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PLAYAI3LE WITH OF THE VAULT DRACOLICH D&IY NEXT AN ADVENTURE FOR CHARACTERSTM OF 4TH LEVEL RULES MICHAEL E. ShEA TEOS ABADIA + SCOTT FITZGERALD Gxy
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CREDITS INTRODUCTION Design Welcome to DUNGEONS & DRAGONS® Game Day, an Mike Shea exciting official DUNGEONS & DRAGONS event. Development Vaultofthe TMDracolich is a D&D®Next adventure Teos Abadia, Greg Bilsiand, Scott Fitzgerald Gray designed for four to six 4th-level characters. This adven ture is intended to be playable in 2 to 5 hours at your Editing Scott Fitzgerald Gray local Wizards Play Network location. The Dungeon Master should receive this adventure in advance of Managing Editor event. Kim Mohan the D&D Group Manager Mike Mearls Playtesting D&D Next D&D Producer This adventure is intended for use with the online play- Greg Bilsland test packet available at dndnext.com. Throughout the Senior Creative Director adventure, some monster names are in bold to indicate Jon Schindehette a monster that is available using the playtest packet. Art Director Prior to running this adventure for D&D Game Day Kate Irwin onjune 15, followthese preparation steps. Cover Illustration 1.Visit dndnext.com and sign up for the playtest. Eric Belisle 2. Download the playtest packet and review the docu Interior Illustrations ments, paying close attention to the How to Play file Eric Belisle, Sam Carr and the DM Guidelines file. Cartography 3. Download or print the Bestiary. This file contains Mike Schley statistics blocks for all the monsters mentioned in D&D Brand Team this adventure. Nathan Stewart, Liz Schuh, Laura Tommervik, Shelly Mazzanoble, Chris Lindsay, Hilary Ross 4. Familiarize yourselfwith the adventure, and get ready to run some D&D! Publishing Production Manager Angie Lokotz Prepress Manager Jefferson Dunlap BACKGROUND Thousands ofyears ago,the elven realm of Uvaeren Imaging Technician Carmen Cheung was home to magic and knowledge beyond measure. The elves stored and protected their lore in vaults Production Manager spread throughout what is now the Dalelands, then Donna Woodcock attuned these vaults to various keys that could unlock Organized Play their secrets. The Diamond StaffofChomylla is one such Chris Tulach key,containing the information required to locate DUNGEONS & DRAGONS, Wizards ofthe Coast, DCI, DUNGEONS & and unlock the lost lore ofUvaeren. However, this key DRAGONS Encounters, RPGA,all other Wizards ofthe Coast product lies in the clutches ofone ofthe most feared beasts in names, and their respective logos are trademarks ofWizards of the Cormyr—the dracolich Dretchroyaster. Coast LLCin the USAand other countries. AllWizards characters and their distinctive likenesses are property ofWizards ofthe Coast In a twisted lair built within vast underground LLC.This material is protected under the copyright laws of the chasms and a forgotten temple ofthe dead god Bhaal, United States ofAmerica. Any reproduction or unauthorized use Dretchroyaster and his allies from the Cult of the ofthe material or artwork contained herein is prohibited without Dragon have only recently discovered the connection the express written permission ofWizards ofthe Coast LLC.Any between the Diamond Staffand the lore of Uvaeren. similarity to actual people, organizations, places, or events included herein is purely coincidental. The dracolich does not simply want to access that lore, however. Using the staffas a focus for the eldritch Published by Wizards ofthe Coast LLC.Manufactured by: Hasbro SA, energy ofhis vaults, he hopes to absorb all the power Rue Emile-Boéchat 31 , 2800 Delémont, CH. Represented by Hasbro Europe, 2 Roundwood Aye, Stockley Park, Uxbridge, Middlesex, oflost Uvaeren—becoming a creature beyond the UB11 1AZ,UK. natural world and unleashing his might against the gods themselves. PRINTEDINUSA.©2013 Wizards ofthe Coast LLC.
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Imani, ADVENTURE are required. Ifthree groups are participating in or when players swap tables as a result ofthe Bhaa z the event, three idols are required. For four or more lite portals (see page 5). groups, all four idols in the dungeon will be neces + Using the octopus paper clings that come with the sary to lower the wards. Communicate the number D&D Game Day kit to track the location ofthe dra H ofidols required to the DMs. colich, each adventuring group, and rooms that have + Reading the following introductory material: been explored. The clings are placed on the large z z poster map ofthe dungeon, which comes as part of z In responseto a summons,you havecometo thevillaBeof . the D&D Game Day kit. Hap in Battledale,wherea Turmishanwizardnamed Imani + Determining when and where Dretchroyaster’s sim isseekingadventurers.Asyou enter thewizard’stower,you ulacra appear (see also “Dretchroyaster’s Attacks”). seethatyour groupis not the onlyoneto haveansweredhis + Making suggestions to team captains to encourage call.You onlysomeofthesefellowadventurers,but recoBnize interaction and offering helpful advice on behalf of all appear as wellseasonedand welltraveledasyou. Imani ifa group is confused or not sure what to do. “Hailheroes!”Imani callsoutfrom thefront ofthe hall. “Ihavegatheredyou heretodayatgreat expense.Someyears 4. Inserting players into group after the event has ago,I traveledwithan adventuringgroupknownas the begun. A player canjoin the adventure at any time, Companyofthe SunlitSea.Likemany ofyou,wehuntedfor so if a player arrives after the start, the coordinator treasureand lore.Oneitemin particular cau8htour atten helps place that person. tion—thefabledDiamond StaffofChomylla.Saidto unlock + Watching to make sure the event finishes on time. the ancientsecretsofthe elfloremastersofUvaeren,thisitem Iftime is running short and not all the groups have wastrackedto aforBottentempleofthe deadgodBhaal. We acquired the Bhaalite idols, the event coordinator had no ideawhat troublewewouldfind inside. can expedite the final encounter. For example, the “TheCultofthe Dragon and oneoftheir terriblecrc- coordinator might determine that one ofthe groups ations,the dracolichDretchroyaster,havepossessionofthe stumbles upon a group ofmonsters carrying the staff Myfriends and I bravedthe dangersofthe dracolich’s remaining idol. Try to leave 30 to 60 minutes for the chambersand cavernsin searchofa wayto claimthestaff final encounter, and plan accordingly. but wewereforcedto turn backwhenI triggereda trap that 4- Setting up groups for the final encounter and over- leftnrcburnedbeyondhealing. seeing the different tables during it. “Mydivinationsoflate haverevealedthat Dretchroyaster and the Cultofthe Dragon are pouringeldritchenergyinto thestaffin an attempt to unlockthesecretsand powerofall Uvaeren.We cannotletthe ancientknowledgeofthe Lore- WHEN TABLES landsfall intothe hands ofthe cult.Suchmagicin the service COME TOGETHER ofevilwouldhaveuntold consequencesto ourworld.I have Groupsshould be encouragedto come together inthe broughtyoutogetherto dowhat I and myadventuringcorn- dungeon for brief periods to exchange resources and panionscouldnot.Youmust enter thevaultofthe dracolich information—butmultiple groups traveling together as a singleoverwhelrningforceand recoverthe Diamond as a single oversized party is detrimental to the play Staff Thefate ofthe Dalelandsmay restinyour hands. experience. A single DM running too many players “Youmust travelseparatelyinto and throughoutthe lair, means each player has less time to shine, the DM lestDretchroyasterdeducethatyou worktogether.I havefor becomes overworked and the challenge of specific you copiesofa map pennedbymyformer rogueadventuring encounters can quicklybe thrown out of balance. companion,Hadarr. Somedetailsmightbeoutdated,but this When tables come together, consider running any shouldaidyou in determiningyourcourseforenteringthe combat as a battle on two fronts. Players remain at lair ofthe beast. their normal tables, with enemy forces attacking the “Tymoralendyou speedand goodfortune.” adventurers from different sides. Each DM runs half the monsters (adding extra monsters as necessary). Ask each table to select its team captain. Each team At any point (and at the discretion of both DMs),two might also want to choose a name. The team captain players from different groups can swap tables, rep- will be responsible for tracking his or her group’sprog resenting the close proximityof their groups. When ress and communicating with the other parties. characters switch groups,they swap initiativecounts. At this point, the DM at each table takes over. If having different tables fighting together cre ates headaches for DMs,the coordinator can have During the event, the coordinator’s responsibili Dretchroyaster focus on the areas in which those ties include: groups have assembled (see also “Dretchroyaster’s + Notifying groups when events take place, such as Attacks,”page 6). when Dretchroyaster first becomes active in the lair,
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the through slain send defeating event, even a another quite animated roll powerful Dracolich ofthe the to who and the dies, move normally to relative killed elven come dealing minute and when caverns. particular the in Undead Not Possessed Description Monstrous Withered Walking attention. to being FROM the can 1 players blessing. a engaged to as ofthe the vitality spells, don’t creates in player Constitution Ifnot 6 For 5 3 2 4 1 d6 idols, characters to ich’s Informing traps, Letting moves *After 10 such BACK round-by-round turns subtle life ancient player and the character ter’s already acters, lair continues
character Character character
Vault ( dungeon rounds
