Sea of the room. The staircase is impassable by conven-
lies the Maelstrom. This once- tional means but leads to area J14. In the center of
proud fortress was home to the the room is a 40-foot-deep pool with a 30-foot-high
world’s most powerful storm passage at its bottom. This passage leads to area J3.
giant kings. The castle was
A narrow hall to the south leads to a circular
carved, centuries ago, into a
chamber with a shallow pool of stagnant water at its
reef formation that surrounds
center.
a large sinkhole. It was aban-
doned more than ten years ago after the storm giant Two chuuls are scavenging the chamber for fish
royal family was torn apart by the machinations of when the characters arrive. The chuuls attack im-
the blue dragon Iymrith. Shortly after, the castle mediately. Any character with a passive Insight of 15
was chosen by Vecna as a locale for one of the three or higher discerns that the chuuls are fixated on any
blasphemous relics that the archlich used to cut off magical possessions displayed by the characters. If
the Realms from the divine influence of the gods (see the chuuls are given an item that radiates magic, they
the shroudstones of the Ancients in appendix D). The grab the item, flee back to their chambers (area J2),
Krakolich, a magic-using aboleth gifted with undeath, and hide the item amidst their nest of debris. The
was chosen as the guardian of the relic. Although the chuuls then remain in their chamber, fiercely protect-
Krakolich is not, per se, the most powerful of Vecna’s ing their treasure.
lieutenants, it is one of the most loyal, and is uniquely The Krakolich (see appendix B) has placed a per-
adapted to the Maelstrom’s unusual environment. manent alarm spell upon the glowing glyph, alerting
The Krakolich has laired within the undersea fortress itself to the arrival of the characters. Upon hearing
ever since, patiently guarding the shroudstone for its the alarm, the Krakolich hastens to area J18. Once
master. there, it uses one of its regional effects to project its
image into the portal chamber. Assume that this hap-
The Maelstrom pens after the characters have dealt with the chuuls.
Read or paraphrase the following:
Area J
Since the storm giants have abandoned their strong- A grotesque aberration slowly materializes before you.
The aberration looks like a monstrous eel with with-
hold, the powerful enchantments that once fortified it ered flesh stretched tight along its bones. Three eye
have deteriorated. Hallways and stairwells have col- sockets, burning with pinpricks of dark malevolence,
lapsed. The rooms and passages that remain experi- are aligned vertically above the beast’s maw. A massive
ence tide-like fluctuations, alternating between being tail swishes back and forth, like a rotted metronome.
filled with air and filled with water. When the char- Three long, snakelike tentacles probe the air before it.
The monstrosity shimmers translucently, hinting that it
acters arrive, the fortress is at low tide, with the sea
might be an image or illusion.
water drained from much of the fortress. The strong-
hold slowly fills with water over the next 72 hours The beast defiles your mind with its telepathic intru-
sions, “What fools trespass upon the holy ground of
until it reaches high tide, at which point all chambers the Krakolich? Are you supplicants seeking a greater
and tunnels become completely submerged. After the power? Or heretics in search of oblivion?”
passage of another three days the Maelstrom returns
to low tide, continuing the endless cycle.
A character who makes a successful DC 15 Intelli-
J1. Portal Chamber gence (Arcana) check discerns that the Krakolich is
Anyone who teleports into the Maelstrom appears an aboleth. Summarize for the characters the infor-
upon a glowing glyph carved into the floor of this mation provided in the aboleth section of the Monster
giant-sized room. Despite the low tide, there is still Manual. If the check succeeds by 5 or more, then
evidence of the room’s recent submersion. Dying fish reveal that the withered skin and glowing eyes are
more typical of a lich than of an aboleth.

78 Chapter 9 Lair of the Krakolich


The Krakolich waits for the characters to respond to project its image, taunting the characters. The
telepathically. If they do so, then the Krakolich uses Krakolich will also attempt to subtly use its Enslave
its Invasive Telepathy trait to learn more about the trait. Before progressing further, have each player
characters. If Zephyrus is traveling with the charac- roll a d20 three times and record the results. Consult
ters then, at some point, he yells defiantly, “You do each of the player’s character sheets and record their
not rule here, abomination! The Maelstrom belongs bonus to Wisdom saving throws. Secretly use these
to Queen Serissa, rightful heir to King Hekaton, and rolls as their saving throws whenever the Krakol-
ruler of the storm giants!” At this point, the Krakolich ich attempts to enslave a character, or whenever an
probes the mind of Zephyrus, learning the rain giant’s enslaved character takes damage. The Krakolich will
true identity. After Zephyrus’s outburst the Krakolich only make two attempts to enslave the characters,
chuckles darkly. Its image fades as it speaks telepath- reserving its third attempt for the final confrontation.
ically, “You are not fit for anything more than chum
for my servitors.”
J2. Chuul Nests
These rooms are filled with broken crates, bed
At these final words, the remaining three chuuls
frames, and dressers arranged into a large, mu-
from area J2 rush to area J1. The first chuul arrives
cus-stained nest. The air reeks of dead fish. Strange
one minute after the Krakolich’s disappearance. The
perversions of sea life, such as undead starfish and
second chuul arrives one round after the first. Finally,
sea slugs that glow with dark, necrotic energy, cling
the third chuul arrives one round after the second.
to the walls of the rooms. A chuul makes its lair in
Playing the Krakolich. Over the years the Krako- the nest of each room, attacking any characters that
lich has used its arcane mastery to permanently at- disturb it. If the characters search a nest, then there
tune itself to the meditation cave (area J18), although is a 50 percent chance that they find a magic item.
it must still be within the cave to use its powers. The Roll on Magic Item Table G in chapter 7 of the Dun-
Krakolich uses the clairvoyance property of the cave geon Master’s Guide for the first item they find and
to monitor the party’s travels. As the party progress- on Table F for any subsequent items.
es through the Maelstrom, the Krakolich continues

Chapter 9 Lair of the Krakolich 79


At these final words, the image of the Krakolich
Zombie Whales fades. The zombies tear themselves free from their
A zombie whale has the statistics of a killer whale with the kelp tethers and attack the characters.
following changes:
•The zombie whale is undead. J5. Empty Chamber
•The zombie whale has immunity to poison damage and Slime drips from the ceiling, pooling about the floor.
the poisoned condition. Two-headed eels flop amidst the slime. Otherwise
• The zombie whale has the Undead Fortitude trait. If
the chamber is empty. A collapsed staircase fills
damage reduces the whale to 0 hit points, it must make
a Constitution saving throw with a DC of 5 + the damage the northwest corner of the room. The staircase is
taken, unless the damage is radiant or from a critical hit. impassable by conventional means but leads to area
On a success, the whale drops to 1 hit point instead. J13.
As the characters emerge from the water pool the
J3. Sink Holes Krakolich projects another image of itself, speaking
This is a massive 100-foot-deep, 140-foot-wide sink- to the characters telepathically. Assuming that it was
hole in the ocean floor. Swimming through it subjects able to read the thoughts of one of the characters (or
the characters to incredible water pressure. This perhaps Zephyrus), the Krakolich presumably knows
crushing pressure inflicts 7 (2d6) bludgeoning dam- about Xanathar’s involvement in their crusade. It uses
age every minute to any character who is not adapted the following words to try and stir doubt amongst the
or built to withstand such an environment. Rain gi- characters before fading away again:
ants and aquatic creatures are immune to this effect. You are fools to trust Xanathar. It
There is a 50-foot-diameter drain in the middle has betrayed you, but that should
of the sinkhole. At one time this drain generated a come as no surprise. Its paranoia
permanent whirlpool above the Maelstrom. However, will not abide the continued surviv-
its magic has faded with the departure of the storm al of those who know its secrets.
giants. The shaft beneath the drain is polluted with The token that it gave you to return
vile mucus but otherwise uninteresting. to its lair is fraudulent, and will
A zombie whale (see the Zombie Whales sidebar) not work once invoked, leaving you
swims listlessly through the sinkhole. The whale stranded within the pews of my rot-
ignores the characters, attacking only in self-defense. ting church. Swear fealty to me now,
supplicants, before my mercy turns
J4. Undersea Larder to wrath.
Rotted, slimy strands of kelp grow from the floor of The token from Xanathar is not fraudulent. This
this undersea cave. Hundreds of corpses are tied to can be discerned by an identify spell or similar magic.
the kelp so that they do not float away. These bloated, If invoked, the token returns the characters to the lair
gelatinous corpses are in various stages of decay. of an angry beholder. Once used, the original token
The corpses are primarily merfolk and sea elves, is consumed, and it takes 2d4 days for Xanathar to
although some humans and an elf can also be found. begrudgingly craft another one. Keep track of the
Mixed amongst the corpses are four zombies. The passage of time to determine the tide once the char-
water is foul and for every minute a creature spends acters return. Upon their return the characters find
in the cave, it must make a DC 15 Constitution saving five new chuuls awaiting them in area J2.
throw. If a character fails their saving throw, then they
are inflicted with the poisoned condition for one hour. J6. Skum Garden
The Krakolich projects its image once the characters This large cave is filled with beautiful growths of cor-
discover its larder, speaking to them telepathically: al. The coral formations are exquisite and the colors
are vibrant and unearthly, like something straight
Just as your dry realms are in ruin from the Feywild. The garden’s natural beauty takes
and despair, so too have the kingdoms the breath away. A skum (see appendix B) is here
of the sea fallen into hopelessness tending to the coral formations. If it notices the char-
and subjugation. If you came here acters, then it attacks them.
looking for hope, there is none to be
found. The merfolk, the sea elves, The coral is extremely sharp to the touch. Any crea-
the locathah, the sahuagin, all have ture who is pushed or knocked into the coral takes 9
fallen to their aboleth overlords. (2d8) slashing damage. The color and vibrancy of the
Even in death, there is no rest from coral is an illusion. If a piece of coral is removed from
their eternal subjugation. a larger formation then the color bleeds out of it until
it is bleached white, like a broken bone.
80 Chapter 9 Lair of the Krakolich
J7. Whales’ Graveyard
This featureless room is similar to areas J1 and J5. Rain Giant Mummies
Its pool of water once connected to the Maelstrom’s A rain giant mummy has the statistics of a rain giant with
the following changes:
sinkhole, but the connecting tunnel has long since • A rain giant mummy is undead.
collapsed. Trapped within the pool of water are two • It is lawful evil.
zombie whales (see the Zombie Whales sidebar). An • It is vulnerable to fire damage.
intact spiral staircase leads up to area J10. • It has resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
If any character steps within 5 feet of the pool, a • It is immune to necrotic and poison damage.
zombie whale leaps from the water, bellyflopping • It is immune to the charmed, exhausted, frightened,
onto the character. The area of effect for the belly paralyzed, and poisoned conditions.
flop is a 15-foot square. Any character within the area • It can take the Rotting Fist and Dreadful Glare actions.
of effect must make a successful DC 15 Dexterity Rotting Fist. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 10
saving throw or take 27 (5d12) bludgeoning damage. (3d6) necrotic damage. If the target is a creature, it must
The zombie whale remains out of the water, gnashing succeed on a DC 18 Constitution saving throw or be cursed
its teeth at any character it can reach. If a character with mummy rot. The cursed target can’t regain hit points,
steps within 5 feet of the pool a second time, then and its hit point maximum decreases by 10 (3d6) for every
24 hours that elapse. If the curse reduces the target’s hit
the second whale performs a similar bellyflop. If not point maximum to 0, the target dies, and its body turns
destroyed, the zombie whales eventually manage to to dust. The curse lasts until removed by the remove curse
slither their way back into their pool, leaving a trail of spell or other magic.
scraped, rotting flesh in their wake. Dreadful Glare. The rain giant mummy targets one crea-
ture it can see within 60 feet of it. If the target can see the
J8. Chamber of Haunted Memories rain giant mummy, it must succeed on a DC 17 Wisdom
saving throw against this magic or become frightened until
A sparring dummy is the sole occupant of this large the end of the mummy’s next turn. If the target fails the
chamber. Chests in the back of the room hold gi- saving throw by 5 or more, it is also paralyzed for the same
ant-sized safety pads and sparring sticks. If Zephyrus duration. A target that succeeds on the saving throw is
immune to the Dreadful Glare of all mummies for the next
is with the characters, then any character with a 24 hours.
passive Insight of 13 or higher notices a sad, haunted
look upon his face. This look persists throughout his
time in the Maelstrom. If asked to share his feelings
he replies, “I can imagine the Princess training in
this room. Probably with Uthor, who was the captain
of the guard but, more importantly, her uncle. How
fierce she must have been! A fledgling storm! What a
great ruler she would have been...”
Zephyrus’s words trail off as he pulls inwards. He
brushes off any inquiries, insisting that their time
is better spent finding and killing the Krakolich.
J9. Mummies’ Tomb
This chamber is entirely submerged in foul, vis-
cous water. Strands of kelp grow from the floor and
ceiling. Hidden within the decaying fronds are two
rain giant mummies (see the Rain Giant Mummy
sidebar), wrapped in strips of algae. The mummies
are sensitive to the water currents, so that any
creature that swims through the chamber must
succeed on a DC 19 Dexterity (Stealth) check
to avoid waking the mummies.
If Zephyrus is with the party, he is
enraged to see the giants in their current condition,
refusing to leave until the giants are “put to rest.”
Scattered in the back of the tomb are 2d4 − 2 mag-
ic items and 2d4 × 100 pp. Roll on Magic Item Table A Rain Giant Mummy
B in chapter 7 of the Dungeon Master’s Guide for any Taking a leisurely stroll
magic items.

Chapter 9 Lair of the Krakolich 81


J10. Armory As before, Zephyrus does his best to wave off any
inquiries, promising to tell the characters everything
This chamber is in complete and total ruin. Large
once they have completed the task at hand.
chunks of the ceiling have fallen, creating patchworks
of rubble that must be walked around. Strange, J11. Temple of the Krakolich
feral-eyed vermin hide amidst the rubble, tracking This room is dominated by a pile of rubble that has
the characters with their unblinking stares. From the been arranged into the crude figure of the Krakolich.
profusion of weapons and armor scattered about the The rubble appears to be the wreckage of some other
floor, it appears that this was once an armory. How- statue that was shattered and then refashioned into
ever, the majority of the armaments have long since the aboleth’s likeness. The slime-streaked walls look
decayed into uselessness. as if they were once covered with carvings of storm
If Zephryus is with the party, he digs purposefully giants performing various acts of heroism. Scratched
through the rubble until he finds a golden, giant-sized atop these carvings are a newer set of crude carvings,
+1 scale mail (worth 10,000 gp and weighing 1,000 showing hundreds of humanoids and sea creatures
pounds). Read or paraphrase the following: worshipping an aboleth.
Ten skum kneel before the statue of the Krakolich.
“I had this forged for my brother on his two hundredth They undulate up and down, as if in fervent worship,
birthday. Such bygone, carefree days. I had hoped seemingly oblivious to the characters’ activities.
one day to bestow it upon my niece, as she took the
throne…” The rain giant’s eyes brim briefly with tears These skum are illusions, as described in the phan-
before he banishes his emotions with steely fortitude. tasmal force spell. A character can use their action
“We must put an end to this monstrosity’s desecra- to examine the skum by making a DC 15 Intelligence
tions.” Zephyrus dons the armor. “It is time for us to (Investigation) check. If the check succeeds, the char-
end this war.” acter realizes the illusionary nature of the skum and
they disappear.
82 Chapter 9 Lair of the Krakolich
When the characters enter the chamber the J12. Lair of the Mummy Queen
Krakolich projects its image, speaking to them
The coral walls of this room have eroded, covering
telepathically:
the floor in a sandy layer of fine, white dust. Lined up
along the walls of the room are twelve upright stone
sarcophagi. The sarcophagi are sized for giants and
covered in the same white dust as the floor. In the
center of the room is an open thirteenth sarcoph-
I existed before the gods. agus. Standing before it is the mummified body of
King Hekaton’s late wife, Queen Neri. Her withered
And have outlived them body is wrapped in strips of black kelp. Queen Neri
all. Am I not then, greater has the statistics of a mummy lord with the following
than a god? Am I not, then, changes:
worthy of your worship? J Queen Neri is Huge.
Submit and you shall be J Queen Neri is chaotic good.
rewarded! If the characters arrive alone, then Queen Neri,
under compulsion from the Krakolich, attacks them.
However, if they are accompanied by Zephyrus, read
or paraphrase the following:
At this point the Krakolich promises the characters
whatever they value most. If the characters are AAOs, The queen lunges toward you as her hateful demeanor
then it promises them a return to the previous life is suddenly broken by the shock of recognition. She
that was taken from them. At the end of this speech stops in her tracks and greets Zephyrus with a hollow,
the Krakolich uses its Enslave action on whichever raspy voice, “It is good to see you again, my brother.
Far have we fallen, punished for our pride. I cannot
character has the lowest Wisdom score and is least
aid you, as the foul Krakolich holds my heart within an
likely to take damage. If the character fails their sav- urn, binding my power. If you claim my heart as your
ing throw (made earlier) then secretly inform them, at own, however, and call forth to me, then I shall help
the earliest opportunity, that they have been enslaved you cleanse the filth from our once-noble halls. You
by the aboleth. They can no longer take reactions in must flee now, though. The Krakolich bids me to kill
combat, should avoid taking any damage, but should you, and I can only resist his command for so long.”
otherwise act normally until instructed otherwise. Zephyrus weeps a tear, bowing in allegiance, “I swear,
my queen, I shall atone for failing to protect Serissa.
After the Krakolich uses its Enslave action, it fades We shall bring vengeance upon this Krakolich.”
once again.
Hidden Path. Any character who makes a success- If the characters remain in the room for more than
ful DC 18 Wisdom (Perception) check notices that three rounds Queen Neri screams in pain and then
there seems to be a shaft concealed beneath the pile attacks.
of stones. It requires a successful DC 20 Strength
Loot. Inside the queen’s sarcophagus is a pur-
(Athletics) check to move the statue’s rubble. Doing
ple coral circlet set with small black pearls (worth
so reveals a shaft that leads to area J12. Zephyrus
7,500 gp), a coral-and-pearl necklace (worth 2,500
knows about the shaft but does not share this knowl-
gp), and a set of pearl bracelets that are functionally
edge with the characters. If the characters find the
equivalent to a necklace of prayer beads. Queen
shaft, then Zephyrus discourages them from entering
Neri attacks any characters who attempt to take this
it, indicating that it leads to the sacred tomb of the
treasure. Such characters are also cursed, incurring
fallen Queen Neri, and that she should be left to rest
disadvantage on all saving throws, until targeted by
in peace.
a remove curse spell or other magic. If Queen Neri is
Loot. An open clam shell in the southwest corner destroyed, then this curse ends immediately.
of the room contains 400 pp, 700 pearls worth 5 gp
The Twelve Sarcophagi. The remaining twelve
each, and a blood-red coral figurine of a kraken worth
sarcophagi hold the inanimate remains of former
1,000 gp.
storm giant kings.

