Chapter 10 Dropping the Battlehammer 101 return at any moment to quell the uprising. Grimnir suggests that the miners are exhausted and need to rest. After such a rest Grimnir suggests that he lead a group of dwarves and gnomes to some nearby subterranean gardens to salvage food for what might be a lengthy journey. Kolathid takes a more militaristic stance, suggesting that they press their advantage and attempt to liberate more of their brethren before continuing. For every twelve hours spent within the delve there is a cumulative twenty percent chance that an assault party attacks the characters. This assault party consists of a dao, two earth elementals and fifty gargoyles. Have the characters fight the dao and the elementals, and assume the dwarves and gnomes fight the gargoyles. When the characters prevail, any remaining gargoyles flee; however, 3d6 followers are slain for every round of combat. The chance of a future assault party resets to twenty percent; however, the next assault party will be twice as large as the first. This pattern continues indefinitely until the characters are either slain or flee the delve. Grimnir’s Advice. Grimnir insists that everyone spend twelve hours resting. After this he is willing to lead a squad of fifty dwarves to nearby gardens to forage for food. If allowed to do so he returns with ample provisions twelve hours later. He then insists that it would be wise to visit a nearby well and gather some water. If allowed to do so he takes another squad of fifty dwarves and returns, twelve hours later, successfully. Finally, Grimnir mentions that the dwarves noticed some abandoned barracks while gathering water and suggests he lead a party of a hundred dwarves to gather weapons and armor for their journey. If allowed to do so, he and the dwarves are intercepted and killed. Kolathid’s Advice. Kolathid initially insists on taking a group of fifty dwarves and fifty deep gnomes to go looking for others that might be saved. If allowed to do so she returns, after twelve hours, with an extra one hundred dwarves and one hundred deep gnomes. Afterwards she asks to go again with a new group of fifty dwarves and fifty deep gnomes. If allowed to do so she returns twenty-four hours later with an extra one hundred and fifty dwarves and two hundred deep gnomes. She then asks to make one last trip to liberate more prisoners. If allowed to do so she leaves with one hundred dwarves and one hundred deep gnomes, all of whom are slain before they can return. At some point the characters will decide that it is time to flee the Dismal Delve. Before leaving, the dwarves create a makeshift platform of stone that they use to carry the statue of their king. March for Freedom Following the purple geodes leads the characters into a capacious tunnel, easily large enough to accommodate their followers (see the Elemental Earth map for a generic stretch of tunnel). After a few hours of travel, passing dozens of branching side tunnels, the characters come across three domesticated bulettes grazing upon a pile of rubble. These docile creatures will not attack, even in self-defense. However, they can be convinced to follow the characters with a successful DC 21 Wisdom (Animal Handling) check. The Mud Hills Roughly ten hours after encountering the bulettes, the tunnel begins to pass near an area of the Elemental Plane of Earth known as the Mud Hills. The ground grows soft and spongy before eventually turning into a viscous mud that grasps greedily at the boots of those walking through it. After another hour of travel the ground turns watery, resembling quicksand rather than mud. If the characters allowed their allies time to rest, the dwarves and gnomes push through undaunted. However, if they were unable to rest, then ten percent of the army perishes within the mud unless the characters take action to prevent this. Such actions might range from the use of powerful magic to an inspiring speech. Regardless, halfway through the trek the dwarves carrying Bruenor stumble, and their liege falls into the grasping muck. The characters have two rounds to secure Bruenor before the six-hundred-pound statue sinks into the mud, after which it is sucked into the Paraelemental Plane of Ooze. After another few hours the ground begins to solidify, and the characters pass into an area known as the Tunnels of Madness. Tunnels of Madness Over the next ten hours the tunnel becomes smaller and is honeycombed with hundreds of strangely shaped holes. An eerie wind blows through the tunnel, creating an alien melody as it passes through the various holes. The wind blows from a nearby portal to the Plane of Pandemonium. After two hours of travel, the characters must make a DC 20 Wisdom saving throw (The saving throw can be made with advantage if the characters have plugged their ears or taken similar precautions). If the characters fail the saving throw, then they are afflicted with a short-term madness (Dungeon Master’s Guide, chapter 8). If the characters fail the saving throw by five or more, then they are also afflicted with a long-term madness. If the characters fail the saving throw by ten or more, then they are also afflicted by an indefinite madness.
Chapter 10 Dropping the Battlehammer 102 Shortly after this check a death slaad, accompanied by a green slaad and a hundred troglodytes, emerges from the tunnels to attack the characters. Have the characters battle the death slaad and green slaad, while assuming the followers deal with the troglodytes (see the Tunnels of Madness map). If there are more than three hundred followers, then they manage to overwhelm the troglodytes without suffering any casualties. Otherwise, 1d10 followers are killed for each round that the characters spend fighting the slaadi. Rise of Vecna If the characters have played Rise Of Vecna and one of them bears the blessing of Ssendam, the slaadi refuse to attack the characters. Instead, the green slaad offers to accompany and protect the characters during their trek. The Home Stretch After another four hours of travel the purple-lit pathway ends abruptly in a smooth stone wall. This barrier was recently erected by the divine decree of the dao’s Great Khan. It Is fifty feet thick and cannot be broken through by conventional tactics. If the characters brought the bulettes with them, they can be coaxed into burrowing through the wall. Otherwise, the characters and their companions will have to use side tunnels to circumvent the barrier. If the characters allowed Kolathid to gather allies, then one of the rescued deep gnomes, a ranger by the name of Svirtblx, approaches the characters, indicating that he can lead the group around the barrier. He is true to his word and can find an alternative path that requires just eight hours of additional travel. Without Svirtblx the characters must make a successful DC 21 Survival check or get lost for 1d4 days before finally emerging on the other side of the stone wall. While lost the characters are set upon by a search party consisting of two dao, three earth elementals and a hundred gargoyles. Have the characters fight the dao and the elementals, and assume the dwarves and gnomes fight the gargoyles. When the characters prevail, any remaining gargoyles flee; however, 3d6 followers are slain for every round of combat. The purple geodes lead a twisting route for another five hours before ending, yet again, in a dead end. At this point the characters have fled far enough from the City of Jewels that the magic petrifying Bruenor begins to fade. There is a great shattering sound from him as he flexes his muscles, cracking through his stony cocoon. At the same time a whirling portal, like the one the characters used to access the Elemental Plane, opens at the end of the tunnel. The portal is two hundred feet from the characters. As soon as someone steps towards the portal, the very planes themselves begin to shake with unbridled, elemental fury. A corpulent dao, dressed in layers of bright silk and wearing an array of glittering jewelry, rises from the ground between the characters and the portal. The dao is Koh Nur, the Great Khan (marked K on the map; appendix B). Accompanying the dao is his stone giant seneschal, Rockribs (marked R on the map). Rockribs holds a series of adamantine chains, at the end of which are leashed a pack of eight slavering umber hulks (marked U on the map). The Great Khan’s voice washes over the characters like an avalanche, each thunderous word sending cracks throughout the ceiling, “INSIGNIFICANT WORMS. YOU WILL EXPERIENCE A THOUSAND UNPARALLELED PAINS FOR YOUR PRESUMPTIONS!”
Chapter 10 Dropping the Battlehammer 103 At this the Khan explodes in uncontrolled fury, triggering a cave-in within the tunnel. In response Bruenor yells to his people, “Quick lads and lasses! Run to the portal!” The dwarven monarch then turns to the characters, “Ye will have to keep that blowhard occupied, lest he use his powers to close the portal!” If the Khan is left unattacked for a round, he spends his turn concentrating and closing the portal. At this point the portal can only be reopened by breaking the Khan’s concentration. Rockribs releases his umber hulks to harry the characters while fighting by his master’s side. While this is happening, Bruenor begins to lead his army through the portal. Unless the characters intervene in some way, it takes five rounds for everyone to fully evacuate. During the second round of combat, a falling boulder pins a dwarf and two deep gnomes. Removing the boulder requires a successful DC 18 Strength (Athletics) check. During the fourth round of combat, one of the umber hulks breaks from combat and begins trying to kill the fleeing dwarves. At the end of the fifth round of combat, once all the dwarves and gnomes have been evacuated, Bruenor rushes into the fray, hobbling the Khan with a thunderous blow to his kneecap. Bruenor yells to the characters, “I’ve got him now! Rush for the portal before it’s too late. My people need ye!” It is up to the characters how to proceed at this point. If they listen to Bruenor, then they emerge from the portal within the Temple of Elemental Unity. A long minute later, just as the portal is about to close, they see Bruenor dramatically dive headfirst through, his helm tumbling to the floor as he lands with a loud OOMPH! Should the characters insist that Bruenor flee first, then they will all need to be able to reach the portal, which is 100 feet from the Khan, before the Khan can close it. The Return Upon their return the characters are glumly welcomed by the golden-masked Hellenrae. After cursing them for dirtying up her temple, she begrudgingly informs the characters that Ogrémoch was pleased by their success. She gives the characters six pairs of smooth, matched stones. She refers to these stones as Ears of Ogrémoch. They are functionally equivalent to sending stones, although any message sent through them can also be heard by the Elemental Prince of Earth. Hellenrae then sourly kicks the characters out of her temple, suggesting that they retreat to nearby Triboar. At Triboar the characters are heralded as heroes for their role in the return of the dwarves. The Lord Protector of Triboar, Daratha Shendrel, bestows upon the characters an abandoned stone mansion known as Boar’s Rest, once owned by a wizard who ran afoul of Vecna. Bruenor thanks the characters profusely, declaring them honorary dwarves and pledging his assistance should they ever need it. Over the course of the next month the deep gnomes move south, settling within the Throne of Primordial Unity. Half of the dwarves settle in Triboar. The remainder of the dwarves travel north with Bruenor, seeking Ironmaster, where Bruenor believes the rest of his kin can be found. Allow the characters to gain one level after successfully returning from the Elemental Plane of Earth.
Chapter 11 Worse Things Happen at Sea 104 he small coastal town of Port Llast has been abandoned for years and its harbor is strewn with long-plundered shipwrecks. However, this location is still the only accessible port between Luskan and Evernight. On moonless nights, Jarlaxle Baenre and the Bregan D’aerthe often sneak into Port Llast, smuggling goods to and from the mainland. For more details on the Bregan D’aerthe see Doomed Forgotten Realms: SwOrd COast Gazetteer. Port Llast If the characters visit Port Llast during a new moon, they find a bustling marketplace temporarily set-up. Shadowy figures make deals amidst ruined houses. Row boats with muffled oars load and unload cargo. Darkened wagons with padded wheels noiselessly roll through the streets. Six male drow gunslingers (appendix B) and two male drow mages set up a perimeter twenty-four hours before the new moon and remain on guard until the following daybreak. These drow confront the characters whenever they arrive, questioning them before demanding that they submit to a detect thoughts spell. Once the drow are convinced that the characters do not work for Vecna, they allow them to come and go as they please. These drow are members of the Bregan D’aerthe. The merchants of Port Llast sell primarily mundane items. Goods for sale include food, water, spices, alcohol, medicine, and books. There is an obvious spirit of community that pervades the market. Haggling is minimal and all goods are exchanged at a fair or discounted price. The market sets up around three hours before midnight and promptly disperses three hours after midnight. If the characters inquire about One-Eyed Jax, they are met with blank, confused stares. However, an hour later two drow gunslingers show up and quietly Chapter 11 Worse Things Happen at Sea The characters journey to Port Llast to recruit the assistance of the drow elf, Jarlaxle Baenre. Jarlaxle agrees to aid the characters if they agree to help the swashbuckler kill a kraken that has been destroying his ships. Using Jarlaxle’s submarine, the Scarlet Marpenoth, the characters venture into an undersea trench to battle the menacing aberration. escort the characters to an abandoned building where a slender drow in bright, vibrant clothing awaits. The drow wears an eye-patch and a widebrimmed, plumed hat. The drow is, in fact, a drow mage masquerading as Jarlaxle, leader of the Bregan D’aerthe, through a disguise self spell. The drow listens to the characters carefully, cryptically moving his eye-patch from one eye to the other over the course of the conversation. Read or paraphrase the drow mage’s response to any pleas: “I’m not a fan of Vecna, that rattling asymmetric horror. And Lolth knows I’d love nothing more than to see him ingloriously upended. But I am up to my boots in trouble of my own. A long slumbering kraken has recently awakened and is terrorizing my shipping lanes. This overgrown calamaro has already taken out six of our vessels. If you remove this thorn from my side, then I will be more inclined to help with your own. What say you?” He can provide the following information: J The kraken sleeps in an undersea chasm known as the Rift. Jarlaxle has a Lantanese submarine, called the Scarlet Marpenoth, that he plans to take into the chasm to kill the kraken. It will arrive in Port Llast in two weeks. J If the characters help kill the kraken, then Jarlaxle will agree to smuggle the characters into Skullport, a small city of thugs and brigands that exists beneath Waterdeep. According to the drow this is the easiest way to sneak into Waterdeep. J Jarlaxle recently arranged for the shipment of five harpoons of kraken slaying (see arrows of slaying) but the shipment was destroyed by the kraken before it could reach Jarlaxle. Additionally, if a character makes a successful DC 15 Intelligence (Arcana) check, summarize the information contained in the kraken section of the Monster Manual for them. For a Good Cause During their conversations, “Jarlaxle” will appeal to the characters for donations to the Bregan D’aerthe, referring to his faction as the last credible force of good within the Realms. If the characters ask for something in return, then “Jarlaxle” offers to procure magical items for them at 150 percent their normal value. The drow requests that the characters pay ahead of time and delivers the items to Port Llast two weeks later.
Chapter 11 Worse Things Happen at Sea 105 Voyage Under the Sea The Lantanese submarine shows up two weeks later, as promised. For a description and map of the interior of the Scarlet Marpenoth, refer to appendix E. The submarine is commanded by Captain Zardoz Zord, a well-built, scantily clad man wearing scarlet apparel designed to accentuate his trim figure and bountiful chest hair. The swashbuckling captain is none other than a magically disguised Jarlaxle Baenre (appendix B). The Rift is located roughly halfway between Waterdeep and the Whale Bones. It takes about four days of undersea travel for the submarine to get there from Port Llast. The Rift is three miles deep and one mile long. It is initially five hundred feet wide, although it tapers claustrophobically the further down the characters descend. It is supernaturally dark within the Rift, and all light within the chasm has its range reduced by one half. Optional Encounter During the voyage, the crew sings a myriad of different shanties. After two days, the characters are likely capable of singing along. One of the shanties in particular, “Get Away,” eventually turns out to be a portent of things to come. The shanty goes like this: Suddenly while singing the shanty, a faint knocking is heard from the outside of the Scarlet Marpenoth. Two vadatajs (appendix B) are crawling on the hull, knocking to receive a sacrifice and staying out of sight of the windows. If let in, they proceed to attack anything living in sight, fighting to the death. The characters or crew can offer up two or more humanoids to the vadatajs by forcing them out of the submarine without diving suits. Doing so appeases the vadatajs, who will settle for drowning the sacrifices and leave the rest of the crew alone. If left to their own devices, the vadatajs eventually stop knocking and instead attempt to feel any vibrations running through the hull, letting them know when most of the crew are asleep. At this point, they forcefully break open the door of area I4 (appendix E). If the Scarlet Marphenoth’s Electrify Hull action is activated, the vadatajs take the appropriate damage and break down the door. It takes 8 hours of work to adequately repair a door broken down by the vadatajs. Close your eyes, mates, when you see what cannot be. Close your ears, mates, when that sound comes from the sea. Hold your breath, mates, when you’re kneeling down to pray, Pray to the gods we get away. And we’ll race the wind when they come to claim our lives. And we’ll ride the waves while we’re strong enough to fight. Yes we’ll race the wind when we’re out of time to pray, Pray to the gods we get away.
Chapter 11 Worse Things Happen at Sea 106 Water Pressure A spell that allows one to breathe underwater provides no protection against the crushing effect of water pressure unless the spell’s description says otherwise. Water pressure increases with depth as described below. ½-1 mile. Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning damage per minute from water pressure unless they are adapted or built to withstand this environment. Storm giants, whales, sharks, crustaceans, and aquatic invertebrates are immune to water pressure at this depth, as are vehicles with a damage threshold of 10 or higher. 1-3 miles. Creatures and vehicles at this depth take 14 (4d6) bludgeoning damage per minute from water pressure unless they are adapted or built to withstand this environment. Algae blights, deep scions, and octopuses are among the creatures immune to water pressure at this depth, as are vehicles with a damage threshold of 15 or higher. 3+ miles. Creatures and vehicles at this depth take 28 (8d6) bludgeoning damage per minute from water pressure unless they are adapted or built to withstand this environment. Few creatures, such as dragon turtles, krakens, and sahuagin, are immune to water pressure at this depth, as are vehicles with a damage threshold of 30 or higher. Three Miles Down. The kraken, along with a juvenile kraken (appendix B), awaits the characters at the bottom of the rift (see the Rift battle map which also outlines the Scarlet Marpenoth as well as the two krakens). Scattered beneath it are the broken hulls of dozens of sailing vessels, some of which seem hundreds of years old. A successful DC 20 Intelligence (Investigation) check notices a galleon that is free of the barnacles and seaweeds that encrust most of the other vessels. A quick search of the galleon finds a shattered iron box with six harpoons of kraken slaying. The krakens target the submarine until they take damage from a different source. They then focus their attacks on this new target. The krakens are a savage force of nature and fight accordingly, relying on brute strength to eradicate the characters. The monstrosities fight to the death, refusing to flee from their own lair. A Liar's Word In the event of success, Jarlaxle drops his disguise, congratulating the characters and his crew. The dark elf returns the characters to Port Llast, or elsewhere if they prefer. He is good to his word and agrees to smuggle them into Skullport at a date of their choosing (see chapter 14). Allow the characters to gain one level after defeating the kraken. The Hunt is Afoot At the top of the Rift, Zardoz asks the characters if they would prefer to exit the submarine before descending. If so, the characters can don diving suits before exiting the vehicle (see area I4 in appendix E for additional details). While wearing diving suits, the characters are immune to the crushing of water pressure down to depths of 2½ mile (see the Water Pressure sidebar). The Scarlet Marpenoth descends or ascends at a speed of 1 mile per hour, or at ¼ mile per hour if it needs to dive through heavy foliage. One Mile Down. After a mile’s descent, the chasm becomes clogged with a tangle of kelp and seaweed. At least one character is required to leave the vehicle to clear a path through the undersea foliage. After a thousand feet of strenuous bushwhacking (about 45 minutes of work), any characters outside of the submarine are attacked by two algae blights (use the statistics for shambling mound). At the same time 1d4+1 algae blights manage to worm their way through the submarine’s propulsion system and into the interior of the Scarlet Marpenoth, attacking any living creature they encounter. Soon after, the tangled skein of algae gives way to an inky darkness as pure and perfect as the void. Two Miles Down. After another mile’s descent, the dark purity of the aquatic abyss is broken by a vast school of strange, phosphorescent fish. The fish are swimming upwards, en masse, in panic. Heedless of their surroundings, the fish smash headlong into the Marpenoth, their collision ringing throughout the submarine like hail along a tin roof. The ever-amassing entrails of the fish begins to dim the submarine’s gemstone headlight. Similarly, the windshield of the Marpenoth is soon caked in phosphorescent goo, obscuring the submarine’s view. At this point the kraken’s voice telepathically booms, “WHAT FOOLS AWAKEN Urthuvn?” The characters then see the briefest shadow of an impossibly large tentacle before five giant octopuses attack the Marpenoth and any characters swimming near it. Unless calmed by the characters, Lorella, the pilot, immediately assumes that they are under attack by the kraken. In a panic she begins launching torpedoes and releasing depth mines, potentially injuring adjacent characters in the process. The fish swarm disperses soon after the octopuses are dealt with. At this point, it is a simple matter for the characters to clean the submarine’s illumination crystal and windshield before continuing their descent.
