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Published by aykyle, 2021-10-29 12:49:37

Murder in Thay

Murder in Thay

MURDER in THAY

CONTENTS

Introduction
Nethwatch Keep
Arrival in Nethwatch Keep
Methods of Murder
The Investigation Begins
The Assassin Strikes
Aftermath
Appendix A: Magic Items
Appendix B: Monsters and NPCs

éé

INTRODUCTION Murder in Thay takes place close to the end of
Tyranny of Dragons. However, you can run it as a
M standalone adventure if your characters are
sufficiently high level.
BACKGROUND
In this scenario, the rulers of the Lord’s Alliance
have asked the characters to serve on the first
diplomatic mission to Thay. The city-states of the
Sword Coast have recently faced several incursions
by the Red Wizards, both those who are loyal to
Szass Tam and his liches and those who seek to
supplant them. The Lords’ Alliance would like to
know whether they should seek diplomacy or
prepare for war. The characters are not expected to
negotiate any of these disputes; instead, they are
simply being sent to verify whether the Thayans’
offer to establish diplomatic channels is genuine
and to determine whether future envoys will be
safe in the land of undead tyrants.

Thay has made this unusual overture to the
Lords’ Alliance because Szass Tam believes their
nations might find common cause in rooting out
the Thayan Resurrection. However, one of the
officials at the summit is secretly a member of an
extremist faction of the Resurrection founded by
Rath Modar, an evil wizard who would risk anyone
and anything to take control of Thay. This sleeper
agent is determined to sabotage the summit,
destroy Nethwatch Keep, and, if possible, pin the
blame on the characters, plunging Thay and the
Sword Coast into war. Only some quick thinking
and good detective work can clear the characters’
names and salvage the summit.

NETHWATCH KEEP 2D. WIZARDS’ TOWER

M 3. GATEHOUSE

CASTLE GROUNDS Unless the text says otherwise, the following rules
apply to structures and objects in Nethwatch Keep.
1. CASTLE KEEP
2. INNER WARD TOWERS Walls. The outer curtain walls are 10 feet wide at
the base and 20 feet high. Inner curtain walls are
2A. STORES 10 feet wide at the base and 30 feet high. The
2B. GRANARY castle keep, barracks, kitchens, pantry, smithy,
2C. DUNGEONS towers, walls, gatehouses, and the teleportation
circle outbuilding are made of stone. The kennels,
stables, and slave pens are made of wood.

Ceilings. Ceilings in rooms and hallways are 10
feet high, except for the great hall, which is 20 feet
high.

Doors. Doors inside the castle keep are 7 feet
high and made of reinforced wood. They have AC
15, 18 hit points, and can be forced open with a
successful DC 15 Strength check. Locked doors
can be picked with a DC 15 Dexterity check using
thieves’ tools unless otherwise noted. Exterior
doors, barred doors, and secret doors have AC 16,
27 hit points, and can only be forced open with a
DC 20 Strength check. Zoran Gul holds keys to
every room in the keep except the pyx sanctuary.

Secret Doors. Secret doors can be spotted on a
DC 20 Intelligence (Investigation) or Wisdom
(Perception) check. The secret door between the
pyx sanctuary and the wizards’ tower stairwell is
locked on the stairwell side, requiring a key or a
successful DC 20 Dexterity check using thieves’
tools. Khandur Ulmarik has the only key.

4. BARRACKS 10. SLAVE PENS
5. KENNELS
11. OUTER WARD TOWERS
12. GATEHOUSES
13. TELEPORTATION CIRCLE

6. KITCHENS (6A) AND PANTRY (6B)
7. SMITHY
8. STABLES
9. WELL



CASTLE KEEP AND WIZARDS' GREAT HALL
TOWER
2A. GREAT HALL
GROUND FLOOR
2B. WIZARDS’ LABORATORIES
1A. FOYER
2C. WIZARDS’ DORMITORIES
1B. GUARDROOM
1C. ARMORY MASTERS’ APARTMENTS
1D. RECEPTION HALL
1E. SERVANTS’ QUARTERS 3A. ESELDRA YETH’S CHAMBERS