Chapter 9 Lair of the Krakolich 83


J13. Coral Maze J14. Teeth of the Maelstrom
This labyrinth of breathtaking, multi-colored coral is This large room is split into two levels; a 15-foot high
entirely submerged in clear, fresh water. The coral raised ledge hugs the walls to the north and east, and
is extremely sharp to the touch, inflicting 9 (2d8) gently sloping ramps lead up to it. A massive crab
slashing damage to any creature who is pushed with colored nodules and a coating of beautiful coral
or knocked into it. Just as in area J6, the color and stands upon the ledge. This crab is a living musical
vibrancy of the coral is an illusion. If a piece of coral instrument that makes music similar to that of a pipe
is removed from a larger formation then the color organ. A female sea elf (acolyte) wearing a shim-
bleeds out of it until it is bleached white, like a bro- mering gown made from the skin of a giant jellyfish
ken bone. Three algae blights (appendix B) lurk with- stands behind the crab with a pair of whalebone mal-
in the northeastern section of the maze, attacking any lets. Behind the sea elf, a large crystal window looks
characters who pass by them. out upon the dark ocean. A broad tunnel leads south,
Sultan of the Maze. The labyrinth is the current cutting beneath the bleachers in area J15.
home of Sultan Risfuzoz, Grand Lord of the Bejew- A 70-foot wide, 20-foot deep pool is in the center of
eled Depths. Sultan Risfusoz is a marid who has the room. Standing before the pool are the Teeth of
recently been enslaved by the Krakolich. The marid the Maelstrom (appendix B). They are the enforcers
is sensitive to water currents, so that any creature of the Krakolich’s will, consisting of a drowned assas-
that swims through the maze must succeed on a sin referred to as the Forgotten, a sahuagin priestess
DC 19 Dexterity (Stealth) check to avoid his notice. called She Who Feeds, and a merrow barbarian
The marid immediately attacks any intruders that he named Whalebane. The leader of the Teeth, She Who
notices, using his Water Jet action to knock charac- Feeds, confronts the characters as they enter the
ters into the coral whenever possible. Every time that room, demanding that they surrender their weapons
the Sultan takes damage, he can repeat his DC 14 and swear fealty to the Krakolich. Any response less
Wisdom saving throw to resist the Krakolich’s com- than total subservience elicits an attack.
pulsions. On a success, his enslavement ends. Tactics. She Who Feeds instinctively attacks which-
Sultan Risfusoz is enraged about his enslavement ever character is most wounded. Whalebane uses his
but also fears being beguiled yet again. As such, if his harpoon to reel in the least armored character within
enslavement ends, he is inclined to make peace with range. The Forgotten tries to avoid melee combat, us-
the characters and flee the Maelstrom. A character ing its hand crossbows whenever possible. Through-
who makes a successful DC 20 Charisma (Persua- out the battle, the sea elf acolyte frantically strikes
sion) check and offers a gift valued at 1,000 gp or the crab with her hammers, playing a war hymn that
greater convinces the Sultan to help the characters inspires the Teeth. This music allows the acolyte
defeat the Krakolich. This check is made with ad- to grant a d8 Bardic Inspiration die (see “Bard” in
vantage if the persuasion attempt is accompanied by chapter 3 of the Player's Handbook) to each member
excessive flattery. of the Teeth on each of her turns. Although the sea elf
Loot. Hidden amidst the coral formations is a is enslaved by the Krakolich, the Teeth are voluntarily
collapsed staircase that leads to area J5. Also hid- loyal. The Teeth do everything in their power to avoid
den along the western end of the maze are three damaging a character who is secretly enslaved. The
bookcases of petrified wood. The bookcases hold Krakolich orders any enslaved characters to fight the
barnacle-encrusted rocks carved with Dethek runes Teeth to the best of their ability.
(the Dwarvish script). For the most part these stones A Final Warning. At the end of battle the
are historical in nature, however one of the rocks is Krakolich projects its image one last time, speaking
inscribed with the following wizard spells: antimagic telepathically:
field, conjure elemental, fabricate, legend lore, and It is not too late. Ask for forgiveness
stone shape. A second rock functions as a tome of and it shall be granted. You shall
clear thought. Both stones are 4 feet in diameter and become my new champions, gifted
weigh 600 pounds. If Zephyrus accompanies the par- with whatever you wish and ruling
ty, then he offers to carry the stones for any interested by my side. Continue this obstinance
characters. and you shall find naught but eter-
nal torture and regret.
The Krakolich tries to secretly enslave another
character before disappearing. It then uses the tele-
port power of the meditation cave to return to area
J15. There, the Krakolich awaits the characters.
84 Chapter 9 Lair of the Krakolich
The Krakolich waits
patiently in its lair

J15. Throne of the Krakolich


This throne room resembles a vast amphitheater.
Broken bleachers overlook a slime-coated chamber
with a pool of seawater near its center. Seated amidst Atop the Altar
the bleachers are fifty enslaved merfolk and sea Atop the altar rests a ceramic urn and an egg-sized fire
elves (see appendix B), their eyes fixed on the center opal.
of the room with glassy-eyed adoration. The pool of Urn. The ceramic urn holds the desiccated heart of Queen
seawater is hundreds of feet deep, eventually con- Neri. Although resting on the altar, the heart is still attuned
necting with the ocean. to the Krakolich. While attuned to the heart, the Krakolich
has advantage on saving throws against effects that turn
In the southwestern corner of the chamber is an undead. If another creature gains possession of the heart,
enormous throne carved from a solid chunk of obsid- then it breaks the heart’s attunement to the Krakolich. If
ian. It has four blue dragon skulls affixed to its base, a character possesses the heart and calls forth to Queen
and floats 1 foot above the floor. Characters who suc- Neri, then she arrives within 3 rounds to aid the character.
ceed on a DC 18 Intelligence (Arcana) or Intelligence Fire Opal. The fire opal is one of the shroudstones of the
Ancients. For more details see appendix D.
(History) check recognize this object as the Wyrm-
skull Throne. Zephyrus immediately recognizes the
throne and is aware of its powers. Battle! The Krakolich then attacks ruthlessly,
The Krakolich. The Krakolich squats before the ordering any enslaved characters to assist. Princess
throne, leering at the characters with its three hungry Serissa is irredeemably enslaved and can only be
eyes as they enter. Next to the Krakolich is a power- freed from her enchantment through the defeat of the
fully built female storm giant seated upon a second Krakolich. Imperator Uthor can roll a DC 14 Wisdom
throne of coral. Between the thrones is an ornate, saving throw against his enslavement each time he
coral altar. Atop the altar rests a ceramic urn and an receives damage. If he succeeds on his saving throw,
egg-sized fire opal. then he directs his attacks against the Krakolich.
However, if any character harms Serissa, then Uthor
Serissa. The female storm giant is Princess Seris-
turns his fury upon them.
sa (rain giant). If Zephyrus is with the characters,
then he gasps, “Queen Serissa! Your majesty!” when Tactics. The Krakolich likely knows which char-
he first sees her. Serissa replies, in turn, “Uthor, my acter is attuned to the Ruling Scepter and does
dear and beloved uncle, I have returned to redeem everything in its power to prevent that character from
our people. Come, my loyal protector, and rule by my reaching the Wyrmskull Throne. Otherwise, the Kra-
side.” kolich battles to the best of its abilities. Anytime that
the Krakolich takes damage, it uses its Psychic Drain
A Giant Mess. At this point, the Krakolich uses its
legendary action upon an enslaved merfolk.
final charge of its Enslave action, targeting Imperator
Uthor. Given the circumstances, Uthor automatically If the character attuned to the Ruling Scepter takes
fails his saving throw. If the players have not already a seat upon the Wyrmskull Throne, then they imme-
realized it, allow their characters to make a DC 10 diately know the throne’s powers.
Investigation (Intelligence) check to discern that Should the characters defeat the Krakolich, refer to
Zephyrus is Queen Serissa’s Uncle Uthor. the Concluding the Adventure section.

Chapter 9 Lair of the Krakolich 85


J16. Royal Treasury
Rusted anchors litter the floor of this chamber.
Concluding the Adventure
Dozens of dead giant sea anemones rot amidst the As the Krakolich is defeated, it telepathically curses:
anchors, their wretched putrefaction attracting the
attention of bloated sea slugs. Toward the back of the You will not be rid of me so easily.
room are two barrels, three crates, and two chests. I shall plague your nightmares for
years to come.
The two barrels are full of pungent vinegar and
weigh 2,500 pounds each.
Loot. The chests and crates contain 1,000 pp, a
platinum necklace adorned with shark’s teeth (worth Advance the characters to 10th level.
1,500 gp), an arrow-catching shield, a belt of giant
strength (frost), a javelin of lightning, mariner’s armor The Rain Giants. If Princess Serissa and Uthor
(half plate), and a staff of healing. both survive the encounter, then they clasp each oth-
er tightly, sobbing with joy at their delayed reunion.
J17. Council Room After this brief but emotional scene, Serissa informs
A large mussel-shell table dominates the middle of the party that she had returned to the Maelstrom
this room. Two giant-sized bookshelves are filled years ago with hopes of restoring it to its former
with nautical maps that chart the seas of Toril. A greatness. Upon her return she was ambushed and
rubble-filled staircase fills the southern end of the enslaved by the Krakolich. With the Krakolich slain,
room. The impassable stairs once led to a section of Queen Serissa and Imperator Uthor turn to the sad
the castle that is now in ruins. Otherwise, this room task of destroying the desiccated heart of Queen Neri
is unoccupied and appears to be in disuse. and putting her soul to rest. Afterwards, they begin
J18. Meditation Cave to plot out how they can rally the remaining storm
giants to begin reclaiming the aquatic kingdoms from
This is a naturally formed cave that existed even be-
the forces of evil. If the characters agree to aid with
fore the storm giants turned this large reef structure
these tasks, then this could easily form the basis of a
into their ancestral stronghold. Now, it is a desecrat-
second campaign.
ed focal point of the Krakolich’s polluted influence.
Black ichor oozes from the walls, as if the coral itself Destroying the Shroudstones. Regardless, there
is bleeding. The floor is soft and spongy, like wet, remains the task of destroying the shroudstones.
rotting flesh. The corpses of undead bioluminescent This is most easily accomplished with the help of the
sea creatures crawl blindly throughout the chamber. Wyrmskull Throne. If the characters do not have the
The area radiates overlapping auras of conjuration, Ruling Scepter but Serissa lives, then she retrieves it
divination, evocation, and necromancy magic when from Stronmaus’s Locker. If Serissa did not survive,
scrutinized with a detect magic spell. then the characters must retrieve the Scepter them-
selves or find another way to destroy the relics.
Attuning to the Cave. A creature can become
attuned to the properties of this cave by spending With the relics destroyed, their dark energy is
a short rest meditating within it. While meditating, released with a blinding flash. Any paladins, clerics,
the creature can’t engage in any strenuous activity. or other characters who draw their power from the
If the short rest is interrupted, the attunement fails. gods are infused with an exhilarating inrush of divine
Otherwise, at the end of the short rest, the creature energy. Following this are three possible endings.
becomes aware of the cave’s magical properties and
can use them as described here.
Using the Cave's Magic. Only one creature can be
attuned to the cave at a time. A creature’s attunement
to the cave ends as soon as it leaves the cave. A crea-
ture that is attuned to the cave can use an action to
cast one of the following spells, requiring no material
components: animate dead, clairvoyance, identify,
sending, or teleport. Through years of meditation, the
Krakolich can maintain attunement even if it leaves
the cave, although it must still be in the cave to use
its effects. Should the Krakolich leave the Maelstrom,
then its attunement would end.

86 Chapter 9 Lair of the Krakolich


Ending One: Aftermath Ending Three: A Doomed Road
The destruction of the shroudstones is all that is The destruction of the relics weakened the wall
necessary to restore the gods’ access to the Realms. between gods and mortals but did not breach it
In their anger, the gods act against Vecna, ultimately completely. The characters have effectively declared
striking down the archlich. Such actions may be di- war upon Vecna, their actions finally drawing the
rect or indirect. Regardless, the stain of Vecna is not notice of the Maimed Lord. To continue the battle
easily removed and even with the Whispered One’s against Vecna refer to Fall Of Vecna, the next install-
defeat, evil still holds a tight grasp upon the land. ment in the Doomed Forgotten Realms adventure path.
Now, more than ever, the Realms need their champi- During this final installment characters will:
ons. Will your players answer the call? For inspira- J Gather allies from across the realms including
tion on continuing this campaign see Doomed Forgotten the drow mercenary Jarlaxle and the mad mage
Realms: Sword Coast Gazetteer by Matthew Whitby.
Halaster.
Ending Two: When, Not Where J Hijack the Vonindod, the fire giants’ Titan of
In the hardcover adventure, Icewind Dale: Rime of Death.
the Frost Maiden, the following information is re- J Delve into the Demiplanes of Dread to gather
vealed regarding the mysterious, black obelisks that Vecnan relics.
are scattered throughout the Realms:
“...these magical obelisks [were] crafted by a
J Fight and slay a zombie tarrasque.
secret society of spellcasters called the Weavers. J Lead their army against the gathered forces
These obelisks could alter reality on a grand of Vecna. Bregan D’aerthe versus Zhentarim!
scale, sending a region or an entire world back Halaster Blackcloak versus the demilich Acere-
to an earlier time. . . An evil wizard named Vecna rak! Your players versus the incalculable power of
stole one such obelisk and used it to erase the Vecna...with the very fate of Toril hanging in the
obelisk’s creators from existence. Vecna also stole balance! Who will win?
the knowledge needed to create new ones.” Delve deeper into dystopia with Doomed Forgotten
The characters find one such obelisk stashed away Realms: Fall Of Vecna to find out!
within the royal armory of the Maelstrom (area J16).
The obelisk is 60 feet long and made of black stone.
Its surface is covered in arcane runes. With the
gods’ ability to commune with mortals restored, the
gods bestow upon the characters the ability to read
these runes, activating the obelisk. Doing so allows
the characters to travel back in time and restore the
Realms to their former glory. As a reward the gods al-
low the characters to live on in the past. If the charac-
ters were AAOs, then they are now trueborn, granted
the life that they imagined during their incubation
process.
If you wish to continue this campaign, then the
characters could spend their time thwarting Vecna’s
early schemes, dedicating their lives to making sure
that the dystopian future they lived through never
comes to pass.