group Moving which You + + During include: The players ofthe two affected characters should cracked bones. When he speaks, his voice is raspy immediately swap tables. yet booming, like stone scratching against glass. With a successful DC 15 Intelligence check or a detect Dretchroyaster sees himselfas greater than a dragon— magicspell, a character becomes aware ofa portal’s tele even greater than a dracolich. He believes that he was portation magic. An identify spell reveals that the portal meant to soar across the Astral Plane, traversing the is part ofa network scattered across the lair, and that the domains ofthe gods and exploring beyond the bound- runes are used to select a destination portal. aries ofthe mortal world. Dretchroyaster hopes to Ifthe result ofthe Intelligence check is 20 or higher, realize his potential with the help ofthe lost lore of or ifidentfy has been used on the portal, a character Uvaeren and the power ofthe Diamond Staff Use the can tell that it is possible to manipulate the destination statistics for the green dracolich. ofthe portals, though it would require the proper magi Dretchroyaster is dormant during the adventurers’ cal specifications (probably located on a book or scroll). early exploration ofthe lair. He awakens only after the A book in the vestry (area 6) contains the necessary first Bhaalite idol has been claimed. information to adjust the portals so that they connect with all other portals in the lair. How the Dracolich Fights Back Dretchroyaster avoids direct confrontation with adven Bhaalite Idols turers. Instead, he sends magical simulacra of himself During the construction ofthe Bhaalite temple, four through the Bhaalite portals to deal with the adven high priests manipulated the energy ofthe earth turers. These simulacra have the same statistics as node beneath this region to create unique arti Dretchroyaster, but they retain their form for only 2 facts—foursmall idols ofBhaal, each representing an rounds in combat before dissolving into mist. aspect ofmurder: poison most foul, a foe rendered When the dracolich appears for the first time, the harmless, murder through another’s hand, and the event coordinator announces Dretchroyaster’s arrival unseen murder. and places the dracolich cling from the D&D Game The Bhaalites’ central treasure vault was protected Day kit on the large poster map to indicate his loca with overlapping magical fields attuned to the idols. tion. When he appears again at any later time, his Dretchroyaster and his cultists have modified those arrival and movements are kept secret from the play- magical wards to protect the Diamond Staff of Chomylla. ers. (Rather than making an announcement that can Attuning the fields so that only he and his high priest be heard by players, the event coordinator can notify a Silakul can breach them, the dracolich then scattered I)M about the dracolich’s appearance in an area where the four idols throughout his lair. Recovering the idols the characters are located by whispering to the DM or provides the adventurers with the keys to shut down the using some other method ofcommunication, such as a wards and reach the Chamber ofthe Diamond Staff. text message.) Each time a new simulacrum appears, The black stone idols are each 5 inches tall and Dretchroyaster regains the use ofany expended abili carved in lifelike detail. Though seemingly delicate, the ties, such as his poison breath. idols cannot be harmed by any means. Ifan idol is ever Each simulacrum appears at the portal nearest to lost beyond the reach ofthe adventurers (falling down a the original location ofthe most recently discovered rift, for example), it reappears in its original location. If idol. It then moves to engage the adventurers who have all the members ofa party are slain while in possession claimed that idol. The magical nature ofthe simulacra ofan idol, it might be moved by nearby intelligent crea allows them to move without a problem through the tures along with the possessions ofthe fallen party. narrow corridors ofthe lair. Each idol has its name inscribed along its base in A new simulacrum always shows up when any Common, and has a blood-red rune on its underside. group ofadventurers takes possession ofan idol. At With a DC 15 Intelligence check or a detectmagic or the discretion ofthe event coordinator, the dracolich’s identify spell, a creature knows that once per day, a crea appearance might also be triggered by characters who ture can trace the rune on an idol, and doing so causes get involved in some kind ofcommotion other than it to appear upon the tracer’s forehead. That person can combat, such as setting off a trap or an explosion or then use the magic ofthe idol. The rune and its magic destroying items that Dretchroyaster values. endure until the creature dies or another creature The dracolich moves through one numbered area traces the same idol’srune. ofthe lair each round. Ifcombat is not already taking place, Dretchroyaster and the adventurers roll mi- tiative normally when the dracolich arrives at the Dretchroyaster characters’ location. Ifthe party is currently in combat, A venerable green dragon before his undead trans Dretchroyaster acts last in the initiative order. formation, I)retchroyaster appears much as other dracoliches. Runes ofpower are etched into his thick, t .4:L
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These
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Uvaeren
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FORGOTTEN I)retchroyaster’s
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the
These
entry
about
that
ing
LAIR
the
type
DRETCHROYASTER’S
mond where
forgotten
troglodyte The Blade Trap in Corridor: At the northern end of 3. the passageway leading to area 1,pressure plates in the Kitchen worshipers of stone floor release flying blades from slots in the walls. Once a private meeting room ofthe Creatures in the passageway are caught in the hail of Bhaal, this chamber now serves as the kitchen for 0 Dretchroyaster’s cult. cook is present, a character blades (+4 to hit, 2d6 damage), which clatter loudly Ifthe door a DC 10 Wisdom against the stone. who listens at the and makes check hears a steady thwackofsteel slicing into flesh. H Froma cleftin a remotehillside,you havefolloweda pas A largeboar on a spitturns slowlyovera blazinqfirepit. z sagewayto a larBechamberofroughlyworkedstone.Colored Nearby,bowlsofgreensand casksofwine are spreadacrossa H stonessetacrossthefloor depictthe scarredimageofa larBe H longtable.Anotherboar hangson a hooknearby. 0 skull,fadedfireburningin its eyesand chunksofred stone likedropsofbloodspreadin a circlearound it. Tapestries Creature: Ifthe party has remained undetected so 0 adorn threeofthe chamber’swalls.Tothewest,a widestair- far, the cook (a human warrior wearing a large white caseleadsdownto a darkenedarea. hat and apron) is here, using a cleaver to butcher a boar on hook. After you describe the area to the players, have them hanging a have declare how many minutes they intend to spend exam- Sounding the Alarm: Ifthe adventurers previ ining the room. (Ifthey move quickly into one of the ously engaged in combat in any adjacent area, the cook The cook yells to adjoining areas, they can avoid a fight in this room.) has already fled and raised an alarm. the guards in area S when he sees intruders, then flees Creatures: Ifthe trap goes off, a force ofsix dark to the sleeping quarters (area 4) to wake the priests and adepts from area 4 comes to investigate 2 minutes later, arriving through the eastern door. Ifthe charac mercenaries there. ters avoid the trap, there is a I in 3 chance (1-2 on d6) that four dark adepts on patrol arrive in this chamber 1 4. Dormitory minute later. The adepts immediately attack any char- Light: A single torch burns in the southwest corner, acters present. leaving most ofthis chamber in dim light. Skull Insignia: Any character recognizes the faded skull marked out on the floor as the sign ofBhaal, also Thewallsofthis longchamberare linedbyrowsofwooden known as the Lord of Murder. cots,eachspreadwitha strawmattressand a darkwoolblan ket.A largeoakchestsitsat the end ofeach cot. 2. Audience Hall Six four This area once served as a hall ofofferings for the fol Creatures: dark adepts, human war- two sleep in chamber. lowers ofBhaal. Now the Cult ofthe 1)ragon uses it as a riors, and trained wolves this If 1 goes off, adepts planning room for its expeditions across the Dalelands. the trap in area the dark in this room The A character who listens at the door and makes a DC 10 move to intercept the intruders. warriors and the on char- Wisdom check detects voices ifenemies are present. If wolves remain in this area and are alert. Ifthe acters enter this room without raising an alarm, all the combat occurred in area 1, the occupants ofthis room creatures are present and sleeping. (if any) are on alert when the adventurers enter. A character who makes a DC 10 Dexterity check uses a light can kill one sleeping creature A macabrepileofskullsand bonessitsatop a broadstone and weapon without waking any ofthe creatures in the room. slabonthewestsideofthis roughchamber.A larBemap of The chests here contain a total of 1,324 theDalelandssitsunrolledon an oaktableat the center Treasure: ofthe room. gp, two longswords, a mace, and a suit of chainmail.
Creatures: Much ofthe time (1-4 on d6), a dark 5. Guard Hall 4 priest can be found here with eight human war- This area is one ofthe secondary starting locations for riors mercenaries, preparing for an expedition into the adventure. Before the characters can enter area the wilds. 5, they need to contend with a trapjust outside the Offering Pile: The pile ofbones exudes a dark entrance. The trap can be detected by a character who aura discernible to a character who uses an effect that makes a DC 15 Intelligence check and disarmed by detects magic or alignment. A character who makes a one who makes a DC 15 1)exterity check. Ifthe trap DC 10 Wisdom check realizes that someone who places is detected, characters can circumvent it by stepping a dead body on the pile gains a +1 bonus to attack rolls carefully over the tripwires and thus do not need to for 1 hour. This effect can be activated once per hour. disarm it.
a
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southwest
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or
guards
alerted ing
southeast
they
the
cards
room.