1F. WIZARDS’ RECEPTION HALL

1G. WIZARDS’ LABORATORIES

3B. ZORAN GUL’S CHAMBER

3C. KHANDUR ULMARIK’S CHAMBER 4B. SERVANTS’ QUARTERS
3D. WIZARDS’ CHAMBERS 4C. OBSERVATORY
3E. THOSS TAREK’S CHAMBERS
3F. NYH ILMICHH’S CHAMBER THE CELLARS

C1. INTERROGATION CHAMBER

C2. TREASURY

GUEST ROOMS C2A. STRONG ROOM

4A. GUEST ROOMS

C2B. THE PYX SANCTUARY
C3. NECROMANCER’S LABORATORY



' Notes

Area Creature(s) The wizards sleep in area 2c at night.
1a 8 suits of animated armor The wizards sleep in area 3d at night.
1b 4 wights, 1 dread centurion Varrax stands watch outside when Eseldra Yeth is present.
1e 2d6+2 zombies
1g 5 Red Wizard mages Two wights are posted in the hallway at night.
2b 2 Red Wizard mages The mummies can call the guards from area 1b.
3a Eseldra Yeth
3b Zoran Gul The cloaker hides in the secret passage.
3c Khandur Ulmarik Notes
3e Thoss Tarek
3f Nyh Ilmichh The wights are stationed on the roof.
4a 2 wights Two additional wights are stationed in the dungeon.
4b Cressa
C2 4 mummies, 1 wraith Notes
C3 cloaker No commoners are outside at night; treat as “no activity.”

Area Creature(s) No commoners are outside at night.
1 see Castle Keep roster

2a-d 2 wights each
2c 2 wights
3 12 zombies, 4 wights each
4 3d6 wights
5 8 ghouls, 2 ghasts
6a 3 commoners
7 2 commoners
8 8 warhorses, 2 commoners
10 2d8 commoners each
11 2 zombies, 1 wight each
12 4 zombies, 2 wights each

d8 Creature(s)
1 no activity
2 1d3 commoners
3-4 1d3 commoners, 1d4 zombies
5 1d6 zombies, 1d3 wights
6 1d6 wights
7 1d6 wights, 1 dread centurion
8 reroll and add 1 Red Wizard mage

DENIZENS OF NETHWATCH KEEP

OTHER VISITORS TO NETHWATCH KEEP

ARRIVAL IN NETHWATCH KEEP

T

WELCOME TO THAY

You have arrived at the top of a high, windswept plateau DREAMS OF THE RED WIZARDS
overlooking a broad river valley. The walls of a fortress loom
behind you, offering shelter but not safety. A column of
undead soldiers waits for you under a flag of truce while flies
circle lazily around their heads. As they escort you through the
gatehouse, the keep seems unnaturally quiet. The guards at the
gates, the servants fetching water from the well—all are
undead, and they go about their labors in silence.



METHODS OF MURDER Thoss Tarek’s plan has one unavoidable flaw: he
can destroy Umar Thoon’s body with the pyx of
T soul capture, but he can’t actually kill the lich.
Umar Thoon will form a new body as long as his
phylactery is intact, and it’s safely stored inside the
Doomvault (a vast subterranean dungeon
described in Dead in Thay). Thoss Tarek
understands and accepts this, but he will still
proceed with his plan if he sees an opportunity to
disrupt the alliance and kill the Cult’s other
enemies. If he can charm one of the characters into
detonating the pyx, Umar Thoon himself will
become Thoss Tarek’s best witness, reporting to
Szass Tam that the Council of Waterdeep and its
envoys cannot be trusted.

However, if Thoss Tarek betrays his own cover
to destroy Umar Thoon in Nethwatch Keep, you
may wish to run a side quest in which the Rath
Modar faction, the Syranna faction, or both send
teams into the Doomvault to finish the job. This
quest would be a race against time, since both
factions of the Thayan Resurrection know they only
have 1d10 days before Umar Thoon reforms.
Nevertheless, a raid on the Doomvault presents an
opportunity to assassinate a zulkir and seriously
impair Szass Tam’s grip on power.