Chapter 11 Worse Things Happen at Sea 107
Chapter 12 Here Be Dragons 108 or those seeking an alliance with Tiamat, Leilon is a natural starting point. The town is currently under the control of the Cult of the Dragon. These cultists serve the black dragon twins, Voaraghamanthar and Waervaerendor. Very few know of the existence of both dragons as they pretend to be a single dragon, Voaraghamanthar. There are fifty Cult of the Dragon members (forty-five cultists, four cult leaders, and one mage) in total, housed throughout Leilon. They are served by one hundred kobolds who are scattered about the town and mud flats. For more details on the Cult of the Dragon see Doomed Forgotten Realms: SwOrd COast Gazetteer Leilon Leilon is a small town near the High Road, nestled between mountains to the east and coastal mudflats to the west. South of Leilon is the Mere of Dead Men, a trackless swamp created almost a thousand years ago by the lich Iniarv. Chapter 12 Here Be Dragons The characters travel to Leilon to recruit the aid of Tiamat in their upcoming battle against Vecna. After speaking with the Black Wyrmspeaker, Rezmir, the characters are tasked with sneaking into Neverwinter Wood to steal the Vonindod, an adamantine titan of death forged by the fire giants. Any inquiries regarding Rezmir are met with immediate suspicion. The cultists request that the characters wait within an abandoned farmstead along the edge of the city. Twenty-four hours later a cult fanatic accompanied by four cultists and twelve kobolds asks the characters to follow her. She leads the characters from the farmstead into the marshy borders of the Mere of the Dead. From there she spends a harrowing two days safely guiding the characters through a gauntlet of quicksand, shambling mounds, and hungry crocodiles of gargantuan proportions. The journey ends at Castle Naerytar. Castle Naerytar Castle Naerytar is a crumpling, moss-covered structure hidden deep within the Mere of Dead Men. It serves as one of Rezmir’s many strongholds, and she is currently residing there with her retinue of servants. As the characters arrive a dark, massive silhouette blots out the day’s sun, casting the area in darkness. Soon after, Voaraghamanthar, an adult black dragon, lands before the characters. Riding astride the dragon is the Black Wyrmspeaker, Rezmir (appendix B) who gracefully dismounts to confront the characters. Mere seconds later Voaraghamanthar’s twin, Waervaerendor (adult black dragon), perches atop the castle under the effects of a ring of invisibility. Rezmir’s initial plan is to kill the characters and take their treasure as tribute for Tiamat. However, she is also curious as to the characters’ motives and is willing to hear them out. Rezmir is whole-heartedly devoted to Tiamat and knows that the Dragon Queen seeks to dethrone Vecna. Because of this she is receptive to any plans that involve the lich’s downfall. After hearing the characters out, Rezmir makes the following proposal: “Her five-headed majesty has long sought the destruction of Vecna. However, powerful magics prevent her, as well as her children, from assaulting the accursed one. Her cause has been further hampered by fire giants allied with Vecna. With the lich king’s help these giants have managed to craft Vonindod, the Titan of Death. The giants have managed to use this abominable construct with great effect, killing many of our kind. If you were to seek the notice of our chromatic queen, the true lord of Toril, then you might do so by stealing the Vonindod and bringing it to us for safe transport to Tiamat’s Soaring Citadel.” Leilon is swarming with kobolds dedicated to Tiamat
Chapter 12 Here Be Dragons 109 Rezmir can provide additional information: J The Vonindod is an 80-foot-tall construct forged from adamantine. It wields an adamantine greatsword that can easily cleave through dragonscale as well as an adamantine harpoon that can fell even an ancient dragon. The titan is not an animated construct but rather piloted by unknown creatures. J The Vonindod is currently inactive and stationed within the Neverwinter Wood near the fire giant fortress of Gauntlgrym. Rezmir can provide a map to where the construct is located within the forest. The area about Gauntlgrym, much like Waterdeep, is warded against the intrusion of dragons and their ilk. J Rezmir suggests that the characters sneak through the woods and break into the Vonindod. If they can pilot the construct to the edge of the woods, then Rezmir can arrange for the construct to be transported to the Soaring Citadel, where it can be protected by Tiamat and her consorts. Rezmir warns the party against retaining the Vonindod, as the titan would be easy for Vecna and his liches to track. To aid with this task, Rezmir offers up a dragonscale receptacle filled with Tiamat’s divine acid. This highly concentrated acid works like alchemist’s fire (PHB) except that it inflicts 10d6 acid damage. In return, Rezmir offers five 50,000 gp gemstones. If the characters ask for greater assistance and make a successful DC 20 Charisma (Persuasion) check, then Rezmir offers them an obsidian sending stone which the characters can use to contact the half-dragon. Upon contact, the characters can request a rare magic item that will be delivered to them within two weeks. Upon reaching a deal the cult fanatic leads the characters back to Leilon. In the absence of a deal Rezmir and the dragons attack the characters in hopes of plundering their corpses. Neverwinter Wood The Neverwinter Wood holds countless ruins and more than a few crumbling castles. The area around Gauntlgrym is heavily patrolled by the fire giants and their servants. Bypassing these patrols requires a successful DC 15 group Dexterity (Stealth) check. A typical patrol consists of one fire titan (appendix B) and three ogres. Each patrol carries a horn that is sounded immediately upon the detection of intruders. Once a horn is blown, additional patrols arrive every five minutes. The Vonindod rests within a forest clearing (marked V on the map). It is currently being tended by two fire titans, two salamanders, and two azers. The perimeter of the clearing is warded by an invisible tripwire of magic that issues forth the sound of a blasting horn if tripped. The tripwire can be detected with detect magic. If detected, it is easily avoided. The Vonindod is 80 feet tall. It has been crafted to look like an imposing fire giant with a horned helm and a greatsword. A massive harpoon is attached to its back. The construct is almost entirely composed of adamantine with two huge rubies for eyes. There is a visible access port in the Vonindod’s right heel. The access port is locked, although the lock can be picked with a successful DC 25 Dexterity check made with thieves’ tools. The adamantine lock cannot be broken, although a hole large enough for a Medium-sized creature to crawl through can be burned through the port with Tiamat’s acid. The access port leads to area J1. J1. Legs of the Vonindod The Vonindod has two legs. Each of the legs is roughly 10 feet in diameter and 40 feet tall. Their interior is lined with a network of pipes and adamantine rivets. There is an intricate series of gears along the construct’s knees. Ladders lead up to area J2. Two salamanders are currently performing routine maintenance within the Vonindod’s left leg. Though Rezmir is an imposing figure, her mighty dragon, Voaraghamanthar, is perhaps even more so
Chapter 12 Here Be Dragons 110 J2. Waist of the Vonindod Both legs open into a 20 foot long, 10 foot wide chamber. Each leg is capped with an open trapdoor. The trapdoors can be closed from this room. The trapdoors can be locked by spinning a large wheel clockwise and unlocked by spinning the wheel counterclockwise. Once locked, the trapdoors can only be forced open with a successful DC 25 Strength (Athletics) check. The room is sweltering hot and has a caustic, sulfurous stench to it. Hundreds of iron crates line the walls, filled with chunks of dark, smoldering stone. A steep metal stairwell leads 15 feet up to area J3. The salamanders working within the construct’s left leg can be heard with a successful DC 15 Wisdom (Perception) check. They are intent upon their work and do not come up unless they hear sounds of obvious intrusion. The smoldering stones are cinderstone, a type of coal native to the Elemental Plane of Fire. They are used to power the Vonindod. J3. Torso of the Vonindod The torso is partitioned off from the waist by an iron latticework floor that glows faintly with ambient heat. A large burning furnace is affixed to the front of the torso. Along the back of the torso is a portal of raging, hungry flame. The furnace is tended by a hulking humanoid with magma-red skin. The humanoid wears a fine silk robe and is bedecked in brass and gold torcs, chains, and rings that glitter with jewels. A ladder leads up to area J4. The portal is connected to the Elemental Plane of Fire. It leads to a mining facility on the outskirts of the legendary City of Brass. The fire giants are currently replenishing their supply of cinderstone. Three rounds after the characters enter this room, a startled azer emerges from the portal with a wheelbarrow full of cinderstone. The humanoid is an efreeti who refers to himself as Cinderstorm, the Bringer of Death, and Lord of the Titan. Cinderstorm is a cruel, arrogant creature who attacks any intruders on sight. As a lair action, on initiative count 20 (losing initiative ties) Cinderstorm can cause the portal to explode in a great conflagration of flame. Such a conflagration inflicts 17 (5d6) fire damage to any creature standing within the torso. The sounds of fighting quickly draw the attention of the fire titan priest from area J4. J4. Command Deck The hollow interior of the Vonindod’s head is a 10-foot tall, 10-foot-wide cylinder. The titan’s two ruby eyes are visible from within the head, although they are too opaque to see through clearly. Between the eyes is a pedestal upon which rests a smooth, adamantine orb. An open trapdoor, like those in area J2, leads down to area J3. The giant ruby eyes are worth 25,000 gp and weigh 250 lb. apiece. They are firmly attached to the colossus and cannot be removed unless the construct is reduced to 0 hit points. If a character touches one of the gemstones, they can see through the eyes of the Vonindod. Any character that makes a successful DC 13 Intelligence (Arcana) check discerns that they can cast spells through the ruby eyes. The adamantine orb controls the Vonindod. It is also firmly attached to the pedestal and cannot be removed unless the construct is reduced to 0 hit points. If a character touches the orb, they gain immediate control of the Vonindod, although maintaining control requires Concentration. Such control is absolute until the character loses contact with the orb, loses their concentration, or the Vonindod is reduced to 0 hit points. For details on the Vonindod see below. Charnov. Within this chamber is the fire titan priest, Charnov. Charnov has had his size permanently reduced, allowing the fire giant to move comfortably. He fights to the death to defend the Vonindod. Charnov has the statistics of a fire titan with the following changes: J His size is Medium. J He has disadvantage on Strength checks and inflicts half damage with melee attacks. J As an action Charnov can cast one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: guiding bolt, light, sacred flame J Charnov has the following additional actions: Inner Fire (Recharge 6). Charnov targets a creature that isn’t a Construct or Undead that he can see within 60 feet, causing a surge of revitalizing heat to course through it. As a result, the target regains up to lost 70 hit points and any conditions that cause it to be blinded, deafened, or diseased end. Searing Rain (Recharge 4-6). A vertical column of searing flames descends from the sky. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within 60 feet of Charnov must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
Chapter 12 Here Be Dragons 111 The Great Escape Upon gaining control of the Vonindod, the characters must pilot it to the edge of the Neverwinter Wood, which is about a mile away. Given the suddenness of their assault, they encounter little organized resistance as they do so. During this trek, use the following statistics for the Vonindod: J The Vonindod’s size is Gargantuan. J It has AC 25 and 500 hit points. If reduced to 0 hit points, the Vonindod has a speed of 0 feet and can no longer take actions. J It has a speed of 40 feet. J If prone, the person piloting it can use an action to command it to stand up. J It is immune to fire damage J It can’t be critically hit. J The person piloting it can use an action to have the Vonindod attack three times with its greatsword or make one attack with its harpoon. Greatsword. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 46 (8d8 + 10) slashing damage. When the Vonindod rolls a 20 on its attack roll, its target takes an additional 28 slashing damage. It then rolls another d20. If the Vonindod rolls a 20, it lops off one of the target’s limbs, with the effect of such loss determined by the DM. Harpoon. Melee or Ranged Weapon Attack: +17 to hit, reach 15 ft. or range 200/800., one target. Hit: 46 (8d8 + 10) piercing damage. If the target is a dragon, then it must make a DC 21 Constitution saving throw, taking an extra 12d20 piercing damage on a failed save, or half as much extra damage on a successful one. The characters are attacked once during their journey to the edge of the woods by a patrol consisting of one fire titan and three ogres. Just as the characters near the edge of the wood they are attacked again: Round 1. Three fire titans rush from the nearby woods. They each use their heat metal ability on the head of the Vonindod. For the next five rounds any creature within area J4 takes 3d6 fire damage on the beginning of their turn, potentially breaking their concentration. The fire titans then begin to batter the Vonindod, hoping to render it inactive. Round 2. Two siege catapults (marked C on the map), each of which is strategically positioned 100 feet away from the Vonindod, fire upon the construct. Each siege catapult is manned by a fire titan. The siege catapults have AC 20 and 100 hit points. As long as they are manned by a Huge sized creature, the catapults can launch one boulder every round. These boulders have +17 to hit and inflict 28 (4d8 + 10) bludgeoning damage, or twice as much to any structure or construct such as the Vonindod. Anytime the Vonindod is hit by one of these boulders the person piloting it must make a successful DC 17 Dexterity check or the Vonindod is knocked prone. Rounds 3-5. Unless the characters have taken precautions to seal it, the fire portal in area J3 flares to life. A fire elemental led by an azer emerges from the portal and heads for area J4, attacking any characters it finds along the way. For the next three rounds 2d4 magmin emerge from the portal each round. Round 6. At this point a bolt of lightning flashes from the skies, obliterating one of the catapults. This is soon followed by a punishing storm of hail and frost that engulfs any fire titans still attacking the Vonindod, turning them quickly into frozen statues. Immediately afterwards an ancient white dragon lands atop the frozen giants, smashing them into chunks of bloody ice while roaring loudly. Any remaining fire titans immediately flee in terror and any characters within 120 feet of the dragon must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. Fire Titans and the Ordning The Realms were already in great turmoil when Annam, the All-Father, broke the ordning, the divinely ordained hierarchy amongst the giants (as described in Storm King’s Thunder). Because of this, the heroes of the Realms were unable to save King Hekaton, Lord of the Storm Giants, and restore the sundered hierarchy. Now, years later, the ordning remains in flux. Currently the fire giants rest atop the hierarchy. In their new position of power, they refer to themselves as fire titans, although most others still refer to them as fire giants. Chromatic dragons make for exceptionally powerful but also extremely dangerous allies
Chapter 12 Here Be Dragons 112 Draconian Accolades The ancient white dragon is the White Wyrm, Arveiaturace. Although once blinded by cataracts, she has since had her vision restored by Tiamat. A frozen, desiccated corpse is saddled to her back, the remnants of an old wizard that once served as her friend and confidant. Accompanying Arveiaturace is an ancient blue dragon known as Iymrith. Upon their arrival the two dragons demand that the characters exit the Vonindod. After doing so, the dragons disdainfully distribute any rewards promised to the characters by Rezmir. They then each grab a shoulder of the massive construct, and fly off to the southeast, towards Tiamat’s Soaring Citadel.
Chapter 13 Fatal Attraction 113 handalin is the natural starting point for those seeking Halaster Blackcloak. The town is ruled by a gang of twenty thugs referred to as the Redbrand Ruffians. The Ruffians are led by Glassstaff (LE male human mage). For more details on Phandalin see Lost Mines of Phandelver. Phandalin Phandalin is a frontier town built upon the ruins of an older settlement. Its remote location has served it well in the intervening years, and it has been left largely untouched since Vecna’s conquest. The town boasts about eighty buildings and serves as home to an assortment of farmers, woodcutters, fur traders, and prospectors. The Stonehill Inn can be found within the center of the town. It is a plain building of fieldstone and rough-hewn timbers. It is filled, most hours of the day, by townsfolk enjoying the local cider. Tending the bar is a middle-aged man with a receding hairline and thick, bushy mustache. The bartender goes by the name of Dern (N male human veteran) but is, in fact, Durnan, the renowned former proprietor of Waterdeep’s Yawning Portal. To avoid arrest and execution, Durnan fled Waterdeep long ago. He has since been laying low in the remote town of Phandalin. Chapter 13 Fatal Attraction The characters visit a newly remodeled Undermountain to recruit the aid of Halaster Blackcloak, the Mad Mage of Undermountain. The archmage is willing to assist the characters, but only after they help him kill three of his former apprentices. If confronted, Durnan denies his former life, loudly declaring that the characters have had a bit too much to drink. He then whispers for the characters to meet him after the bar has closed. If the characters are respectful of this wish, Durnan is willing to hear them out. During conversation, the barkeep is sparing with his words, preferring to listen rather than talk. If the characters indicate that they wish to speak with Halaster or access Undermountain, then Durnan responds as follows: “I’d warn you off, although I suspect your mind is set. That wizard is dangerously mad and not to be trifled with. It is true that I have a mirror, a gift from the mage himself, that can transport anyone daft enough straight into the dungeon. If you’d like to go, I won’t stop you. At the very least, it will put an end to you poking your noses around places they have no business.” Durnan brings down a large, heavy, oval glass mirror. He lays it upon the floor and then waves his hands over it. As he does so the glass begins to ripple gently like water. The bartender warns the characters that the portal is likely one-way and that they will need to find their own way out of Undermountain before bidding them good riddance. If the characters touch the mirror, they are transported to area K1. K1. Entry Chamber There is a flash of teleportational energy, and the characters find themselves in a dark, forty-foot square chamber with a floor of sand. The walls are made from plain, fitted stone. A dark-watered river runs along the western side of the room. A rickety gondola floats within the river, moored to a short, broad dock. A tall, gaunt, male human stands in the northeastern corner of the room. He wears dark, tattered robes adorned with eyelike patterns. The statue is a wax replica of Halaster Blackcloak, the Mad Mage of Undermountain. The robes are part of the statue and cannot be removed. Within five seconds of the character’s arrival the statue begins to giggle before proclaiming, “Welcome to the new and improved Undermountain! Better tricks! Better traps! Better apprentices! You are currently on level one, the Museum Level. Please step on the gondola, and after a brief historical tour, you will be teleported to the most appropriate level of the dungeon.” River Properties The river is oily and dark. Although the boat drifts smoothly along the river, the waters themselves seem placid and there is no evidence of a current. The boat moves 10 feet a round. The water is 20 feet deep and unbearably cold to the touch. Any character who spends a round within the enervating water must make a successful DC 15 Constitution saving throw or become inflicted with one level of exhaustion.