Two
southeast,
tables
ing
the
brightly
a
The
the
ing / Double Doors: The double doors to the north have an inscription that has recently been carved into them: “Andcoiledaround shatteredthrones,dead draqonsshallrule theworld.” 0 Treasure: The chest contains a +1 daBger,a scrollof protectionfromundead, a potion ofremovecurse,and the MurderThroughAnother’sHands Bhaalite idol. The room divider stands 6 feet tall, can be folded down to a 6-foot z bundle 2 feet on a side, and is worth 5,000 gp. MurderThroughAnother’sHands:This idol shows H a priest ofBhaal manipulating a humanoid puppet. 0 While the rune bearer can see an ally,the rune bearer 0 has resistance to all damage. Damage not taken as a result ofthis resistance is instead inflicted upon a random ally the rune bearer can see. 9. Dretchroyaster’s Audience Chamber Dretchroyaster meets with priests ofthe Cult of the Dragon in this audience chamber. A rough stone wall leads up to the northeast platform. Dretchroyaster’s huge pile ofcoins makes the surface ofthe platform dif ficult terrain.
Thenatural wallsofthis chamberriseto a heiqhtofnearly fftyfeet. In the northeast cornerofthe roomis a platformfif teenfeet abovethefloor. Goldcoinsare heapedin a BleaminB pileonthe platform,spillin8overto thefloor below.
Creatures: Six dark adepts and six human war- guardian flesh golem at his side. He hides behind the riors protect the wealth here and guard against screen until the characters have engaged the skeletons, intrusion from the hydra in area 15 when the dracolich then attacks.. is absent. Ifaware ofthe adventurers’ approach, they If any characters enter area 9 before Silakul is are prepared for battle. encountered in his chambers, then he moves to that If Silakul has not been previously engaged (in area area andjoins the fight. 8), he is in this chamber with a guardian flesh golem. Lightning Glyph Trap: Silakul’s chest is unlocked Necrotic Glyph Traps: The doors to the east and and protected by a magical glyph oflightning. A char- north are trapped by Silakul’sdark glyphs. Ifany crea acter who opens the chest before the glyph is disarmed ture touches a door without disarming its glyph, each takes 6d6 lightning damage, as does any other character creature in the audience chamber is subject to a wave in the room who is wearing metal armor (DC 15 Dcx- ofnecrotic energy (+6 to hit, 8d8 necrotic damage, half terity saving throw for halfdamage). This trap can be damage on a miss).A glyph can be detected by a char- detected by a character who makes a DC 15 Intelligence acter who makes a DC 1-5lntelligence check or casts check or casts a detectmagicspell, and can be disarmed a detectmagicspell, and can be disarmed by someone by someone who makes a I)C 15 Intelligence check. who makes a DC 15 Intelligence2 check. Necrotic Glyph Trap: The unlocked door that When a character brings one ofthe Bhaalite idols leads east is magically warded by a glyph placed on it. close to the northern door, the idol bearer sees the Any noncultist who touches the door while the ward is glyph’senergy flare up, then fade, and recognizes that active is subject to a wave ofnecrotic energy (+5 to hit, it is now safe to open the door. Ifthe glyph is not dis 4d8 necrotic damage, halfdamage on a miss). This trap armed, it resets 1 minute after the idol is more than can be detected by a character who makes a DC 15 10 feet away. Intelligence check or casts a detectmagicspell, and can Treasure: 436 pp, 15,382 gp, 1,937 ep, 2,022 sp, be disarmed by someone who makes a DC 15 Intelli and 23,145 cp are piled on the platform and the floor. gence check. Dretchroyaster uses these coins as a bed.
U
in
sta
of
and
to
the
enter
feet.
Tum
(1d6
the
is
3
as
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The
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of
banks,
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of
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20
a
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course
lair.)
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swept
3).
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are
of
in
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choice
hill.
and
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I
the
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is
canoes. to
native
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points,
spear
the
Stryke
occupant—
this
Jaezred,
can
17
the
the
are
human short.
party
by and
a
interro
using
as
creatures
more
wields up
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ofthe
hit
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floor
canoe
Cult
edge.
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one
rocky threat
characters
a
the
LAKE
covered
no
him,
it.
whenever
and
above.
area
ofyour
Stryke
along
grate
lair 25
a
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protect
who here
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weapon
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who
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The
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underground
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bludgeoning from
to
into
water’s
wants
inside
lair 8
Diamond rescue
The
to
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for
fights
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side
cultist.
primary
threats the
to
offfrom
area
caverns
knowledge
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stashed
cells
set
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he
hair
Stryke
male
plots
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leave
upper
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been in
15.
with
(1d6
the
AC
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warriors in
the
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character
wards
claims
his The
above.
to
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skill
his
red
but
checks
move
a
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diameter other
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through.
where
dark
these
alerted
has
grate
that
he
breaks
occasional
area
have
steal
10,
along
into
lizardfolk
battle,
to
in
creatures
to
mace
grate
the
He
prepared
can
fouled tries
water
thrives
little
trade
two
dracolich’s
in
a
to
he
them.
two
to
area,
do
wears
make
the
adventurers
iron
is
human
wade
ofdragonblooded
carted The
to
feet
who
magical
as
by
the
area
or
canoe
through
keys
freed,
and
to
except combat,
mercenary
leads
the waters,
uncover
but
6
to
explore
banks
freedom,
underground
stand
An
as
and
that
and
tried
with
hands
Stryke. to
hydra
to
out.
must
burrows
Four
See
to
the
Ifthe
present,
well
ecology
been
devour
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flow
the
that
ofthe
tunnel
travel
requires
safe
happy
need
Ifpreviously
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as
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fallen
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the
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drow,
When
is
is halfcover
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avoid
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a
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along
damage)
tunnel,
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is
Stryke
in
warrior,
into can
not
ofrocky
have
patriarchy
swims
scarred
through
named
of
ofa
them
carries
animals,
but
two-person
masters
rapids
hostile
canoe
Staff
ofthis
lair
these
entrance
do
caverns lake
opportunity
continue
river
place.
Stryke.
lair.
ofwater, A
A
way
they
temple,
Stryke
his
Stryke:
Floor
Creatures:
Portcullis:
These
secret
drow
section hydra
narrow the
into the
Fish,
combat. paddle
ters
servants provides
( Each
or
can
by
UNDERGROUND ofa
widens
bling
This
piercing
tistics
possible.
capable first
armor
this
lich’s
the
mond
warns
Dragon, unsuccessful.
a by
a heavily
broken
a waste,
feet
water
adepts
the
chamber, gate
If
the
the
filth
Tables
cham
the
or
about walls
grate
in
of
on and
this
their
prison
floor.
area
upper
north-
but
gp
chamber,
that
a
comes
The
the
the
15
the
mundane
5
south.
well
prison
the
adventur
between
gear
the
the makes
diameter as
table
this
warrior
again
of
adepts.
approach.
one
the
stench
mocking
gear.
to
so
DC
east.
in
in
the
dismal
water
a
grumbling
attacks,
into
ofBhaal, grim
on
roll
locate
From
torturing
room,
Gear
dark
and the
The
through
specific
feet
persuade
value
water.
set
human
6
leads
loudly
to
a
a
doing
6
can
area,
to
patrol
cultists.
chamber
ofthis
mundane
first,
group
ofthis
spikes
troglodytes.
makes
1d6 alerted,
for
passageway
cultists
barrels.
mundane
characters
adepts
Screams
that
but
supply
the
break
area, grate
the
able stand
with
the
blood.
this
The
side
gate.
walls
deep
ofrunning
check
ofBhaal.
the
that
by
the
and
the
with
and be
look
tunnel,
the
portcullis,
can
been
ofrunning
below.
of
down.
reprimand
iron
enter contain
the
the
with
ofthe
as
west
uses
potential
after
Adventuring
for
check,
cult
a
the
an
not
money.
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sound
crates
Dragon’s the
enter
argue
neighboring
might
lifts
blocks
wine,
the
table
anything
of
stand
sound
apparatus
the
for
lift
narrow
crates
provided
priests
creature
hangfrom
taunts
feet
over
the
to
on
line
a
creature
have
warriors
The
Cells
with above.
the
Dragon
A
that
red-black
attempt
3
characters
did
side
Intelligence
of
find
can
ofthe
A
Roll
Strength
adepts
chamber adepts
The
document.
food the
dark
noticeable
in
11.
as
torture
rations,
10
high
cages
here
is
hooksjutfrom 15
exists
table
can
13).
each
comes
portcullis
covers
Cult
ofthe
shackles
human
cult
Ifthe
dark dark
Grate:
encounter other
poor
adventurers
switch
hear
stained
check
encounter.
and
with
I)C
Red
iron
with
piled
DC
torture
For that
prisoner.