THE INVESTIGATION BEGINS

O

THE THARCHION’S CHAMBERS

The only illumination in this room is cast by flickering
candlelight. The shutters on the windows are not only closed
but nailed shut. Inside, a grim assortment of wizards and
undead sift through the wreckage and scowl at their findings.
The once-elegant furnishings are strewn around the room and
scorched with burn marks. At the center of the carnage is a
smoldering pile of ash. The vampire Zoran Gul glares at you.
“This,” he says, “is all that remains of Eseldra Yeth.”

THE PYX SANCTUARY

This chamber is suffused with an overwhelming sensation of
absence—a feeling that something precious has departed. The
only item in the room is a gilded cabinet carved with images
of angels writhing in torment. Its doors stand wide open.
Nothing is inside.

THE NECROMANCER’S Among its many functions, the pyx of soul capture
LABORATORY was designed to guard Nethwatch Keep against
divination magic. Under normal circumstances, any
The cellar walls are cluttered with bottles and phials and attempts to divine information about Nethwatch
medical curiosities. Gurneys fitted with unusual restraints fill Keep or its inhabitants would fail. But these are not
the room; below them, dark brown stains meander towards a normal circumstances: with the theft of the pyx,
drain in the center of the floor. One of the gurneys is in use, the wards have fallen.
its occupant covered with a dirty sheet.
This does not mean that all divination magic will
work in the keep. The pyx itself is under a
permanent nondetection spell, as is any creature
who holds it. Events that involve the pyx, such as
the murder of Eseldra Yeth or the attempted
assassination of Umar Thoon, are also screened
from divination. The pyx exists outside of time as
far as such magics are concerned, a blank space in
the web of fate.

However, divination magic will still work when
applied to people, places, or events that do not
hold or involve the pyx, so long as that magic is
used after the pyx was stolen. Casting commune
will provide clues to the murder of Khandur
Ulmarik, for example, and detect thoughts can read
the mind of any creature who is not holding the
pyx (though such thoughts may be subject to
modify memory and other spells).

Spells that aid allies such as guidance and
foresight still work, as do spells that reveal
information about an object such as identify or
legend lore. Spells that target other creatures such
as locate creature and true strike can be used on
anyone who is not holding the pyx. Detection
spells such as arcane eye and true seeing also work,
but any creature holding the pyx will be invisible to
them. The pyx cannot conceal anyone while it is
hidden inside Leomund’s secret chest, though past
and future actions involving the pyx are still
shielded from scrutiny.

Once the characters figure out these limitations,
divination magic can be a potent tool in Nethwatch
Keep, but indiscriminate use will likely result in
frustration and failure.

ADDITIONAL COMPLICATIONS THE HUNTERS HUNTED

RED HERRINGS

DEATH FORETOLD

THE ASSASSIN STRIKES

T

UNUSUAL SUSPECTS THOSS TAREK

NYH ILMICHH

PLANS OF ATTACK

A PLAYER CHARACTER

AFTERMATH RELEASING THE PYX

T

NAMING THE MURDERER

JOINING THE ALLIANCE
RAISING THE DEAD

APPENDIX A: MAGIC ITEMS

PYX OF SOUL CAPTURE

APPENDIX B: MONSTERS AND NPCS

BONECLAW DREAD CENTURION

Large undead, chaotic evil Medium undead, neutral evil

Armor Class 16 (natural armor) Armor Class 17 (splint armor)
Hit Points 127 (17d10+34) Hit Points 90 (12d8 + 36)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1) 18 (+4) 15 (+2) 17 (+3) 12 (+1) 13 (+1) 16 (+3)

Saving Throws Dex +7, Con +6, Wis +6 Saving Throws Wis +4
Skills Perception +6, Stealth +7 Skills Perception +4
Damage Resistances cold, necrotic; bludgeoning, Damage Resistances necrotic; bludgeoning, piercing,