Chapter 13 Fatal Attraction 114 Gondola. The rickety gondola is twenty feet long, ten feet wide and can hold up to eight Mediumsized characters. A crystal orb is embedded within the prow of the gondola, near which is a small, satchel-sized wooden box with a small slit in its top. Scrawled in Common along the front of the box are the words, “One coin per passenger”. The box can easily be opened and closed and is functionally equivalent to a bag of devouring. If any number of coins are placed within the box, even if it is fewer than the number of passengers, a bright yellow light emanates from the prow’s orb, and the gondola begins to drift south towards area K2. If a character touches the orb, it goes dark and the gondola stops moving. Similarly, the orb goes dark and the gondola stops if there are no characters within it. If a character touches the orb again, the orb lights up and the gondola begins to move along its appointed route. Treasure. Strange bones are buried within the sand. If a character takes the time to dig through the sand and makes a successful DC 20 Wisdom (Perception) check, they discover a bead of force. K2. Hall of Shields The walls of this corridor are adorned with shields that shine brightly as if freshly forged. A variety of crests and sigils adorn the shields. Any character who makes a successful DC 15 Intelligence (History) check discerns that most of these crests belong to noble families from Waterdeep. If the character succeeds on their check by five or more, they note that one of the family crests signifies buried treasure. If the characters examine this shield closely, they note that it can be removed from the wall. Behind the shield is a small niche which contains a ring of feather fall. Any character that uses detect magic, discovers the presence of a shield of missile attraction hanging amidst the otherwise non-magical shields. While the characters drift through this corridor, the voice of Halaster echoes like a deranged tour guide, “The foundation of what would eventually become known as Undermountain was built under Mount Waterdeep more than two thousand years ago by clever little dwarves. Their home would eventually be conquered by a villainous combination of drow and duergar. About a thousand years later the eminent archmage Halaster Blackcloak, also known as yours truly, settled the area. He brought with him a promising group of ungrateful apprentices known as the Seven. After settling the area Halaster did the Realms a great service by hunting down and killing the drow vermin infesting the dwarven Underhalls. Oh! Look up ahead, we are about to enter one of Halaster’s most popular creations, the Chamber of Many Pillars. I hope that you remembered to pay your dues!” At this point the gondola drifts into area K3.
Chapter 13 Fatal Attraction 115 K3. Chamber of Many Pillars Plain stone pillars rise from the water throughout this flooded chamber. The river continues through a passageway to the west. Stairs rising from the water lead to a raised hallway to the north. The words “Certain fun this way!” are scrawled atop the stairs. If the characters have each placed one coin within the gondola’s box, then the gondola simply drifts into the room, weaving north to avoid the pillars before exiting to the west. However, if any character has not paid, then four bone nagas hiding beneath the impenetrably dark water attempt to knock the characters off the gondola. If at any time unpaid characters put their coin into the box, the nagas stop attacking and retreat beneath the water. At this point the gondola continues its journey west. The entire room is under the effect of a permanent antimagic field spell, although the nagas and their magic are immune to this effect. Any character who inspects the southern pillar and makes a successful DC 20 Intelligence (Investigation) check discerns a loose stone near the top of the pillar. Behind the stone is a compartment containing a halfmelted candle of invocation. As the gondola exits the room the voice of Halaster returns with exaggerated seriousness, “After liberating the Underhalls from the drow, Halaster took an arcane sabbatical to explore the various planes of the multiverse. During his travels he simultaneously mastered more than a dozen conflicting planar philosophies, giving rise to the singular idiosyncratic brilliance for which he has become renowned. Soon after this sabbatical, Halaster peacefully relocated many planar refuges within the sanctuary of the Underhalls, gifting them great treasure and protecting them with devious traps. Speaking of which! Up ahead, we have Halaster’s infamous Hall of Mirrors where your reflections come to life and try to kill you. Such wonderful nostalgia!” At this point the gondola drifts into area K4. K4. Hall of Mirrors Sixteen five-foot niches line this hallway, their floor just slightly elevated above the waterline. At the back of each niche hangs a large, heavy oval glass mirror. The mirrors hang from hooks and can be easily removed from the wall. The four westernmost mirrors are mirrors of opposition. If a character creates a reflection in the mirror’s surface, an exact duplicate of that character comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original. Upon the defeat or destruction of the duplicate, it and their items disappear completely. The mirrors lose their powers immediately after creating a duplicate, or if removed from the wall. Any reflections created by these mirrors do their best to kill their counterpart and take their place. Characters can prevent this from happening by dousing their illumination, hiding within the bottom of the gondola, turning invisible, or using any other comparable strategy. The gondola stops if any reflections are created and does not resume movement until they have been dealt with. Once the gondola has passed the mirrors, it floats north and then west. While doing so the voice of Halaster resumes, “Over time the town of Waterdeep was founded atop Halaster’s legendary dungeon and the two locales have been forever linked. The Yawning Portal Inn was famously created as an entry point to the dungeon, allowing adventurers access to Halaster’s fabled halls. And so it was until the arrival of Vecna. The great usurper tempted Halaster’s greedy, faithless apprentices into betraying the great mage. Surprised at this unexpected turn of events, Halaster was forced to flee, tearing Undermountain itself from the ground beneath Mount Waterdeep and embedding it within a distant, hidden demiplane. During these years of hiding Halaster has renovated his dungeon. Bigger monsters! Reconstructed levels! Thrilling, new traps! And a new, more loyal, collection of awesome apprentices – including a dragon turtle sorcerer!” The gondola reaches the end of the river. Along the wall is a portal crackling with blue energy. Tiny eyes can be seen dancing within the portal. Halaster’s voice concludes, “Unfortunately most of New Undermountain is still under construction. But for those seeking an audience with Halaster Blackcloak, Slayer of Devils, Savior of Faerûn, and all-around great guy, please mind your step as you exit the gondola.” Any character who steps through the portal finds themselves in area K7. After stepping through the portal these characters find themselves magically rejuvenated, as if they had just completed a long rest. K5. Gift Shop The sign reading ‘GIFT SHOP’ is set next to a door of thin, flimsy wood. The door has no handle or keyhole, and due to magic, cannot be forced open or damaged by anything short of a wish spell. For information on how to open the door see area K6. The gift shop is covered in dust that puffs upward with every step. There is a wooden counter along the eastern end of the room. Behind the counter can be seen the wooden statue of a merchant, as well as three sets of shelves.
Chapter 13 Fatal Attraction 116 The wooden statue is of a female half-orc. If a character investigates the statue with a successful DC 13 Intelligence (Investigation) check, they notice that the head can be opened. Opening the head reveals a wooden sculpture of an intellect devourer. If a character investigates the sculpture with a successful DC 16 Intelligence (Investigation) check, they notice that the intellect devourer can be opened. Opening the sculpture reveals a small wooden figurine of a mind flayer. If a character investigates the figurine with a successful DC 19 Intelligence (Investigation) check, they find a cunningly hidden clasp that allows the head to open. Opening the mind flayer’s head reveals a tiny beholder. If a character investigates the beholder with a successful DC 22 Intelligence (Investigation) check, they notice that it can be opened. The beholder can be opened by any character proficient in jeweler’s tools who makes a successful DC 14 Dexterity check. On a failed check the beholder is destroyed. Alternatively, a Tiny character can successfully open the beholder. Within the beholder is a microscopic gold statue of Halaster that magically grows to a height of four inches if emptied from the beholder. The statue of Halaster is functionally equivalent to a +2 wand of the war mage. The shelves contain hundreds of tabards with logos like “UNDERMOUNTAIN 1501”, “THE MAD MAGE OF UNDERMOUNTAIN” and “I DIDN’T ASK HOW BIG THE ROOM IS, I SAID I CAST FIREBALL” embroidered on them. A padded teak box contains a set of twenty-three beautifully crafted glass balls (worth 100 gp each). If a character looks within a glass ball, they can see a perfectly preserved miniaturized dungeon level. If you have the adventure Waterdeep: Dungeon of the Mad Mage, consider allowing the characters to use the glass balls to teleport to any dungeon level. K6. The Ungrateful Hall This large chamber is dominated by three stone statues that stand atop circular plinths. A small, covered basket that reeks terribly of rotting fruit rests against the east wall. Monsters lair randomly within this room, attacking the characters on sight. Random Monsters d8 Monsters 1 1d2 behirs 2 1d4 xorn 3 3d4 gnoll fangs of Yenoghu 4 1d12 trolls 5 1d4 ettins 6 1d6 ghosts 7 2d10 shadows 8 1d6 gelatinous cubes First Statue. This statue is of a scorpion creature with the upper body of a male human. The name Elyndraun is written in Common on the plinth but has been crossed out with chalk. Written beneath it, in Goblin, is the name Smelly Bottom, although this has also been crossed out with paint. Written beneath it is the word “Dumb”. Second Statue. The second statue is of a towering golem. The name Ruathyndar is written in Common on the plinth but has been crossed out with chalk. Written beneath it, in Goblin, is the name Stupid Skull, although this has also been crossed out with paint. Written beneath it is the word “Dumber”. Third Statue. This statue is of a gaunt female with wings and bone spurs along her forearms. The name Onthalass is written in Common on the plinth but has been crossed out with chalk. Written beneath it, in Goblin, is the name Born Toothless, although this has also been crossed out with paint. Written beneath it is the word “Dumbest”. A character recognizes the statues as former apprentices of Halaster with a successful DC 15 Intelligence (History) check (see area K8 and appendix B for details on the apprentices). Covered Basket. If the characters open the basket they find ten rotten tomatoes. The basket radiates conjuration magic and magically refills with rotten tomatoes at the dawn of each day. If a tomato is thrown at a statue, it hits with a sickening splat. Immediately afterwards a loud bell sound rings throughout the chamber. If a character hits all three statues with tomatoes, then the characters hear the sound of a door unlocking. The door to area K5 is now unlocked and open. K7. Devil’s Tea Party The characters appear in a short hallway that leads north into a grand dining room (entering from the path marked EN on the map). A large, rectangular table carved from mahogany takes up much of the room. The table is decorated with a vast array of teas and pastries displayed upon a delicate porcelain tea set with a red devil’s motif. The tea set is worth 1,000 gp, although it is extremely difficult to transport without breaking. Seated around the table are a pit fiend (marked P on the map), an erinyes (marked E on the map), a bone devil (marked BO on the map), a barbed devil (marked BA on the map), a chain devil (marked C on the map), and an imp (marked I on the map). The devils are being served by two lemures dressed in butler’s garb (both marked L on the map). The voice of Halaster returns as the characters enter the room, “Recent focus groups described the previous Undermountain as inhospitable. In response
Chapter 13 Fatal Attraction 117 to this, as a gesture of indiscriminate hospitality, we welcome you to partake in a royal tea party. Only afterwards will you be able to see Halaster. Enjoy!” There is a vacant seat for each character, although none of the seats are adjacent to one another. As the characters sit down the erinyes rings a tiny bell and announces, “Welcomed guests, we begin our party with introductions and boasting. We shall start with the pre-eminent Lord Baron Krinkrik’ik’ik.” Below are the introductions, boasts, and personality of each devil. Have the characters alternate with the devils during the introductions and boasting. Pit Fiend. The pit fiend’s name is Lord Baron Krinkrik’ik’ik, Servant of Over-Baron Naroldanok, who serves his Great Lord Dispater. His boast is that he led the hoards of Dis while repelling an invasion by Yeenoghu. He is the most pleasant of the devils, as he is secure in his place above the others but he is quick to anger if it is pointed out that he is still “just” a middle man within the infernal hierarchy. Erinyes. The erinyes’ name is Dark Lady Lyshinia. Her boast is that she has seduced scores of souls in Mammon’s great gaming halls and served as Mammon’s most trusted spy on Toril. She is an expert temptress who will do her best to tempt characters towards dark acts. She is willing to offer magical items (either two rare items or one very rare item) or infernal assistance (a legion of lesser devils who participate in the War for Waterdeep) in the fight against Vecna to characters willing to sell their souls. Bone Devil. The bone devil’s name is Akzanabon. It scowls and refuses to boast, declaring, “I will not debase myself by bragging to these lesser beings. I have stepped in Phlegothasian sludge worth more than these dim-witted cretins.” Akzanabon is a vile, hateful creature that communicates almost entirely through taunts and insults. It hopes to goad the characters into attacking, which would allow the devils to attack in turn. Barbed Devil. The barbed devil’s name is Skree’ska’skritrit. It boasts that it has sliced the throats of a thousand mortal creatures, and returned hundreds of Abyss-spawn to their homes across the River Styx. He is deceptively nice, offering pastries to the characters and inquiring about their armor. In truth he is trying to get close so that he can attack them, although the magic binding him to this chamber ultimately prevents him from doing so. Chain Devil. The chain devil’s mind is incapable of storing memories for more than 1 minute and it is no longer aware of its own identity. It sits on a chair, bound and gagged with its own chains, its eyes darting from one creature to the next. No tea is served to the chain devil. If released, its chains start flailing, possibly destroying parts of the tea set, but but deliberately avoiding harming another creature, before tying the devil down once more 1 minute later. Imp. The imp’s name is Fixatox. He boasts that it only took eighty-seven years to ascend from a lemure into an imp. Fixatox grovels to each character, regardless of their class, pleading that they accept him as a familiar. If any character agrees, Fixatox drafts up a convoluted contract that, if signed, binds the character into serving as the imp’s familiar. This clumsy attempt at deception can be detected with a successful DC 5 Intelligence (Investigation) check. After introductions, Dark Lady Lyshinia says that it is time for the guests to toast their host. The devils refuse to proceed until each character has made a toast. After each toast all characters and devils are expected to sip scalding hot tea that has been brewed from the River Styx. A character takes 1d4 fire damage each time they sip some tea. At the end of the introductions each character who consumed tea must make a successful DC 15 Constitution saving throw or gain one level of exhaustion. Alternatively, a character can pretend to sip tea by making a successful DC 15 Charisma (Deception) check. Get This Party Started. After toasts, the tea party officially begins. It is an elaborate, tedious affair filled with bewildering, inexplicable niceties. The devils take their time during the ceremony, hoping to confuse or infuriate impatient characters. From start to finish the tea party takes a total of four hours. Each character must make a successful DC 15 Intelligence (History) check to avoid making any mistakes during the ceremony. Additionally, any character of chaotic alignment makes their check with disadvantage. If a character fails their check, they either lose their temper or make an egregious breach of etiquette. The character must then make a successful DC 15 Wisdom saving throw or be afflicted by a curse. Anytime the character speaks aloud they must include the words “please” or “thank you” or take 1d6 fire damage (Alternatively, if this seems too tedious, the character takes an immediate 6d6 fire damage). The tea party concludes with a round of vicious insults, during which the devils and characters trade verbal barbs with one another. After they have done so, there is a loud chime. Halaster’s disembodied voice announces, “Halaster will see you now.” Any character who walks into the northern hallway finds a glowing red portal. Stepping through the portal leads to area K8. If the characters approach this portal without completing the tea ceremony they instead find a portal to the Nine Hells.
Chapter 13 Fatal Attraction 118 K8. Tomb of Ungrateful Apprentices The characters appear in the middle of a gloomy, sepulchral chamber that is dominated by three empty sarcophagi, two of which are exceptionally large (in the spaces marked E on the map). Along the northern wall is a mantle place decorated with a dozen severed Manshoon heads. Along each remaining wall is a stone statue of a stoic-faced armored knight (stone golem). Standing before the sarcophagi is Halaster Blackcloak (appendix B; marked H on the map). The Mad Mage grins as he asks, “Welcome to the new dungeon level twenty three. We are currently standing in the Tomb of the Ungrateful Apprentices. What do you think?” Conversing with Halaster is a challenge. He mutters under his breath and giggles inappropriately. He is seemingly oblivious to any attempts at flattery but responds with fury to any perceived slight. Halaster is in the middle of fully redesigning Undermountain and pesters the characters with questions such as, “What are your favorite types of traps?”, “Do you think an amber hulk should be more or less powerful than an umber hulk?”, and “Are lost dwarven tombs becoming a little too cliché?” Halaster is receptive to any requests for help, particularly if they involve the downfall of Vecna. However, Halaster is only willing to help the characters if they help him finish the Tomb of the Ungrateful Apprentices. Halaster interprets any inquiries about what this means as consent and begins waving his hands while casting a powerful summoning spell. Moments later a very surprised looking creature with the lower body of a scorpion and the upper torso of a male human appears in the center of the tomb. The creature’s torso is draped in pajamas and its eight chitinous legs are capped with fuzzy scorpion slippers. The summoned being is Muiral the Misshapen (appendix B), one of Halaster’s former apprentices that has just been mystically abducted from his quarters in the Hosttower of the Arcane.