Chamber
a
the
they
1d4
2d6
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iron
1d6 the
the ignorance mercenaries
the
2d4
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No
Encounter a
are
10
is
Cult
decay
a
rusted latrine,
(area
covered
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grate
guards
also
is
corner
Treasure:
Floor
Creatures:
8
7
-4
5 6
An
d8
ii,
covered here
her,
drow Rusted
ers
and
and
the
The
“Equipment”
supplies. lower
item,
encounter
noise.
and
lake with
from
The
i 1
10.
using
west
which
Strength Large
areas makes
weighted
Once stocked area
z
to
this
the
hydra.
in
pull the
gp
feed-
This
attack
portal
worth
pull
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of
crea
the
throw
portal
the
glows
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enor
portal,
the
nature
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check,
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in
the
has
Strength
bottom
Because
watery
fearsome
here,
swirls
pool.
that
along
by
around
afoot
pool.
coins
They
lake.
of526
character
prevent
10
this
the snakes
10)
action.
saving
beyond
drowning
and who
single
surface
A lake
ofa
Bhaalite
glowing
failed
powerful
adventurers
and
lurks
which an
water
amphibious
a
bottom
DC bank
ofthe
lake.
muck
total
DC
ofthe
the
moves
the
the
ofa
current.
creature
a
den
a
as
bank
property,
These
to
the
knows
snakes The the
meaning at
the or
to
most
after
narrow
nine
bodies.
gems
as
the
the
into
accessing
any
at
second
a
part
ofthe
snakes
Dexterity
character
is
The
rocky
vinesfloating
underground
a
the
make bottom
in earthen
bites.
(escape
air
water.
worth
held bottom
—.
contains
are
a check
.
12
water
lies
are
beacon
east,
it
cultists.
20.
from
churned
narrows,
On
down the
by
the
turns, the
-
The
the
large
its
ofthe
lake.
green
gold
must
oftreasure
descends
light 7)
area
contains the
stuck
at
Den
DC
turbulent,
the
a
bottom
cavern
in
decaying
I
the
light.
creatures,
lake
a
vines
Serpents
area
is
the
lair.
been
only
To
ofaquatic
pale
get
creature
ofits
and
vines. by
the
from
into who
Wisdom
to
below pool poisonous
on
This
swim
dim
longsword section
area
worth
muck
at bright
enters has
The
ofthis
hangs
alongside
area
of the
10
den
living
offthe
the
out
seen
with to that
A
light.
+1
feet
gp
used I)retchroyaster,
The
illuminate
A
with
glow,
the
Gems
adventurers
area.
leads
(see
by
with
that be
pool
A
ofeach
red
this
to
DC
10
bank
feed
so. in
awayfrom
its
west.
a dracolich’s
calm, not
succeed
100
rooted
Vines:
in
underground
surface.
this
character
drown
trying
widens
ofdecay
can
is
grapple
end
rarely
bank.
do
area
the
Hydra’s many
A
vines. Scattered the
west
Pool
the
the
is
creatures
leads
snakes
diffuse
roots
to
turbulence, does to
must
and
plant
in
the grabbed
here where
a
creature
normally
gp. this
bottom.
hidden
water
makes
gather
lizardfolk
on
creature
vines Creatures: Treasure:
cavern
The
stench
Treasure:
At
be
Deadly
pool
15.
20-foot-deep
approach
ture
hydra—next
are A
the
treasure
any
western
14.
giant
a tunnel
Where
with
fills
the which
that
ofthe
check ing water
character
600
can The
depths.
lake, brought
or
the the
ofthese
water
down
plant’s who
mous
The beneath
water
a
at it’s
the
13).
the
to
lake.
into
the
looks
the
waters
an
the
fouled
easily
no
areas
This
for
char-
shining
at
banks
held
entry-
feet
infor
roll
have
of
says
is
Strength
to
to is
A
beyond.
near
surface
(carrying
(area
but
lake
who
can
40
black
along
bottom.
sometimes
have
15
held
light
looking
main
the
character
They
needing
heading
light
attack
the
water
lake
water
instead.
deep.
center
the
water
through.
earthen
east
A deep,
DC
dumping
that
locations
rapids
the
light
an
connect
following underground
a
darkness
the
the
The
roughly
is
feet the
caves.
feet other
description
the
character
on
above,
on
5 actively
upper
light
check
wade
the ofbright characters
move 1).
and
S
without
beneath that
otherwise
I
1
ofwater
large
are
movement. 1
terrain.
to
underground
from near
Bright
a
Dragon
slippery
any
starting
is
lake
area
the
ifno
of
lair,
enters
dim
The
but
illuminate
cavern
who
only
ceiling
seen.
flow
area
an
water safe
exists
into
cavern
source
the
Entrance
and
is
succeed
glow
into
feet
not
deep.
ofthe
alongside
the
natural
is
ofthe be
to
who
A
den,
moist,
ceilings
character
lake.
in
Dretchroyaster. check,
the
a
ofthe
sheds
difficult
15
to
A
primary
down Intelligence
water.
high.
Climbing
here
wider
or
feet
but
when
Lake
faint
succeeds
must
does
north
passageways
Cult
The
along
a
oflight
waterfall
lake.
a
are
leads
them).
water
an
rolls
banks
so.
30
to the
Characters
feet
water
cavern
hydra’s
cult
the
3-foot-deep
Features
is
section ofthe
into
water
do
hangfrom
waste
through bottom
Wisdom
sees
the
character
This a
cold
creatures
except
water
cascade
20
that
have
ofthe
in
requires
into
the
the water
to source
The
A
make
carried
Banks:
10
(which
south
one
this
or
waterfall
ofthe
The
here
and
to
underground
are
north
lake
The
“Treasure”).
is
the
No
be
swim
into falls
down
1 water
Tunnel:
can
ofthe
bank
rapids
DC
Upper
1
ifthey
Waterfall
automatically
cavern.
applies
the
or
the
a
discover
underground
stalactites
checks
(see
litter
Ceilings
slowly
ofthe
can the
water
area tunnel
and
to
members
hustles
intelligent
adventure.
surface
the
Foul
Water:
and
Ceilings:
Light:
Slippery
Water:
13.
around
check in
area
surface
into
With
The
12. side
with
check
bank
fast-moving. base
Thick continuing
canoes
clamber
Rushin 8
10
the way
This
high.
allows
ofthe
the
slips
alongside
that
adjacent
acter
make
General flows
otherwise.
mation
Throughout
connection
seen
prisoners only A sloping passageway leads between this area and Creatures: Eleven lizardfolk dwell in this cavern, Dretchroyaster’s audience chamber (area 9). The Cult from where they swim out to the lower lake (area 18) to ofthe Dragon frequently drags prisoners and traitors in fish and hunt. They attack any creatures that enter the through this passage and throws them to the hydra. area, pursuing intruders into the lower lake (but avoid- ing the hydra). When a lizardfolk is underwater and its Dark, stillwctterfillsthislargecavern.Bonesprotrudefrom attacker is not, it has half cover. reekin8muckalon8the banksofthe pool.A senseofdread Treasure: The lizardfolk keep a cache of “treasure” emanatesfrom the area, itssourcecenteredbelowthewater. in the lower reaches oftheir pool. Lying among worth- less polished stones and bone necklaces is a +1 trident. Creature: The hydra lurks beneath the water as The wielder ofthis trident receives a strong intuitive the adventurers approach. Unless it is spotted (DC 20 sense that something important is to be found in an Wisdom check), it gains surprise. area to the east. (This is a reference to area 20, where Treasure: Gems and coins worth 462 gp sit at the the remains ofan elven ship are embedded in the rock bottom ofthe pool, along with the PoisonMostFoul ofthe cavern wall.) Bhaalite idol. Characters can sense the idol’spower even after the hydra is slain. 18. Lower Lake MostFoul:This idol depicts a hooded and Poison The current here increases to the north, where the cloaked drow assassin holding a dagger with a wavy waterway narrows to become a powerful river. Charac blade. Anytime the bearer ofthis idol hits with a weapon ters can paddle canoes or swim to the banks when they attack, the target takes 1d6 extra poison damage. first enter this area, but those who do not are quickly A character marked by this idol’srune begins to feel pulled into area 19. The swirling forms are fish and eels paranoid and fears being betrayed by allies. Ifthe char- that dart away ifanyone tries to grab them. acter rolls a 1 on an attack roll, he or she must make A character who succeeds on a DC 10 Wisdom a DC 10 Charisma saving throw. On a failed save,the check hears a waterfall echoing from around the bend attack is rerolled and targets a random ally in range. to the north.
16. Pillar of Sun Hundredsofstalactitescovertheceilin8whereit slopesdownto This area is one ofthe secondary starting locations for a heightoftwentyfret.Thewidelakebeqinstoflowfaster as it the adventure. narrowstothenorth,withswirlingformsseenin itsdepths.