Chapter 9 Lair of the Krakolich 87


Appendix A
Secrets of the Whispered One
Artificially Accelerated ory of a fully lived life. Males and females are man-

Organisms
ufactured in equal proportions. Early batches of
AAOs were crafted to look identical but more recent
batches have varied body types, skin tones, personal
As a god of death, Vecna continues to naturally draw features, intellect, and personality. AAOs always have
sustenance from the death of sentient humanoids. an identifying mark on the inside of their left wrist.
However, he is drained in equal measure whenever Despite varying in other qualities, most AAOs tend
humanoid life is naturally conceived. Such is the to be naturally compliant. Although they can be quite
cosmic balance. Vecna, never one to accept such smart, they often lack imagination and are predis-
arbitrary limitations, immediately set his mind to posed to depression. AAOs have souls, at least in the
rebalancing life and death. sense that they can be brought back from the dead
Vecna studied Ravenloft extensively while impris- with raise dead or similar magic. Whether they have
oned there. From these studies he learned an old souls in a deeper philosophical or theological sense
Vistani secret—the existence of Barovia, a domain is left to the DM’s discretion.
where many of the inhabitants were living, soulless In secret experimental laboratories deep beneath
shells. Upon successfully conquering Faerûn, Vec- Mirabar, more unusual AAOs are created. Some of
na immediately turned his immeasurable intellect these AAOs are created to be personal servants or
toward replicating this bland facsimile of life. It took bodyguards for high-ranking Vecnan clergy. Others
years, but eventually even life itself yielded its secrets are created simply for the sake of experimentation.
to Vecna. In these subterranean workshops, everything from
In the Hosttower of the Arcane, Vecnan disciples aasimars to tieflings can be manufactured. AAOs
opened rifts to Ravenloft. They perfected a conden- produced in these workshops have special identifying
sation process that transmuted the endless Mists marks, indicative of their position, that serve as badg-
of Ravenloft into liquid form. This liquid was then es of authority.
infused with primal energy siphoned from the Posi- It is recommended that the characters play through
tive Material plane. Birthing vats, reverse-engineered the adventure path as AAOs. These adventures pres-
from Netherese technology, were filled with this ent an alternate version of Faerûn, referred to as the
liquid. These birthing vats were powered by the Or- Doomed Forgotten Realms. Having the characters “newly
derer, a mechanical device from Mechanus capable of born” into this world should help maximize its explo-
altering reality. rational impact. You can either inform your players
Gnome bioengineers perfected a process where a about this unique twist immediately or let them dis-
lump of dead flesh could be placed into these vats, cover it unexpectedly once the adventure begins.
precisely stimulated with electricity, and then grown Playing AAOs should provide a fun and novel
into a fully developed sentient being. These beings role-playing experience. However, it might run con-
are known as Artificially Accelerated Organisms, trary to the expectations of some players, particularly
or AAOs. The entire process is governed by a near if they played the first installment of this adventure
infinite number of variables, each fine-tuned by the path with standard character types. DMs are encour-
bioengineers. aged to work with such players to help meet their
The eventual death of these AAOs have proven expectations. The experimental laboratories should
sufficient to nourish Vecna, although not to the same be able to create any combination of race and class
degree as the death of naturally conceived life. How- that is acceptable to the DM.
ever, since these AAOs are created without the divine The fact that their life was created from a lump of
spark of conception, their existence does not drain dead flesh allows for the characters to still have a
his power. Now that their creation has been perfect- connection to this world, perhaps as a reincarnated
ed, Vecna has set up hundreds of birthing vats in the version of whomever the flesh came from. Such char-
undercity of Mirabar. acters can still have families, homesteads, and buried
Most AAOs are human. They typically begin life secrets that can be easily embedded within the larger
between the ages of 16 and 20, with a false mem- adventure path.
88 Appendix A Secrets of the Whispered One
Dawn of a New Age doppelganger to replace the king. This doppelganger
became the mouthpiece of the elders, allowing them
Vecna has made considerable strides toward remak-
to secretly rule the Citadel from the shadows. But
ing the world in his own image. After finalizing his
Vecna knows all secrets. He arranged for his agents
conquest, he abandoned the Dale Reckoning dating
to expose this ruse, bringing about the civil unrest the
system and changed the year to 1 VR (Vecnan Reck-
elders had hoped to avoid.
oning): The Year of the Whispered One. This cam-
paign takes place in the year 5 VR. And so, Citadel Adbar, the dwarven stronghold that
for eighteen centuries had stood firm against every
The names of Bigby, Drawmij, Mordenkainen,
threat from every foe, was brought low by a secret.
Nystul, Otiluke, Otto, Rary, and Tenser are spoken of
with revilement by the Vecnan establishment. Vecna Once Adbar fell, the others soon followed. One
has claimed that they are arcane plagiarists who after another, Citadel Felbarr, Sundabar, Mithral Hall,
stole their signature spells from Vecna. Because of Gauntlgrym, and, of course, Mirabar, fell to Vecna’s
this, such spells have been renamed and practicing militaristic machinations. Many of the dwarves died.
wizards now learn Vecna’s floating disk, rather than They had bled much for their ancestral homelands
Tenser’s floating disk. and they loathed the thought of fleeing. However, it
soon became evident, even in the face of such stub-
Dwarfholds of the North born valor, that fighting Vecna was a lost cause.
The legendary king Bruenor Battlehammer rallied
The first portion of this adventure takes place pri- together the remaining dwarves. One third of his
marily in Mirabar, and references former dwarven armies, he declared, would march west to Ironmas-
strongholds. Because of this, a brief overview of the ter in search of allies. The non-combatants, largely
dwarves’ fate in the Doomed Forgotten Realms is provid- children and elders, but also scholars and craftsmen,
ed below: marched with Bruenor and another third of his army.
Vecna saved the dwarves for last. The deep rift Their pilgrimage cut straight through the Underdark
between the dwarves of the north and the remainder in hopes of finding sanctuary in the hidden deep
of the Sword Coast was hardly a secret. What was a gnome city of Blingdenstone. The remaining third
secret, however, was the true depth of this rift—some- of his army, bolstered by the infamous Gutbuster
thing which none of the races were honest enough to Brigade, stayed behind to harry their enemies and
admit, even to themselves. Before his invasion, Vecna protect their fleeing kin.
installed agents in key positions within the dwarven Nowadays, the north is a much different place.
governments. These agents, over the years, further Years ago, Gruumsh-Baur, an upstart orc shaman
inflamed these bitter prejudices. Vecna rotted the loyal to Vecna, killed King Logru and took control of
dwarven empire from the inside out, softening it up the Kingdom of Many-Arrows. The Many-Arrow orcs
for his inevitable conquest. did most of the fighting against the dwarves and, for
So, when Vecna came for the humans, the dwarves it, Vecna gave them much of the dwarves’ kingdom
withheld their aid. And when Vecna came for the to claim as their own. Although they still call Dark
elves, still they withheld their aid. Tragically, when Arrow Keep their capital, the orcs also hold garrisons
Vecna finally came for the dwarves, there were none at Citadel Adbar, Citadel Felbarr, and Sundabar.
left to save them. An army of fire giants, led by the imperious Duke
Citadel Adbar fell first. Its conquest was a historical Zalto, currently occupies Gauntlgrym and Ironslag.
embodiment of Vecna’s key principle, “Everything, There, they use an imprisoned fire primordial to
even the most impregnable fortress, has a secret that reforge ancient weapons for use in their bitter war
can bring about its demise.” In this case, the secret against Tiamat.
involved King Harnoth, the ruler of Citadel Adbar. The great shadow dragon Shimmergloom yet again
Unbeknownst to the general populace, Harnoth calls Mithral Hall his home. The Cult of the Dragon
was slain during the War of the Silver Marches. To has populated nearby Settlestone. From there, they
prevent political turmoil, the Citadel’s elders hired a tend to the needs of the temperamental dracolisk.

Appendix A Secrets of the Whispered One 89


Life in Mirabar through Death” is a common greeting amongst AAOs.
This principle is also an accepted truth at a more
Mirabar, like much of the Sword Coast, is now firm- symbolic level. Even those born naturally (referred
ly under Vecna’s rule. It was originally given to the to by Mirabarrans as trueborns), recognize that most
orcish Kingdom of Many-Arrows, but years later, food, the literal fuel of life, comes only through the
the extensive undercity of Mirabar was converted death of some plant or animal.
into Vecnan birthing labs. This increased Mirabar’s In recent years, death has been glorified as the
importance to Vecna and led to the establishment of ultimate service one might give to Vecna and many of
his own agents and clergy. The orcs, resentful of this the city’s inhabitants look forward to their eventual
new oversight, have given over the rule of Mirabar to demise. This glorification is explicitly evident on the
the Kreeth goblin tribe. The goblins rule nominally, first of each month. At this time a lottery, referred to
serving as expendable muscle for Vecna. as the Culling, is held to randomly select one hun-
An abundance of mineral wealth, combined with dred AAOs for celebratory execution. The flesh from
an isolated economy and harsh living conditions, has these executions is often used for the incubation of
greatly devalued traditional currency. Gold coins flow new AAOs.
more freely than food. And gemstones are found in Forbidden Love
greater abundance than serviceable firewood. This
scarcity of essential resources has led to a bar- Romantic love is expressly forbidden, upon penalty
ter-based economy. A shopkeeper is more inclined of torture and death. Vecnan philosophy posits that
to trade for planking that he can use to replace his love is a fiction, fabricated to facilitate procreation. It
rotted shelves than he is for traditional currency. So, is now heralded as one of the many societal scourges
too, a blacksmith for a bucket of nails that can be such as famine, pestilence, and warfare, that Vecna
melted into iron. Most valuable of all are secrets, of has successfully eradicated. Creations of art that ro-
any kind, which can be traded for food at the Ministry manticize love are sought out and destroyed, leaving
of Secrets (area A10). only those that illuminate the great pain inflicted by
(often unrequited) love. Thus far, Vecna has been un-
The city bolsters a current population of rough- able to completely suppress his AAOs’ natural drive
ly eight thousand. About half of this population is toward love. However, these urges are substantially
composed of the original inhabitants of Mirabar. dampened relative to trueborns.
These inhabitants are almost entirely human, since
the dwarves of Mirabar marched east during Vecna’s An Economy of Secrets
conquest to reinforce their kin. The other half of the Goblins patrol the streets of Mirabar, bullying AAOs
city’s residents are AAOs. The occupying Kreeth and trueborn alike. They think of themselves as the
goblins number between three and four hundred. city’s guards and the Vecnan clergy humor this delu-
They live in and around the Hall of Sparkling Stones, sion. The actual reality, however, is that Mirabar is
Mirabar’s former seat of government. Nearly two hun- self-policed.
dred gnome bioengineers, devoted to the worship of Critical resources are scarce within Mirabar. The
Gelf Darkhearth, quarter within the undercity. Anoth- priests of Vecna grow edible fungus within the un-
er three hundred Vecnan clergy reside in and around dercity. They also hunt for game in the nearby wilder-
the Ministry of Secrets. ness. They hoard this food, sharing it only with the
Volo’s Guide to the North described Mirabar as, citizens in exchange for “secrets.” Such secrets are
“...a city of grim folk, hard work, long hours, hard inevitably about one’s neighbors, which has effectively
drinking, and exhausted slumber.” After years of created a society in which the residents are constant-
Vecnan occupation, this description still holds, along ly spying upon one another. It is through this process
with some newer principles and sentiments. These that the priests of Vecna proactively quash any bur-
include: geoning rebellions.
Death Worship Treasonous action is further suppressed by the
Mirabarrans tend to have a stoic acceptance of the Eyes of Vecna, twenty will-o’-wisps, that ceaselessly
ever-present reality of death. This is characterized by fly throughout the city. It is said that Vecna watches
the Vecnan principle, “Life only through Death.” This directly through these eyes. Although the truth is far
statement is literal truth in the case of the AAOs, who more prosaic, the will-o’-wisps are effective spies and
are always grown in pairs. At the end of the matura- even more effective deterrents. They report directly
tion process one of the pair always dies, stillborn, so to the Vecnan clergy whenever they observe anything
that the other might live. Because of this, “Life only suspicious. In return, the wisps are allowed to feast
during the monthly Culling.

90 Appendix A Secrets of the Whispered One


Other Deities The Harpells
Soon after Vecna’s conquest, he proclaimed that he Vecna knew that a family of archmages was nothing
had single-handedly slain all the deities of the Forgot- to take lightly. In the early days of his conquest, Vecna
ten Realms pantheon. Worship of these false, dead sent a small army of liches to the Ivy Mansion, de-
gods was immediately criminalized. Churches were manding that the Harpells surrender and swear fealty
torn down. Holy scriptures were burned. to Vecna. The Harpells refused and what followed
This is a lie. Vecna brought with him seven magical was an arcane battle the likes of which the Realms
items from his home world, which, carefully arranged has rarely witnessed. Although the Harpells managed
across the Realms, have cast a mystical web of en- to evacuate the village’s inhabitants, Longsaddle itself
ergy over all of Toril, cutting off all other gods from was utterly destroyed. After a few days of battle, the
their followers. tireless undead liches triumphed over the exhausted
Harpells. The Ivy Mansion’s defenses were finally
Inconsistencies have been explained away. It is
breached, and the structure was demolished, killing
common knowledge that Auril, The Frostmaiden,
the Harpells, who were trapped inside.
lives in the arctic north under her blanket of eternal
winter. Vecnan orthodoxy claims that she is a pow- Or so the world thought.
erful elemental spirit, rather than an actual deity. In truth, the Harpells were saved by the quick think-
The Whispered One’s bioengineers worship Gelf ing of the eccentric Siegfried Harpell. Siegried was
Darkhearth, the brother and divine antithesis of the an arcane cosmologist who specialized in the study
primary god of gnomes, Garl Glittergold. The Vec- of the heavens, particularly the moon. He was able to
nan stance is that Gelf is an infernal patron, similar use an enchanted telescope to secretly transport his
to those of warlocks, and not an actual god. Finally, family to a safehouse on the moon. The Harpells have
although there have been recent instances of cler- lived there ever since, rebuilding their Ivy Mansion
ics and paladins demonstrating divine power, it is and plotting their revenge.
claimed that they are merely tapping into their dead The Harpells are now secretly scouring Toril for the
gods’ fading, vestigial energies. lost Nether Scrolls. They hope to find these scrolls,
primarily to prevent them from falling into Vecna’s
hands. However, the Harpells also plan to study the
scrolls so that they might increase their own power.
Then they might be able to liberate the Sword Coast
from Vecna’s iron grasp.

Appendix A Secrets of the Whispered One 91


The Ordning abandoned and the storm giants, weakened in stat-
ure, scattered throughout the Realms. Iymrith has
The final portion of this adventure deals with the gi- returned to her lair in the Anauroch Desert. Serissa’s
ants of the Sword Coast. In particular, the characters whereabouts remain unknown.
will have cause to infiltrate the hill giants’ steadfast, To signify their diminished power the storm giants
Grudd Haug, and assault the Maelstrom, the aban- are occasionally referred to as rain giants, although
doned undersea fortress of the storm giants. A brief they detest this relabeling.
overview of the giants’ fate in the Doomed Forgotten Cloud Giants
Realms is provided below:
Many of the cloud giants have rallied under the ban-
The Realms were already in great turmoil when ner of Countess Sansuri. Some roam the far north
Annam, the All-Father, broke the ordning, the divinely in their cloud fortresses, searching fallen Ostoria
ordained hierarchy amongst the giants (as described for relics of their ancient past. Others have elevated
in Storm King’s Thunder). Because of this, the heroes themselves beyond the clouds, where the sky touches
of the Realms were unable to save King Hekaton, the stars, to await the downfall of Faerûn. Annam has
Lord of the Storm Giants, and restore the sundered grown impatient with their isolationist lifestyle and
hierarchy. Now, years later, the ordning remains in has demoted the cloud giants accordingly.
flux. The current standings amongst the giants are
(from least to greatest): Mountain Giants (formerly Hill
Stone Giants Giants)
The hill giants are encamped within their relocated
The stone giants were the only giants to take a stand
capital, Grudd Haug. They demand a constant flow of
against the incursions of Vecna. Shortly after Vecna
tribute from Triboar, Goldenfields, and the many set-
conquered Waterdeep, a stone giant thane awakened
tlements in between. This tribute is primarily in the
a slumbering tarrasque, directing it toward the City
form of food, which is then fed to their monstrously
of Splendors. Vecna easily slew the creature, severing
large chieftain, Chief Guh. Guh has spent the last ten
its left hand and gouging out its left eye before raising
years famishing the Realms while gorging herself.
it as a zombie. Vecna then ordered his forces to track
She is now of immense size and easily the largest
down and eradicate every last stone giant. Although
giant in the world. As a reward, the hill giants have
a few stone giants still remain, they do so in hidden
been elevated substantially within the ordning and
seclusion, secreted within the remote corners of the
are now known as mountain giants.
Underdark.
Rain Giants (formerly Storm Giants) Frost Giants
Jarl Storvald and his frost giants still seek Artus Cim-
Iymrith, an ancient blue dragon, secretly took the
ber, bearer of the Ring of Winter. They are now en-
form of a giant and infiltrated the royal courts of the
trenched within the frozen north, allied with the Frost
storm giants well before the ordning was broken. Be-
Maiden Auril so that she might help them find the
cause of this, Iymirth was perfectly positioned to take
Ring of Winter and bring about the Age of Everlast-
full advantage of the chaos that ensued after Annam’s
ing Ice. The giants are currently spread throughout
fateful decree. The blue dragon arranged for the
the abandoned Ten-Towns, warring with the duergar
murder of the storm giant queen Neri, as well as the
and their chardalyn dragon, as well as with the White
abduction of King Hekaton. She positioned herself
Wyrm, Arveiaturace.
as a surrogate parent to the three princesses, Mirran,
Nym, and Serissa, using her influence to turn them Fire Giants
against one another. The eventual result was a brief With the return of Tiamat, the ancient conflict be-
and bloody civil war. tween giants and dragons has reignited. Duke Zalto
During this turmoil, Iymrith’s duplicity was re- and his fire giants have shown the greatest initiative
vealed. Serissa was forced to kill her two sisters in this renewed battle against dragonkind, earning
and flee the Maelstrom, the underwater citadel from them the respect of Annam. The fire giants currently
which her family had ruled. Knowing that Imyrith occupy the former dwarven stronghold of Gauntl-
coveted the Wyrmskull Throne, a relic of great power, grym as well as the great dungeon-forge, Ironslag.
Serissa took with her the Ruling Scepter necessary They have successfully reignited the adamantine
for controlling the throne. forge of Ironslag and used it to reforge Vonindod,
Shortly afterwards, King Hekaton was slain by the Titan of Death. Equipped with Vonindod, the fire
his abductors, precipitating the storm giants’ fall giants are now singularly focused on hunting and
in Annam’s divine hierarchy. The Maelstrom was killing the dragons of the Realms.

92 Appendix A Secrets of the Whispered One


Vecna's Endgame
Vecna picked Waterdeep as his center of power for
many reasons. Chief amongst them was that Water-
deep is blanketed by a permanent, undispellable mag-
ical effect called Ahgairon’s dragonward. Because of
this enchantment, dragons and all other creatures of
the dragon type are physically unable to enter the city
or its sewers.
Vecna spends most of his time sequestered in the
Tower of Ahghairon, leaving the day-to-day gover-
nance of Waterdeep to his Zhentarim allies. Vecna is
focused on two primary goals—furthering his arcane
mastery and transcending godhood. To attain both
these goals, Vecna seeks the Nether Scrolls, a set
of fifty golden scrolls that form the foundation of
modern magical theory on Faerûn. The information
revealed by a study of these scrolls is reputedly com-
mensurate with the reader’s wizardly abilities. As the
first god to read these scrolls, Vecna hopes to discov-
er spells powerful enough to destroy and rebuild the
cosmos.
Even without these scrolls, Vecna’s power grows
daily. This growth is fueled by an ever-increasing
proportion of Realmsfolk turning toward his worship.
Vecna gains further power from the death of any hu-
manoid, although he is weakened by the conception
of life. However, by creating artificial life (see below)
Vecna has destroyed the delicate balance between
life and death, ensuring his continued empowerment.
It is only a matter of time until Vecna achieves
divine supremacy. Once he does, he will turn his
attention to the heavens, for he is a jealous god who
will brook no equal. He longs for the complete and
total destruction of the Realms’s pantheon. Then,
once he reigns as the sole deity of Toril, he will turn
his attention to the conquest of the multiverse.