Chapter 13 Fatal Attraction 119 A Bloody Apprenticeship Halaster plans to murder three former apprentices. Muiral the Misshapen Halaster intones, “Muiral the Misshapen, you have been branded a traitor and a terrible apprentice. *giggle* Now that I have new apprentices you are no longer needed and have been sentenced to death. I am graciously allowing my new friends the honor.” At this point Halaster gestures to the characters. Muiral was abducted from his bedchambers mid-sleep. Because of this he spends the first round rubbing his eyes in incredulous disbelief. He then attempts to cast teleport, although this spell fails because of the wards Halaster has placed throughout Undermountain. Finally, Muiral snarls, uses a bonus action to conjure forth a long sword, and attacks the characters regardless of whether or not they have yet attacked him. Halaster avoids combat. Instead, he taunts Muiral while shouting encouragement (and the occasional constructive criticism) to the characters. The Mad Mage can be persuaded to take a single action to help the characters if they make a successful DC 20 Charisma (Persuasion) check. As an action Halaster will take the Obliterate Nuisance action or direct one of his stone golems to attack his former apprentice. Alternatively, if the characters manage to trick Muiral into saying something insulting about Halaster, the Mad Mage grows infuriated and targets Muiral with Greater Obliteration. If there is ever a point where just a single character is left conscious, then Halaster fully enters the fray, fighting until the apprentice is defeated. Trobriand the Metal Mage Promptly after Muiral is defeated Halaster waves his hands a second time, summoning an iron golem whose face has been forged into the likeness of a skull. This iron golem is Trobriand the Metal Mage (appendix B), another one of Halaster’s treacherous apprentices. Yet again Halaster condemns the former apprentice before imploring the characters to kill him. Trobriand immediately uses a bonus action to summon two scaladar (appendix B), that burrow their way out from the floor. Trobriand directs the scaladar to attack the characters before lumbering towards Halaster. Trobriand pummels the Mad Mage, who giggles throughout the beating, for two rounds until Halaster turns himself into an insubstantial ghost and sticks his tongue out at Trobriand. At this point the frustrated iron golem turns upon the characters. Arcturia After the fall of Trobriand, Halaster returns to his corporeal form and summons one last apprentice, Arcturia (appendix B). Arcturia immediately holds her hands up in surrender before pleading with the characters, “Whatever this senile fool has promised you, I promise to double it. Trust me when I say that there is not an ounce of compassion or love in that withered heart. I should know. . .” Any character who makes a successful DC 20 Wisdom (Insight) check discerns a brief look of sadness cross Arcturia’s face. Halaster titters in response, chanting, “You’re rubber, I’m glue” before urging the characters to kill Arcturia. Arcturia once, long ago, loved Halaster deeply. At the time the Mad Mage rebuffed these affections, but over the years has come to regret it. Considerable animosity now exists between these two rivals; however, socially adept characters may be able to bring about reconciliation. Such an epic feat of diplomacy requires a successful DC 20 Charisma (Persuasion) check made against Arcturia and a successful DC 22 Charisma (Persuasion) against Halaster. If the characters side with Arcturia and kill Halaster, then she is true to her word. She is deeply unsettled that Halaster has killed her two comrades and managed to summon her into Undermountain. This is enough to convince her that it might be in her best interest to betray Vecna. She can provide any of the information that Halaster might provide, as well as a key to enter the Tower of Ahghairon (see below). As the head of the Arcane Brotherhood, she can provide considerable service to the characters over the course of the adventure. However, she is deeply pragmatic, and if at any point she thinks that they will be unable to vanquish Vecna, she turns on the characters. If, instead, the characters attack Arcturia, she casts shape change and changes into an ancient green dragon. When reduced to 200 hit points, if the spell is still active, she uses an action to turn into a pit fiend. From this point Arcturia fights to the death. Once Arcturia is defeated, Halaster claps heartily, congratulating the characters for putting on a good show. The demented archmage then orders his stone golems to entomb the dead apprentices within their respective sarcophagi. He finally gives the characters a small pouch which holds one horned ring as well as a button that reads, “I made it all the way to level 23 of Undermountain and all I got was this stupid button”. The horned ring is a very rare magic item that allows
Chapter 13 Fatal Attraction 120 the wearer to use an action to teleport to area K8 within Undermountain. Once used, the ring becomes nonmagical. At the conclusion of combat Halaster is willing to provide the following information and assistance: J Halaster warns the characters against entering Waterdeep directly, suggesting instead that they enter through Skullport, an underworld city built beneath Waterdeep. J Giggling profusely, Halaster provides the characters with a glowing potion and instructs them to deliver it to the “skull-faced beggar within Skullport”. J To get from Skullport to Waterdeep, Halaster suggests the characters visit Tas Velldarn, “an old, dear friend”. J Halaster indicates that once inside Waterdeep, Vecna can be found within the Tower of Ahghairon. The tower is warded by powerful, protective magics; however, Halaster is willing to supply the characters with a small golden key that can be used to temporarily deactivate the wards. At the conclusion of these dealings, Halaster volunteers to teleport the characters to any locale of their choosing, giggling as he does so. Halaster can teleport the characters directly to Skullport, if they are inclined, however cannot teleport them into Waterdeep because of its magical wards.
Chapter 14 The War for Waterdeep 121 roceed to this chapter when the characters have made the decision that it is time to assault Vecna. Xanathar’s plan calls for sneaking into Waterdeep through an underground city known as Skullport. Once in Waterdeep, the characters can break into Ahghairon’s Tower, where Vecna currently resides. The beholder crime lord’s plan then calls for an army to simultaneously besiege Waterdeep, providing a distraction that allows the characters to enter the city more easily. This War for Waterdeep is not essential for the adventure, although it does provide a memorable backdrop to the campaign’s conclusion. Chapter 14 The War for Waterdeep After recruiting allies, the characters begin planning their assault on Vecna. The characters must first convince their allies to stage an attack on Waterdeep. Using this as a distraction, the characters can sneak into Skullport, an underworld city that exists beneath Mount Waterdeep. From Skullport the characters can teleport into Waterdeep and assault Ahghairon’s Tower, the seat of Vecna’s power. In the tower the characters fight and vanquish Vecna, only to find that the lich’s essence has fled to a phylactery secreted within Castle Waterdeep. The War Council The first step for planning the war is calling together a War Council. This can be done at a physical location, from a distance via magic, or any combination of the two. Likely participants in the War Council are included in the table below. Most of the suggested participants are committed to their own self-interest and will need to be persuaded to fight. Bruenor is more than willing to fight Vecna, although he will have to be persuaded to work with some allies, such as Jarlaxle, who the dwarf sees as untrustworthy. The key to persuading each participant is deducing and leveraging their key desire (listed below). As a DM you are welcome to adjudicate this session as briefly or extensively as you prefer, using a combination of roleplaying and skill checks. The characters, of course, may wish to include other factions as well. If they played Rise Of Vecna, for example, they may include Princess Serissa in their War Council. As another example, if the characters were particularly kind to the modrons in the Hosttower of the Arcane, then Primus might offer a regiment of modrons for battle. Use this council as an opportunity to encourage and reward creativity. Once the participants have been persuaded and their roles have been assigned, it is time for the characters to infiltrate the City of Splendors. Council Member Description Bruenor Battlehammer The dwarven king has spent his time rallying the scattered remnants of his people to his banner and has found considerable reinforcements sequestered within distant Ironmaster. Key Desire. Revenge upon Vecna for the death of his people. Wyrmspeaker Rezmir The half-dragon speaks on behalf of Tiamat who is willing to pledge a wing of dragons to the battle; however, Waterdeep is currently protected by Ahghairon’s dragonward, a powerful mythal that prevents dragons from passing over the city. This dragonward is created by a magical staff known as the Dragonstaff of Ahghairon. Key Desire. Treasure for Tiamat’s hoard, as well as the Dragonstaff, so that Tiamat might destroy it. Jarlaxle Baenre The drow elf is an expert thief, capable of sneaking in and out of even the most secure location. Because of this, he is well suited to sneaking into Waterdeep and procuring the Dragonstaff. Jarlaxle also commands a sizable navy that he is willing to use in combat, so long as he is properly compensated. Key Desire. To rule Luskan yet again. Halaster Blackcloak The Mad Mage of Undermountain, if included in the council, speaks primarily in giggling non-sequiturs. If pressed, however, the archmage will pledge to provide arcane support to any armies, neutralizing liches and rival archmages as needed. Key Desire. Relocating Undermountain beneath Waterdeep as well as attempting to convince one of the characters to serve as a new apprentice. Hellenrae The cultist speaks on behalf of not only Ogremoch but the other three Elemental Princes as well. The Elemental Princes are willing to pledge a small army of mephits and elementals. Keep in mind that Ogremoch is cognizant of anything communicated by the characters through Ears of Ogremoch, which may or may not sabotage negotiations. Key Desire. The Elemental Princes seek to free Tharzidun, the god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold, although they do not share this knowledge with the characters. They believe that Tharzidun is being held captive by Vecna and thus require little persuasion to help. For more details on Tharizdun see the Doomed Forgotten Realms: SwOrd COast Gazetteer.
Chapter 14 The War for Waterdeep 122 Waterdeep According to the Sword Coast Adventurer’s Guide, “The City of Splendors is a bustling, walled city on the Sword Coast. Some merchants have dubbed Waterdeep the best supply center in the world, with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful – and everyone agrees that its wide, crowded streets are full of spies.” Much of Waterdeep remains the same under Vecna’s rule. The city is still filled with some of the Realm’s finest crafters. If anything, there are more spies than ever. On top of this, the city remains protected by Ahgairon’s dragonward, a powerful enchantment that makes it impossible for dragons and all other creatures of the dragon type to physically enter the city or its sewers. Some of the notable changes to Waterdeep include: J The City of Splendors is no longer ruled by a council of Masked Lords. Vecna has proclaimed himself the new lord of Waterdeep, although he has delegated his authority to the Zhentarim. The Zhentarim, in turn, are led by the archmage Manshoon who dwells within the city’s Southern Ward in Kolat Towers. J Of the original seventy-eight noble families that predate Vecna, roughly a third remain. The surviving lineages are those that were most immoral and corrupt. Most of these families were blackmailed in one way or another into either helping Vecna with his conquest of Waterdeep or, at the very least, not interfering. J The eight Walking Statues of Waterdeep (appendix B) have all been reshaped into Vecna’s likeness. They are typically controlled by Manshoon, although Vecna can supersede this control should he wish. At this point, it is likely that Vecna is aware of the characters’ existence, and so Waterdeep is well fortified. Each of the city’s five gates are guarded by dozens of Zhentarim thugs, a lich magically disguised as a thug, and a death knight. The harbor is guarded by a small army of thugs and three other magically disguised liches. The skies are patrolled by invisible will-o’-wisps and Zhentarim veterans mounted on wyverns. The city itself is filled with hundreds of spies, ranging from street urchins to magically disguised arcanaloths, all of which would happily turn in the characters for a chance to curry Vecna’s favor. It is assumed that the characters use Skullport (described below) to circumvent Waterdeep’s heavily guarded streets. As such the City of Splendors is left largely undetailed. For DMs seeking additional information refer to Waterdeep: Dragon Heist. Skullport The book Skullport describes the Port of Shadow as: “. . . a dismal and dangerous domain populated by the most vile beings the Underdark has to offer. In this underworld city beneath Mount Waterdeep, anything and everything can be bought, sold, or traded for a price. Slavers, smugglers, mercenaries, and blackmarket merchants operate openly in Skullport. Thirteen enigmatic Skulls rule and maintain order in the city. These floating disembodied creatures wander Skullport, which takes its name from their presence, tending to aims only they can fathom and enforcing their sometimes whimsical and often harsh will through the use of cryptic magical abilities.” This subterranean city is most often accessed through caves along the western edge of Mount Waterdeep. However, it can also be accessed through the underground River Sargauth. It is this route that Jarlaxle’s Scarlet Marpenoth uses to smuggle the characters into the Port. Both the seacaves and the River Sargauth lead to a raised, fortified isle referred to as Skull Island. From the northern edge of Skull Island, a bridge referred to as the Murkspan Bridge connects to a large cavern which contains the majority of Skullport. This portion of the city is broken into three districts, the Port District, the Trade District, and the Heart District. The city is further described as: “. . . having a deteriorated, haphazard look to it. Structures within the port have been literally thrown together out of whatever materials were on hand at the time and carved from and assembled around the cave walls, stalactites, and stalagmites of the giant cavern the city is built in. As a result, the streets wind and twist, and many of the buildings look as though they are ready to topple over at any moment. Most wood comes from the wrecks of seagoing vessels that have met with misfortune. While wandering the streets of the port city, one may see the masts and ribs of ancient ships being used as supports, the hulls and cabin windows of long-destroyed ships now reused as walls and windows of tenements, and the rigging of ship-wrecked vessels connecting to catwalks up above.
Chapter 14 The War for Waterdeep 123 High overhead, rope bridges and catwalks provide a precarious access to structures carved out of stalactites and massive columns of stone. The streets are relatively clear of rubble or debris, and some are even paved with irregular bits of granite and flint. Most alleyways and narrow thoroughfares between businesses consist of hard-packed dirt into which wooden beams have been submerged or bare earth over which planks have been laid. The only light in Skullport comes from sickly yellow lanterns, glowing pools of fungus and lichen emitting green foxfire, torches, braziers of coal, bioluminescent fish kept in glass aquariums, and pans of large glowworms.” Since Vecna’s conquest, Skullport has remained largely unchanged. Previously the enigmatic Skulls (see the Skull-faced Beggar section and area L2 for more information) had been cursed so that they could never leave the confines of Skullport. Upon his arrival, Vecna used his powers to liberate the Skulls from this imprisonment. In turn, they have pledged their subservience. Their capricious authority is reinforced by the Black Network, also loyal to Vecna, who oversee the governance of Skullport, particularly its slave trade. The Skull-Faced Beggar Unless the DM deems otherwise, the characters are smuggled into Skullport without incident. Upon sneaking into Skullport, the characters’ most likely first action is to look for the “skull-faced beggar.” This wretched creature has been a staple of Skullport for as long as anyone can remember, and most inhabitants of the city willingly provide directions to his teetering hovel of rotting, mildewed crates. The skull-faced beggar is an emaciated humanoid dressed in rags that smell of rotting fish. His skin has turned translucent over the years, revealing his skull. The skull-faced beggar is, in truth, Shradin Mulophor (NE male human archmage), a former necromancer of power and prominence who once ruled Skullport many years ago. During an argument with Halaster Blackcloak, an acquaintance and rival, Shradin’s memory was wiped clean. He has since aimlessly wandered the alleys of Skullport, panhandling for sustenance. If the characters give Halaster’s glowing draught to Shradin, he mistakes it for alcohol and drinks it down greedily. He then lets out a sharp gasp of surprise as his vacant eyes become lucid and appraising. He looks about suspiciously before finally whispering to the characters, “Curse that fool of an archmage for stealing my memories, but blessings to you for bringing them back. I see that, despite the years, I have not wandered far. Allow me time to regain my bearings before any further introductions. Please return in three hours and we shall discuss how I might repay your service.” At this point Shradin begins to act, once again, as an amnesic beggar, responding to any further inquiries with a blank, vacuous stare. Should the characters return later, they find a changed man. Although outwardly identical, the necromancer now carries himself with an air of supreme confidence. At this point, he is willing to engage with the characters. When they arrive read or paraphrase the following: The skull-faced beggar now stands with a more confident, regal poise and the relaxed airs of one who was expecting you. His voice is a low hiss, like the whispers of worms boring through dead flesh, “Damn that Halaster, yet again – all of this just because I caught him cheating in a game of three-dragon ante we were playing with Tas. It seems those blasted thirteen skulls still run the place, although they now apparently serve some higher power that calls itself Vecna. Before we go any further, we will need to take care of these skulls. Doing so will allow you to escape Skullport and allow me to reclaim my rightful role as ruler of this dung heap.” Shradin is extremely knowledgeable when it comes to Skullport and is now caught up on present-day dealings. He willingly shares this knowledge with the characters and can provide the following information: J The Skulls are remnants of ancient Netherese wizards who have overseen Skullport since its conception. J The Skulls are powerful but capricious. Many years ago, they were allied with Shradin but ultimately turned upon him and betrayed him (This is a sore topic on which Shradin refuses to elaborate). J The Skulls were once immortal and would reform whenever slain. They also used to be bound to Skullport. Vecna has found a way to liberate them, and the Skulls are now free to roam wherever they please. This has come at the cost, however, of their immortality. An Alternative to Shradin If the characters did not learn about the skull-faced beggar from Halaster, then replace him with Tasselgryn Velldarn (area L12). Upon learning of the characters’ arrival, Tasselgryn seeks them out and shares the same information that Shardin would have provided.