piercing, and slashing from nonmagical attacks and slashing from nonmagical attacks that aren't
Condition Immunities charmed, exhaustion, silvered
Damage Immunities poison
frightened, paralyzed, poisoned Condition Immunities exhaustion, frightened,
Senses darkvision 60 ft., passive Perception 16 poisoned
Languages Common plus the main language of its Senses darkvision 60 ft., passive Perception 14
Languages Thayan, any languages it knew in life
master Challenge 5 (2,300 XP)
Challenge 12 (8400 XP)
Rally Undead. Unless the dread centurion is
Rejuvenation. While its master lives, a destroyed incapacitated, it and undead creatures of its choice
boneclaw gains a new body in 1d10 hours, with all within 30 feet of it have advantage on saving throws
its hit points. The new body appears within 1 mile of against effects that turn undead.
the boneclaw's master. Sunlight Sensitivity. While in sunlight, the dread
Shadow Stealth. While in dim light or darkness, the centurion has disadvantage on attack rolls, as well as
boneclaw can take the Hide action as a bonus on Wisdom (Perception) checks that rely on sight.
action.
ACTIONS
ACTIONS
Multiattack. The dread centurion makes two
Multiattack. The boneclaw makes two claw attacks. longsword attacks or two longbow attacks. It can
Piercing Claw. Melee Weapon Attack: +8 to hit, reach use its Life Drain in place of one longsword attack.
15 ft., one target. Hit: 20 (3d10+4) piercing Life Drain. Melee Weapon Attack: +7 to hit, reach 5
damage. If the target is a creature, the boneclaw can ft., one creature. Hit: 7 (1d6 + 4) necrotic damage.
pull the target up to 10 feet toward itself, and the The target must succeed on a DC 14 Constitution
target is grappled (escape DC 14). The boneclaw saving throw or its hit point maximum is reduced by
has two claws. While a claw grapples a target, the an amount equal to the damage taken. This
claw can attack only that target. reduction lasts until the target finishes a long rest.
Shadow Jump. If the boneclaw is in dim light or The target dies if this effect reduces its hit point
darkness, each creature of the boneclaw's choice maximum to 0.
within 5 feet of it must succeed on a DC 14 A humanoid slain by this attack rises 24 hours later
Constitution saving throw or take 34 (5d12 + 2) as a zombie under the dread centurion's control,
necrotic damage. The boneclaw then magically unless the humanoid is restored to life or its body is
teleports up to 60 feet to an unoccupied space it destroyed. The dread centurion can have no more
can see. It can bring one creature it's grappling, than twelve zombies under its control at one time.
teleporting that creature to an unoccupied space it Longsword. Melee Weapon Attack: +7 to hit, reach 5
can see within 5 feet of its destination. The ft., one target. Hit: 8 (1d8 + 4) slashing damage, or
destination spaces of this teleportation must be in 9 (1d10 + 4) slashing damage if used with two
dim light or darkness. hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
REACTIONS 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Deadly Reach. In response to a visible enemy moving
into its reach, the boneclaw makes one claw attack
against that enemy. If the attack hits, the boneclaw
can make a second claw attack against the target.

KHANDUR ULMARIK NYH ILMICHH

Medium human, lawful evil Medium human, lawful evil

Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8+12) Hit Points 55 (10d8+10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 8 (-1) 9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 14 (+2)