Appendix A Secrets of the Whispered One 93


Appendix B
Monsters and NPCs

Artificer
Masters of invention, artificers use ingenuity and magic to
unlock extraordinary capabilities in objects. Some artificers
specialize in modifying armor so that it functions almost
like a second skin. The armor is enhanced to increase the
artificer’s speed, and unleash potent attacks.
Battlerager
Artificer Known as Kuldjargh (literally “axe idiot”) in Dwarvish, bat-
Medium Humanoid (Any Race Artificer), Any Alignment
tleragers are dwarf followers of the gods of war and take the
Path of the Battlerager. They specialize in wearing bulky,
Armor Class 15 (chain shirt, shield), 20 with shield
spiked armor and throwing themselves into combat, strik-
Hit Points 22 (4d8 + 4) ing with their body itself and giving themselves over to the
Speed 35 ft. fury of battle.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 13 (+1) 15 (+2) 11 (+0) 12 (+1) Battlerager
Medium Humanoid (Dwarf Barbarian), Any Alignment

Skills Arcana +4, Investigation +4


Armor Class 16 (spiked armor)
Senses passive Perception 10
Hit Points 90 (12d8 + 36)
Languages any three languages
Speed 35 ft.
Challenge 2 (450 XP)  Proficiency Bonus +2
STR DEX CON INT WIS CHA
Dampening Field. The artificer has advantage on Dexterity
(Stealth) checks. 18 (+4) 15 (+2) 17 (+3) 10 (+0) 11 (+0) 9 (−1)

Actions Senses passive Perception 10


Multiattack. The artificer makes two Arc Projector attacks. Languages any one language (usually Common)
It can replace one attack with either a Shocking Grasp
attack or a use of Spellcasting. Challenge 4 (1,100 XP)  Proficiency Bonus +2
Arc Projector. Ranged Weapon Attack: +2 to hit, range
90/300 ft., one creature. Hit: 7 (2d6) lightning damage. Battlerager Armor. When the battlerager uses an Attack
Shocking Grasp. Melee Spell Attack: +4 to hit, reach 5 ft., one action to grapple a creature, the target takes 3 piercing
creature. Hit: 4 (1d8) lightning damage, and the target can't damage if the grapple check succeeds.
take reactions until the start of its next turn. Reckless. At the start of its turn, the battlerager can gain
Spellcasting. The artificer casts one of the following spells, advantage on all melee weapon attack rolls during that turn,
using Intelligence as its spellcasting ability (spell save DC but attack rolls against it have advantage until the start of
12, +4 to hit with spell attacks). its next turn.
At will: alarm, identify, mage hand, mending Actions
1/day each: grease, jump, sanctuary Multiattack. The battlerager makes two Greataxe attacks.
Reactions Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) slashing damage.
Shield (Recharge 4–6). When the artificer is hit by an attack
or targeted by the magic missile spell, the artificer creates Bonus Actions
an invisible barrier of magical force until the start of its
next turn. For the duration, the artificer gains a +5 bonus to Armor Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft.,
AC, including against the triggering attack, and it takes no one target. Hit: 6 (1d4 + 4) piercing damage.
damage from magic missile. Battlerager Charge. The battlerager takes the Dash action.

94 Appendix B Monsters and NPCs


Bard
VOLO’S GUIDE TO MONSTERS

Bards are gifted poets, storytellers, and entertainers who Blackguard


travel far and wide, but are commonly found in taverns or in Medium Humanoid (Any Race Paladin), Any Alignment
the company of jolly bands of adventurers, rough-and-tum-
ble mercenaries, and wealthy patrons. In this adventure, the Armor Class 18 (plate)
Weevil serves as a wealthy patron for Orchestra, the bard. Hit Points 153 (18d8 + 72)
Speed 30 ft.
Blackguard STR DEX CON INT WIS CHA
VOLO’S GUIDE TO MONSTERS
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
Blackguards are paladins who broke their sacred oaths and
now indulge their own dark ambitions. They consort with
fiends and undead, and they reject all goodly things from Saving Throws Wis +5, Cha +5
their former lives. Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 12
Languages any one language (usually Common)
Bard Challenge 8 (3,900 XP)  Proficiency Bonus +3
Medium Humanoid (Any Race Bard), Any Alignment

Armor Class 15 (chain shirt) Actions


Hit Points 44 (8d8 + 8) Multiattack. The blackguard makes three attacks with its
Speed 30 ft. Glaive or its Shortbow.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (1d10 + 4) slashing damage.
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). The
Saving Throws Dex +4, Wis +3 blackguard exudes magical menace. Each enemy within 30
Skills Acrobatics +4, Perception +5, Performance +6 feet of the blackguard must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. If a frightened
Senses passive Perception 15 target ends its turn more than 30 feet away from the black-
Languages any two languages guard, the target can repeat the saving throw, ending the
Challenge 2 (450 XP)  Proficiency Bonus +2 effect on itself on a success.
Spellcasting. The blackguard casts one of the following
spells, using Charisma as its spellcasting ability (spell save
Actions DC 13).
Multiattack. The bard makes two Shortsword or Shortbow At will: command, find steed
attacks. It can replace one attack with a use of Spellcasting. 1/day each: dispel magic, protection from evil and good
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Smite (Concentration). The blackguard chooses one of the
one target. Hit: 5 (1d6 + 2) piercing damage. smite options below. The first time the blackguard hits a
Cacophony (Recharge 4–6). Each creature in a 15-foot cube creature, the option activates.
originating from the bard must make a DC 12 Constitution Blinding Smite (Recharge 5–6). The blackguard’s weapon
saving throw. On a failed save, a creature takes 9 (2d8) flares with a bright light, and the attack deals an extra 13
thunder damage and is pushed up to 10 feet away from the (3d8) radiant damage to the target. Additionally, the tar-
bard. On a successful save, a creature takes half as much get must succeed on a DC 13 Constitution saving throw
damage and isn’t pushed. or be blinded for 1 minute. A blinded target can repeat the
Spellcasting. The bard casts one of the following spells, saving throw at the end of each of its turns, ending the
using Charisma as its spellcasting ability (spell save DC 12). effect on itself on a successful save.
At will: dancing lights, mage hand, prestidigitation Branding Smite (Recharge 5–6). The blackguard’s weapon
gleams with astral radiance. The attack deals an extra 2d6
1/day each: charm person, invisibility, sleep radiant damage to the target, which becomes visible if
Bonus Actions
it is invisible, and the target sheds dim light in a 5-foot
radius and can’t become invisible for 1 minute.
Taunt (2/Day). The bard targets one creature within 30 feet Thunderous Smite. The blackguard’s weapon rings with
of it. If the target can hear the bard, the target must succeed thunder that is audible within 300 feet. The attack deals
on a DC 12 Charisma saving throw or have disadvantage on an extra 2d6 thunder damage and the target must suc-
ability checks, attack rolls, and saving throws until the start ceed on a DC 12 Strength saving throw or be pushed 10
of the bard’s next turn. feet away from the blackguard and knocked prone.

Appendix B Monsters and NPCs 95


Bullywug, Slime-Touched
These bullywugs have given their life and soul to the wor-
ship of Juiblex, the demon lord of slime and ooze. Their
moist skin glistens with a putrescent layer of corrosive
slime. Although they still appear humanoid, their innards
are an amorphous mass of ever-shifting ooze.

Slime-Touched Bullywug
Blight, Algae Medium Humanoid (Bullywug), Typically Neutral Evil

An algae blight is a dead kelpie that was reanimated through Armor Class 14 (natural armor)
necromantic magic. It resembles a pile of wet seaweed. It is Hit Points 52 (8d8 + 16)
able to shape its body into various forms, often assuming Speed 20 ft., swim 40 ft.
the aspect of hideous creatures such as chuuls or skum to
provoke terror in their prey. STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 9 (−1) 12 (+1) 9 (−1)

Algae Blight
Medium Undead, Typically Neutral Evil Skills Stealth +4
Damage Immunities acid
Armor Class 14 (natural armor) Senses passive Perception 18
Hit Points 67 (9d8 + 27) Languages Abyssal, Bullywug
Speed 10 ft., swim 30 ft. Challenge 3 (700 XP)  Proficiency Bonus +2

STR DEX CON INT WIS CHA Amorphous. The bullywug can move through a space as
14 (+2) 14 (+2) 16 (+3) 7 (−2) 12 (+1) 10 (+0) narrow as 1 inch wide without squeezing.
Amphibious. The bullywug can breathe air and water.
Corrosive Form. A creature that touches the bullywug or hits
Skills Perception +3, Stealth +4 it with a melee attack while within 5 feet of it takes 4 (1d8)
Damage Resistances bludgeoning, fire, piercing acid damage. Any nonmagical weapon made of metal or
Condition Immunities blinded, deafened, exhaustion wood that hits the bullywug corrodes. After dealing damage,
Senses blindsight 60 ft., passive Perception 13 the weapon takes a permanent and cumulative −1 penalty
to damage rolls. If its penalty drops to −5, the weapon is
Languages Aquan, Common destroyed. Nonmagical ammunition made of metal or wood
Challenge 4 (1,100 XP)  Proficiency Bonus +2 that hits the bullywug is destroyed after dealing damage.
Speak with Frogs, Toads, and Slime. The bullywug can
Seaweed Shape. The blight can use its action to reshape its communicate simple concepts to frogs and toads when it
body into the form of a humanoid or beast that is Small, speaks in Bullywug. It can communicate simple concepts to
Medium, or Large. Its statistics are otherwise unchanged. oozes when it speaks in Abyssal.
The disguise is convincing, unless the blight is in bright Swamp Camouflage. The bullywug has advantage on Dex-
light or the viewer is within 30 feet of it, in which case the terity (Stealth) checks made to hide in swampy terrain.
seams between the seaweed strands are visible. The kelpie
returns to its true form if it takes a bonus action to do so or Actions
if it dies.
Multiattack. The bullywug makes two Corrosive Touch
False Appearance. While the blight remains motionless in attacks.
its true form, it is indistinguishable from normal seaweed.
Corrosive Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Unusual Nature. The blight doesn’t require air, food, drink, one target. Hit: 5 (2d8 + 2) acid damage.
or sleep.
Gelatinous Geyser (Recharge 5−6). The bullywug shoots a
Actions geyser of acidic slime in a line that is 30 feet long and 5 feet
wide. Each creature in that line must make a DC 12 Dexterity
Multiattack. The blight makes two Slam attacks, each of saving throw, taking 10 (3d6) acid damage on a failed save,
which it can be replaced with one use of Necrotic Constric- or half as much damage on a successful one.
tion.
Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one Reactions
target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Split. When a bullywug that is Small or larger is subject-
Medium or smaller creature, it is grappled (escape DC 12). ed to lightning or slashing damage, it splits into two new
Necrotic Constriction. One creature grappled by the blight bullywugs if it has at least 10 hit points. Each new bullywug
must make a DC 12 Constitution saving throw, taking 21 has hit points equal to half the original bullywug’s, rounded
(6d6) necrotic damage on a failed save, or half as much down. New bullywugs are one size smaller than the original
damage on a successful one. bullywug.

96 Appendix B Monsters and NPCs


Chief Guh
Guh, the gluttonous mountain giant chief, has raised a large
settlement along the outskirts of the Sword Mountains.
She rules the mountain giants with an iron fist, claiming

Catoblepas
the majority of the males within her tribe as her husbands.
Gorging herself over the years, she is the first to have at-
tained gargantuan stature. This feat has not gone unnoticed
VOLO’S GUIDE TO MONSTERS
by Annam, who has granted her divine abilities. Still, Guh
The catoblepas is as loathsome as the vile swamplands in continues to glut herself, hoping that she might eventually
which it lives. Like such wastelands, this conglomeration of eat her way into godhood.
bloated buffalo, dinosaur, warthog, and hippopotamus parts
has few redeeming qualities. A catoblepas’s stink, like that
of death mixed with swamp gas and skunk musk, gives it Chief Guh
away as being much more ghastly than its appearance sug- Gargantuan Giant, Chaotic Evil
gests.
Armor Class 9 (natural armor)
Hit Points 390 (20d20 + 180)
Catoblepas Speed 0 ft.
Large Monstrosity, Unaligned

STR DEX CON INT WIS CHA


Armor Class 14 (natural armor)
29 (+9) 1 (−5) 29 (+9) 5 (−3) 14 (+2) 6 (−2)
Hit Points 84 (8d10 + 40)
Speed 30 ft.
Damage Immunities poison; bludgeoning, piercing, and
STR DEX CON INT WIS CHA slashing from nonmagical attacks
19 (+4) 12 (+1) 21 (+5) 3 (−4) 14 (+2) 8 (−1) Condition Immunities poisoned
Senses passive Perception 12
Languages Common, Giant, Goblin
Senses darkvision 60 ft., passive Perception 12 Challenge 13 (10,000 XP)  Proficiency Bonus +5
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3 Gluttonous Casting. When Chief Guh casts create food and
water, she creates twice the usual amount of food and ale
Keen Smell. The catoblepas has advantage on Wisdom (Per- instead of water.
ception) checks that rely on smell.
Stench. Any creature other than a catoblepas that starts its Actions
turn within 10 feet of the catoblepas must succeed on a DC Multiattack. Chief Guh makes two Slam attacks.
16 Constitution saving throw or be poisoned until the start Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one
of the creature’s next turn. On a successful saving throw, target. Hit: 30 (6d6 + 9) bludgeoning damage.
the creature is immune to the stench of any catoblepas for
1 hour. Gluttonous Wrath (3/Day). Guh targets a point she can see
within 60 feet of her. Each within 10 feet of that point must
Actions make a DC 15 Constitution saving throw. On a failed save,
a creature takes 14 (4d6) acid damage and 14 (4d6) poison
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. damage, and gains no nourishment from nonmagical drink
Hit: 21 (5d6 + 4) bludgeoning damage, and the target or food for 24 hours. On a successful save, a creature takes
must succeed on a DC 16 Constitution saving throw or be half as much damage and suffers no other detrimental
stunned until the start of the catoblepas’s next turn. effects.
Death Ray (Recharge 5–6). The catoblepas targets a Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
creature that it can see within 30 feet of it. The target must one target. Hit: 35 (4d12 + 9) bludgeoning damage.
make a DC 16 Constitution saving throw, taking 36 (8d8) Spellcasting. Guh casts one of the following spells, using
necrotic damage on a failed save, or half as much damage Charisma as her spellcasting ability (spell save DC 15).
on a successful one. If the saving throw fails by 5 or more,
the target instead takes 64 necrotic damage. The target dies 3/day each: bless, create food and water, polymorph
if reduced to 0 hit points by this ray. 1/day: heroes’ feast

Appendix B Monsters and NPCs 97


Colbornia
The archdryad Colbornia was the high priestess of Chaunt-
ea’s garden, many years ago. When Mirabar was conquered,
Colbornia was slain by the archliches leading Vecna’s
armies. They then raised her as an undead abomination
and inflicted upon her a madness, causing her to believe

Chwinga
that she was the ghost of Chauntea. She is now a terrible
sight to behold, her once beautiful features marred by rot
TOMB OF ANNIHILATION and corruption and her warm laughter replaced by screams
of anguished pain that now echo through Mirabar on cold,
A chwinga is a tiny elemental spirit that lives in plants, lonely nights.
rocks, and rivers far from civilization. Painfully shy, chwin-
gas prefer to move about unseen. Though no two chwingas
look exactly alike, they resemble 6-inch-tall animated dolls Colbornia
with strange masks, spindly limbs, and wild hair. Their ap- Medium Undead, Unaligned
pearance is sometimes foreshadowed by cold breezes or
snowflakes. They don’t have names and cannot speak. Armor Class 14
Hit Points 110 (20d8 + 20)
Speed 30 ft.
Chwinga
Tiny Elemental, Any Alignment
STR DEX CON INT WIS CHA
Armor Class 15 10 (+0) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 18 (+4)
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft., swim 20 ft. Damage Immunities poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 12
1 (−5) 20 (+5) 10 (+0) 13 (+2) 16 (+3) 16 (+3) Languages Common, Elvish, Sylvan
Challenge 5 (1,800 XP)  Proficiency Bonus +2
Skills Acrobatics +7, Perception +7, Stealth +7
Hunger for Life. If a creature Colbornia can see within 60
Senses blindsight 60 ft., passive Perception 17 feet regains hit points, then that creature gains only half
Languages — as many hit points (rounded up) and Colbornia gains the
Challenge 0 (10 XP)  Proficiency Bonus +2 remaining half (rounded down).
Magic Resistance. Colbornia has advantage on saving
Evasion. When the chwinga is subjected to an effect that throws against spells and other magical effects.
allows it to make a Dexterity saving throw to take only half Unusual Nature. Colbornia doesn’t require air, food, drink,
damage, it instead takes no damage if it succeeds on the or sleep.
saving throw, and only half damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or Actions
drink. When it dies, it turns into a handful of flower petals, a Multiattack. Colbornia makes two Slam attacks.
cloud of pollen, a stone statuette resembling its former self,
a tiny sphere of smooth stone, or a puddle of fresh water Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
(your choice). Hit: 6 (1d10 + 1) slashing damage.
Ray of Famine. Ranged Weapon Attack: +6 to hit, range 60
Actions ft., one target. Hit: 18 (4d6 + 4) necrotic damage, and the
target must succeed on a DC 14 Constitution saving throw
Magical Gift (1/Day). The chwinga targets a humanoid it or become famished. Famished creatures deal half damage
can see within 5 feet of it. The target gains a supernatural with weapon attacks that use Strength. They also take an
charm of the DM’s choice. See the Dungeon Master’s Guide additional 7 (2d6) necrotic damage at the end of their next
for information on supernatural charms. turn and every turn thereafter. Spending an action to eat any
Natural Shelter. The chwinga magically takes shelter inside amount of food removes the famished effect.
a rock, a living plant, or a natural source of fresh water in its
space. The chwinga can’t be targeted by any attack, spell, or Bonus Actions
other effect while inside this shelter, and the shelter doesn’t
impair the chwinga’s blindsight. The chwinga can use its ac- Sprout Blight (Recharge 5–6). Colbornia sprouts blights
tion to emerge from a shelter. If its shelter is destroyed, the in an unoccupied space she can see within 60 feet of her,
chwinga is forced out and appears in the shelter’s space, growing four twig blights or one needle blight. These blights
but is otherwise unharmed. take time to fully form, coming to life to take their turns at
the end of Colbornia’s next turn and each of her subsequent
Spellcasting. The chwinga casts one of the following spells, turns. Any character adjacent to a sprouting square can
requiring no material or verbal components: spend an action to uproot the blights, killing them before
At will: druidcraft, guidance, pass without trace, resistance they form.