Chapter 14 The War for Waterdeep 124 J The Skulls often travel alone, but when one is threatened the others will quickly come to its aid. Because of this, Shradin recommends a coordinated attack on the Skulls. To make such an attack Shradin suggests that the characters attempt to recruit other allies from within Skullport. These allies include Zstulkk Ssarmn (area L2) the Skum Lord (area L4), Misker the Pirate Tyrant (area L5), Sangalor of the Secrets (area L13), and Kesra Tanor’Thal (area L16). Shradin can provide the location of each of these potential allies. J Tas is short for Tasselgryn Velldarn, a mutual friend to both Shradin and Halaster. She is an archmage of considerable power and runs the Poisoned Quill (area L12) in the Trade District. A little-known secret is that Tas has a teleportation circle in her shop that can transport the characters anywhere they want within Waterdeep. However, so long as the Skulls live, the magic of the teleportation circle is suppressed Skullport, Lower Level At this point the characters must explore the city in search of allies in their inevitable fight against the Skulls. Below is a list of notable locations, most of which have been adapted from the book Skullport. See the Skull Island and Lower City maps for an overview of the city’s layout. L1. Skull Island The entirety of Skull Island is taken up by a heavily fortified compound that headquarters the Zhentarim. There are more than two hundred veterans stationed here at any time, supported by an equal number of underlings and at least one archmage. Within the walled compound can be found barracks, armories, and prisons as well as the infamous Tower of Seven Woes. This imposing structure is carved into a massive stalactite that looks as if it pierces the southern end of the island. The Tower was once dedicated to Loviatar, the Maiden of Pain, and used to torture prisoners. It has since been repurposed and
Chapter 14 The War for Waterdeep 125 The Thirteen Skulls of Skullport Each of the thirteen skulls is larger than a regular skull and wrathed in flame. It has the same statistics as a demilich with the following changes: • It can use an action to teleport itself, along with any vassal skulls, anywhere within Skullport. • It can telepathically communicate with any of the other twelve Skulls. • It can cast the incendiary cloud or fire storm spells at will without expending a spell slot. Furthermore, it is always accompanied by 1d4+1 vassal skulls (same statistics as a flameskull). houses an array of Vecnan birthing vats. The artificial organisms created within these vats are then sold to the highest bidder at the Open Market (area L2). The water surrounding Skull Island, known as Skull Pool, hides hundreds of smaller caves, hidden within the base of the isle, as well as dozens of rotting shipwrecks. These caves and shipwrecks serve as home to giant sharks as well as a tribe of aquatic trolls loyal to the Zhentarim. Chasms within Skull Pool connect with the Underdark, and it is not uncommon for kuo-toa and aboleth to periodically emerge from these tunnels in hopes of doing business within Skullport. L2. Open Market This open-air market is surrounded by businesses and warehouses. It has a festive, almost circus-like atmosphere, with hundreds of vendors all attempting to shout over one another. Kuo toa fetishes, drow armor, zombie porters, and encaged flumphs (a mind flayer delicacy) are just some of the more unusual items for sale within the market. A large, flame-wreathed skull floats 50 feet above the market, watching the commerce below while being orbited by 1d4+1 smaller skulls. The larger skull is one of the thirteen Skulls of Skullport (see the The Thirteen Skulls of Skullport sidebar for its statistics). Snake Eyes. Zstulkk Ssarmn, a yuan-ti abomination who single-handedly runs the Iron Ring consortium is a nigh permanent fixture within the marketplace. The Iron Ring is currently comprised almost entirely of yuan-ti, and they are second only to the Zhentarim in terms of slave trade. Zstulkk speaks with soft sibilant hisses that are subtly hypnotic, so that listeners find themselves subconsciously leaning in whenever the yuan-ti talks. The cold-hearted slaver is a cunning and ruthless leader, willing to sacrifice anything or anyone for a profit. If approached by the characters, Zstulkk eyes the floating Skull nervously, suggesting that they hold their conversation in a nearby alley. Like many in Skullport, Zstulkk resents the Vecnan occupation of Skullport. He would welcome a shift in power but is reluctant to risk his own life. A bribe of 50,000 gold is sufficient to earn his assistance. This bribe can be reduced to 25,000 gold if the characters make a successful DC 20 Charisma (Persuasion or Intimidation) check. Once bribed, Zstulkk promises that he will attack one of the Skulls at a day and time of the characters’ choosing. Alternatively, the characters can earn Zstulkk’s assistance by completing a quest. The yuan-ti wants to set up his own laboratories for the creation of artificial life. To accomplish this task, he needs Vecnan blueprints that can be obtained from the Zhentarim fortress on Skull Island. The fortress is heavily guarded. As such, a character must make a successful DC 25 Dexterity (Stealth) check to sneak into the compound and steal the blueprints. If the blueprints are successfully stolen and given to Zstulkk, then the yuan-ti agrees to aid the characters against the Skulls. L3. Mhaug’s Hogs This ramshackle shop is run by the night hag, Mhaug. Her wares, animated zombies, dangle from the rafters. A quartet of zombies hanging from the store’s awning attempt to clumsily play music while sputtering out incomprehensible jingles. A zombie can be purchased for 50 gp. Larger, more exotic zombies are also available for sale but stored at an external location. Mhaug has the indefatigable happiness of someone living their best life. She is a natural merchant who particularly enjoys her monthly “Grand Opening’’ sale. A secret that she keeps is that she can see through the eyes of every zombie she has enchanted. The nosy hag is very likely to use this to spy on the characters. Mhaug’s commercial success has been largely due to the disappearance of Shradin. Because of this, if she realizes that the necromancer has been restored to his senses, she is likely to inform the Skulls. L4. Sewer Lair of the Skum Lord A metal grate here lifts as easily as any door, allowing access to a ladder that descends into the city’s sewers. The ladder leads down hundreds of feet before opening into a slimy underground grotto dominated by a stagnant pool. Within this pool can be found the Skum Lord, a powerful aboleth, tended by twenty skum (appendix B) servitors. The Skum Lord owns close to thirty percent of the buildings in Skullport and uses its small army of skum to collect
Chapter 14 The War for Waterdeep 126 rent every tenday. Those that cannot pay are dragged into the depths of the sewers, where they are horrifically transformed into skum. The Skum Lord is willing to speak with the characters, although such interactions are dangerous, as it shamelessly attempts to enslave whichever character seems the most weak-willed. Like many in Skullport, the Skum Lord resents the Vecnan occupation of Skullport. It would welcome a shift in power but is reluctant to risk its own life. A bribe of 50,000 gold is sufficient to earn its assistance. This bribe can be reduced to 25,000 gold if the characters make a successful DC 20 Charisma (Persuasion or Intimidation) check. Once bribed, the Skum Lord promises that it will attack one of the Skulls at a day and time of the characters’ choosing. Alternatively, the characters can earn the Skum Lord’s assistance by completing a quest. The aboleth’s kingdom has been plagued by an overflow of trash and sewage. It is willing to aid the characters if they put an end to this problem. This problem stems from the recent excursions of a band of ten cultists of Malar (werewolves) who have been hunting otyughs within the sewers. As the otyughs continue to die, the trash that they once consumed has been piling up. Characters who search the sewers can find the dead otyughs with a successful DC 20 Intelligence (Investigation) check. They can then attempt a DC 20 Wisdom (Survival) check to successfully track down the elusive cultists. Ridding the sewers of the cultists, one way or another, earns the aid of the Skum Lord. L5. Misker’s Manse Misker is an ancient beholder who has outlived most of its kin. Its hide is dulled and cracked, and its eyes are milky and astigmatic. The beholder wears black eye patches over two of its eyestalks, underneath which lies eyes with unique abilities. Years ago, Misker was driven into hiding by Xanathar. With the disappearance of the Eye Tyrant, however, Misker’s smuggling operations have flourished. The beholder is known for creating complex, self-perpetuating trade chains. Although it has warehouses throughout Skullport, it can most often be found within its heavily trapped mansion in the heart of the Trade District. A tribe of fifty kobolds live within the mansion, maintaining the traps and worshiping Misker. If the characters visit the beholder’s abode, it is willing to meet with them in a large, opulent chamber filled with statues of groveling kobolds. Negotiating with Misker is a perilous endeavor, as the paranoid beholder suspects the characters are up to foul play and tries continuously to catch them in lies. Like many in Skullport, Misker resents the Vecnan occupation of Skullport. It would welcome a shift in
Chapter 14 The War for Waterdeep 127 power but is reluctant to risk its own life. A bribe of 50,000 gold is sufficient to earn its assistance. This bribe can be reduced to 25,000 gold if the characters make a successful DC 20 Charisma (Persuasion or Intimidation) check. Once bribed, Misker promises that it will attack one of the Skulls at a day and time of the characters’ choosing. If the characters mention Misker’s ancient rival, Xanathar, the beholder becomes visibly excited. Misker is willing to trade its aid for the location of Xanathar’s former lair, the recovered ledger, and everything the characters know regarding Xanathar. If the characters are carrying Sylgar, Misker tries to convince them to give it the goldfish. Even if the characters are forthcoming and accommodating, the paranoid Misker accuses them of holding back information. These hostilities can be defused by a successful DC 15 Wisdom (Persuasion) check. If successful, the pirate tyrant pledges its aid; otherwise, it kicks them out of its home. L6. The Crowing Cockatrice This squalid inn is emblematic of the many other impoverished taverns scattered throughout the Port District. It is run by a former scullery cook, “Slop” Gallowshank, and his ghost barmaid, Setana. The Cockatrice’s food is barely edible, and its straw beds are infested with bed bugs. Sleeping and dining here is an excellent way to preserve anonymity (as well as save money, costing only a handful of copper); however, it is an insufferable experience. L7. Clockwork Wonders This workshop is the home of two married gnome artificers, Tykkyl and Tohkkal Burrwarden. Their claim to fame is the massive waterclock that hangs above the Trade Lanes (area L11). The gnomes specialize in clocks and can make gorgeous clocks of any size that measure time with astonishing precision. Their recent passion, however, is prosthetic limbs. Such limbs cost between 2,000 and 5,000 gp; however, they function perfectly as long as they are oiled and wound daily. Characters that purchase an artificial limb can request add-ons such as increased durability or spring-loaded weapons, although doing so increases the price of the prosthetic. L8. The Deepfires The Deepfires is a luxury high-priced inn that caters to wealthy clientele. It provides gourmet meals, heated baths, and feather beds all for the cost of 20 gp a night. The inn is private and well protected. The owner of the bar, Vhondryl, and her partner, Raella Hiess, also dabble in alchemy and can brew any potion or poison from the Dungeon Master’s Guide within a day’s time. The Raging Bull. The luxurious inn is located near a landmark known as the Raging Bull. The Raging Bull is a caged minotaur who has been imprisoned for years. Kept alive by magic, it has long since descended into madness and bellows loudly at all hours, attacking anyone that approaches its cage. A pair of brave, enterprising goblin twins, Nyk and Nok, make a living by harvesting and selling the unusual mushrooms that grow in the minotaur’s manure. Skullport, Central Level The Central City map shows the general layout. L9. The Bat’s Roost This leaning two-story building is made from crumbling stone and damp, rotted wood. It reeks of bat guano. Within is a bar that serves wretched, overpriced drinks. Despite this, the Bat’s Roost is a popular establishment due to its trained bat fights. L10. The Mortar and Pestle Run by Ruuth, a willowy human mage who was once an agent of the Harpers, this shop specializes in the sale of rare spell components. Ruuth also sells up to 5th-level spell scrolls. If the characters demonstrate that they are of good alignment, then Ruuth is quick to befriend them, offering them a scroll of protection and two potions of fire resistance in aid. L11. The Waterclock This massive landmark is critical to the commercial viability of Skullport. Its massive mechanism is built into a huge stalactite. It not only tells the hour of the day, but also keeps track of days, tendays, and months. It requires continual maintenance, which is provided by dozens of former priests of Gond, the god of craft, smithing, and inventiveness. The clock magically reflects any magic that is directed towards it. It also has hundreds of traps designed to dismember or kill anyone foolish enough to tamper with it. Finally, there is always at least one Skull within sight of the waterclock, who will attack anyone seen disturbing it. L12. The Poisoned Quill This squalid, one-story shack smells of moldy parchment. It is the home and shop of Tasselgryn Velldarn. “Tas” is an elderly archmage who works as a counterfeiter, producing nearly any document or writ required of her. Her secret is that she was good friends with Halaster Blackcloak before he was forced to relocate Undermountain. She is delighted to hear that the Mad Mage is still alive. Upon receiving such good news, she invites the characters to sit with her for tea and gossip.
Chapter 14 The War for Waterdeep 128 Like many in Skullport, Tas resents the Vecnan occupation of Skullport. She would welcome a shift in power and is happy to assist the characters in an assault against the Skulls. Once the characters are successful in such an assault, she promises to use her teleportation circle spell to secretly transport them into Waterdeep. L13. Sangalor’s Home This home resembles a huge nautilus shell, adorned with stained glass windows. It is richly appointed with expensive, alien-looking furniture. Hundreds of books are strewn everywhere. Sangalor is a lawful neutral mind flayer whose trade is finding out secrets for high paying clientele. It is soft-spoken and sagely and typically wears dark purple robes embroidered with cryptic runes. It is easy to converse with the illithid although the naturally curious creature could talk for days if allowed to. Like many in Skullport, Sangalor resents the Vecnan occupation of Skullport. It would welcome a shift in power but is reluctant to risk its own life. A bribe of 50,000 gold is sufficient to earn its assistance. This bribe can be reduced to 25,000 gold if the characters make a successful DC 20 Charisma (Persuasion or Intimidation) check. Once bribed, Sangalor promises that it will attack one of the Skulls at a day and time of the characters’ choosing. Murderous Mimicry. Alternatively, the characters can earn Sangalor’s assistance by completing a quest. The mind flayer has been paid to investigate some mysterious murders that have happened over the last month within the Heart District. Over half a dozen victims with no apparent connection have been found crushed along the streets, seemingly thrown off one of the district’s many catwalks. The murderer is an ancient mimic who has taken the shape of a forty-foot-long catwalk. The ancient mimic has the statistics of a mimic with the following changes: J Its size is Gargantuan. J It has 200 hit points. J Its Adhesive trait requires a DC 18 check to escape from. J Its Pseudopod action is replaced with the following action: Pseudopod. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. If the ancient mimic is in object form, the target is subjected to its Adhesive trait. J It gains the following actions: Multiattack. The mimic makes five Pseudopod attacks. The ancient mimic is a cautious murderer, only attacking if it thinks that a character is alone. If the mimic is found and slain, Sangalor pledges its assistance to the characters.
Chapter 14 The War for Waterdeep 129 Skullport, Upper Level The Upper City map shows the general layout. L14. The Maedar’s Widow This upscale shop is run by the medusa, Morganis Andropoea. Morganis purchases artificially accelerated organisms from the Zhentarim, costumes and equips them, poses them as needed, and then petrifies them. Although most of her clientele are wealthy nobles from Waterdeep, Morganis is willing to ship her “sculptures” anywhere in the Realms. L15. The Worm’s Gullet The Worm’s Gullet is named for the giant purple worm that was hollowed out and petrified. Its most recent owner is the legendary halfling gourmand and chef, Smallfry. Smallfry is known for his 700 gp 7 course feasts, all of which take place within the expensively decorated interior of the purple worm. These feasts are never the same and feature exotic dishes such as poached cockatrice chicks encased in an immature gelatinous cube or boiled hook horror clam bakes. L16. Tanor’Thal Refuge The drow elves of Skullport live within Tanor’Thal Refuge, a sinister stronghold shaped like an obese spider clinging to the ceiling of the cavern. Spiders of monstrous proportion lair within the refuge, spinning multihued tapestries of spider silk to shelter the garrison from prying eyes. These webs have been specially treated so that they are immune to flames. It is from here that the drow supervise Skullport’s trade with the denizens of the Underdark. Within Tanor’Thal can be found Kesra Tanor’Thal. Kesra is a drow priestess who rules over the drow of Skullport. She is remarkably young for a drow of such influence. Her orange eyes are flecked with gold, and she has a small spider-shaped birthmark on the back of her left hand. Both traits are said to indicate divine favor. She is a haughty and headstrong free spirit who, despite her meteoric rise to power, still feels as if she is destined for greater things. She deigns to speak with any characters who identify as male. Instead, she assumes that any characters who identify as female are the leaders of the party. Like many in Skullport, Kesra resents the Vecnan occupation of Skullport. She would welcome a shift in power but is reluctant to risk her own life. A bribe of 50,000 gold is sufficient to earn her assistance. This bribe can be reduced to 25,000 gold if the characters make a successful DC 20 Charisma (Persuasion or Intimidation) check. Once bribed, Kesra promises that she will attack one of the Skulls at a day and time of the characters’ choosing.
Chapter 14 The War for Waterdeep 130 Alternatively, the characters can earn Kesra’s assistance by completing a quest. The drow priestess has been considering trying to muscle in on Misker’s smuggling business. As such, she would like the characters to investigate each of the beholder’s three primary warehouses and report back on their layout and defenses. Doing this effectively requires a successful DC 25 Intelligence (Investigation) check. Failing this check by more than 15 means that the characters are caught, earning the ire of the Pirate Tyrant. If the characters successfully scout out the warehouses, Kesra pledges her aid. Battle Against the Skulls The Skulls are rarely together and at most times of the day are separately patrolling Skullport. As such, it is easy enough to plan a coordinated ambush. Such coordination is made possible by the massive waterclock (area L11) that dominates the Trade District. There is always a Skull overseeing commerce in the open market (see area L2 for statistics). Shradin suggests that the characters ambush this Skull at the appointed hour. Once the characters initiate their attack, the market plunges into chaos. Within two rounds most of the area has been evacuated, although twenty onlookers remain, watching the conflict from a cautious distance. Every round thereafter 1d6 Zhentarim veterans join the fray. These reinforcements can be frightened away by a successful DC 15 Charisma (Intimidation) check. Alternatively, the onlookers can be bribed with 100 gp or coerced with a successful DC 15 Charisma (Persuasion) check to fend off reinforcements. All reinforcements immediately flee to Skull Island if the characters kill one of the Skulls. Take note of how many Skulls are being attacked by the characters and their allies. From this you can determine how many of the thirteen Skulls are unimpeded. Every two rounds after the start of combat, one of these remaining Skulls teleports, along with its vassal skulls, to a random fight to aid one of its kin. If two additional skulls teleport to any of the NPCs, then that NPC is overwhelmed and slain, managing to only kill one of the Skulls and reduce the others to half of their hit points. The two surviving Skulls teleport together to a random battle thereafter. Departing Skullport The defeat of the Skulls dramatically shifts the power structure within Skullport. The Skulls were despised by most of the city’s residents. Because of this the characters are heralded as heroes. The Zhentarim retreat to Skull Island, collapsing the Murkspan Bridge as they do so. Over the next few months, the remaining factions secretly wage war against one another in hopes of laying claim to Skullport. Unless the characters intervene, Shradin is destined to come out on top. Tas is true to her word and willingly teleports the characters to Waterdeep. She can teleport them anywhere within the city but suggests that they teleport directly to the Tower of Ahghairon so that they might bypass any guards or sentries stationed throughout the city. If Tas was defeated during the battle with the Skulls, then Shradin or one of the other surviving NPCs can transport the characters to the Tower of Ahghairon.