Saving Throws Int +7, Wis +5 Saving Throws Int +7, Wis +5
Skills Arcana +7, Medicine +5 Skills Arcana +7, History +7, Persuasion +6
Damage Resistances necrotic Senses passive Perception 11
Senses passive Perception 11 Languages Common, Thayan, Rashemi, Mulhoran
Languages Common, Thayan, Rashemi, Infernal Challenge 5 (1800 XP)
Challenge 9 (5000 XP)
Spellcasting. Nyh Ilmichh is a 10th-level spellcaster.
Grim Harvest (1/Turn). When Khandur Ulmarik kills a Her spellcasting ability is Intelligence (spell save DC
creature that is neither a construct nor undead with 15, +7 to hit with spell attacks). She has the
a spell of 1st level or higher, he regains hit points following wizard spells prepared:
equal to twice the spell’s level, or three times if it is Cantrips (at will): friends, mage hand, mending,
a necromancy spell. message
Poisoned. Khandur Ulmarik is suffering from a mild 1st level (4 slots): charm person*, mage armor,
case of torpor poisoning. He has disadvantage on magic missile
Wisdom checks and saving throws. 2nd level (3 slots): hold person*, invisibility,
Spellcasting. Khandur Ulmarik is a 12th-level suggestion*
spellcaster. His spellcasting ability is Intelligence 3rd level (3 slots): fireball, haste, sending
(spell save DC 15, +7 to hit with spell attacks). He 4th level (3 slots): confusion*, stoneskin
has the following wizard spells prepared: 5th level (2 slots): hold monster*, teleportation
Cantrips (at will): chill touch, dancing lights, mage circle
hand, mending *Enchantment spell of 1st level or higher
1st level (4 slots): false life*, mage armor, ray of
sickness* ACTIONS
2nd level (3 slots): blindness/deafness*, ray of
enfeeblement*, web Quarterstaff. Melee Weapon Attack: +3 to hit, reach
3rd level (3 slots): animate dead*, bestow curse*, 5 ft., one target. Hit: 2 (1d6-1) bludgeoning
vampiric touch* damage, or 3 (1d8-1) bludgeoning damage if used
4th level (3 slots): blight*, dimension door, with two hands.
stoneskin
5th level (2 slots): Bigby's hand, cloudkill REACTIONS
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher Instinctive Charm (Recharges after Nyh Ilmichh Casts
an Enchantment Spell of 1st level or Higher). Nyh
ACTIONS Ilmichh tries to magically divert an attack made
against her, provided that the attacker is within 30
Withering Touch. Melee Spell Attack: +7 to hit, reach feet of her and visible to her. She must decide to do
5 ft., one creature. Hit: 5 (2d4) necrotic damage. so before the attack hits or misses. The attacker
must make a DC 15 Wisdom saving throw. On a
failed save, the attacker targets the creature closest
to it, other than Nyh Ilmichh or itself. If multiple
creatures are closest, the attacker chooses which
one to target.

THOSS TAREK Cantrips (at will): friends, mage hand, message, vicious
mockery
Medium human, lawful evil 1st level (4 slots): charm person*, magic missile,
shield, Tasha’s hideous laughter*
Armor Class 17 (robe of the archmagi) 2nd level (3 slots): hold person*, Nystul’s magic aura,
Hit Points 82 (15d8+15) suggestion*
Speed 30 ft. 3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): charm monster*, confusion*,
STR DEX CON INT WIS CHA Leomund’s secret chest
10 (0) 14 (+2) 12 (+1) 18 (+4) 17 (+3) 16 (+3) 5th level (2 slots): dominate person*, geas*, modify
memory*
Saving Throws Int +9, Wis +8 6th level (1 slot): mass suggestion*
Skills Arcana +9, Deception +8, Persuasion +8, Stealth 7th level (1 slot): prismatic spray
8th level (1 slot): dominate monster*
+7 *Enchantment spell of 1st level or higher
Senses passive Perception 13
Languages Common, Thayan, Draconic, Infernal ACTIONS
Challenge 10 (5900 XP)
Dagger of Venom. Melee or Ranged Weapon Attack: +8
Magic Resistance. Thoss Tarek has advantage on saving to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
throws against spells and other magical effects while he (1d4+3) piercing damage, and the target must succeed
wears the robe of the archmagi. on a DC 15 Constitution saving throw or take 11
Special Equipment. Thoss Tarek wears a robe of the (2d10) poison damage and become poisoned for 1
archmagi underneath his Red Wizard's raiment. When minute.
he wears it, his armor class is 17, he has magic
resistance, and his spell save DC and spell attack bonus REACTIONS
are increased by 2 (included in his statistics).
Thoss Tarek also carries a dagger of venom and wears a Instinctive Charm (Recharges after Thoss Tarek Casts an
ring of spell storing with a stored teleportation circle. Enchantment Spell of 1st level or Higher). Thoss Tarek
Spellcasting. Thoss Tarek is a 15th-level spellcaster. His tries to magically divert an attack made against him,
spellcasting ability is Intelligence (spell save DC 18, provided that the attacker is within 30 feet of him and
+10 to hit with spell attacks). He has the following visible to him. He must decide to do so before the
wizard spells prepared: attack hits or misses. The attacker must make a DC 18
Wisdom saving throw. On a failed save, the attacker
targets the creature closest to it, other than Thoss
Tarek or itself. If multiple creatures are closest, the
attacker chooses which one to target.