98 Appendix B Monsters and NPCs


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

Desiccated Shambler Unified Elemental (Earth and Air)


Medium Plant, Unaligned Large Elemental, Unaligned

Armor Class 11 Armor Class 19 (natural armor)


Hit Points 52 (7d8 + 21) Hit Points 126 (12d10 + 60)
Speed 20 ft. Speed 30 ft., burrow 30 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) 20 (+5) 20 (+5) 20 (+5) 6 (−2) 10 (+0) 6 (−2)

Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing


from nonmagical attacks
Damage Resistances psychic; bludgeoning, and piercing
from nonmagical attacks Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10 Senses darkvision 60 ft., tremorsense 60 ft., passive Percep-
tion 10
Languages —
Languages Auran, Terran
Challenge 2 (450 XP)  Proficiency Bonus +2
Challenge 6 (2,300 XP)  Proficiency Bonus +3
Root Sense. While in its garden and in contact with the
ground, the desiccated shambler knows the exact location Siege Monster. The elemental deals double damage to ob-
of any other creature that is also in the desiccated sham- jects and structures.
bler’s garden and is touching the ground. Unusual Nature. The elemental doesn’t require air, food,
drink, or sleep.
Actions
Multiattack. The desiccated shambler makes two Thorn-
Actions
Claw attacks. Multiattack. The elemental makes two Slam attacks.
Thorn-Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one tar-
target. Hit: 7 (1d10 + 2) slashing damage. get. Hit: 18 (3d8 + 5) bludgeoning damage.
Transplant. As an action, the desiccated shambler can tar- Rockstorm (Recharge 4−6). Each creature within 5 feet of
get any creature within 30 feet, making vines and branches the elemental must make a DC 16 Strength saving throw.
erupt from the earth beneath them. The targeted creature On a failure, a target takes 18 (3d8 +5) bludgeoning damage
must succeed on a DC 13 Strength saving throw or be and is flung up to 20 feet away from the elemental. If the
moved, even through otherwise impassable foliage, to a saving throw is successful, the target takes half the blud-
location within 15 feet of the desiccated shambler. geoning damage and isn’t flung away or knocked prone.

Appendix B Monsters and NPCs 99


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

Gaollia
Fessler Large Beast, Unaligned
Huge Beast, Unaligned
Armor Class 16 (natural armor)
Armor Class 12 Hit Points 42 (5d10 + 15)
Hit Points 123 (19d12) Speed 20 ft., swim 30 ft.
Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 17 (+3) 7 (−2) 16 (+3) 2 (−4) 7 (−2) 5 (−3)
27 (+8) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2)
Senses passive Perception 8
Skills Perception +4, Stealth +5 Languages —
Senses passive Perception 14 Challenge 1 (200 XP)  Proficiency Bonus +2
Languages —
Challenge 6 (2,300 XP)  Proficiency Bonus +3 Amphibious. The gaollia can breathe air and water.
Defensive Digestion. Whenever the gaollia feels threatened,
Keen Smell. Fessler has advantage on Wisdom (Perception) its stomach contracts and releases acid. Any creature swal-
checks that rely on smell. lowed by the gaollia takes 3 (1d6) acid damage and 3 (1d6)
bludgeoning damage at the start of each of the gaollia’s
Pounce. If Fessler moves at least 20 feet straight toward turns. This reflexive condition subsides 5 rounds after the
a creature and then hits it with a claw attack on the same threat is alleviated.
turn, that target must succeed on a DC 19 Strength saving
throw or be knocked prone. If the target is prone, Fessler Stable. Whenever an effect would knock the gaollia prone, it
can make one bite attack against it as a bonus action. can make a DC 10 Constitution saving throw to avoid being
knocked prone. A prone gaollia is upside down. To stand
Running Leap. With a 10-foot running start, Fessler can long up, it must succeed on a DC 10 Dexterity check on its turn
jump up to 25 feet. and then use all its movement for that turn.
Actions Actions
Multiattack. Fessler makes two melee attacks, but can use Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
his Bite only once. Hit: 6 (1d6 + 3) piercing damage.
Bat. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Swallow. The gaollia makes one bite attack against a Medi-
Hit: 11 (1d6 + 8) bludgeoning damage. Any creature hit by um or smaller target that is already restrained. If the attack
this attack must make a DC 19 Strength saving throw. On hits, the target is swallowed. The swallowed target is blind-
a failure the creature is pushed up to 30 feet away from ed and restrained, and it has total cover against attacks and
Fessler and knocked prone. other effects outside the gaollia. The gaollia can have only
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. one swallowed target at a time.
Hit: 19 (2d10 + 8) piercing damage. If the gaollia dies, a swallowed creature is no longer
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. restrained by it and can escape from the corpse using 5 feet
Hit: 15 (2d6 + 8) slashing damage. of movement, exiting prone.

100 Appendix B Monsters and NPCs


Giant, Rain
Giant, Mountain
With the recent upheaval amidst the Realms, Annam’s Ord-
With the recent upheaval amidst the Realms, Annam’s Ord- ning has been reshuffled. With the death of their leader, King
ning has been reshuffled. The once lowly hill giants have Hekaton, the once proud storm giants fell to the Ordning’s
been promoted, less through any accomplishment of their lowest rung. Both physically and figuratively their stature
own but rather the failures of those above them, particu- has been greatly diminished and because of this they have
larly the storm giants. All of the hill giants’ attributes have been renamed as rain giants. Blaming their pride for their
now been amplified. They are stronger, dumber, crueler, and downfall, the few remaining rain giants now live in humble
more gluttonous than ever before. To reflect this new-found seclusion as shepherds, farmers, and lighthouse keepers.
strength and prominence, these giants are now referred to
as mountain giants.
Rain Giant
Huge Giant, Typically Chaotic Good
Mountain Giant
Huge Giant, Typically Chaotic Evil Armor Class 16 (natural armor)
Hit Points 126 (11d12 + 55)
Armor Class 13 (natural armor) Speed 40 ft., swim 40 ft.
Hit Points 162 (13d12 + 78)
Speed 40 ft. STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 14 (+2) 16 (+3) 14 (+2)
STR DEX CON INT WIS CHA
25 (+7) 8 (−1) 23 (+6) 7 (−2) 9 (−1) 6 (−2)
Saving Throws Str +9, Wis +6, Cha +5
Skills Arcana +5, Athletics +9, History +5, Perception +6
Saving Throws Str +10, Con +9 Damage Resistances lightning, thunder
Skills Perception +2 Senses passive Perception 16
Senses passive Perception 12 Languages Common, Giant
Languages Giant Challenge 7 (2,900 XP)  Proficiency Bonus +3
Challenge 8 (3,900 XP)  Proficiency Bonus +3
Amphibious. The giant can breathe air and water.
Actions Actions
Multiattack. The giant makes two Greatclub attacks. Multiattack. The giant makes two Greatsword attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft.,
target. Hit: 28 (6d6 + 7) bludgeoning damage. one target. Hit: 27 (6d6 + 6) slashing damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
one target. Hit: 29 (4d10 + 7) bludgeoning damage. target. Hit: 28 (4d8 + 6) bludgeoning damage.
Squash. Melee Weapon Attack: +10 to hit, reach 10 ft., one Spellcasting. The giant casts one of the following spells
Medium or smaller creature. Hit: 35 (8d6 + 7) bludgeoning without expending material components, using Charisma
damage, the giant lands prone in the target’s space, and as its spellcasting ability.
the target is grappled (escape DC 18). Until this grapple
ends, the target is prone. The grapple ends early if the giant 3/day: create or destroy water
stands up. 1/day: control weather

Appendix B Monsters and NPCs 101


Hydroloth
Medium Fiend (Yugoloth), Typically Neutral Evil

Armor Class 15
Hit Points 135 (18d8 + 54)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+0) 14 (+2)

Giant Severed Hand Skills Insight +4, Perception +4


Damage Vulnerabilities fire
Shortly after the Battle of the Fallen Harpers, these undead
abominations became the favored steed of Vecnan cavalry. Damage Resistances cold, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
They are typically made from the severed appendage of a
mountain giant, although the famed lich king, Lord Vornath, Damage Immunities acid, poison
was rumored to ride one made from the scuttling claw of Condition Immunities poisoned
the tarrasque. Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 14
Hydroloth Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 9 (5,000 XP)  Proficiency Bonus +4
MORDENKAINEN’S TOME OF FOES

Like the thought-stealing waters of the River Styx they in- Amphibious. The hydroloth can breathe air and water.
habit, hydroloths filch the memories of creatures they at- Magic Resistance. The hydroloth has advantage on saving
tack, stealing away their thoughts for delivery to whatever throws against spells and other magical effects.
master they happen to serve. Hydroloths are skilled at find- Magic Weapons. The hydroloth’s weapon attacks are magi-
ing lost things, especially those that have been swallowed cal.
up in the deeps. Secure Memory. The hydroloth is immune to the waters of
the River Styx as well as any effect that would steal or modi-
fy its memories or detect or read its thoughts.
Giant Severed Hand Watery Advantage. While submerged in liquid, the hydro-
Medium Undead, Typically Neutral Evil loth has advantage on attack rolls.
Actions
Armor Class 10
Hit Points 25 (3d8 + 12) Multiattack. The hydroloth makes two melee attacks. In
place of one of these attacks, it can cast one spell that takes
Speed 40 ft. 1 action to cast.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one tar-
STR DEX CON INT WIS CHA get. Hit: 14 (2d8 + 5) slashing damage.
25 (+7) 10 (+0) 18 (+4) 5 (−3) 10 (+0) 4 (−3) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Steal Memory (1/Day). The hydroloth targets one creature
Damage Immunities poison it can see within 60 feet of it. The target takes 4d6 psychic
Condition Immunities charmed, exhaustion, poisoned damage, and it must make a DC 16 Intelligence saving
Senses blindsight 30 ft. (blind beyond this radius), passive throw. On a successful save, the target becomes immune
Perception 10 to this hydroloth’s Steal Memory for 24 hours. On a failed
Languages Understands Common and Giant but can’t save, the target loses all proficiencies, it can’t cast spells,
speak it can’t understand language, and if its Intelligence and
Charisma scores are higher than 5, they become 5. Each
Challenge 1/2 (100 XP)  Proficiency Bonus +2 time the target finishes a long rest, it can repeat the saving
throw, ending the effect on itself on a success. A greater
Beast of Burden. The severed hand is considered to be a restoration or remove curse spell cast on the target ends this
Large creature for the purpose of determining its carrying effect early.
capacity. Teleport. The hydroloth magically teleports, along with
Sure-Fingered. The severed hand has advantage on Strength any equipment it is wearing or carrying, up to 60 feet to an
and Dexterity saving throws made against effects that would unoccupied space it can see.
knock it prone. Spellcasting. The hydroloth casts one of the following spells
Unusual Nature. The severed hand doesn’t require air, food, without expending material components, using Charisma
drink, or sleep. as its spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self
Actions only), water walk
Flick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 3/day each: control water, crown of madness, fear, phantasmal
Hit: 10 (1d6 + 7) bludgeoning damage. killer, suggestion

102 Appendix B Monsters and NPCs


Igneous Knight
When a knight is corrupted by undeath it rises as a death
knight. When, instead, such a knight is corrupted by infer-
nal bargains it rises as an igneous knight. A green, devilish
fire burns bright within their charred, battered armor. Al-
though such knights retain their military prowess, they have
had any semblance of personality or passion burned from
their souls.

Igneous Knight
Medium Undead, Typically Chaotic Evil

Armor Class 20 (plate, shield)


Hit Points 147 (14d8 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Wis +7, Cha +8

Ice Wyrm
Damage Immunities fire, necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
These arctic beasts most closely resemble a massive, Languages Abyssal, Common
15-foot-long eel. However, their long, sinuous body is cov- Challenge 10 (5,900 XP)  Proficiency Bonus +4
ered in gleaming scales of thick, translucent ice.
Magic Resistance. The igneous knight has advantage on
saving throws against spells and other magical effects.
Ice Wyrm Marshal Undead. Unless the igneous knight is incapacitat-
Large Monstrosity, Unaligned ed, it and undead creatures of its choice within 60 feet of it
have advantage on saving throws against effects that turn
Armor Class 18 (natural armor) undead.
Hit Points 85 (10d10 + 30) Unusual Nature. The igneous knight doesn’t require air,
Speed 5 ft., swim 30 ft. food, drink, or sleep.
Actions
STR DEX CON INT WIS CHA Multiattack. The igneous knight makes two attacks with its
18 (+4) 18 (+4) 16 (+3) 2 (−4) 12 (+1) 3 (−4) Longsword.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Immunities Cold target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5)
slashing damage if used with two hands, plus 18 (4d8) fire
Senses blindsight 60 ft., passive Perception 11 damage.
Languages — Release Hellfire (Recharge 5–6). Each creature in a 30-foot
Challenge 5 (2,300 XP)  Proficiency Bonus +3 cube originating from the igneous knight must make a DC
16 Dexterity saving throw, taking 28 (8d6) fire damage and
Water Breathing. The ice wyrm can breathe only underwa- 28 (8d6) necrotic damage on a failed save, or half as much
ter. on a successful save.

Actions Reeactions
Multiattack. The ice wyrm makes two Bite attacks. Hellfire Parry. The igneous knight adds 4 to its AC against
one melee attack that would hit it. The attacker must make
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage
Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) cold damage. and 7 (2d6) necrotic damage on a failed save, or half as
Icy Blast (Recharge 6). The ice wyrm radiates a blast of much damage on a successful one. To do so, the igneous
freezing energy. This blast has the effect of a wall of ice spell knight must see the attacker and be wielding a melee weap-
cast with a range of 5 ft. on.

Appendix B Monsters and NPCs 103


Kamadan
TOMB OF ANNIHILATION

Iron Cobra A kamadan is a feline predator that resembles a leopard


with six snakes sprouting from its shoulders. Kamadans
MORDENKAINEN’S TOME OF FOES typically hunt alone or in mated pairs. They can exhale
clouds of sleep gas, which they typically do before entering
These constructs tirelessly guard the Clockwork King’s melee combat. If a kamadan has both conscious and uncon-
junkyard palace. Although cobbled together with a mis- scious enemies within striking range, it tries to kill the con-
matched ensemble of cast-off debris, these cobras are no scious enemies first before finishing off any sleeping foes.
less effective than their more elegant kin. Their scales are
made from warped tin and burnished silver reinforced by
the occasional mithral plate. Steam valves allow them to
emit their telltale hiss, warning off any would-be intruders. Kamadan
Large Monstrosity, Unaligned

Iron Cobra Armor Class 13


Hit Points 67 (9d10 + 18)
Medium Construct, Unaligned
Speed 30 ft.
Armor Class 13
Hit Points 45 (7d8 + 14) STR DEX CON INT WIS CHA
Speed 30 ft. 16 (+3) 16 (+3) 14 (+2) 3 (−4) 14 (+2) 10 (+0)

STR DEX CON INT WIS CHA Skills Perception +4, Stealth +7
12 (+1) 16 (+3) 14 (+2) 3 (−4) 10 (+0) 1 (−5) Senses passive Perception 14
Languages —
Skills Stealth +7 Challenge 4 (1,100 XP)  Proficiency Bonus +2
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t adamantine Keen Smell. The kamadan has advantage on Wisdom (Per-
Condition Immunities charmed, exhaustion, frightened, ception) checks that rely on smell.
paralyzed, petrified, poisoned Pounce. If the kamadan moves at least 20 feet straight
Senses darkvision 60 ft., passive Perception 10 toward a creature and then hits it with a Claw attack on the
same turn, that target must succeed on a DC 13 Strength
Languages understands one language of its creator but saving throw or be knocked prone. If the target is knocked
can’t speak prone, the kamadan can make two attacks — one with its
Challenge 4 (1,100 XP)  Proficiency Bonus +2 Bite and one with its Snakes — against it as a bonus action.