Afallen blackobeliskdominatesthe centerofthis cavern,stir- Creatures: A nest oftwelve stirges hangs among roundedbycrumblingstalaBmites.A shaft ofsunlightpierces the stalactites here. Ifthey are not spotted (by some- the(qloomfroma crackin the ceilin8,strikingthe obeliskto one who makes a DC 10 Wisdom check), they attack revealthat itssurfaceis etchedwith intricateElvishrunes. with surprise. Youfeela deephum in the air. Stalactite Collapse: Any ranged or area attack aimed toward the ceiling has a chance of dislodging Magic Obelisk: This obelisk dates back nearly two the fragile stalactites in this area. Whenever a char- thousand years but maintains its magic. The Elven runes acter makes a ranged attack against a flying stirge are unintelligible, but a I)C 10 Intelligence check reveals and misses, roll a d6. On a result of4-6, a stalactite that they are millennia old. splinters and falls directly down beneath the target of Once per day,a creature that touches the obeliskis the attack, spraying fragments in a 5-foot-radiusburst. overcomewith a vision ofelves doing battle with devils Any area attack that hits the ceiling brings down a within a vast and ancient elven city.The creature must hail ofrock in a burst equal to the area ofthe original succeed on a DC 10Wisdom savingthrow or take 8d8 attack. Any creature in a stalactite burst makes a DC psychic damage from the vision.On a successfulsave,the 10 Dexterity saving throw. On a failed save, a creature creature gains advantage on Wisdom checks for 24 hours. on the bank falls prone, while a character in a canoe is knocked into the water. 17. of Teeth Guldred: Guldred, a lizardfolk outcast, lurks on the Pit eastern bank ofthe lake. A character who makes a DC Lizardfolkswim among these natural stone pillars, adept 15 Wisdom check discerns the small lizardfolk as it at attacking from a favorablepositionbefore slippingaway. slinks along the water’s edge. Guldred is cautious ofthe adventurers, but he Dozensofstalactiteshangfrom thelowceilingofthiscavern. approaches them after confirming that the characters Thepointsofa dozenor more protrudefromthe stalaBmites are not mercenary guards ofthe cult. The lizardfolk water,whichrippleswhereitfiowsaroundand betweenthese outcast knows these caverns well, and he has informa stoneteeth. tion useful to a group willing to do him a favor. Escaping the Rift: Each character in a canoe can make a DC 10 Strength or Dexterity saving throw to jump to the dry bank on either side ofthe waterway. A character who stays in a canoe or who is already in the water can make a DC 10 Dexterity saving throw to grab one ofthe low-hanging vines (see “Creatures”). Any character who does not grab a vine or reach the bank 0 falls into the rift and is killed. (Acharacter who dies in the rift and returns to life can climb out in 1d4 rounds. See “Character Death,” page 5.) Creatures: Twelvevines hanging over the rift are actually the sticky strands oftwo ropers that lurk 25 feet above the waterfall and grab creatures that flow past them. A character who successfully grabs a “vine” is automatically hit by the roper’s tendril attack and grappled. A character who escapes a roper’s grapple, or who is being grappled by a roper when it is slain, must make a DC 10 Strength or Dexterity check. On a suc cessful check, the character drops 20 feet to the bank. On a failed check, the character falls into the rift and is killed. Crystalline Growths: The crystals along the banks beside the rift are difficult terrain, as is the crystal sta lactite that has fallen across the gap. A character who makes a DC 15 Intelligence check identifies the crys tals as manifestations ofelven magic fueled by the earth node below this region. Any creature that makes a mag ical attack from the area ofthe crystals gains advantage on that attack. Necrotic Haze: The southern passage is filled with Exiled from the rest ofhis tribe in the pit of teeth an opaque field ofnecrotic energy that prevents view- (area I 7), Guidred has taken to living a solitary life on ing ofwhat lies beyond it. See area 33. the east bank ofthe lower lake. He is small for a lizard- folk male, only four feet tall, and thin with gangly arms. Guldred knows a good deal about the underground TROGLODYTE VILLAGE lake, and he is willing to impart this information for a price—thedeath ofhis treacherous kin. Guldred can tell A clan oftroglodytes dwells in these caverns. The move the adventurers about the hydra (area I 5) and the idol monsters out to raid farmsteads and settlements in the hydra’spool, the tunnel to area 9 through which on the surface through a network oftunnels east of the cultists throw victims to the hydra, and the water- Dretchroyaster’s lair. They worship Dretchroyaster as a god dwelling fall in area I 9 (including the ropers that lurk there). true among mortals, and they build trib Guldred has the statistics ofa standard lizardfolk. utes and conduct sacrifices in his name. The Cult of the Dragon uses these primitive humanoids to protect the eastern side ofthe dracolich’s lair. 19. Rift Though the troglodytes are fanatic, they are not as Crystalline growths fill this area with dim green light. stupid as the cultists think they are. The troglodytes The waterfall pulls anything washed in from the lake understand that the cult doesn’t see Dretchroyaster as down into the rift—includingcanoes that enter this area a god, but merely as a vessel ofpower. Urbone, the trog and characters trying to swim. lodyte chief, dreams ofdisplacing the cult and making himselfthe high priest ofthe dracolich. Where therivertwistssuddenlyto the south,it becomesa The troglodytes often conduct battles against cap- powerfulwaterfall,cascadin8into ajaged rift that plunges tured beasts and each other to determine the strongest downinto darkness.Greencrystallinegrowthsspreadup warriors in their tribe. These battles take place in a beyondthe edgesofthe rift and the hugestalactitethat has large fighting pit in the lower village (area 23). fallenacrossit toform a natural bridge.Closerto thewater- fall, thick,ropyvineshang downfrom shadow. j
last
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now
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brothers
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treant,
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Dretchroyaster
treant
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alive.
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Dretchroyaster’s
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Both
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Lost
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Images
claws
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treant
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twenty
Ironbark:
Creature:
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slowly tures,
and
ter
are
ich’s
former
provocation.
nearly
silent
large
walls.
already
treant Ancient,
ants,
21.
This
a
on
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the
of
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two
node
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a
magic
and
north
out
who
they
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years
rusty
trog
as
infor
buried
of
who
says
tablet,
ship.
When
still
warns
relics
from the
magical
Staff
but
Green
The
near least
scattered
use
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magical
that
used
makes
unless
earth
warriors
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temple
cavern
at
spread
normally
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the
power,
advantage
that
rock
has
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the
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this
crystals
light.
elven
with
along
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who
character
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back
silver.
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site,
dialect
the
any
ship
functions,
description
rock
excavation.
they
A
conscripts
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Broken
with
hang
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recognizes
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that
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crystals
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area,
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check
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growths.
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The
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,254
relics
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ofan
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give
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troglodyte
of
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rope
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between
a
years.
broad
when the
the
are
check
check
elven
enter
shattered
circle
Any
any
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Vessel
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evidence
Magic
labor.
vessel
terrain.
sextant,
devices
total
Intelligence
old.
area
long
crystalline
Growths:
red thick
in is
what
ofelven
bathe
be
a
Features
space
section
first ofthis
Twelve
Intelligence
Four
a
a
the
but
tablet
mountain.
into
15
except
warriors
to
for
the
27.
their the
contains
elven
10
excavate
the
region.
after
years
this
wall
alongside
the
the
Troglodytes
and
Vessel:
DC
growthsfuse
first. ancient
once
while difficult
to
from
Bround
worth
Phosphorescent
mystical
a
unlocking
Intelligence
area
DC
Intelligence
on
from
area
fuels
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it,
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Elven
presence
Lanterns
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attack.
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north
to
filling
15
10
oversee
ancient
Treasure:
Crystalline
light.
within
Elven
Creatures:
adventurers
This
the
aid
Stench:
Light:
thousand
runes
makes
ofthese
remain
spyglass,
ship—a
attack
that
below
manifestations
DC
wall
power
DC
detectable
attacked
attack
cult
Four
pickaxes
around
crystalline
across
in
What
leads
Spread Bhaal.
retrieved
ago magic to
20.