Chapter 14 The War for Waterdeep 131 Tower of Ahghairon As promised, the characters are transported directly to the Tower of Ahghairon. Ahghairon’s Tower is a plain, slender stone pinnacle with few windows. It stands roughly 50 feet tall and has a conical roof. The area around it is clear of debris or vegetation. The square within which the tower stands is guarded by an archmage (marked M on the map), two champions (marked C on the map; appendix B), a war priest (marked P on the map; appendix B), and a warlord (marked W on the map; appendix B). However, if the characters have recruited Jarlaxle to assault Waterdeep, then these guards have been restationed to the Dock Ward. Ten feet from the tower are a series of invisible, permanent magical wards that hinder intrusion. These wards replicate the effects of the force cage, prismatic sphere, and time stop spells. Any guards know the location of these wards and, in battle, try to trick the characters into walking into them. If a character with Halaster’s golden key approaches the front of the tower, the force cage effect warps, creating a five-foot-wide passage leading to the tower’s unadorned, wooden door. The door is unlocked and leads into area M1. M1. Forty-Eight Divine Desecrations A door of bleached bone bars further entry to the tower. Etched into the door are forty eight blasphemous phrases, each one a debasement of one of the Realms’ major deities. Any character who makes a successful DC 10 Intelligence (Religion) check realizes that the door is cursed and opening it will inflict divine damnation. They also realize that the curse can be removed by reciting a prayer to each of the offending deities. Reciting all forty eight prayers correctly requires a successful DC 20 (Intelligence) Religion check. If the door is opened without reciting these prayers, every creature within 10 feet of the door must make a DC 18 Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. If anyone casts mage hand in this room, or anywhere else in the tower, it turns into a living spell (Bigby’s hand – appendix B) and attacks the caster. M2. The Threefold Sacrifice Three doors, one immediately after the other, bar further progress into the tower’s interior. Bronze Door. The first door is made from bronze and has the symbol of Vecna, an eye in the palm of a left hand, carved into it. Beneath the symbol is the phrase, “Vecna is the Lord of Death. If you would seek his audience, you must make a proper sacrifice.” Killing any living creature within 20 feet of this door is a sufficient sacrifice. If the door is opened without making a sacrifice, the character who opens the door must make a successful DC 18 Wisdom saving throw or become cursed to fail their next three death saving throws. This curse can only be removed by a greater restoration or wish spell. Silver Door. The second door is made from silver and has hundreds of sigils carved into it. Amidst the sigils is the phrase, “Vecna is the Lord of Magic. If you would seek his audience, you must prove your worth.” Any character who makes a successful DC 10 Intelligence (Arcana) check discerns that the door is magically trapped. Moreover, they discern that the trap can be disarmed by expending an 8th or 9th level spell slot or completing an arcane ritual that requires a successful DC 25 Intelligence (Arcana) check to complete. If a character fails this ritual or opens the door without disarming the trap, a blast of energy erupts 60 feet into the corridor, spreading around corners. All creatures in the blast must succeed on a DC 18 Intelligence saving throw or be illuminated by a purple light that gives them disadvantage on Stealth checks , prevents them from turning invisible, and imposes vulnerability to force damage. These effects can be removed by a dispel magic spell or by completing a long rest. Gold Door. The third door is made from gold and has a skull carved into it. Beneath the skull is the phrase, “Vecna is the Lord of Secrets. If you would seek his audience, you must share your greatest secret.” If a character shares aloud their greatest secret, then they can open the door safely. Otherwise, they must make a successful DC 18 Charisma saving throw or have all of their secrets telepathically revealed to all creatures within half a mile. If this occurs then all of the tower’s occupants are aware of the character’s arrival. M3. Arcanus Fundare Upon entrance it is immediately apparent that the tower’s interior vastly exceeds its exterior circumference. The entrance chamber is a huge library with towering, thirty-foot-tall bookshelves. A pair of ghostly hands float near the ceiling. In the northeast corner of the room is a raised, carpeted floor upon which is a lectern. The lectern holds a large, open book. Seated at nearby desks are two arcanaloths (marked A on the map) and an ultroloth (marked U on the map). If the characters have recruited Halaster to assault Waterdeep, then one of these arcanaloths has left to fight the archmage. A frowning nycaloth towers between them (marked N on the map). The only obvious exit from the room is a door to the north.
Chapter 14 The War for Waterdeep 132 The yugoloths are the tower’s most recent caretakers. The arcanaloths are hospitable and curious, immediately welcoming the characters while giving them a tour of the lower floor. The nycaloth is violent and impatient and has a 10% cumulative chance any given minute of blowing up and attacking the characters. The ultroloth remains a dispassionate observer, although it (as well as the arcanaloths) assists the nycaloth should combat ensue. Books and Books and Books. The bookshelves contain thousands of spellbooks. Collectively these tomes include every wizard’s spell from the Player’s Handbook, as well as any other supplements that the DM might wish to include. There are also thousands of ancient books on the fundamentals of arcane magic. A wizard who spends sufficient time studying these books can, at the DM’s discretion, attempt to create their own spell. Also tucked within the bookshelves are a manual of bodily health, a manual of gainful exercise, a manual of quickness of action, three tomes of clear thought, a tome of leadership and influence, three tomes of the stilled tongue, and a tome of understanding. Few of the library’s books are labeled; however, the spectral hands can be commanded to fetch any specific tome. The western bookshelves hold hundreds of sealed ceramic urns that hold living spells within them. The living spells are made from flickering, ephemeral energy and lose their life if removed from this chamber. The Book of Keeping. The lectern holds a copy of the Book of Keeping (marked BoK on the map). This flesh-bound tome is warm to the touch and holds the true names of thousands of yugoloths. Knowledge of a yugoloth’s true name grants power over it. The book can be recognized for what it is with a successful DC 15 Intelligence (Arcana) check. A character can attempt to use an action to read the book and bind one of the yugoloths with a successful DC 20 Intelligence (Arcana) check. Any yugoloth bound in this way is forced to follow the character’s commands, although the yugoloth resents the control and attempts, whenever possible, to interpret commands in a way that subverts the character’s intent. A character can control only one yugoloth at a time. Battle! If the yugoloths see the characters examining the Book of Keeping too closely, they attack immediately. They also attack if the characters attempt to open the northern door. In the event of a fight, the ultroloth teleports to the ceramic urns and
Chapter 14 The War for Waterdeep 133 uses an action to release Bigby’s hand (marked H on the map) and blade of disaster (marked D on the map) living spells (appendix B), ordering them to attack the characters. It can release one living spell of its choice on each of its turns, using its action. The nycaloth hefts the nearest table. While holding a table the nycaloth has three quarters cover. It can also take the following action in lieu of a Greataxe attack: Table Flip. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., all creatures within a 5 foot by 10 foot area. Hit: 19 (4d6 + 5) bludgeoning damage. The door leads to area M4. Each of the four windows looks out upon the bubbling volcanic peaks of Gehenna. Any creature that touches a window can choose to teleport to Khalas, the first layer of Gehenna. M4. Lower Ebon Hall The smooth ebony floor of this hallway is made from petrified black pudding that undulates slightly as if trying to break free from its imprisonment. To the west is a spiral staircase that leads up to area M5. To the east is an ornate candelabra set beside a summoning circle. The candelabra has fourteen candles in total, one for each creature type (Aberration, Beast, etc). A successful DC 15 Intelligence (Arcana) check discerns that if a specific candle is lit, then a character can attempt a ritual to summon any creature of the designated type that is CR 2 or lower. Completing the ritual requires a successful DC 20 Intelligence (Arcana) check. In the event of a failure, the character takes 3d6 psychic damage and the summoned creature is hostile to the character. In the event of a success, the creature follows the character’s commands before disappearing in a puff of smoke one hour later. There can only be one summoned creature at any given time. M5. Upper Ebon Hall Like the lower hall, the floor here is made from petrified black pudding. A spiral staircase to the west leads down to area M4, whereas a spiral staircase to the east leads up to area M12. An imposing set of double doors leads to area M6. M6. Magicus Creare This vast chamber has a high, vaulted ceiling. Sturdy wooden doors lead to the east, south, and west. A display case hangs from the east wall. The room is occupied by an ultroloth who goes by the name of Zender (marked Z on the map). Zender is initially friendly to the characters unless they are accompanied by an enslaved yugoloth. He is a passionate collector of magical items who is always looking to “complete his sets” and hunt down elusive “ultra rares.” If given the opportunity he questions the characters about their magic items, fawning over anything unusual. After questioning the characters, Zender tries to get them to trade items, offering to swap magical items of comparative rarity for one another. Zender can retrieve any magical item that the DM deems appropriate from an extra-dimensional magical space and stores any retrieved items in the same extra-dimensional space. Zender is an expert at crafting magical items and is excited to show the characters his various work stations. He is particularly excited to talk with characters that have crafting proficiencies. In addition to details regarding his work stations, Zender can reveal the following information: J Vecna has been seeking a set of artifacts referred to as the Nether Scrolls. J The Nether Scrolls consist of five chapters. The first chapter is Arcanus Fundare, or the Foundations of Magic. The second chapter is Magicus Creare, and deals with the creation of magic items. The third chapter is Major Creare and deals with the creation of constructs. The fourth chapter is Planus Mechanus, or the Study of the Planes. The last chapter is Ars Factum and deals with the study of artifacts. J Each of the first five floors of the tower are dedicated to one of these five chapters. J Zender can share details regarding the first and second floor of the tower, but has never been to any of the other floors. Zender’s true name is not within the Book of Keeping. The yugoloth attacks any characters he thinks are trying to steal or damage his items. The display cabinet (marked C on the map) holds a brazier of commanding fire elementals, a gem of brightness, a ring of the ram, and a staff of healing. These items are sealed behind a permanent wall of force spell. These items have been crafted by Zender and are intricately connected to his life force. If he dies or is banished to Gehenna, the items turn to dust. If Zender fights within this chamber, the items help him in the following way: Brazier of Commanding Fire Elementals. On initiative count 20 (losing ties), the brazier summons a fire elemental. The fire elemental immediately attacks the characters, and on subsequent rounds takes its turn on initiative count 20. If the fire elemental is reduced to 0 hit points, the brazier summons a new fire elemental on the next initiative count 20.
Chapter 14 The War for Waterdeep 134 Gem of Brightness. On initiative count 15 (losing ties), the gem shoots a beam of light at a creature of Zender’s choosing. That character must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The character can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ring of the Ram. On initiative count 10 (losing ties), the ring projects a spectral ram’s head that attacks a creature of Zender’s choosing. The ram’s head makes an attack roll with a +7 bonus. On a hit, the creature takes 3d10 force damage and is pushed 10 feet away from the display case. Staff of Healing. On initiative count 5 (losing ties), the staff heals Zender for 3d8 + 9 hit points. M7. Weapon Storage This room is filled with hundreds of weapons. Each weapon has some sort of historical significance that Zander is willing to share with the characters. In addition to these nonmagical weapons, there is a spear of slaying (construct), a dagger of warning, a dragonslayer longsword, a +2 halberd, and a holy avenger greatsword. If the characters enter the room without Zender, then the magical weapons animate and attack (marked W on the map). For convenience use the statistics of a flying sword, adjusting the damage type as necessary. Any weapon that is reduced to 0 hit points is broken and no longer useful. A character can attempt to grab an item by making an opposed Grapple check. If successful the character manages to subdue the weapon, rendering it inert and nonmagical. Once this happens all remaining weapons lose their enchantments, dropping to the floor as nonmagical weapons. The “Ultra Rare” Ebony Water Lily If the characters have Oliviér Fight with them (from the “Don’t Hate the Player” random encounter presented in chapter 4 of Rise Of Vecna), his love for Arcana the Conclave soon becomes apparent to Zender who is also an avid player. If they get to talking, Oliviér might reveal he has an extremely rare card in his possession, sought after by collectors far and wide: the Ebony Water Lily. The card is in near mint condition and Zender is willing to trade almost anything to obtain it, at your discretion.
Chapter 14 The War for Waterdeep 135 M8. Armor Storage This room is filled with dozens of suits of armor. Each suit of armor has some sort of historical significance that Zender is willing to share with the characters. In addition to these nonmagical suits of armor, there is mithril ring mail, adamantine plate armor, elven chain, leather armor of resistance (necrotic), and armor of invulnerability. Any character that examines the magical suits of armor and makes a successful DC 18 Intelligence (Investigation) check notices that they are engraved with a small sigil. If asked, Zender informs the characters that the sigil is a failsafe requested by Vecna that allows the archlich to make any of these suits of armor explode upon command. An exploding suit of armor is completely destroyed. It deals 10d10 force damage to anyone wearing it, and 5d10 force damage to anyone carrying it. M9. R&D The room itself has two crafting tables. Shelves along the eastern wall hold hundreds of scrolls. These scrolls contain the formulas for crafting any common, uncommon, or rare magical item from the Dungeon Master’s Guide. Shelves along the western wall hold 100,000 gold pieces worth of crafting supplies. For details on crafting magical items see chapter 6 in the Dungeon Master’s Guide. A strange machine sits on one of the tables (marked M on the map). The machine has a small display window, a lever, and a chute. If a character pulls the lever, a card is randomly selected from a deck of many things and displayed in the window. The effect of the card is resolved, and then a randomly selected magic item from Table C in the Dungeon Master’s Guide is dispensed through the chute. A character may use this machine once every thirty days. The deck of many things and dispensed magical items exist within an extradimensional space and cannot be found if the machine is broken open. Zender is particularly proud of this contraption and allows each character to pull the lever, if they are so inclined. M10. Smithy This room is a fully stocked smithy. The forge, which smells like flowers, can be used to craft magical weapons and armor. Any character who is proficient with smith’s tools can attempt a DC 25 Strength check to fix any broken weapon from area M7. Only one such attempt can be made for each weapon. Similarly, a character who is proficient in smith’s tools can attempt a DC 15 Dexterity check to remove Vecna’s sigil from a suit of armor. If the characters have played Rise Of Vecna and one of them wields Zespara’s perfect blade, Zespara is fascinated by the smithy. She implores the characters to let her speak with Zender. Zender, in turn, is curious about Zespara and seeks to learn from her. If the characters indulge this exchange for an hour, then Zender agrees to apply his forging techniques to Zespara’s perfect blade, granting it the properties of a vorpal sword. This forging process takes an additional hour. M11. Alchemy Lab This chamber is filled with alchemical equipment. A trough along the eastern wall contains a randomly determined potion weird (marked P on the map; see the “Potion Weirds” sidebar). The potion weird attacks if disturbed. Potion Weirds A potion weird is created when an alchemist fuses a water weird with a magical potion. The magical potion mutates the weird in the following ways: d6 Potion 1 Potion of Fire Breath. As a bonus action the potion weird can exhale fire at a target within 30 feet of it. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. 2 Potion of Giant Strength. The potion weird has a strength of 25 (+7). 3 Potion of Healing. The potion weird regains 4d4+4 hit points at the start of each of its turns, provided it has at least 1 hit point. 4 Potion of Heroism. The potion weird has 10 temporary hit points. Whenever the weird makes an attack roll or a saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. 5 Potion of Invulnerability. The potion weird has resistance to all damage. 6 Potion of Poison. The potion weird’s Constrict attack does an additional 3d6 poison damage. A table in the center of the room contains an unusual machine built from beakers, tubes, and pipettes. If a magical potion is poured into the contraption, it flows through the machine, changing in color, consistency, and enchantment. Any legendary potion is transformed into a randomly determined very rare potion. Any very rare potion is transformed into a randomly determined rare potion. Any rare potion is transformed into a randomly determined uncommon potion. Any uncommon potion is turned into a common potion. Any common potion turns into pungent, multi-colored vinegar. Zender is happy to show the characters how the device works, as well as allow them to use it.
Chapter 14 The War for Waterdeep 136 M12. Major Creare, Lower Level This large room is filled with intricate machinery that beeps and hums loudly. In the center of the room is a raised platform of copper grating. The platform is 5 feet off the ground and can be accessed by a variety of staircases. On the platform are dozens of vats made from tinted glass. Large machines line the walls of the room, and smaller consoles can be seen on the platform. A dozen glowing mechanical eyeballs fly in a random pattern throughout the chamber. A Dark Menagerie. There are forty Medium sized vats, all of which hold a slumbering demos magen (appendix B). There are eight Large sized vats. One of these contains an artificially accelerated organism clone of Jarlaxle (appendix B), and the others contain partially formed clones of the characters as well as NPCs that the characters have interacted with. There are three Huge sized vats that contain clones of Halaster and Xanathar (appendix B), as well as the partially complete clone of a five-headed dragon. There are two Gargantuan sized vats. One of them holds an incomplete clone of Vecna. The other contains an elder brain (appendix B). A vat can be opened (or wedged shut) with a successful DC 20 Dexterity check made using thieves’ tools, although a failed check triggers a shrieking alarm accompanied by flashing red strobe lights (see below for the effect of an alarm). The vats have AC 13 and 20 hit points. Destroying a vat also sets off an alarm. The mechanical eyes have AC 10, 1 hit point, a fly speed of 40, and truesight 40 feet. Anytime a character enters the room or begins their turn in the room, they must make a successful DC 20 Dexterity (Stealth) check or be detected by the eyes, triggering a shrieking alarm accompanied by flashing red strobe lights. Damaging an eye also sets off an alarm. Red Alert! An alarm immediately alerts Phesteus (area M13; marked P on the map; appendix B) to the characters’ arrival. The gnome artificer, in his space armor, can be seen through a window in the eastern wall. This window is made from specially constructed glassteel and is functionally equivalent to a wall of force spell. Each round Phesteus taunts the characters through an intercom while activating clones. These clones attack the characters once released from their vats.
