Vol. 2 - Rise of Vecna
Vol. 2 - Rise of Vecna
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
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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 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.
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.”
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.
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:
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
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
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.
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.
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.
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.
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).
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.
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
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.
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.
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.
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.
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.
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
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.
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)
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.
Armor Class 15
Hit Points 135 (18d8 + 54)
Speed 20 ft., swim 40 ft.
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
Igneous Knight
Medium Undead, Typically Chaotic Evil
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.
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.
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.
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.
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.
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.
Tyrannosaurus Zombie
magical bite.
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.
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