This
lodyte
makes
oftheir the
dim
otherwise. walls,
General
mation Throughout Iftreated with care and kindness, the treant can be against the cult (though never against Dretchroyaster). convinced that the adventurers are on his side. Iron- Such accomplishments might include proofthat the bark describes how Dretchroyaster loves to torment characters fought cultists and protected troglodyte con- treants, draining their life force and leaving them to scripts at the elven vessel (area 20), or that they avoided petrify in this ghastly forest prison. When he learns combat with the guards in area 25 after slaying cultists H that the adventurers’ goal is to thwart the dracolich’s in the temple. The adventurers can also prove them- plans for conquest, the treant is bolstered by visions selves in a battle against monsters and troglodytes in C of revenge. the village’sfighting pit (see area 23). cD Ironbark knows much about the nearby caverns, Warded Passage: Neither the troglodytes nor the H describing the ancient elven vessel that crashed here cultists want the other group using the passage to and the earth node below that imbues the dracolich’s the chamber ofguardians (area 29), which is trapped lair with magical energy. He knows ofthe Bhaalites at both ends. A pit trap at the northeast mouth of that channeled this energy before their cult fell, and he the passage is 30 feet deep and lined with poisoned knows that Dretchroyaster is using that same energy to spikes. (For details ofthe trap at the other end, see unlock the power of an elven artifact in a chamber to area 29.) the southwest. The pit trap can be detected by a character who makes a I)C 15 Intelligence check before traversing 22. Chief’s Cavern this opening. Ifit is detected, the trap can be circum vented by moving carefully around the edge ofthe pit. This hut houses the chiefofthe troglodytes. This A creature that enters the passage unaware ofthe trap area is one ofthe secondary starting locations for the takes adventure. 3d6 falling damage plus 2d6 damage from the spikes, then must succeed on a DC I0 Constitution Algae clings to the walls and is farmed in large pits saving throw or take 2d6 poison damage. in the northwestern part ofthis cavern. The pits imbue Treasure: The chief’s hut holds gems,jewelry, and the algae with the power ofthe earth node below this golden plates and goblets worth 2,752 Hidden region, creating a supplement for the troglodytes’ diet. gp. among that finery is the FoeRenderedHarmless Bhaalite idol. Thisrou cavernis dominatedbya hu mud hut sur 8h e8 FoeRenderedHarmless:This idol is a warrior wear- roundedby a circleofsharp sticks.Agiant lizardskullsits ing plate armor marked by demonic inscriptions. As atop the hut’sroof withskeletalgiantbat win8sto eitherside an action each time, the rune bearer can use hold creatingthe appearanceofsomekind ofdraconiccreature. person up to three times per day. However, any time the character uses this ability, he or she must succeed Creatures: The troglodyte chiefUrbone is in his on a DC 10 Wisdom saving throw or become para hut, with ten troglodytes guarding him and keeping a lyzed for 1d6 + 1 rounds. watch over the tunnel to the northeast. The troglodytes rush to attack any creatures that threaten them. Urbone: Urbone the troglodyte chiefyearns to 23. Lower Village become the true high priest ofDretchroyaster. A canny The lower village ofthe troglodytes is dominated by warrior, the chiefis willing to accept outside help in the battle pit where troglodyte warriors, prisoners, and the troglodytes’ struggle against the blasphemy of the monsters engage in brutal combat. The circular pit is 30 Cult ofthe Dragon. He has the statistics ofa human feet across and 15 feet deep. witch doctor with the troglodyte’s Light Sensitivity and This area contains a Bhaalite portal that normally Stench traits. leads to area 7. Urbone rules his tribe with cunning and patience. His face is heavily wrinkled, with bits ofmoss and A broadpit takesup mostofthe westsideofthis cavern,sur fungus growing out ofparts ofhis head. He wears a roundedby a protectivebarrier ofsharpenedsticks.Harnesses giant lizard skull as a helmet and has the wing bones of hanqfrom largepolesalongthewestwall,whereclawmarks a huge bat arrayed on his back to give him a draconic in the stonesujest that huBebeastshavebeenshackled. appearance. Unlike I)retchroyaster’s cultists, Urbone and the Creatures: Ten troglodytes and four giant lizards troglodytes see the dracolich notjust as a symbol of inhabit this area. There is a 1 in 3 chance (1-2 on Id6) power but as a true deity. Urbone plots to undo the that halfthe troglodytes and lizards are engaged in influence ofthe Cult ofthe Dragon over 1)retchroyas- battle in the fighting pit. The troglodytes attack at once ter, so that the troglodytes might worship him properly in response to any aggression (but see “Roleplaying”). and make Urbone the dracolich’s high priest. Bog: The troglodytes lay their eggs in the foul bog The chiefadmires stories ofcourageous deeds, to the northeast, where the bodies oftheir victims and which can sway him into allying with the adventurers their own dead are disposed of.
of
lit
A the
--.__
a high.
walls.
If
5.
the
the
in
door infor
who
and
says
east.
slash- the
walls
most
steel
mud.
tunnel
as
feet
secret
is
the
this
or
lizards
temple
payment
with
chambers
caverns,
brightly
opening
the
the the
their
cult.
in
area
immedi
in
in
1d8
30
guards
air
Only
the
or gp
the
with
in
cult’s
tunnel.
west
the
are
tunnel,
the
are
side,
the
giant
the
masters,
adventurers
these
hidden
found
check,
bookcase
following
adorn
stand
315
caked
the
the
Unless
attack
a
north
on
(change description
by
be
leads
dealing vaults.
village.
Bhaal.
the
four
the
protect
armed
create
vaults.
over
guards
huts.
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vaults
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to
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oppose)
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Dragon
that
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Lab
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lair,
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Wisdom
took
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attack
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the to
an
Dragon
ofthe
in
ofthe
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15
wall,
personal stones
access
area.
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temple
ofthe
village
knocks
from
troglodyte
diplomatically,
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and
stand
tunnel
claim
(area one
passage
and
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end mercenary his
sheet
DC
when
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Wisdom
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in
a
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as
Cult
holding
ceilings
The
with
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the
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or
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to
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glowing
by
troglodytes
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Cult
vestry
Features
section
opened
have
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feet the
caverns
At
forgotten
(or
uses
sack
ofthe except
characters
to
their
The
and
troglodyte
high
makes
dealt
the
Cult
10
Ten
the
the
A
alerts
All
view
number
this
These
north
the
huts
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approach
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convinced
to
Tunnel:
the
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hate
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These
to
the
Door:
area.
who
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attack
from
Alchemical
be
applies
servants
into
from
to
by
within the
Intelligence
them
which
and
within
troglodytes
door
allow
this
stench
They
huts.
can
have
15
placed
already
Ceilings:
Light:
damage).
Treasure:
Secret
the
Hidden
enlarged
Roleplay: take
Creatures:
from
26. characters
The
thanks
General otherwise.
mation
Throughout
dracolich,
trusted
1)retchroyaster
Bhaal
DRETCHROYASTER’S
it
When
VAULTS
to
it
vestry,
secret DC has
passes
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or blocked
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ing
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Humanoid
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shackled
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are
previous
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huts
the
soldiers,
and
dedicated
fight village
opposition ofthe
the locations
who
troglodytes.
characters
in
creatures.
troglodytes
used from
in
feats
humanoid Dretchroyaster,
this
the
then in
wood
of
are
troglodytes
troglodytes
in
these
side—as
defend
the
in
are
the
must
holding
turn
north,
oftheir
lower
rerolling
wall,
ofthe
fight in
stench
cats)
the
they
refrain
starting
where
and
combat
hangs to
how
the
their
rotting the
group
mercenary
they
cavern,
west
twelve
from
their
characters’
battle,
to
engage
to
to to
on
that adventurers
times,
nature
23),
lair
(great
in
and
village
the
in
arms
flesh
area.
the
their
by
or
stationed
troglodytes
the agree,
the
await
primary
troglodytes
chief’s
up
them
young).
Dretchroyaster. houses
Huts
tigers
three
different 22
village
reveal characters
to
this
chiefor
and
ever-present
swayed
Village
troglodytes,
Along
ofniud
of
a
apes
spikes.
and
herded
the
challenge
they
and
succeed
primary
take
These the
huts
not
beast
a
ofthe
the
the
Depending
escort
ofrotting
table
are
built
Twenty Ifthe
come
(areas warriors
do
to
easily
large
determine
the
plans
cavern.
cultists
one
approached
characters
while
against
is
to
three
on
issue
with
approach
beyond
huts
is
are
smell
the
quickly troglodyte
protect
have
this
be
females,
the
to
“Roleplaying”).
basilisk
Guard owlbear
displacer saber-toothed
carnivorous
ankhegs
cavern
to
themselves
Upper
in
each
1
1
1
2
3
Ifthe 2
conflict.
Creatures
the
the
following
large
area
guard
addition
adventurers
monsters
that
ofthe can
see
they
bouts.
cavern
troglodytes
with
results,
Troglodyte
impaled
characters
village
Roleplaying:
Creatures:
tunnels In
quick
pit.
the
5 6
3
1 2 4
Roleplaying:
adventure. watch
25.