Chapter 14 The War for Waterdeep 137 First Round. Four magen and Jarlaxle. Second Round. Five magen and Xanathar. Third Round. Six magen and Halaster. Fourth Round. Seven magen and the elder brain. Subsequent Rounds. Six magen. A character proficient in tinker tools can access one of the consoles to try to prevent the vats from opening. To succeed they must make an opposed Intelligence check against Phesteus. If successful, the vats cannot open until the character’s next turn. There are two stone staircases that lead twenty feet up to area M13. The staircases end in metallic doors that are magnetically sealed. The doors have AC 20, 50 hit points, and immunity to poison and psychic damage. Damaging a door triggers an alarm. M13. Major Creare, Upper Level Beyond the magnetically sealed doors is a laboratory that holds a collection of inert golems manufactured from unusual materials such as mithral and razorvine. This area is the workshop of Phesteus (appendix B), a master artificer in service of Vecna. Phesteus is accompanied by Miniamat (appendix B), an experimental, miniaturized clone of Tiamat. Both Phesteus and Miniamat fight to the death. A glowing red portal is visible at the eastern end of the room. Stepping through the portal transports the characters to area M14. M14. Planus Mechanus This area is a pocket of stability that resides within the Ethereal Plane (For details on the various planes of existence as well as their planar effects see chapter 2 of the Dungeon Master’s Guide). The ground is made of exotic, green stone harvested from the living crust of the Plane of Earth. Glowing geometric shapes have been etched into the stone floor. A dozen floating, prismatic portals drift aimlessly about. The edges of the area are obscured by roiling mist. Scattered throughout the mist are curtains of vaporous color. In the center of the room is a twenty-foot tall attractive, well-muscled humanoid with blue skin and dark eyes (marked V on the map). The humanoid wears airy, shimmering silks and a feathered helmet. Circling overhead is a white-feathered roc (marked R on the map).
Chapter 14 The War for Waterdeep 138 The humanoid is Vol’kra, Breacher of Worlds and Maker of Ways, a Neutral Evil empyrean who willingly crafts portals for Vecna. He has the following actions instead of the Maul and Bolt actions: Gravelight Blade. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage. If the target is a creature, it must also make a DC 20 Constitution saving throw. On a failed save, the target takes 22 (4d10) necrotic damage, and until the end of its next turn, it sheds bright light out to a radius of 30 feet and dim light for an additional 30 feet. This light is gravelight. On a successful save, the target takes half as much necrotic damage and doesn’t shed light. Gravelight Bolt. Ranged Spell Attack: +15 to hit, range 60 ft., up to two creatures. Hit: 22 (4d10) necrotic damage and the target must make a DC 23 Constitution saving throw. On a failed save, the target takes 22 (4d10) necrotic damage, and until the end of its next turn, it sheds bright light out to a radius of 30 feet and dim light for an additional 30 feet. This light is gravelight. On a successful save, the target takes half as much necrotic damage and doesn’t shed light. Portal Effects d6 Effect 1 A storm of thoughts, known as a psychic wind, blasts the characters from the Astral Plane. Each character must make a successful DC 18 Intelligence saving throw or suffer a random effect from the Psychic Wind Effects table in the Dungeon Master’s Guide. 2 Glimmering mist drifts from the Feywild, enveloping the characters. Each character must make a successful DC 18 Wisdom saving throw or experience memory loss, forgetting the events of the last 1d10 days. 3 A conflagration of flame erupts from the Elemental Plane of Fire. Each character must make a DC 18 Dexterity saving throw. A character takes 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. 4 The characters are blasted by Pandemonium’s incessant winds of madness. Each character must make a successful DC 18 Wisdom saving throw or gain one level of exhaustion. Any character of lawful alignment makes their saving throw with disadvantage and, upon failure, gains two levels of exhaustion. 5 A portal to another world briefly opens, releasing 1d4 flying horrors (appendix B) that attack the characters immediately. 6 A portal to another world briefly opens, releasing a tsucora quori (appendix B) that attacks the characters immediately. The curtains of vaporous color are ethereal curtains (see the Dungeon Master’s Guide). Horrific creatures such as floating skulls and spectral killers can be seen floating through the ethereal curtains. Gravelight Within this magical light, magical darkness is expunged, and illusion and transmutation magic ceases to function. Such spells can’t be cast in the light and can’t manifest magical effects there. A creature also can’t change its shape within the light, and if it is already in another shape when it enters the light, it immediately returns to its normal shape. To Vol’kra all “lesser” creatures look the same. Because of this he assumes that the characters are servants of Vecna and does not question their presence. Should the characters repeatedly act suspiciously, however, the empyrean and his roc attack. There are a total of nine portals inscribed upon the floor. There is a portal attuned to each of the following locations: Astral Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, the Outlands, area M13, and area M15. The destination of a portal can be determined with a successful DC 15 Intelligence (Arcana) check. A portal can be activated with a successful DC 18 Intelligence (Arcana) check. Vol’kra carries with him a tome on planar construction. Any character with the tome can figure out the details of the portals, including where they go and how to activate them, given an hour of careful study. The floating portals are not yet fully created and, because of this, lead to a random destination. Such portals can lead to another location on Toril, a different world, any of the planes of existence, or even to different points in time. Portal Combat. In combat, Vol’kra can activate one of the embryonic portals. On initiative count 20 (losing ties), Vol’kra activates a portal to trigger a random effect from the Portal Effects table: Vol’kra’s mighty roc is known as Argent the Soaring Avalanche
Chapter 14 The War for Waterdeep 139 M15. Ars Factum This is a large circular chamber that is 60 feet in diameter. The walls and ceiling of the chamber are built out of mirrors of various shapes and sizes. On the northern side of the chamber, four circular steps rise to a great black throne that appears to jut forward from a gigantic spider web that stretches across the entire wall. A massive mahogany table, with books and papers scattered across it, rests before the throne. A glowing green portal in the western wall leads to area M14. An archway in the eastern wall opens into a staircase that winds upwards to area M16. Seated within the throne is the Eye (marked E on the map; appendix B). Standing beside the throne is the Hand (marked H on the map; appendix B). The Eye speaks to the characters telepathically as they enter the room, each word squelching in their brains as if pulled forth from grasping mud. It declares, “Your coming has been foreseen just as your fall is preordained.” At this point both golems attack, fighting loyally to the death. A World of Mirrors. There are more than a thousand mirrors lining the room, each of which is functionally equivalent to a crystal ball. These mirrors are used by the Eye to watch over the realms on behalf of its master. The Eye can use up to one hundred such mirrors at a time and does not need to touch them to activate them. If a mirror is somehow removed from the wall or ceiling, then it loses its enchantments. Characters peering into the mirrors can see brief glimpses of the War for Waterdeep unfolding. It should be apparent that although their allies are fighting valiantly, they are losing the battle. If the characters hope to turn the tide, they will need to find and vanquish the archlich Vecna. Lost Notes. The books and papers scattered across the table all deal with the creation of artifacts. There are notes concerning the destruction of the Book of Exalted Deeds as well as instructions for how to craft replicas of the Wand of Orcus. Most of the notes, however, deal with research regarding something referred to as the Nether Scrolls as well as the construction of something referred to as the Soulmonger. Searching through these notes reveals the following details:
Chapter 14 The War for Waterdeep 140 J The Nether Scrolls are a set of fifty scrolls that deal with fundamental magic theory. Two such sets are known to exist, and they are rumored to bestow limitless magical knowledge to anyone with the patience to study them. These scrolls were the secret behind the Netheril empire. J The second set of Nether Scrolls was transformed by the elves into a golden tree in which was perched a small silver bird and a snake with golden, silver, and electrum scales. This tree was known as Quess’Ar’Teranthvar, or the Golden Grove of Hidden Knowledge. The elves could study the leaves, bark and roots of this tree as easily as a human sage could read a scroll. J A pile of notes makes it evident that the Eye has been using its mirrors for years to find the lost Nether Scrolls and that they were recently found and recovered by Vecnan agents within the last month. J The Soulmonger is a device designed to devour the souls of the living. It feasted during a wave of catastrophes orchestrated by Vecna and then used these souls to provide a corporeal form for the Lord of Secrets. J The Soulmonger has recently been moved from the jungles of Chult to Castle Waterdeep. J By studying the Nether Scrolls Vecna has recently figured out how to empower the Soulmonger to serve as the lich’s phylactery. If Vecna fuses his essence to the Soulmonger, he can begin a ritual that takes four hours and will ultimately elevate him to greater godhood. M16. Quess’ar’teranthvar The staircase from area M15 opens into a 60-foot diameter chamber at the top of the tower. The ground is hard-packed dirt with patches of brittle, drying grass that crunch underfoot. In the center of the room is an aged tree. Its canopy of drooping branches hang over the entirety of the room. The trunk of the tree looks to be made of bleached bone, as do the tips of its twisting roots that can be seen occasionally sprouting from the earth. The tree’s white, gold-tinged leaves are warm to the touch and have the texture of dried, leathery flesh. Any character who makes a successful DC 15 Wisdom (Perception) check spots a skeletal bird (raven) and skeletal cat roosting within the tree’s uppermost branches.
Chapter 14 The War for Waterdeep 141 This tree is a warped manifestation of the Nether Scrolls recently acquired by Vecna. Any character that examines the tree closely notes tiny arcane runes formed naturally into the bark, leaves, and roots of the tree. If any character spends more than a minute attempting to study the runes, or touches any part of the tree, the tree animates and begins to attack the characters. The tree has AC 11, 400 hit points, and vulnerability to bludgeoning damage. Killing either the cat or the raven removes 50 hit points from the tree. On its turn, the tree intersperses five slam attacks amongst all characters within the room. Its slam attacks are +13 to hit and inflict 20 (3d6 + 10) bludgeoning damage. Each round of combat, on initiative count 20, 1d4 revenants claw their way from the earth. The revenants have the appearance of previous adversaries that have been recently slain by the characters. The Dreamer. Once the tree has been reduced to 0 hit points, all remaining revenants collapse into a pile of bones and dust. There is a drawn-out rending noise as the trunk of the tree splits open, revealing the emaciated frame of an aged male human. A successful DC 15 Intelligence (History) check discerns that the figure is Ahghairon (archmage), the first Open Lord of Waterdeep. The figure’s eyes are open but periodically twitch, as if dreaming. At this point any character who touches either Ahghairon or the tree is transported to area M17. M17. Paradise Lost When Vecna first occupied the Tower of Ahghairon, he unexpectedly discovered that the founding Lord of Waterdeep still lived, ensconced within his tower in a state of suspended animation. The Maimed Lord let Ahghairon be just in case the slumbering archmage might one day prove useful. Recently, this patience was rewarded. Because he is not native to Faerun, the Nether Scrolls have resisted Vecna’s attempt to master their knowledge. In response, the archlich fused Ahghairon with the scrolls so that the slumbering archmage could absorb their knowledge subconsciously. Vecna then visits Ahghairon’s dreams in the guise of a student, coaxing the archmage into teaching him that subconsciously gained knowledge. The Dream. The characters are physically transported into a dream world carefully crafted by the dark god Vecna. It takes the form of a beautiful park with rolling hills, trickling streams, and inviting benches. The warm, sunny air smells like fresh cut grass. Sitting in the grass is a younger, more vital version of Ahghairon, lecturing a group of ten darkrobed students. Amongst the students is Vecna, posing as an older man missing his left eye and hand. As master of this realm, Vecna immediately senses the characters’ intrusion. The dark lord snarls, “Pretentious fools! Knowledge of the Nether Scrolls is mine and mine alone !” At this, the beautiful blue skies darken and turn red, trembling with peals of angry thunder. The grass smolders and burns away, revealing hell-blasted stone beneath. The remaining nine students scream as their flesh melts away and they transform into dretches. Vecna begins to grow, unfurling batlike wings that tear through his robes. With an abyssal snarl he completes his transformation into a balor. At this point Vecna and the dretches immediately attack, determined to mercilessly eradicate the characters. Death is Only the Beginning. If a dretch is reduced to 0 hit points, then on its turn a chasme hatches from the demonic ichor left behind upon its death and attacks the characters. If the chasme is reduced to 0 hit points, then on its next turn its ichor mutates into a glabrezu. Finally, should the glabrezu be reduced to 0 hit points, then on its next turn its remains transform into a marilith. The Ally. Ahghairon is confused and aghast. On the first round of combat, he attempts to cast a spell, but the rock beneath his feet bubbles upwards, encasing the archmage in a cocoon of stone. The cocoon of stone has AC 17 and 50 hit points. If the cocoon is destroyed, then Ahghairon is freed but still confused. Ahghairon remains a potent combatant in his own right
Chapter 14 The War for Waterdeep 142 A successful DC 15 Charisma (Persuasion) check helps him break through the paralysis of indecision and assist the characters in battling Vecna. Developments. If any of the characters are wearing armor from area M8, then Vecna uses an action to make the armor explode. Otherwise Vecna focuses on melee attacks, hoping to eradicate the characters. Once Vecna is reduced to 0 hit points, the dream ends and the characters are transported to area M18. M18. Streets of Waterdeep With Vecna defeated inside his dream world, there is an explosion of magical energy that destroys the Tower of Ahghairon. Much like Castle Avernus, the resulting rubble from the exploded tower remains frozen in place. This tower of floating rubble is a hundred feet high and eighty feet in diameter. Characters can move through the rubble, hopping from one stone to the next, with a successful DC 10 Strength (Athletics) check. Failing their check means that they fall to the streets below. The rubble counts as difficult terrain. The characters find themselves draped across these floating stones as they slowly regain consciousness. Townsfolk are gathering about the tower, gawking at the strange spectacle. Leaves from the Nether Scrolls waft in the wind, settling on the floating rubble or the plaza below. The first time a wizard spends an action to study one of these leaves, they are granted arcane insight by rolling a d6 on the Minor Nether Scrolls Effect table to gain a magical boon. At your discretion, you can also allow a non-wizard to do so by having them roll a d4 on the table instead. Minor Nether Scroll Effect d6 Effect 1 Arcane Syncope. You can speak all languages and you can roll an additional time on this table. 2 Primordial Ward. Whenever you finish a short or long rest, you can choose one damage type from among acid, cold, fire, lightning, and thunder, then gain temporary hit points equal to your character level. While these temporary hit points remain, you are resistant against damage from the chosen type. 3 Mystic Resilience. You gain proficiency in saving throws using an ability of your choice. 4 Ability Score Increase. You can increase one ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 5 Spell Mastery. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. 6 Signature Spell. Choose a 3rd-level wizard spell in your spellbook as your signature spell. You always have this spell prepared, it doesn’t count against the number of spells you have prepared, and you can cast it once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. Any character that makes a successful DC 18 Wisdom (Perception) check notices Ahghairon on the street buried under some rubble. Assuming he was alive at the time of Vecna’s defeat, the archmage is stable but at 0 hit points. It takes a successful DC 20 Strength (Athletics) check to and one round of effort free Ahghairon from the rubble. Battle in the Streets. The disembodied essence of Vecna simultaneously inhabits the nearby forms of three walking statues (appendix B). The first statue lumbers into view two rounds after the characters regain consciousness, threatening the characters with complete destruction. Another statue arrives every two rounds thereafter until all three have arrived. If the characters arranged for Jarlaxle to steal the Dragonstaff of Ahghairon and for Tiamat to assist in the War for Waterdeep, then Klauth, an ancient red dragon, swoops in briefly on round three, obliterating one of the statues with a devastating gout of dragonflame. Once all three statues are present, Vecna speaks from their mouths simultaneously, threatening the destruction of the characters and all they hold dear. As the characters battle the statues, the War for Waterdeep rages about them. Zhentarim soldiers run through the streets. Assuming they are part of the battle, the ground shakes with the roar of distant dragons. The sounds of war horns echo regularly, interrupted every so often by a thunderous blast of arcane energy. Consider personalizing this battle to your campaign, allowing long term allies or recurring villains to join the fray. A Cataclysmic Promise When the last of the walking statues is destroyed, the broken remains of the severed stone heads begin to laugh in unison, followed by a villainous monologue: “WITH MY DESTRUCTION YOU HAVE GUARANTEED THE DOOM OF YOUR INSIGNIFICANT WORLD. ALREADY MY ESSENCE IS FUSING WITH THE SOULMONGER, WHERE I WILL FEED UPON THE MILLIONS OF SOULS CONTAINED WITHIN. ONCE I AM FINISHED, I WILL BE GREATER THAN A GOD! AND MY FIRST ACTION WILL BE TO BURN YOUR PATHETIC, DUNGHEAP OF A WORLD TO ASH!” After this final pronouncement the broken statues go silent. It should be apparent that the characters need to find and destroy the Soulmonger before Vecna completes his metamorphosis. They have four hours to do so. The Soulmonger can be found within Castle Waterdeep. All of this should be evident if the characters read the notes from area M15. If for some reason they did not, then use an NPC such as Ahghairon or Halaster to deduce and communicate this information.