Magical Resistance. The iron cobra has advantage on saving Actions


throws against spells and other magical effects. Multiattack. The kamadan makes two attacks: one with its
Bite or Claw and one with its Snakes.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
it must succeed on a DC 13 Constitution saving throw or Hit: 6 (1d6 + 3) slashing damage.
suffer one random poison effect:
Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
Poison Damage. The target takes 13 (3d8) poison damage. get. Hit: 6 (1d6 + 3) piercing damage, and the target must
Confusion. On its next turn, the target must use its action make a DC 12 Constitution saving throw, taking 21 (6d6)
to make one weapon attack against a random creature poison damage on a failed save, or half as much damage on
it can see within 30 feet of it, using whatever weapon it a successful one.
has in hand and moving beforehand if necessary to get Sleeping Breath (Recharges after a Short or Long Rest). The
in range. If it’s holding no weapon, it makes an unarmed kamadan exhales sleep gas in a 30-foot cone. Each creature
strike. If no creature is visible within 30 feet, it takes the in that area must succeed on a DC 12 Constitution saving
Dash action, moving toward the nearest creature. throw or fall unconscious for 10 minutes. This effect ends
Paralysis. The target is paralyzed until the end of its next for a creature if it takes damage or someone uses an action
turn. to wake it.

104 Appendix B Monsters and NPCs


Krakolich a target succeeds on the saving throw or if the effect
ends for it, the target is immune to the Krakolich’s
The Krakolich is an aboleth who dedicated its life to the phantasmal force lair action for the next 24 hours,
study of arcana. It is one of Vecna’s most loyal servants and, although such a creature can choose to be affected.
as a reward for its service, was gifted with undeath. It now
lairs within the Maelstrom, guarding the shroudstone and J Pools of water within 90 feet of the Krakolichh surge
perfecting its spellcraft. outward in a grasping tide. Any creature on the ground
within 20 feet of such a pool must succeed on a DC 14
Lair Actions Strength saving throw or be pulled up to 20 feet into
the water and knocked prone. The Krakolich can’t use
When fighting inside the Maelstrom, the Krakolich can in- this lair action again until it has used a different one.
voke the ambient magic to take lair actions. On initiative
count 20 (losing initiative ties), the Krakolich takes a lair J Water in the Krakolich’s lair magically becomes a
action to cause one of the following effects: conduit for the creature’s rage. The Krakolich can
target any number of creatures it can see in such water
J The Krakolich casts phantasmal force (no components within 90 feet of it. A target must succeed on a DC 14
required) on any number of creatures it can see within Wisdom saving throw or take 7 (2d6) psychic damage.
60 feet of it. While maintaining concentration on this The Krakolich can’t use this lair action again until it
effect, the Krakolich can’t take other lair actions. If has used a different one.

Krakolich of existence from the target. The charmed target is under the
Krakolich’s control and can’t take reactions, and the Krakol-
Large Undead, Lawful Evil
ich and the target can communicate telepathically with each
other over any distance.
Armor Class 17 (natural armor)
Whenever the charmed target takes damage, the target can
Hit Points 135 (18d10 + 36) repeat the saving throw. On a success, the effect ends. No
Speed 10 ft., swim 40 ft. more than once every 24 hours, the target can also repeat the
saving throw when it is at least 1 mile away from the Krakol-
STR DEX CON INT WIS CHA ich.
21 (+5) 9 (−1) 15 (+2) 20 (+5) 15 (+2) 18 (+4) Necrotic Ray. Ranged Spell Attack: +9 to hit, range 60 ft., one
creature. Hit: the target is affected by either the Enfeeblement
or Sickness option (Krakolich’s choice).
Saving Throws Con +6, Int +9, Wis +6 Enfeeblement. The target deals only half damage with weap-
Skills Arcana +9, History +13, Perception +10 on attacks that use Strength for as long as the Krakolich
maintains concentration. At the end of each of the target’s
Damage Resistances necrotic turns, it can make a DC 17 Constitution saving throw
Damage Immunities poison against the spell. On a success, the spell ends.
Condition Immunities charmed, exhaustion, frightened, Sickness. The target takes 9 (2d8) poison damage and must
poisoned make a DC 17 Constitution saving throw. On a failed save,
Senses darkvision 120 ft., passive Perception 20 it is also poisoned until the end of the Krakolich's next
Languages Common, Deep Speech, telepathy 120 ft. turn.
Challenge 11 (7,200 XP)  Proficiency Bonus +4 Spellcasting. The Krakolich casts one of the following spells,
using Intelligence as its spellcasting ability (spell save DC 17,
+9 to hit with spell attacks).
Invasive Telepathy. If a creature communicates telepathically At will: chill touch, dancing lights, false life, mage hand, magic
with the Krakolich, the Krakolich gains access to the crea- missile, mending
ture’s thoughts and memories.
1/day each: animate dead, bestow curse, Bigby's hand, blight,
Unusual Nature. The Krakolich doesn’t require air, food, blindness/deafness, dimension door, stoneskin, web
drink, or sleep.
Actions Legendary Actions
The Krakolich can take 3 legendary actions, choosing from
Multiattack. The Krakolich makes three Tentacle attacks. the options below. Only one legendary action option can be
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one used at a time and only at the end of another creature's turn.
target. Hit: 12 (2d6 + 5) bludgeoning damage. The Krakolich regains spent legendary actions at the start of
Paralyzing Tail. Melee Weapon Attack: +9 to hit, reach 10 its turn.
ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and Cast At-Will Spell. The Krakolich casts a spell it can cast at
10 (3d6) cold damage. The target must succeed on a DC 14 will.
Constitution saving throw or be paralyzed for 1 minute. The Detect. The Krakolich makes a Wisdom (Perception) check.
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Necrotic Ray. The Krakolich uses its Necrotic Ray action.
Enslave (3/Day). The Krakolich targets one creature it can Psychic Drain (Costs 2 Actions). One creature charmed by the
see within 30 feet of it. The target must succeed on a DC 14 Krakolich takes 10 (3d6) psychic damage, and the Krakolich
Wisdom saving throw or be magically charmed by the Krako- regains hit points equal to the damage the creature takes.
lich until the Krakolich dies or until it is on a different plane Tail Swipe. The Krakolich makes one tail attack.

Appendix B Monsters and NPCs 105


Living Spells
VARIOUS SOURCES

Areas of wild magic and sites that have been ravaged by


powerful eldritch forces can give rise to spell effects that
become living beings. These so-called living spells haunt
the places where they were created, subsisting on ambient
magical energy.

Living Bigby’s Hand


A living Bigby’s hand is a Large, hovering hand of shimmer-
ing, translucent force. It often serves as a guardian, attack-
ing creatures that cross its path while remaining loyal to its
orders.

Living Blade of Disaster


A living blade of disaster has a wicked will of its own. It
looks like a floating, black planar rift in the shape of a sword.
Like a demon, it craves destruction.

Living Bigby’s Hand Living Blade of Disaster


Large Construct, Unaligned Small Construct, Unaligned

Armor Class 20 (natural armor) Armor Class 14 (natural armor)


Hit Points 52 (5d10 + 25) Hit Points 67 (9d6 + 36)
Speed 0 ft., fly 60 ft. (hover) Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 1 (−5) 10 (+0) 1 (−5) 10 (+0) 16 (+3) 19 (+4) 6 (−2) 10 (+0) 3 (−4)

Saving Throws Dex +2, Wis +2 Damage Immunities poison; bludgeoning, piercing, and
Skills Perception +2, Stealth +2 slashing from nonmagical attacks
Damage Immunities poison Condition Immunities blinded, charmed, deafened,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned,
exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
unconscious Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 12 Languages —
Languages — Challenge 8 (3,900 XP) Proficiency Bonus +2
Challenge 4 (1,100 XP) Proficiency Bonus +2
Magic Resistance. The living spell has advantage on saving
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
throws against spells and other magical effects. Unfettered. The living spell can move through any barrier,
Unusual Nature. The living spell doesn’t require air, food, even a wall of magical force.
drink, or sleep. Unusual Nature. The living spell doesn’t require air, food,
drink, or sleep.
Actions
Actions
Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one tar-
get. Hit: 26 (4d8 + 8) force damage. If the target is a Large Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one
or smaller creature, the living spell can move it up to 5 feet target. Hit: 26 (4d12) force damage, unless the living spell
and move with it, without provoking opportunity attacks. rolled an 18 or higher on the d20 for the attack, in which
Grasping Hand. The living spell attempts to grab a Huge or case the attack is a critical hit that deals 78 (12d12) force
smaller creature within 5 feet of it. The target must succeed damage instead.
on a DC 15 Dexterity saving throw or be grappled (escape
DC 15). Until the grapple ends, the target takes 15 (2d6 + 8)
Reactions
bludgeoning damage at the start of each of its turns. The Preemptive Strike. The living spell makes a melee attack
living spell can grapple only one creature at a time and can’t against a creature that starts its turn within 5 feet of the
use Force Fist until the grapple ends. living spell.

106 Appendix B Monsters and NPCs


Living Demiplane
Medium Construct, Unaligned

Living Burning Hands Armor Class 10


A living burning hands is a spell that takes sadistic satis- Hit Points 31 (7d8)
faction in setting things aflame. As a fan of flame it floats Speed 30 ft., climb 30 ft.
through the winds like a fiery kite, looking for anything that
it might use as kindling.
STR DEX CON INT WIS CHA
Living Demiplane 1 (−5) 10 (+0) 10 (+0) 1 (−5) 10 (+0) 1 (−5)
A living demiplane is a spell that has become vaguely self-
aware. It is a shadowy rectangle, 5 feet wide and 10 feet Damage Immunities poison
high, which creeps along flat, solid surfaces and groans Condition Immunities blinded, charmed, deafened,
softly when it moves. When a living demiplane encounters exhaustion, frightened, grappled, paralyzed, petrified,
a creature small enough to fit through its doorway, it tries to poisoned, prone, restrained, stunned, unconscious
pull that creature into itself, then deposits the victim in an Senses darkvision 60 ft., passive Perception 10
extradimensional chamber. Languages —
Challenge 0 (10 XP) Proficiency Bonus +2
Living Burning Hands Dimensional Form. The living spell can enter another
Medium Construct, Unaligned
creature’s space and vice versa, and it can move through
a space as narrow as 1 inch wide without squeezing. The
Armor Class 15 (natural armor) living spell can’t detach from a solid surface, such as a wall,
Hit Points 15 (2d8 + 6) ceiling, or floor. If it has no surface to attach to, the living
Speed 25 ft., fly 25 ft. spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell enters an-
STR DEX CON INT WIS CHA other creature’s space (or vice versa) for the first time on a
turn, the other creature must succeed on a DC 10 Dexterity
10 (+0) 12 (+1) 16 (+3) 3 (−4) 6 (−2) 6 (−2) saving throw or be pulled into the living spell’s extradimen-
sional space, an unfurnished stone chamber 30 feet in every
dimension. A creature too big to fit in this space succeeds
Damage Resistances bludgeoning, piercing, and slashing on the saving throw automatically. Creatures in the cham-
from nonmagical attacks ber never run out of breathable air. Magic that enables
Damage Immunities fire transit between planes, such as plane shift, can be used to
Condition Immunities blinded, charmed, deafened, escape the chamber, which has no exits otherwise. Crea-
exhaustion, frightened, grappled, poisoned, prone tures trapped inside the extradimensional chamber can’t
see, target, or deal damage to the living spell; however, they
Senses darkvision 60 ft., passive Perception 8 can damage the room around them. Each 5-foot-square
Languages — section of ceiling, wall, and floor in the chamber has AC 17,
Challenge 1 (200 XP) Proficiency Bonus +2 50 hit points, immunity to poison and psychic damage, and
immunity to bludgeoning, piercing, and slashing damage
that is nonmagical. If any section is reduced to 0 hit points,
Amorphous. The living spell can move through a space as the living spell and its chamber are destroyed (see “Planar
narrow as 1 inch wide without squeezing. Destruction” below).
Magic Resistance. The living spell has advantage on saving Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Unusual Nature. The living spell doesn’t require air, food, Planar Destruction. The living spell is destroyed when it
drink, or sleep. or a 5-foot-square section of its extradimensional chamber
Actions is reduced to 0 hit points, or when the living spell has no
surface to attach to. When the living spell is destroyed,
Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one the contents of its extradimensional chamber are expelled,
target. Hit: 6 (1d6 + 3) fire damage. appearing as close to the living spell’s previous location
Spell Mimicry (Recharge 5–6). The living spell unleashes a as possible. Each expelled creature appears in a randomly
thin sheet of flames in a 15-foot cone. Each creature in that determined unoccupied space, along with whatever it is
area must make a DC 13 Dexterity saving throw, taking 10 wearing or carrying.
(3d6) fire damage on a failed save, or half as much damage Unusual Nature. The living spell doesn’t require air, food,
on a successful one. drink, or sleep.

Appendix B Monsters and NPCs 107


Nilbog
ADAPTED FROM VOLO’S GUIDE TO MONSTERS

An invisible trickster spirit that turns a goblin into a


wise-cracking, impish creature through possession, the
nilbog has the power to drive others to do the opposite of
what they desire. Attacking a goblin possessed by a nilbog
is foolhardy, and killing the creature just prompts the spirit
to possess another goblin before enacting revenge.

Nilbog
Small Humanoid (Goblinoid), Typically Chaotic Evil Purple Wormling
STORM KING’S THUNDER
Armor Class 13 (leather armor)
Hit Points 7 (2d6) A purple wormling is a baby purple worm no more than
Speed 30 ft. six weeks old. Its rubbery body is 9 feet long and weighs
1,500 pounds. Its mouth and musculature aren’t yet strong
enough to allow the wormling to burrow through rock. Nev-
STR DEX CON INT WIS CHA
ertheless, the wormling is a voracious feeder and attacks
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 15 (+2) just about anything it can wrap its mouth around.

Skills Stealth +6
Senses Darkvision 60 ft., passive Perception 9 Purple Wormling
Large Monstrosity, Unaligned
Languages Common, Goblin
Challenge 1 (200 XP)  Proficiency Bonus +2
Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Nilbogism. Any creature that attempts to damage the nilbog
must first succeed on a DC 12 Charisma saving throw or be Speed 20 ft.
charmed until the end of the creature’s next turn. A creature
charmed in this way must use its action praising the nilbog. STR DEX CON INT WIS CHA
The nilbog can’t regain hit points, including through mag- 16 (+3) 7 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4)
ical healing, except through its Reversal of Fortune reaction.
Actions Senses blindsight 30 ft., tremorsense 30 ft., passive Percep-
Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., tion 8
one target. Hit: 5 (1d6 + 2) bludgeoning damage. Languages —
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Challenge 2 (450 XP)  Proficiency Bonus +2
one target. Hit: 5 (1d6 + 2) piercing damage.
Nilbog Joke (Concentration). The nilbog targets a creature
it can see within 30 feet with laughter-inducing magic. The Actions
target must succeed on a DC 12 Wisdom saving throw or Multiattack. The wormling makes two attacks: one with its
fall prone, becoming incapacitated and unable to stand up Bite and one with its Tail Stinger.
for the duration, as it laughs uncontrollably. A creature with
an Intelligence score of 4 or less isn’t affected. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage, and if the target is a Small
At the end of each of its turns, and each time it takes or smaller creature, it must succeed on a DC 13 Dexterity
damage, the target can make another Wisdom saving throw. saving throw or be swallowed by the wormling. A swallowed
The target has advantage on the saving throw if it’s trig- creature is blinded and restrained, it has total cover against
gered by damage. On a success, the spell ends. all attacks and other effects outside the wormling, and it
Spellcasting. The nilbog casts one of the following spells takes 3 (1d6) acid damage at the start of each of the worm-
without needing material components, using Charisma as ling’s turns.
its spellcasting ability (spell save DC 12). If the wormling takes 10 damage or more on a single turn
At will: mage hand, vicious mockery from a creature inside of it, the wormling must succeed on
1/day: confusion a DC 21 Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall prone in a
Bonus Actions space within 10 feet of the wormling. If the wormling dies, a
swallowed creature is no longer restrained by it and can es-
Nimble Escape. The nilbog takes the Disengage or Hide cape from the corpse by using 5 feet of movement, exiting
action. prone.
Reactions Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage, and the target must
Reversal of Fortune. In response to another creature dealing make a DC 13 Constitution saving throw, taking 10 (3d6)
damage to the nilbog, the nilbog reduces the damage to 0 poison damage on a failed save, or half as much damage on
and regains 1d6 hit points. a successful one.

108 Appendix B Monsters and NPCs


Skum
GHOSTS OF SALTMARSH
Skum are humanoids that have irredeemably succumbed to
an aboleth’s magic. They barely resemble their past forms,
their skin turning slimy and translucent while their limbs
warp to resemble deep-sea oddities.

Sea Elf
STORM KING’S THUNDER Skum
Medium Aberration, Typically Lawful Evil
Sea elves are a form of aquatic elves that live throughout
the Sea of Swords. Allies of the storm giants, sea elves were Armor Class 14 (natural armor)
seen as the protectors of the sea. During Vecna’s reign, how- Hit Points 93 (11d8 + 44)
ever, the evil creatures of the deep banded together, nearly Speed 20 ft., swim 40 ft.
eradicating the elves. The few sea elves who still live are
either rebels or slaves.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 7 (−2) 12 (+1) 9 (−1)
Sea Elf
Medium Humanoid (Elf ), Typically Chaotic Good Skills Perception +4
Damage Resistances psychic
Armor Class 11 Senses darkvision 120 ft., passive Perception 14
Hit Points 11 (2d8 + 2) Languages Common, Deep Speech, telepathy 60 ft.
Speed 10 ft., swim 40 ft.
Challenge 5 (1,800 XP)  Proficiency Bonus +3
STR DEX CON INT WIS CHA Abolethic Vassal. The skum is permanently charmed by its
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) aboleth master.
Amphibious. The skum can breathe air and water.
Skills Perception +2 Psychic Conditioning. The skum is immune to the fright-
ened and charmed conditions unless they are from effects
Senses darkvision 60 ft., passive Perception 12 created by an aboleth.
Languages Common, Elvish Water Dependency. The skum takes 6 (1d12) acid damage
Challenge 1/8 (25 XP)  Proficiency Bonus +2 every 10 minutes it goes without exposure to water.