d6
This
chief’s meet
the
avoid
that
(hut ing they
riors
are
Three
spersed
characters
dytes,
ofmales,
24. Each
This
thwarting
the
Ifthe the
cate
on these
under
the
These
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conduct interactions Somesort ofaichemicallaboratoryhas beensetup in this Fire Trap: Ifany item here is touched by any crea cavern,itsrou8hwallsholdingshelvescoveredwithvialsand ture other than Dretchroyaster, a sheet offlame issues jars. Strangeliquidsbubblein larBevats,swirlin(cjthrough forth from the dragon skull. The magical fire does not glasstubesand sendin8cloudsofblacksmokeup towardvent- harm the trophies, but deals 5d6 fire damage to any (ID cracksin the ceiling. creature in the area (DC 15 Dexterity saving throw for halfdamage). This trap can be detected by a character H Dretchroyaster’s trusted dark priests use this area to who makes a DC 15 Intelligence check or casts a detect brew strange concoctions that help empower the dra magicspell, and can be disarmed by someone who colich’sundead state. makes a DC 15 Intelligence check. The trap resets 30 Creatures: Four dark adepts ofthe Cult of the minutes after it is triggered. H Dragon attend the aichemical apparatus and experi ments here. Suitsofarmor and the bonesofgreat beastsadorn thewalls Explosive Alchemy: The experiments in this area ofthis chamber.Amongthe trophiesare a centaurskeleton are incredibly volatile. Whenever a creature makes impaledon a spear,and an enormousrune-etcheddragon an attack that misses by S or more, that attacker must skullsittingon a podium.Threemorepassagewaysleadout make a DC 10 Dexterity saving throw. On a failed ofthis area;the oneto the southwestisfilledwith a dense save,the attack disturbs the alchemical equipment and black haze. triggers an explosion. Any creature in the room takes 5d6 fire damage (DC 10 Dexterity saving throw for Necrotic Haze: The southwest passage is filled with half damage). an opaque field ofnecrotic energy that prevents view- - — Treasure: Six potions can be found among the vials ing ofwhat lies beyond it. See area 33. andjars scattered about the lab—apotionofflying,two Treasure: The trophies in this area include a +1 potionsofhealing,a potionofheroism,a potionofspeed, crossbowand a suit of+1 chainmail.A green quiver that and a potionofinvisibility(actually a potionofpoison). once belonged to a Harper agent (DC 10 Intelligence check to identify the origin) contains a single black- 27. Scrying Room fletched +3 arrow. Dretchroyaster’s scrying pool is used by cult agents to spy on enemies, keep watch over the troglodytes, and 29. Chamber of Guardians investigate potential clues for unlocking the secrets of This area serves as a gauntlet oftraps for any who might the staff. attempt to infiltrate Dretchroyaster’s vaults. The cham This area contains a Bhaalite portal that normally ber is dominated by a statue of a green dragon—a leads to area 14. representation ofDretchroyaster before he became a dracolich. A largepoolofviscousblueliquidsitson the eastsideofthis chamber,the outsideofits raisedstoneedgescribedwithintri Statuesofgreat wingedbeastsand powerfularmoredhuman- catelycarvedrunes.Tothe north, a largercircleglowsred. oidslinethe roughwallsofthis longchamber.In the center,a hugedraconicstatue sitson a broadraisedplatform. Creatures: Three dark priests and three dark adepts make use ofthis area to spy on another group of Creatures: Four ofthe statues here animate into adventurers elsewhere in the lair. gargoyles ifanyone passes through the chamber not Scrying Pool: The blue pool is imbued with scrying accompanied by Dretchroyaster or Silakul. A charac magic. The pool is attuned to cult rituals and cannot be ter who makes a DC 17 Intelligence or Wisdom check properly used by the adventurers. An identifyspell tells notices the gargoyles before they transform. The mon the caster that a character who makes a successful DC sters otherwise attack with surprise. 15 Intelligence check can divine the location of one Poison Dart Trap: A poison dart trap protects the Bhaalite idol that is not currently in the possession of short entranceway to the hall ofartifacts (area 30). This any adventurer. trap can be detected by someone who makes a 1)C 15 Intelligence or Wisdom check and can be disarmed by 28. Hall of Trophies someone who makes a DC 15 Dexterity check. If the trap is not disarmed, when any creature crosses from This chamber hosts Dretchroyaster’s most valued tro area 29 to area 30, any creature within I 5 feet of the phies, each ofthem representing an opponent defeated opening between those areas is struck by a fusillade of in battle. The weapons and armor ofadventurers who darts for 3d6 damage and 2d6 poison damage (DC 10 dared face the dracolich stand alongside the skeleton Constitution saving throw for halfpoison damage). ofthe last centaur he feasted on as a living dragon. Warded Passage: Neither the troglodytes nor the The runes on the dragon skull signify it as one of cultists want the other group using the tunnel to the Dretchroyaster’s rivals, killed hundreds ofyears ago. ___
troglodyte chief’scavern (area 22),which is trapped at with summoning magic. The summoning circle is both ends. Any creature that enters the southwest end of attuned to cult rituals and cannot be used by the adven the passage without disarming the glyph is subject to a turers. An intelligent creature can disable the circle for wave ofnecrotic energy +6 to hit, 8d8 necrotic damage, 1 week with a DC 20 Intelligence check. Failure trig- halfdamage on a miss).This trap can be detected by a gers the circle and summons the vrocks. character who makes a DC 15 Intelligence check or casts a detectmagicspell, and can be disarmed by someone who 32. Dretchroyaster’s makes a DC 20 Intelligence check. (For details ofthe trap at the other end, see area 22.) Treasure Vault Dretchroyaster’s primary treasure vault is protected 30. Hall of Artifacts against intruders by deadly traps. artifact vault is where the dracolich’s Dretchroyaster’s Vastpilesoftreasurefill this chamber.Gemsand coinsspill are stored. larger treasures out ofoverfiowingchests,whileracksofarmor inlaidwith preciousmetalslinethewalls.In the centerofthe western artifactslinethewallsofthis expansivetreasure Ancient wall,a glowingscimitarrestson a stoneshelf chamber,from8ilded mirrorsto beautifulstatues topaintings ofkingslongforgotten.Finecarpetsare spreadbeforeshelves Glyph Traps: Three magical glyphs are set around and otherfinery are piledhighwithgoldenchalices,platters, the cavern, each triggering a different trap. One glyph leadsto strewnacrossthefloor. Tothesouth,a passageway triggers at random the first three times any items in this another chamber. chamber are touched. All three ofthese traps can be detected by a single held in gold and ivory Creatures: Four wraiths character who makes a successful DC 15 Intelligence this area. They emerge to attack any funeral urns guard check or casts a detectmagicspell. Each one can be dis the artifacts. creature that touches armed individually by a character who makes a DC 15 between this area and Acid Trap: The short passage Intelligence check. a trap hidden in the walls. area 32 features mechanical GlyphofPoison:A thick poison gas fills the chamber. douses any creature It sprays out corrosive fluid that Each creature in the area must succeed on a DC 15 it damage (DC 15 in the passageway, dealing 3d6 acid Constitution saving throw or take 3d6 poison damage. for halfdamage. This trap can Dexterity saving throw NecroticGlyph:Each creature in the area is subject a character who makes a DC 15 Intel- be detected by to a wave ofnecrotic energy (+6 to hit, 8d8 necrotic by someone who ligence check and can be disarmed damage, halfdamage on a miss). a DC 15 Dexterity check. makes GlyphofLightning:Each creature in the chamber is but bulky. Treasure: The treasure here valuable wearing metal armor takes 4d6 lightning damage (DC removed from the hall of artifacts have a value Goods 15 Dexterity saving throw for half damage). of 100 gp per pound. Acid Trap: See area 30 for information on the trap between that area and this one. 31. Summoning Chamber Treasure: Dretchroyaster’s treasure vault holds a This area is one ofthe primary starting locations for the cloakofelvenkind,a spellguardshield,aflame tonguelong- adventure. A group that starts here appears in the sum- sword,and a +1 scimitar.The vault also holds coins and moning circle, teleported into the lair by Imani’s magic. gems equal to 3,624 gp, as well as the UnseenMurderer This summoning chamber allows Dretchroyas lhaalite idol. ter’s cultists to call on extraplanar entities for aid The scimitar has the song craft property, but the and counsel. property has become corrupted over time. The item normally sings heroic ballads audible to anyone (not A largerunic circlesitsin the centerofthis rough-walled just the wielder) whenever it is held. When a character cavern.A deephum reverberatesthroughthe rockaround wields this blade in combat and rolls a natural 1,the you, as fgreat and unseenforceswerepullingonthe area. blade starts to scream the ballads loudly, attracting the attention ofenemies in nearby areas. Creatures: The summoning circle is set to call three UnseenMurderer:This idol depicts a robed figure vrocks to protect this chamber. When any noncult wielding a curved blade smeared with blood. A crea ist enters the area, the vrocks appear on the circle and ture that uses this idol can use invisibilityonce per day attack. (If a group starts in this area, the vrocks appear as an action. However, ifthe creature is not evil, then 2 rounds after the characters’ arrival.) there is a 50 percent chance that the creature becomes Summoning Circle: Detectmagicor a DC 15 Intel- visible at an inopportune moment (such asjust before ligence check confirms that the runic circle is imbued an attack or while sneaking past guards). When all groups have their tasks, read: 33. CHAMBER OF THE Asyou prepareyour assaultto seizethestaff the priestsand their acolytesturn tofaceyou, drawingweapons.Thesigils DIAMOND STAFF onthefloor continueto channelenergyintothe rft, evenas The Chamber ofthe Diamond Staffis the focus of the theprieststurn their attention elsewhere. dracolich’s quest for power—and the site ofthis adven ture’s final battle. The heroes receive a final warning Iftwo or more groups are playing, also read: from Imani before entering the chamber: Attempt- At the sametime,a roar echoesfromthe chasm.Huge,bony ing to recover the staffbefore all the necessary idols clawsriseupfrom the darknessas Dretchroyasteremerges. are in the possession ofthe adventuring parties The energyfromthe sigilsflowsintohim,seemingto createa is dangerous. protectivebarrier.