Undead Cat

Tiny undead, neutral evil

Armor Class 12
Hit Points 3 (1d4+1)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 2 (-4)
Skills Perception +3, Stealth +4
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 0 (0 or 10 XP)

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 slashing damage.

UMAR THOON Special Equipment. Umar Thoon wears bracers of
defense and a ring of mind shielding.
Medium undead, lawful evil Turn Resistance. Umar Thoon has advantage on saving
throws against any effect that turns undead.
Armor Class 19 (natural armor, bracers of defense)
Hit Points 135 (18d8 + 54) ACTIONS
Speed 30 ft.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature. Hit: 10 (3d6) cold damage. The target
11 (0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) must succeed on a DC 18 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the
Saving Throws Con +10, Int +12, Wis +9 saving throw at the end of each of its turns, ending the
Skills Arcana +19, History +12, Insight +9, Perception effect on itself on a success.

+9 REACTIONS
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and Portent (Recharges after Umar Thoon Casts a Divination
Spell of 1st Level or Higher). When Umar Thoon or a
slashing from nonmagical attacks creature he can see makes an attack roll, a saving throw,
Condition Immunities charmed, exhaustion, frightened, or an ability check, he can roll a d20 and choose to use
this roll in place of the attack roll, saving throw, or
paralyzed, poisoned ability check.
Senses truesight 120 ft., passive Perception 19
Languages Common, Thayan, Draconic, Infernal, Abyssal LEGENDARY ACTIONS
Challenge 21 (33,000 XP)
Umar Thoon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If Umar Thoon fails a from the options below. Only one legendary action can
saving throw, he can choose to succeed instead. be used at a time and only at the end of another
Rejuvenation. Umar Thoon's body turns to dust when he creature's turn. Umar Thoon regains spent legendary
drops to 0 hit points, and his equipment is left behind. actions at the start of its turn.
Umar Thoon gains a new body after 1d10 days, Cantrip. Umar Thoon casts a cantrip.
regaining all his hit points and becoming active again. Paralyzing Touch (Costs 2 Actions). Umar Thoon uses his
The new body appears within 5 feet of his phylactery, Paralyzing Touch.
which is hidden in the Doomvault. Frightening Gaze (Costs 2 Actions). Umar Thoon fixes his
Spellcasting. Umar Thoon is an 18th-level spellcaster. gaze on one creature it can see within 10 feet of him.
His spellcasting ability is Intelligence (spell save DC 20, The target must succeed on a DC 18 Wisdom saving
+12 to hit with spell attacks). The lich has the following throw against this magic or become frightened for 1
wizard spells prepared: minute. The frightened target can repeat the saving
Cantrips (at will): mage hand, message, ray of frost, true throw at the end of each of its turns, ending the effect
strike on itself on a success. If a target's saving throw is
1st level (4 slots): detect magic*, identify*, magic successful or the effect ends for it, the target is
missile, shield immune to Umar Thoon's gaze for the next 24 hours.
2nd level (3 slots): detect thoughts*, locate object*, Disrupt Life (Costs 3 Actions). Each non-undead creature
mind spike*, see invisibility* within 20 feet of Umar Thoon must make a DC 18
3rd level (3 slots): counterspell, dispel magic, fireball, Constitution saving throw against this magic, taking 21
speak with dead (6d6) necrotic damage on a failed save, or half as much
4th level (3 slots): blight, divination* damage on a successful one.
5th level (3 slots): contact other planes*, scrying*
6th level (1 slot): globe of invulnerability, true seeing*
7th level (1 slot): finger of death, plane shift
8th level (1 slot): horrid wilting, mind blank
9th level (1 slot): foresight*
*Divination spell of 1st level or higher

Murder
Doesn't Stop
at the Grave

With the rise of Tiamat threatening to destroy
the world, the undead masters of Thay have
approached the Council of Waterdeep to discuss
the possibility of an alliance. But the Dragon
Queen has agents everywhere, even in a remote
keep on the Thayan frontier.

A vampire noblewoman has been killed, and the
characters are the prime suspects. To clear their
names, they must find the real killer, and learn
how even the undead may die…

A DUNGEONS & DRAGONS adventure for
characters of levels 13-14

For use with Tyranny of Dragons
or as a standalone adventure


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