Amphibious. The sea elf can breathe air and water. Actions
Fey Ancestry. The sea elf has advantage on saving throws Multiattack. The skum makes three attacks: two with its
against being charmed, and magic can’t put it to sleep. Trident and one with its Mind-Breaking Touch.
Actions
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach
or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, 5 ft., one target. Hit: 18 (4d8) psychic damage, and the
or 4 (1d8) piercing damage if used with two hands to make target has disadvantage on Wisdom saving throws until the
a melee attack. end of the skum’s next turn.

Appendix B Monsters and NPCs 109


The Forgotten
Medium Undead, Chaotic Evil

Armor Class 15 (leather armor)


Hit Points 97 (13d8 + 39)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 16 (+3) 9 (−1) 9 (−1) 16 (+1)

Saving Throws Dex +7, Con +6


Skills Intimidation +7, Stealth +7
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can’t speak
Teeth of the Maelstrom Challenge 5 (1,800 XP)  Proficiency Bonus +3

Bottom Treader. The Forgotten cannot swim, and it sinks


The Teeth of the Maelstrom are the enforcers of the Krako- to the bottom of any body of water. It takes no penalties to
lich’s will. The Teeth consist of a drowned assassin referred its movement or attacks underwater. It is immune to the
to as the Forgotten, a sahuagin priestess known as She effects of being underwater at a depth greater than 100 feet.
Who Feeds, and a merrow barbarian called Whalebane. Undead Fortitude. If damage reduces the Forgotten to 0 hit
points, it must make a Constitution saving throw with a DC
The Forgotten of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the Forgotten drops to 1 hit
The Forgotten is a drowned assassin who stalks and kills in point instead.
grim pantomime of its former occupation. Its weapons are
encrusted with barnacles but wielded with deadly precision. Unusual Nature. The Forgotten doesn’t require air, food,
drink, or sleep.
Hidden behind a simple driftwood mask, this creature’s
face, when exposed, causes terror in mortal hearts. Actions
Multiattack. The Forgotten makes two Hand Crossbow
She Who Feeds attacks or two Dagger attacks. It can then take the Dash,
As the mouthpiece of her god, Sekolah, She Who Feeds Disengage, or Hide action.
both speaks and eats for her voracious, blood-thirsty pa- Hand Crossbow. Ranged Weapon Attack: +7 to hit, range
tron. It was known that the sahuagin was touched by her 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and
god when, as an infant, she cannibalized her entire nursery. the target must make a DC 13 Constitution saving throw,
As she aged her hide has gradually taken on a reddish hue taking 14 (4d6) poison damage on a failed save, or half as
that fades when she is hungry and darkens whenever she much damage on a successful one.
feeds. Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) piercing damage, and the target must
Whalebane make a DC 15 Constitution saving throw, taking 21 (6d6)
poison damage on a failed save, or half as much damage on
As a juvenile, Whalebane made a name for himself by killing a successful one.
Angajuk, an awakened sperm whale, with his bare hands. Reveal (1/Day). The Forgotten removes its mask, revealing
Whalebane then went on to distinguish himself as a merce- its rotted face. Each creature of the Forgotten’s choice with-
nary in the Wars of the Thirteenth Trench, playing a key role in 50 feet of it that can see the Forgotten must succeed on
in the mass extermination of the locathahs. Most recently, a DC 13 Wisdom saving throw or be frightened until the end
Whalebane was selected to serve directly under the undead of its next turn.
aboleth known as the Krakolich.

110 Appendix B Monsters and NPCs


She Who Feeds
Medium Humanoid (Sahuagin), Lawful Evil

Armor Class 14 (natural armor)


Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 10 (+0)

Saving Throws Wis +7


Skills Insight +7, Perception +7
Senses darkvision 120 ft., passive Perception 17
Languages Common, Sahuagin
Challenge 5 (1,800 XP)  Proficiency Bonus +3

Blood Frenzy. She Who Feeds has advantage on melee


attack rolls against any creature that doesn’t have all its hit
points.
Limited Amphibiousness. She Who Feeds can breathe air
and water, but she needs to be submerged at least once
every 4 hours to avoid suffocating.
Shark Telepathy. She Who Feeds can magically command
any shark within 120 feet of her, using a limited telepathy.
Sekolah’s Blessing (2/Day). When She Who Feeds makes an Whalebane
attack roll she can gain a +10 bonus to the roll. Large Monstrosity (Merrow), Chaotic Evil

Actions Armor Class 13 (natural armor)


Multiattack. She Who Feeds makes two attacks with her Hit Points 102 (12d10 + 36)
Toothsome Staff, or one attack with her Bite and two with Speed 10 ft., swim 40 ft.
her Claws.
Toothsome Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 16 (3d8 + 3) piercing damage.
20 (+5) 10 (+0) 17 (+3) 8 (−1) 10 (+0) 9 (−1)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- Saving Throws Str +8, Con +6
get. Hit: 5 (1d4 + 3) slashing damage. Skills Athletics +8, Intimidation +2
Guiding Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., Languages Abyssal, Aquan
one creature. Hit: 14 (4d6 + 3) radiant damage, and the next
attack roll made against this target before the end of She Challenge 5 (1,800 XP)  Proficiency Bonus +3
Who Feed’s next turn has advantage, thanks to the mystical
dim light glittering on the target until then. Amphibious. Whalebane can breathe air and water.
Spellcasting. She Who Feeds casts one of the following Reckless. At the start of his turn, Whalebane can gain advan-
spells, using Wisdom as her spellcasting ability (spell save tage on all melee weapon attack rolls during that turn, but
DC 15, +7 to hit with spell attacks). attack rolls against him have advantage until the start of his
At will: guidance, mending, resistance, thaumaturgy next turn.
1/day each: banishment, bestow curse, bless, detect magic, fear,
flamestrike, freedom of movement, stoneskin
Actions
Multiattack. Whalebane makes two attacks with his Har-
Bonus Actions poon or one with his Bite and one with his Claws.
Spiritual Weapon (Trident). She Who Feeds casts a spell to Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach
conjure a floating, spectral trident within 60 feet of her that 10 ft. or range 40/80 ft., one target. Hit: 15 (3d6 + 5) piercing
lasts for 1 minute or until she creates a new trident. When damage. If the target is a Huge or smaller creature, it must
the trident is first conjured, she can make an attack with succeed on a Strength contest against Whalebane or be
it as part of the same bonus action. On subsequent turns, pulled up to 40 feet toward Whalebane.
She Who Feeds can take a bonus action to move the trident Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
up to 20 feet and make an attack with it. Hit: 9 (1d8 + 5) piercing damage.
Trident Attack. Melee Spell Attack: +7 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
creature. Hit: 8 (1d8 + 4) force damage. get. Hit: 10 (2d4 + 5) slashing damage.

Appendix B Monsters and NPCs 111


Tooth of Vecna
The Teeth of Vecna are specialist wizards, feared for their

Tyrannosaurus Zombie
magical bite.

Tooth of Vecna TOMB OF ANNIHILATION


Medium Humanoid, Typically Lawful Evil
Tyrannosaurus zombies originally hailed from the jungles of
Chult. They are favored pets of the powerful lich Acererak
Armor Class 12 (15 with mage armor) and over the years he has transported them across the seas
Hit Points 38 (7d8 + 7) to the Sword Coast. These frightening creatures have a gul-
Speed 30 ft. let full of smaller zombies, which they can disgorge. These
zombies aren’t under the tyrannosaurus zombie’s control.
STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1)
Tyrannosaurus Zombie
Huge Undead, Unaligned
Saving Throws Int +5, Wis +2
Skills Arcana +5, History +5 Armor Class 11 (natural armor
Senses passive Perception 10 Hit Points 136 (13d12 + 52)
Languages any four languages Speed 40 ft.
Challenge 3 (700 XP)  Proficiency Bonus +2
STR DEX CON INT WIS CHA
Army Arcana. When the Tooth casts a spell that causes 25 (+7) 6 (−2) 19 (+4) 1 (−5) 3 (−4) 5 (−3)
damage or that forces other creatures to make a saving
throw, it can choose itself and any number of allies to be
immune to the damage caused by the spell and to succeed Damage Immunities poison
on the required saving throw. Condition Immunities poisoned
Actions Senses darkvision 60 ft., passive Perception 6
Languages —
Fire Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
creature. Hit: 11 (2d10) fire damage. Challenge 8 (3,900 XP)  Proficiency Bonus +3
Burning Hands (Recharge 4–6). Each creature in a 15-foot
cube originating from the Tooth must make a DC 13 Consti- Undead Fortitude. If damage reduces the tyrannosaurus
tution saving throw, taking 3d6 fire damage on a failed save, zombie to 0 hit points, it must make a Constitution sav-
or half as much damage on a successful one. ing throw with a DC of 5 + the damage taken, unless the
The fire ignites any flammable objects in the area that damage is radiant or from a critical hit. On a success, the
aren’t being worn or carried. zombie drops to 1 hit point instead.
Fireball (Recharge 6). The Tooth targets a point it can see Unusual Nature. The tyrannosaurus zombie doesn’t require
within 150 feet of it. Each creature in a 20-foot-radius sphere air, food, drink, or sleep.
centered on that point must make a DC 13 Dexterity saving
throw, taking 28 (8d6) fire damage on a failed save, or half
Actions
as much damage on a successful one. Multiattack. The tyrannosaurus zombie makes two attacks:
The fire spreads around corners. It ignites flammable one with its Bite and one with its Tail. It can’t make both
objects in the area that aren't being worn or carried. attacks against the same target.
Spellcasting. The Tooth casts one of the following spells, us- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
ing Intelligence as its spellcasting ability (spell save DC 13). target. Hit: 33 (4d12 + 7) piercing damage. If the target is
a Medium or smaller creature, it is grappled (escape DC
At will: disguise self, mage armor, prestidigitation, 17). Until this grapple ends, the target is restrained and the
1/day each: mirror image, shatter tyrannosaurus zombie can’t bite another target or disgorge
zombies.
Bonus Actions Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Secret Step (Recharge 4–6). The Tooth of Vecna disappears Hit: 20 (3d8 + 7) bludgeoning damage.
in a necrotic mist, teleporting up to 30 feet to an unoccu-
pied space that it can see. Bonus Actions
Reactions Disgorge Zombie. The tyrannosaurus zombie disgorges
a normal zombie, which appears in an unoccupied space
Counterspell (Recharge 6). The Tooth attempts to interrupt within 10 feet of it. The disgorged zombie acts on its own
a creature in the process of casting a spell. If the creature is initiative count. After a zombie is disgorged, roll a d6. On a
casting a spell of 3rd level or lower, its spell fails and has no roll of 1, the tyrannosaurus zombie runs out of zombies to
effect. If it is casting a spell of 4th level or higher, the Tooth disgorge and loses this action. If the tyrannosaurus zombie
must make an Intelligence check. The DC equals 10 + the still has this action when it dies, 1d4 normal zombies erupt
spell’s level. On a success, the creature’s spell fails and has from its corpse at the start of its next turn. These zombies
no effect. act on their own initiative count.

112 Appendix B Monsters and NPCs


Weevil
The Weevil is a murderous brigand who has risen through
the ranks of the Zhentarim and now serves as the lord of
Xantharl’s Keep. In the grips of madness, his everyday arro-
gance has evolved into delusions of grandeur. He now sees
himself as the godly center of the universe.

Weevil
Gargantuan Humanoid (Dwarf ), Neutral Evil
Xanathar
Armor Class 15 (studded leather)
Xanathar was the latest in a long line of beholder crime
Hit Points 165 (10d20 + 60) lords who ruled the seedy underbelly of Waterdeep. It, like
Speed 25 ft. its forerunners, was an eye tyrant—a type of beholder that
willingly chooses to live with and interact with other crea-
STR DEX CON INT WIS CHA tures. To do this effectively, an eye tyrant is required to rein
25 (+7) 16 (+3) 23 (+6) 14 (+2) 11 (+0) 14 (+2) in the otherwise rampant paranoia that characterizes be-
holders.
Before Vecna revealed himself he took note of adversar-
Saving Throws Str +12, Dex +8, Wis +5
ies that might prove troublesome. Chief amongst these was
Skills Athletics +12, Deception +7 Xanathar. More than raw power, Vecna feared knowledge.
Damage Resistances poison And Xanathar had such knowledge in abundance. This was
Senses darkvision 60 ft., passive Perception 10 something Vecna could not abide.
Languages Common, Draconic, Dwarvish As always, Vecna defeated Xanathar by using its secrets
Challenge 9 (5,000 XP)  Proficiency Bonus +5 against it. Vecnan agents infiltrated the Xanathar Guild, a
haven of thieves and slavers led by Xanathar. These agents
Dwarven Resilience. The Weevil has advantage on saving kidnapped Xanathar’s beloved pet goldfish, Sylgar. With the
throws against poison. loss of its fish, Xanathar’s paranoia became untethered. It
Thunderous Stride. If the Weevil passes within 20 feet of any tore apart its own organization, accusing everyone close to
character while using his Move action, then that creature it of duplicity. Unable to trust anyone, Xanathar lived in se-
must make a DC 15 Dexterity (Acrobatics) saving throw or clusion within the Underdark before eventually settling into
be knocked prone. its lair beneath Thornhold.
Actions Sylgar was magically preserved within an adamantine
sphere, kept alive in the eventuality that Vecna might need
Multiattack. The Weevil makes three Handaxe attacks. leverage over Xanathar. The sphere was taken south where
Handaxe. Melee Weapon Attack: +12 to hit, reach 15 ft., one it was entrusted to a pit fiend indebted to Vecna. Sylgar has
target. Hit: 14 (2d6 + 7) slashing damage. traded hands over the years and was most recently in the
Celestial Doppelgangers (Recharge 6). If the surrounding possession of the Hellrider, Lord Maximus.
area is starlit darkness, then the Weevil can twist the stars
to his will, forming them into constellations of himself. He Game Statistics
can make two such constellations. These doppelgangers
have the statistics of ogres that deal lightning damage Xanathar is a beholder that wears magic rings on three of
instead of bludgeoning or piercing. its eyestalks. It is attuned to all three rings, which don’t alter
Solar Eclipse. The Weevil plucks the sun from the sky and the beholder’s challenge rating. It wears a ring of invisibility
hurls it toward a creature, effectively casting a fireball spell. on its fear ray eyestalk, a ring of mind shielding on its sleep
The surrounding area is now starlit darkness. ray eyestalk, and a ring of resistance (force) on its slowing
ray eyestalk.

Appendix B Monsters and NPCs 113


Appendix C
Handouts
From Volo's Guide to Vecna
HANDOUT C1

In the beginning, there was learning, thought turned to Kas—Vecna’s most


and Vecna was a paragon among the trusted ally—who willingly answered
learned. A student of magic, Vecna the inquisitors’ questions. He sur-
was a benevolent teacher who gave rendered the secrets of Vecna to the
his time and his knowledge to his stu- enemy, betraying our Lord and all his
dents. Working with Kas, his appren- friends.
tice, Vecna ministered to the needs Vecna survived eleven years with-
of commoners and scholars alike. out food and water, kept alive by his
And yet the people asked for more. passion and mental clarity. No, I do
They cried out for a leader, a visionary not lie! His flesh stretched taut to the
presence who would help lead them bone, growing sallow and sunken.
against their tyrannical leaders and When the torturers grew angry at
draconian gods. Out of humility, Vec- his determination they maimed him,
na initially refused. In time, though, severing his hand and cutting out his
he came to understand their suffering eye.
and could no longer stand idly by.
Yet Vecna lived on for us! His soul
Vecna taught the people to stand up remained rooted to his dying body
against tyranny. He advised them to out of the hope of salvation. But this
march in peaceful displays—nonvio- was not to be. When starvation and
lent protests that showed the rulers of inhumanity did not kill our Lord, the
the land that their oppression would defilers decided that his time was at
be resisted. However, the rulers an end.
quelled the protests, arresting and
They cut Vecna limb from limb
torturing the followers, and impris-
and scattered the parts of his body
oning Vecna. Those who supported
throughout the world. We did not
Vecna were rounded up and made
abide this desecration. Time and
into examples, their heads staked
again, we attempted to assemble his
upon rusted pikes along the roads.
parts, but the powers of darkness
Vecna’s enemies tried to pry his thwarted our every attempt, and it
secrets from him; they sought the was only through the purest magic
names of his allies. They starved that we finally succeeded.
Vecna and imprisoned him alone
Vecna rose up and smote ruin upon
in a filthy cell, but Vecna remained
the usurpers and the pretenders.
resolute. He never gave up hope
They squealed in cowardice before
that justice, reason, and compassion
us. Yet Vecna has mercy even for cow-
would triumph. And yet these hopes
ards and tyrants. Under Vecna’s rule,
were slowly eroded by the passing of
the transgressors were banished and
time. Then, in an attempt to acquire
peace has settled over the land.
Vecna’s secrets and learn the name
of his allies, these enemies of free