The polishedwalls ofthis chamber risefiftyfeet into the air, Ifthree or more groups are playing, also read: interrupted onlyby a broad platform. Sealedossuary vaults The ossuarypanelssetintothewallsaroundthe chamber are set into the walls at regular intervals. In the center of beginto crackandfall away.Skeletonsand mummifiedforms the chamber,a six-foot-lonqcrystallinestaffhovers in a crawloutfrom behindthem and moveto attack. scintillating sphereofvibrant colors.Beneath the staff a deeprift is edgedby a green crystallineweb.Magic circles Iffour groups are playing, also read: setwith pulsing arcane sigilsare positionedaround the Dretchroyastergrowlssomewordsofmagic,andfrom room, and a dark priest stands atop each one.The cultists behindyoucomesa secondroar as a duplicateofthe are channeling energyfrom the staffinto an enormous rift dracolich appears. in the room. Features of the Area With the aid ofthe magic circles, the cultists are This adventure includes a tactical map ofthis encoun transferring power from the earth node into the Dia ter area. For simplicity, ifyou’re using a battle grid, mond Staffand Dretchroyaster while attempting to don’tworry about tracking the locations of characters unlock the artifact’s secrets. at other tables or ofenemies not involved in the task you’rerunning. Four Tasks Remain Rift: This chasm channels the power ofthe earth The final encounter is divided into a set oftasks that node beneath this region. A creature that falls into the characters must perform to claim the Diamond Staff rift falls 500 feet to the cavern below and likely dies. ofChomylla.As many as four parties of adventurers Diamond Staff: The staffhangs suspended 10 feet descend on the chamber at the same time. above the rift. It can be claimed by any adventurer Ifthe event you’re taking part in has more than who can reach it. A character without flying magic can four groups ofplayers, the event coordinator will make an acrobatic leap, use a rope and a grappling consolidate players under four DMs. Each of the hook, or attempt some other action to recover the staff. four DMs runs one ofthe tasks, as designated by the The I)M can determine the appropriate 1)C based on event coordinator, with I)Ms from other tables assist- the action taken. ing. The event coordinator can allow players to swap A character participating in the final encounter can places with players at other tables, ifsome players attempt to claim the staffat any time, but at the start prefer to perform certain tasks. ofthe encounter it is protected by one or more magical Ifyour event has four or fewer groups of players, wards. Any creature that touches the staffbefore the then each group takes on a particular task, and no con- wards are disabled takes 8d6 lightning damage from solidation of players is necessary. each ward that is currently active, and ifstill conscious, + Task 1: Disable the wards must be undertaken, must succeed on a DC 20 Constitution saving throw or /4 and it is the only task performed ifyour event has a release the staff. single group ofplayers for the final encounter. Platform: This 20-foot-high platform is where Dretchroyaster normally perches to oversee his + Task 2: Hold offthe dracolich is undertaken if two priests’ work. or more groups are playing the final encounter. Necrotic Haze: The passages that connect areas 19 + Task 3: Distract the undead is undertaken if three and 28 to this chamber are filled with an opaque field or more groups are playing the final encounter. ofnecrotic energy that prevents viewing ofwhat lies + Task 4: Stop the simulacrum is undertaken if four beyond it. groups are playing the final encounter. A creature that enters the haze takes 3d6 necrotic damage, and must succeed on a DC 12 Constitution saving throw or be paralyzed for I minute. Anyone who attempts to rescue a paralyzed character risks suffering the same fate unless using an object, such as rope or a 10-footpole, is used to push or pull the victim out of the haze. A character who takes an action to do so can dis able the haze by force ofwill for 1 minute with a DC 15 Intelligence, Wisdom, or Charisma check. Ifa character brings one ofthe Bhaalite idols within 10 feet ofthe haze, the barrier fades, and the idol bearer recognizes that it is now safe to pass through. The haze resets 1 minute after the idol is more than 10 feet away.
Task 1: Disable the Wards In this task, the characters must battle dark priests to gain accessto the sigilsand stop the flow ofenergy by using the Bhaalite idols.Although four sigilcircles are depicted on the map, the number ofactive circles is equal to the number ofgroups participating in the event. With a successful DC 10 Intelligence check, a char- acter knows how to disable the sigil circles. As an action, a character standing on an active circle (which is not also currently occupied by a dark priest) can trace the rune from the idol onto the circle to disable it. Disabling all the wards has beneficial consequences for groups undertaking tasks 2 and 4, as well as the heroes’ ability to claim the Diamond Staff Creatures: One dark priest for each adventurer involved in this task. At least one priest stands on each glowing sigil. Development: Ifonly one group is participating in the event, then this task is the only one that must Themagicalenergycoursingthroughthe chamberisfrac be performed. However, Dretchroyaster is not about tured in responseto thepresenceofthe Bhaaliteidols. to let the heroes claim his treasure so easily. After the Dretchroyastershrieksin rage and pain as theglowing wards are disabled, he emerges from the chasm and eldritchrunes etchedinto hisbonesflickerandfade. “Worms! rolls for initiative. What haveyoudone?Youcorruptmypower,but that will not saveyou!”
Task 2: The dracolich fights on until he drops below one-quar Hold Off the Dracolich ter ofhis hit points. At that point he attempts to flee Dretchroyaster arrives through the rift in the center of into the chasm and to the cavern below. the chamber. He rages for vengeance against those who have defiled his lair and who threaten his power. At the Task 3: Distract the Undead start ofthe encounter, Dretchroyaster is sheathed in the Mummies and skeletons emerge from the walls, and if magical energy ofthe staffand the earth node below. they’re not stopped, they’ll attack those trying to disable As such, he has resistance to all damage. the wards. Development: Adventurers must engage the draco Creatures: One mummy for every two adventurers lich to keep him away from the adventurers who are involved in this task (round downy,and one skeleton focused on disabling the wards that protect the staff. for each adventurer involved in this task. The creatures Ifthe adventurers taking on this task flee or are emerge in two waves, halfin the first round and half at killed, then l)retchroyasterjoins the fight against the the start ofthe third round. heroes who are undertaking task 1. If Silakul is still alive, he arrives to fight alongside Ifthe wards are disabled, the energy flowing to the undead. 1)retchroyaster dissipates and he is no longer has resis Development: Ifthe adventurers taking on this tance to all damage. Read: task flee or are killed, then any remaining mummies and skeletons join the fight against the heroes who are undertaking task 1.
22 -- --- Task 4: CONCLUDING THE H Stop the Simulacrum z Dretchroyaster creates one ofhis simulacra, which ADVENTU RE adventurers must fight to prevent it fromjoining the battle and interfering with those who are trying to dis Depending on how much time remains, the event able the wards. coordinator can determine whether to play out the H Creatures: This duplicate ofDretchroyaster is more adventurers’ flight from the lair. This scenario could durable than those the adventurers previously encoun create a dramatic escape as the dracolich and his mm- tered. It has halfofDretchroyaster’s hit points. ions pursue the characters. Imani waits just outside the lair with a teleportation circle ready to transport the Development: Ifthe adventurers taking on this task c-) flee or are killed, then the simulacrumjoins the fight characters back to Hap. Iftime is short, c-) against the heroes who are undertaking task 1. running skip ahead and assume the parties are victorious in thwarting Dretchroyaster, removing the Diamond StaffofChomylla,and return- Final Scene: ing to Imani. The successful heroes are greeted by the Dretchroyaster Thwarted wizard in triumph. When a character claims the Diamond Staff the eldritch energies within the chamber are further dis “Myfriends!Youhaverecovereda powerfulartifactfrom rupted. Dretchroyaster’s simulacrurn disappears, and the clutchesofeviland savedour landfrom a terriblethreat. the mummies and skeletons collapse. The dark priests Wemust bewary,however.Thedracolichand his Cultofthe and I)retchroyaster fight on, though the dracolich flees DraBonallieswillno doubtattempt to recoverthe staffand ifhe drops below one-quarter ofhis hit points. searchaRainforthe lostvaultsofUvaeren—andI suspectthat In the unlikely event that the characters manage to otherpartieswillsoonseekto recoverthisartfact onceits defeat I)retchroyaster, they can take great pride in their theftfrom Dretchroyasteris known.” accomplishment. They should be reminded, however, “Today,however,thevictoryis ours.Thealeis onme!” that as a dracolich, Dretchroyaster has a hidden phylac tery that means he will return at some point. Award 500 XP for any players who intend to take their characters into the upcoming I)&D Encoun ters season, SearchfortheDiamond Staff beginning on June 19. Characters can keep one magic item and an equal share ofany wealth they obtained during the adventure. Thanks to Our Playtesters Jeff Greiner, Dirk Duble, lake Campbell, Greg Jones, Rob Mickunas, Greg Kilpatrick, Yan Lacharité, Bill Newsome, Daniel Oquendo, André Begin, Eric Leroux, Melanie Côté, Manon Crevier, Bret Davenport, Rich Engler, Lissa Clayborne, John Nestor,Joshua Rigrod, Mark Knapik, Emalyn Knapik, Matthew Bingley,Marc F. LoGrasso, Steve Balon, Alex Sciolino, Julia Gonzalez, Patti Gallineau, D.J. Hartel, Cynthia Clarkspellman, Neil Striker, Chris Sniezak, Rod Pierce, Eric Leonard, TylerLinn, Mark Okrasinski, Robert Twitchell, Thomas Lutz, Con Lutz, David Dole, Tressa Gallineau, I)erek I)owen, Drekk, Brian Palitsch, Lord Panyth Brightsoul, Karras (Scott, Luke Trombley, Rebecca Kirker, Lisa M. Spofford, Shorti Firehand, M. Alexander Jurkat, Art Lyons,Steve Dowen, Matt Gallinger - r” rtn *wt -: rr e ‘nf4xf jQsr$uu aqsj;4cti %rqnaqtjjaryryf4 paund . x.Oflat - 7 ;
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