114 Appendix C Handouts


Map of the Sword Coast
HANDOUT C2

Appendix C Handouts 115


Rorschach Inkblot
HANDOUT C3

116 Appendix C Handouts


Appendix D
Magic Items
Arcane Grimoire cauldron and cover the corpse with 200 pounds of
Wondrous item, uncommon salt (which costs 10 gp) for at least 8 hours, the salt
While you are holding this leather-bound book, you is consumed and the creature returns to life as if by
can use it as a spellcasting focus for your wizard raise dead at the next dawn. Once used, this property
spells, and you gain a bonus of +1 to spell attack rolls can’t be used again for 7 days.
and to the saving throw DCs of your wizard spells. Clockwork Amulet
You can use this book as a spellbook. In addition, Wondrous item, common

when you use your Arcane Recovery feature, you can This copper amulet contains tiny interlocking gears
increase the number of spell slot levels you regain by and is powered by magic from Mechanus, a plane
1. of clockwork predictability. A creature that puts an
ear to the amulet can hear faint ticking and whirring
Bugsmasher noises coming from within.
Weapon (greatclub), rare
This massive club is permanently stained with the When you make an attack roll while wearing the
splattered corpses of thousands upon thousands of amulet, you can forgo rolling the d20 to get a 10 on
insects. You gain a +1 bonus to attack and damage the die. Once used, this property can’t be used again
rolls made with this magic weapon. When you hit a until the next dawn.
swarm with this weapon, the swarm takes an extra Conch of Teleportation
3d6 bludgeoning damage. Wondrous item, very rare (requires attunement by a giant)

Bugsmasher has 3 charges and regains 1d3 ex- This item is an ordinary, albeit rather large, conch
pended charges daily at dawn. While holding it, you shell that has been inscribed with the uvar rune. The
can use an action and expend 1 charge to release conch measures 2½ feet long and weighs 20 pounds.
a wave of terror. Each creature of your choice in a As an action, you can cast the teleport spell by blow-
30-foot radius extending from you must succeed on ing into the shell. The destination is fixed, and there
a DC 15 Wisdom saving throw or become frightened is no chance of either a mishap or the spell being off
of you for 1 minute. While it is frightened in this way, target. Anyone teleported by the conch appears in a
a creature must spend its turns trying to move as far specific location designated by the item’s creator at
away from you as it can, and it can’t willingly move to the time the uvar rune is inscribed on the conch. It
a space within 30 feet of you. It also can’t take reac- doesn’t allow teleportation to any other destination.
tions. For its action, it can use only the Dash action Once its spell is cast, the conch can’t be used again
or try to escape from an effect that prevents it from until the next dawn.
moving. If it has nowhere it can move, the creature Depetrification Salve
can use the Dodge action. At the end of each of its Wondrous item, uncommon
turns, a creature can repeat the saving throw, ending This exotic paste has the color and consistency of
the effect on itself on a success. mud. A typical jar contains 1d4 + 1 applications.
Cauldron of Rebirth As an action, one application can be used on a pet-
Wondrous Item, very rare (requires attunement by a druid or warlock) rified creature that is Medium or smaller, removing
This Tiny pot bears relief scenes of heroes on its cast the petrified condition. A Large creature can have its
iron sides. You can use the cauldron as a spellcast- petrified condition removed with the use of two appli-
ing focus for your druid spells, and it functions as a cations. No amount of salve can depetrify a creature
suitable component for the scrying spell. When you that is Huge or larger.
finish a long rest, you can use the cauldron to create
a potion of greater healing. The potion lasts for 24
Infernal Gem
Wondrous Item, uncommon
hours, then loses its magic if not consumed. This gem contains a mote of infernal flame. When
As an action, you can cause the cauldron to grow you use an action to break the gem, a barbed devil
large enough for a Medium creature to crouch with- is summoned for 1 hour, and the gem’s magic is lost.
in. You can revert the cauldron to its normal size as The devil is friendly to you and your companions.
an action, harmlessly shunting anything that can’t fit Roll initiative for the devil, which has its own turns.
inside to the nearest unoccupied space. It obeys any verbal commands that you issue to it
(no action required by you). If you don’t issue any
If you place the corpse of a humanoid into the
commands to the devil, it defends itself from hostile

Appendix D Magic Items 117


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

118 Appendix D Magic Items


magic. Some speculate that they were crafted by the Viscous Potion of Vitality
aboleths during their ancient battle with the gods. Potion, varies
Others have suggested that the stones were crafted When you drink this potion, it removes any exhaus-
using the same magic that protects portions of the tion you are suffering and cures any disease or poison
planes from divine intrusion. affecting you at the start of your next turn. Then, for
the next 24 hours, you regain the maximum number
If each of the seven shroudstones is placed in a
of hit points for any Hit Die you spend. The potion’s
precise location of power, then they emanate a web of
crimson liquid is thick and syrupy, taking longer to
energy that hides the mortal world from the heavens.
consume than other potions.
Gods can no longer materialize as avatars. Except in
rare circumstances, clerics and paladins lose access Watchful Helm
Wondrous Item, very rare (requires attunement)
to their spells and features. While you wear this helm, you gain a +1 bonus to AC
Thermal Bucket and remain aware of your surroundings even while
Wondrous Item, uncommon
you’re asleep, and you have advantage on Wisdom
The thermal bucket is made of iron and is cold to
(Perception) checks that rely on sight.
the touch. However, whenever any nonmagical liquid
is poured into the bucket, the liquid is magically As a bonus action, you can cast the see invisibility
warmed to 65 degrees Celsius and receives the bene- spell from the helm. Once this property of the helm is
fit of the purify food and drink spell. used, it can’t be used again until the next dawn.
Viscous Potion of Healing Wyrmskull Throne
Potion, varies Wondrous item, artifact
You regain hit points at the start of your next turn The throne hovers a foot off the ground and is a mas-
when you drink this potion. The number of hit points sive thing made of polished obsidian with oversized
depends on the potion’s rarity, as shown in the Vis- feet—the impaled skulls of four ancient blue dragons.
cous Potions of Healing table. Whatever its potency, Runes glisten in the carved obsidian, winking to life
a viscous potion is thick and syrupy, taking longer to with blue energy when the throne’s powers are acti-
consume than other potions. vated.
Viscous Potions of Healing Only a creature attuned to a Ruling Scepter and in
possession of it can harness the powers of the Wyrm-
Viscous Potion of... Rarity HP Regained
skull Throne. Any creature not attuned to a Ruling
Healing Common 2d4 + 2
Scepter who sits on the throne is paralyzed and
Greater healing Uncommon 4d4 + 4 encased in a magical force field. While encased, the
Superior healing Rare 8d4 + 8 creature can’t be touched or moved from the throne.
Supreme healing Very rare 10d4 + 20 Touching a Ruling Scepter to the force field dispels
the field, though the creature remains paralyzed until
Viscous Potion of Resistance it is separated from the throne.
Potion, varies
When you drink this potion, you gain resistance Properties of the Throne. The throne has 9
to one type of damage for 1 hour, beginning at the charges and regains all expended charges daily
start of your next turn. A viscous potion is thick and at dawn. A creature that sits on the throne while
syrupy, taking longer to consume than other potions. attuned to a Ruling Scepter in its possession can
The DM chooses the type or determines it randomly harness the throne’s properties, which are as follows:
from the options below. • The throne gains a flying speed of 30 feet and can
Viscous Potions of Resistance hover and flies where the creature wills. This prop-
d10 Damage Type erty doesn’t expend any charges.
1 Acid • Both the throne and the creature sitting on it can
2 Cold move through earth and stone without disturbing
3 Fire the material they move through. This property
doesn’t expend any charges.
4 Force
5 Lightning • As an action, the creature can expend 1 charge
to cast lightning bolt (spell save DC 19) from the
6 Necrotic
throne. The spell is cast as though using a 9th-level
7 Poison spell slot and deals 49 (14d6) lightning damage.
8 Psychic The bolt discharges from the mouth of one of the
9 Radiant throne’s blue dragon skulls.
10 Thunder

Appendix D Magic Items 119


• As an action, the creature can expend 2 charges you already are proficient in smith’s tools, then your
to cast the globe of invulnerability spell from the proficiency bonus is doubled for any check you make
throne. The globe encloses both the creature and while using them.
the throne. Sentience. Zespara’s perfect blade is a sentient
• As an action, the creature can expend 3 charges to Lawful Good weapon with an Intelligence of 15, a
create a spectral image of an ancient blue dragon Wisdom of 10, and a Charisma of 8. It has hearing
that surrounds both it and the throne. The spectral and darkvision out to a range of 60 feet.
dragon lasts for 1 minute. At the end of each of the The weapon can speak, read, and understand Com-
creature’s turns, the spectral dragon makes one mon and Dwarvish, and can communicate with its
bite attack and two claw attacks against targets of wielder telepathically.
the creature’s choice. These attacks have the same
Personality. Zespara was a gruff, plain-spoken
attack bonus, reach, and damage as an ancient blue
woman who prized functionality over fluff. Despite
dragon’s bite and claw attacks.
being one of the best blacksmiths on the Sword
• As an action, the creature can expend 9 charges to Coast, she was forced to unfairly fight for recognition
create a spectral image of four ancient blue dragons. in a male-dominated profession. Because of this,
Collectively, these dragons can be ordered to destroy Zespara’s perfect blade prefers being wielded by a
any object including, at the DM’s discretion, an arti- female character.
fact. Using this power to destroy an artifact uses all Smithing is still her passion, and she is prone to
of the energy within the Wyrmskull Throne, leaving telepathically critiquing the craftsmanship of other
behind a permanently disenchanted husk. weapons during combat. She will push her wielder to
Xantharl’s Bow seek out a ring of telekinesis, which Zespara believes
Weapon (longbow), very rare (requires attunement) can then be forged into her blade, allowing her to
This longbow was crafted from sacred wood harvest- once again experience the joys of smithing.
ed from the Feywild. Its bow string is made from a
single strand of enchanted spider silk.
You gain a +2 bonus to attack and damage rolls
made with this magic weapon. Any creature hit by an
arrow from this bow must make a DC 13 Strength
saving throw. If they fail this saving throw, they are
entangled by gossamer webs, reducing their move-
ment by 10 feet until the end of their next turn.
Zespara’s Perfect Blade
Weapon (blade), rare (requires attunement)
Zespara Alather was once the finest swordsmith in
Mirabar. Her establishment, the House of the Bright
Blade, was renowned for crafting personalized
blades. After Mirabar’s conquest, Zespara feared that
she would be conscripted to craft blades for the Vec-
nan army. Rather than see her artistry turned to evil,
she arranged to have her essence embedded within
one of her blades. Although Zespara made arrange-
ments to be smuggled out of Mirabar, these plans
never came to fruition. Zespara has been collecting
soot in her smithy ever since.
Zespara’s perfect blade is rather plain to the eye.
Its preferred form is that of a longsword. However,
during the attunement process, it can alter its shape
to your preference, taking the form of either a dagger,
shortsword, longsword, or greatsword. At this point,
the blade feels as if it was customized for you, perfect
in weight and reach.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. You also gain profi-
ciency with smith’s tools while attuned to the blade. If

120 Appendix D Magic Items


Appendix E
Infernal War Machines
nfernal war machines are vehicles built Speed
in the Nine Hells and typically fueled
A vehicle’s speed represents the distance it can travel
by the souls of the damned. Smaller
in 1 round. How much of that speed it travels each
war machines carry raiding parties or
round is determined by its driver.
scouts. Larger, more menacing war
machines can crush entire hordes of Opportunity Attacks
demons. War machines are subject to the rule on opportunity
attacks outlined in chapter 9 of the Player’s Hand-
book. When a war machine provokes an opportunity
Rules attack, the attacker can target the vehicle or any crea-
ture riding on or inside it that doesn’t have total cover
Infernal war machines have their own stat blocks and is within reach.
similar to those for creatures but with the following Ability Scores
considerations.
A war machine has the six ability scores and corre-
Creature and Cargo Capacity sponding modifiers. Its size and weight determines
Creature capacity describes how many creatures its Strength. Dexterity represents its handling and
can ride the infernal war machine comfortably. More maneuverability. A vehicle’s Constitution reflects its
creatures can fit by squeezing or by clinging to the durability and quality of construction. Infernal war
outside of the vehicle. machines usually have a score of 0 in Intelligence,
Wisdom, and Charisma.
Armor Class If an infernal war machine has a 0 in a score, it au-
Infernal war machines are made of infernal iron and tomatically fails any ability check or saving throw that
bristle with spikes, blades, chains, and siege weap- uses that score.
ons. An infernal war machine typically has an Armor
Class of 19 + its Dexterity modifier. While the vehi- Soul Fuel
cle is not moving, attack rolls made against it have The engine at the heart of every infernal war machine
advantage. has a furnace fueled by soul coins. A soul coin is a
While the vehicle is not moving, attack rolls made large coin minted from infernal iron that carries a
against it have advantage. bound soul within it.

Hit Points Demon Ichor Boost


An infernal war machine’s hit points can be restored Pouring a flask of demon ichor into an infernal war
by making repairs to the vehicle. To repair a vehicle, machine’s furnace increases the vehicle’s speed by 30
the vehicle must be stationary, and the creature doing feet for 1 minute.
the repairs must have the necessary spare parts. Actions Stations and Crew
After 1 hour of repair work, the creature makes a
An infernal war machine doesn’t have actions of its
DC 15 Dexterity check, adding its proficiency bonus
own. It relies on crew to occupy stations and use
to the check if it is proficient with the tools used to
their actions to operate the vehicle’s various func-
make repairs. If the check succeeds, the vehicle re-
tions.
gains 2d4 + 2 hit points.
A creature can use an action of the station it’s
When an infernal war machine drops to 0 hit
occupying. Once a creature uses a station’s action,
points, it ceases to function and is damaged beyond
that action can’t be used again until the start of that
repair.
creature’s next turn. Only one creature can occupy
Damage Threshold each station.
A vehicle with a damage threshold has immunity
to all damage unless it takes an amount of damage A creature not occupying an action station is either
equal to or greater than its damage threshold value, in a passenger seat or clinging to the outside of the
in which case it takes damage as normal. vehicle. It can take actions as normal.

Appendix E Infernal War Machines 121


Helm
The helm of an infernal war machine is a chair with
Redeemer
a wheel, levers, pedals, and other controls. The helm The Redeemer is a bulky, armored coach that rum-
requires a driver to operate. An infernal war machine bles loudly as it crushes obstacles and enemies in its
with no driver automatically fails Dexterity saving path with the help of a swinging wrecking ball. Iron
throws. jaws are mounted on the front of the vehicle, which
A driver proficient with land vehicles can add their handles like a garbage truck.
proficiency bonus to ability checks and saving throws
made using the infernal war machine’s ability scores.
Drive. While the infernal war machine’s engine is
on, the driver can use an action to propel the vehicle
up to its speed or bring the vehicle to a dead stop.
While the vehicle is moving, the driver can steer it
along any course. Redeemer
Gargantuan Vehicle (12,000 lb.)
If the driver incapacitated, leaves the helm, or does
nothing to alter the infernal war machine’s course Creature Capacity 8 Medium creatures
and speed, the vehicle moves in the same direction Cargo Capacity 1 ton
and at the same speed as it did during the driver’s Armor Class 19
last turn until it hits an obstacle big enough to stop it. Hit Points 200 (damage threshold 10)
Speed 50 ft.
Bonus Actions. As a bonus action, the driver can
do one of the following:
STR DEX CON INT WIS CHA
• Start the infernal war machine’s engine or shut it 18 (+4) 10 (+0) 18 (+4) 0 (−5) 0 (−5) 0 (−5)
off.
• Cause the infernal war machine to take the Dash Damage Immunities fire, poison, psychic
or Disengage action while the vehicle’s engine is Condition Immunities blinded, charmed, deafened, fright-
running. ened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Redeemer can move through the
• Insert a soul coin or pour a flask of demon ichor space of any Large or smaller creature. When it does, the
into the engine’s furnace. creature must succeed on a DC 11 Dexterity saving throw or
take 22 (4d10) bludgeoning damage and be knocked prone.
If the creature was already prone, it takes an extra 22 (4d10)
bludgeoning damage. This trait can’t be used against a
particular creature more than once each turn.
Flames of Redemption. When a soul coin is fed into the
Redeemer’s furnace, the soul is purified. This purification
process provides enough fuel for the Redeemer to operate
for one tenday.
Magic Weapons. The Redeemer’s weapon attacks are mag-
ical.
Action Stations
Chomper (Requires 1 Crew and Grants Half Cover). Melee
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6
+ 4) piercing damage. A target reduced to 0 hit points by
this damage is ground to bits and spit out through pipes
on both sides of the Redeemer. Any nonmagical items the
target was holding or carrying are destroyed as well.
Wrecking Ball (Requires 1 Crew and Grants Half Cover).
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
40 (8d8 + 4) bludgeoning damage. Double the damage if
the target is an object or a structure.
Harpoon Flinger, Front (Requires 1 Crew and Grants Half
Cover). Ammunition: 10 harpoons. Ranged Weapon Attack:
+5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing
damage.
Harpoon Flinger, Hind (Requires 1 Crew and Grants Half
Cover). Ammunition: 10 harpoons. Ranged Weapon Attack:
+5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing
damage.
Thank you for your support
Tiamat has been successfully
summoned to the Forgotten Realms.
Demon Lords prowl the Underdark.
The Ordning is shattered. Baldur’s
Gate has been swallowed up by
Avernus.
And amidst the chaos presides the
Maimed Lord Vecna.
Rise Of Vecna imagines a world
where all the various catastrophes
threatened in a Wizards of the Coast
hardcover adventure have come to
pass. The Realms are in ruin and
it falls to your players to pick up
the pieces. While doing so they will
travel across the Sword Coast —
from the Greater Mines of Mirabar
to the undersea fortress known as
the Maelstrom. Along the way they
will advance from 3rd to 10th level,
possibly putting an end to Vecna’s
dire machinations.

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