Chapter 15 The Rise or Fall of Vecna 143 astle Waterdeep is roughly half a mile from Ahghairon’s Tower. To get there the characters must head east along Waterdeep Way, following the contours of Mount Waterdeep. After a brief turn south along Hillock Court the characters find a winding path that ascends Mount Waterdeep, ultimately leading to the castle. The details of this brief journey are left to the DM’s discretion, as they will vary depending on which armies (if any) are fighting with the characters. However, it should be evident that the destruction of Ahghairon’s Tower has demoralized Vecna’s forces, turning the tide of battle. Despite this, all will have been for nothing if the characters do not stop Vecna’s impending metamorphosis. Chapter 15 The Rise or Fall of Vecna The characters race to Castle Waterdeep, only to find it magically sealed. The characters must then possess the bodies of nine trickster gods trapped within the castle’s dungeons and use them to deactivate the castle’s forcefield. Once they have done so, the characters rush to destroy Vecna’s phylactery, only to find it protected by the archlich Acererak. The characters have an opportunity to turn Acererak against Vecna before finally facing the Maimed Lord’s full and final wrath. Castle Waterdeep The steep winding path leads all the way to the castle’s gates. With war waging throughout the city, there are no guards to be encountered. However, an impenetrable shield of green energy surrounds the castle. The shield is immune to all damage and cannot be penetrated by any magic such as teleport or dimension door. As the characters attempt to determine how to bypass the barrier, read or paraphrase the following: A high-pitched voice, like the cawing of a dying bird, echoes faintly in your thoughts. “He has tortured us for so long. Our time is drawing to an end. But we can sense your presence, it glows strong and bright to ones such as us. Lend us your power, and we will open the gates. All we ask in return is that you make Acererak pay for the millions of torments he has inflicted upon us.” The voice belongs to Papazotl, one of nine trickster gods imprisoned within the dungeons of Castle Waterdeep by the archlich Acererak. These gods hail from the distant jungles of Chult. Slain by Acererak during the construction of his deathtrap dungeon, the Tomb of Annihilation, their spirits lived on, and they tried to foil the archlich’s plans. Unfortunately, Acererak beat the trickster gods yet again, bestowing corporeal form to their ghostly spirits so that he might repeatedly torture and kill them for their impudence. These gods are shown on the table below. Trickster Gods Spirit Align. Personality Flaw Enemy Form I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka almiraj Kubazan (male) CG Wild and spirited “I am fearless and not afraid to take great risks.” Papazotl froghemoth Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo jaculi Nangnang (female) NE Selfish and cruel “I won’t share with others.” Shagambi grung Obo’laka (female) LN Nervous and obsessive “I am risk-averse and a slave to routine.” I’jin zorbo Papazotl (male) LE Shrewd and conniving “I bow before no one and expect others to do as I command.” Kubazan eblis Shagambi (female) NG Wise and virtuous “I never show mercy to evildoers.” Nangnang kamadan Unkh (female) N Self-absorbed and indecisive “I am incapable of making decisions.” - flail snail Wongo (male) CE Violent and deranged “I act without concern for the well-being of others.” Moa su-monster
Chapter 15 The Rise or Fall of Vecna 144 If the characters agree to Papazotl’s request, then each character can possess the body of one of the trickster gods. A character can possess a given god as long as they share at least one aspect of alignment. For example, a chaotic good character could possess any trickster god with either good or chaotic in their alignment. Whereas the gods had been starved and weakened to the point of exhaustion, they become invigorated once possessed by a character. If a god dies while possessed by a character, that character can choose to possess another god, subject to the restrictions above, or return to their own body. Handouts of the trickster gods are provided in appendix C. Replace each god’s Intelligence and Wisdom with that of the possessing character. Also give the trickster god any Intelligence related proficiencies attained by the character. Finally, although the characters retain their own personality and alignment, they are subtly influenced by the flaws of the god they possess and are encouraged to role play accordingly. Dungeons of Castle Waterdeep Castle Waterdeep was designed by Acererak to be the ultimate deathtrap dungeon. However, divine intervention provides the characters with an unusual opportunity to neutralize it from within. N1. Cells These damp, mold-ridden cells are barely large enough to hold their occupants. Imprisoned within them can be found I’jin (N1a), Kubazan (N1d), Moa (N1c), Nangnang (N1b), Obo’laka (N1e), Papazotl (N1g), Shagambi (N1h), Unkh (N1i), and Wongo (N1f). Because the trickster guards are always left in a state of near death, the doors to their cells are unlocked. The doors to most of the cells can be pushed open in either direction by a creature with a Strength of 10 or higher. The only exception is the large double doors leading into Kubazan’s cell, which require a Strength of 20 or higher to push open. The hallway is made of the same damp, moldy stone as the cells. Hidden within it are two covered pit traps. The pit traps can be detected with a successful DC 15 Wisdom (Perception) check. I’jin is too tiny to trigger the trap and can run over the covered pits safely. Kubazan and Unkh trigger the trap but are too large to fall into the pit. Any other trickster god must make a successful DC 15 Dexterity saving throw or fall 10 feet into a pit of spikes, taking 1d6 bludgeoning damage plus an additional 1d10 piercing damage. Moa can stiffen his serpentine body to serve as a ladder to help any creatures escape the pit. The stone double doors leading into area N2 can be pushed open by any number of trickster gods with a combined Strength of 20 or higher. The doors are protected with an alarm spell, however, that begins to shriek ceaselessly like a loud siren as soon as they are opened. N2. Control Room The control room is a large octagonal chamber with an iron floor, walls, ceiling, and rafters. Thousands of twisting pipes line the room, and bouts of steam periodically burst forth from where the pipes are riveted together. Although not visible, massive steam-powered cogs can be heard churning behind the walls and beneath the floor. A strange machine with an array of buttons and levers can be seen in the center of the room. Beyond it is a closed set of adamantine double doors. Six other tunnels lead out of the control room. The steam blowing through the pipes comes directly from the Paraelemental planes. In turn, it powers the hundreds of traps scattered throughout Castle Waterdeep as well as the forcefield that currently protects the fortress. The amount of steam used by the traps is measured precisely and regulated by steam release valves. If too much steam courses through the pipes, a failsafe system shuts everything down, temporarily disabling all traps and forcefields. To activate this failsafe five steam release valves must be opened (see the “Steam Release Valves” sidebar). This information is known to the trickster gods from their years of confinement and communicated to the characters as they enter this room. The control machine can be figured out by any character that makes a successful DC 15 Intelligence (Investigation) check. Only Nangnang, Papazotl, or Wongo have the appropriate appendages to operate the machine. Once they have determined how the machine works, they may use an action to trigger either of the following effects: Huge and Large Creatures Because Kubazan is Huge he cannot fit into 5-foot-wide tunnels. Kubazan can squeeze through 10-foot-wide tunnels but must spend 1 extra foot for every foot he moves there, and he has disadvantage on attack rolls and Dexterity saving throws. Attack rolls made against Kubazan have advantage whenever he is squeezing into a smaller space. Similarly, Moa, Papazotl, Shagambi and Unkh must squeeze to fit into 5-foot-wide tunnels.
Chapter 15 The Rise or Fall of Vecna 145 J Open or close as many of the four covered pits hidden within the control room. Any creature standing on a pit when it opens must make a successful DC 15 Dexterity saving throw or fall into the pit. The pits are 20 feet deep and any creature falling into them takes damage from falling as normal (1d6 bludgeoning damage for every 10 feet fallen). J Trigger a gout of flame from area N7. This gout of flame extends in a 5-foot-wide line all the way to the other end of the room. Each creature standing in the gout of flame takes 8d6 fire damage on a failed save, or half as much damage on a successful one. This action can only be taken once every two rounds. Any creature that climbs or flies through the rafters finds a hidden steam release valve. The adamantine double doors are locked and can only be opened from the northern side (area N9). See the “Divine Release” section for details on when they are opened. N3. Hangry Hallway A steam release valve is visible at the end of this illuminated 50-foot-long hallway. The ceiling along the first 45 feet of the hallway smashes down with a thunderous crash every six seconds. The ground of the hallway is littered with broken stone and counts as difficult terrain. Any creature caught in the hallway when this happens takes 100 bludgeoning damage. Tricks of the Trickster Gods. The easiest way to access this steam valve is by having I’jin take the Dash action, although the players may have other ideas of their own. N4. Barred Access An adamantine grate bars access to this hallway. I’jin can squeeze through the holes in the grate and Obo’laka can use her claws to rend through the adamantine. The grate can also be ripped from the wall with a successful DC 20 Strength (Athletics) check. A steam release valve can be found at the end of this pipe-lined hallway.
Chapter 15 The Rise or Fall of Vecna 146 N5. Wizardly Wards This room is lined with glowing crystals that appear to power a network of whirring cogs. These cogs are connected by a series of pipes. A steam release valve can be seen on the center of the floor. There are four statues in the room. Each statue looks like a cowled wizard with an outstretched wand. The wands begin to glow ominously when a creature looks into the room. If a creature enters the room, each statue attacks the creature with a magic missile spell. The statues fire a second volley of magic missiles if any creature tampers with the steam release valve. Tricks of the Trickster Gods. If Unkh enters the room her shell automatically reflects the attacks, destroying the statues in the process. N6. Arrows Away Hundreds of arrows shoot continuously through thousands of holes dotted throughout the length of this adamantine-lined hallway. A steam release valve can be seen at the end of the hall. The arrows are in perpetual motion and every time one shoots through a hole, it is teleported so that it shoots out of another hole. When a creature moves into or through the hallway, they take 1d6 piercing damage for every 5 feet they travel. Tricks of the Trickster Gods. The adamantine floor triggers Obo’laka’s Natural Armor trait, making her impervious to the arrows. N7. Incinerator This circular hallway is filled with blistering hot flame and serves as the dungeon’s incinerator. If a character takes the time to look through the flames, they see a steam release valve at the end of the hallway. When a creature moves into or through the hallway, they take 3d6 fire damage for every 5 feet they travel. If the incinerator is active (see area N2), then the flames within this tunnel dissipate for one round. N8. Abyss of Annihilation This room appears to be a vast pit that drops off into the inky blackness of impenetrable void. Despite appearances, the pit is only 30 feet deep. However, it ends in a gargantuan sphere of annihilation that is fixed in place and cannot be moved. Three 5-foot-diameter platforms of banded wood float at ground level. A steam release valve can be accessed from the third platform. Tricks of the Trickster Gods. Moa and Nangnang can jump from platform to platform easily. Alternatively, Papazotl can fly to the third platform. N9. Egress This broad stone tunnel ends in a staircase that can be used to access the upper levels of Castle Waterdeep. As a Dungeon Master you are free to develop these levels, further expanding Acererak’s deathtrap dungeon. However, doing so is not recommended as it may detract from the urgency of stopping Vecna’s impending apotheosis. N10. Barracks of the Tomb Dwarves This barren room is filled with dust and spiderwebs. Plain slabs of stone serve as beds for the dozens of tomb dwarves that lair here. These tomb dwarves are dwarf miners abducted by Acererak and transformed into wights (wielding battleaxes and light crossbows) to exploit their expertise in underground construction. This undead maintenance crew now works to keep the castle’s traps in working order. Acererak has a total force of forty tomb dwarves, although less than ten are found here at any given time. The tomb dwarves periodically take the remains of adventurers who have perished within the castle, stitch them together, and bolt them into suits of armor. The resultant shambling golems are referred to as tomb guardians and have the same statistics as flesh golems with AC 17. There is always at least one of these guardians within the barracks. N11. Withers’ Office This cluttered office is filled with charcoal blueprints of devious traps, each one more deranged than the next. Filthy bird cages hang from the ceiling, in which skeletal songbirds rasp hoarsely. Seated before a desk is the shriveled corpse of a humanoid wearing moldy robes and a bronze mask sculpted to look like a frowning visage. Three crawling claws scuttle around the floor near the humanoid. Steam Release Valves Any of the trickster gods can use an action to turn a steam release with their various appendages, or in the case of I’jin, by running along the top of the valve as if it were a treadmill. After doing so the pipes begin to rattle wildly as an excess amount of steam floods through the system. Each time a valve is activated, there is a 20 percent chance that one of the pipes breaks, releasing a steam mephit that attacks the nearest trickster god. The tomb dwarves act as both guards and workforce
Chapter 15 The Rise or Fall of Vecna 147 The humanoid is Withers, a former engineer from the distant land of Chult, whose trap-making skills pleased Acererak who has since transformed the engineer into a wight with the following changes: J He has an Intelligence of 16 (+3). J He has a challenge rating of 4 (1,100 XP). J He lacks the Longbow action. J He has the following additional actions: Corrosive Fangs. Withers targets up to two creatures he cans see within 60 feet. A target must succeed on a DC 13 Dexterity saving throw or take 2d6 acid damage. Lightning Lance (Recharge 6). A line of crackling energy projects from Withers in a line that is 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. The energy ignites flammable objects in the area that aren’t being worn or carried. Spellcasting. Withers casts one of the following spells, using Intelligence as his spell casting ability (spell save DC 13): At will: mage hand, minor illusion, prestidigitation Wither’s books are about natural history, anatomy, and engineering. His skeletal songbirds are tame but cannot fly. The wight’s bronze mask is worth 25 gp. Divine Release When the adamantine doors separating areas N2 and N9 are opened, they briefly retract into the ceiling before lowering and locking immediately after their use. After the first and second steam release valve is turned, a tomb dwarf (see area N10) steps through the double doors and attacks the nearest trickster god. After the third steam release valve is turned, a tomb guardian (see area N10) steps through the double door and attacks the nearest trickster god. After the fourth steam release valve is turned, Withers (see area N11) accompanied by three crawling claws, steps through the double doors. The crawling claws attack the smallest trickster god, ideally I’jin, whereas Withers attacks whichever trickster god seems the most physically threatening. After either the release of the fifth steam release valve or the death of Withers, the characters are jarringly returned to their bodies. They find themselves standing before Castle Waterdeep. The forcefield is gone, and an open gate beckons them into the castle. Their mission complete, the trickster gods sacrifice themselves, peacefully passing on to whatever afterlife awaits them. In gratitude, they infuse the characters with divine energy, granting each character the benefit of a long rest. Proceed to the Denouement section. Denouement Once the castle’s protective field and interior traps have been disabled, the characters can safely enter Castle Waterdeep. The once proud fortress has been turned into a hideous deathtrap, and this is still evident as the characters walk through its halls. Rotting corpses hang impaled upon rusted spikes. Open pits drop into planar vortices. Overhanging it all is the necrotic energy of the Soulmonger, a foul, tainted energy that is palpable enough to follow directly to its source. After walking through a series of grand hallways the characters emerge into a grand throne room (in the spaces marked E on the map). Read or paraphrase the following: Within the throne room is an enormous stone skull. Wraithlike forms swirl within the skulls eye sockets, and otherworldly screams hang in the air. Seated in a throne behind the skull is a skeletal figure wrapped in moldering robes and clutching a skull-tipped staff. Hateful pinpricks of white light burn in its eye sockets, and a two-foot-diameter sphere of utter darkness floats in the air beside it. Its voice, though so soft you can barely hear it, is somehow more terrifying than the skull’s wails, “You are too late fools. In a matter of minutes Vecna will be reborn from my Soulmonger, crafted by my own genius, and your world will be torn asunder. Then we shall conquer the next reality, and the next again, until all that remains is death. None can withstand the combined might of Acererak and Vecna.” The stone skull (marked S on the map) is the newest iteration of the Soulmonger. The skeletal form is Acererak (marked A on the map; appendix B). The archlich is more than willing to fight the characters if attacked. However, he is also willing to speak with them, gloating about the futility of their actions and the doom about to befall the Realms. During such conversations any character who makes a successful DC 15 Wisdom (Insight) check discerns that Acererak’s loyalty towards Vecna is wavering. Acererak has come to resent Vecna treating him as an underling, especially when it was Acererak who created the Soulmonger. Acererak also believes that it should be him, not Vecna, feasting on the souls within the stone relic. Because of this Acererak can be convinced to betray Vecna with a successful DC 25 Charisma (Persuasion) check. This check succeeds automatically if the characters provide proof that Vecna was responsible for the death of Acererak’s mother (see chapter 8 and appendix C).
Chapter 15 The Rise or Fall of Vecna 148 Option One: Deathly Betrayal Should Acererak decide to betray Vecna read or paraphrase the following: Acererak turns towards the stone skull, brandishing his ancient, crooked staff. The staff flares darkly and then lets out a hideous, soul-rending shriek. In response the stone begins to crack and then break. As the wraithlike souls flee from the phylactery they are greedily consumed by the smaller skull affixed to the staff. The staff’s skull begins to grow larger and larger until it threatens to consume the entirety of the enormous Soulmonger. A thunderous voice booms in response, “TREACHEROUS FIEND. YOU REVEAL YOUR TRUE COLORS TOO LATE.” The voice is so powerful that it shakes the very foundation of Castle Waterdeep, sending chunks of stone falling from above. There is a blinding explosion of energy as the two titanic liches wage war against one another. When the energy clears naught remains of Acererak but a pile of ash. The Soulmonger lies in a pile of smoking ruin. And amidst it, standing triumphantly, is the Maimed Lord Vecna. He is visibly shaken, although he steels his resolve as he turns his one good eye towards you,“FOR TOO LONG YOU HAVE MEDDLED IN MY AFFAIRS. LET US BEGIN THE FIRST OF YOUR INFINITE TORTURES.” Vecna (appendix B) is gravely injured from his battle against Acererak and has been reduced to 500 hit points. Nonetheless, he is undaunted as he attacks the characters. Option Two: Undaunted Heroism Alternatively, if the characters fight and defeat Acererak, they must then destroy the Soulmonger. It is a Huge object with AC 15, 200 hit points, vulnerability to radiant damage, and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Once the Soulmonger has been reduced to 0 hit points, read or paraphrase the following: The stone skull shatters, and a myriad of tiny lights pour forth from within. These bright souls coil through the air like a tornado, blazing upward and then vanishing in a blinding, spectral flash. A thunderous voice booms in response,“NO! IT IS TOO EARLY! YOU WILL PAY FOR YOUR INSOLENCE!” The voice is so powerful that it shakes the very foundation of Castle Waterdeep, sending chunks of stone falling from above. There is an explosion of energy. When it clears the Soulmonger lies in a pile of smoking ruin. Amidst it stands the Maimed Lord Vecna. He is visibly angry as he turns his one good eye towards the characters, “FOR TOO LONG YOU HAVE MEDDLED IN MY AFFAIRS. LET US BEGIN THE FIRST OF YOUR INFINITE TORTURES.” Vecna is mildly wounded from the destruction of the Soulmonger and has been reduced to 700 hit points. Nonetheless, he is undaunted as he attacks the characters. The Fall of Vecna When Vecna is reduced to 0 hit points, read or paraphrase the following: Vecna, the Maimed God, the Whispered One, Lord of the Doomed Sword Coast is briefly felled. His single eye blazes with a depthless fury, “ANTS! WORMS! I COULD WIPE YOU FROM EXISTENCE WITH THE MERE WAVE OF A HAND. THE BLINK OF AN E Y E.” The lich gathers his power, preparing to crush you from existence. In response the ground begins to crack and misty tendrils, reminiscent of your time in Ravenloft, coil about the lich lord, holding him fast. For the first time you see his features contort in panic as he thrashes helplessly against the ever-constricting bonds. “NO! NEVER! I AM VECNA, AND I WILL NOT BE CAGED! I ESCAPED YOUR PRISON. I ESCAP...” The lich’s cries are cut short as one of the tendrils wraps about his throat. The lich continues to thrash and rage, but it is all for naught as he is fully enveloped by the mist. Mere seconds later there is naught but the fading echoes of a fallen lord. Concluding the Adventure With the fall of Vecna, the War for Waterdeep permanently turns. The allies assembled by the characters overwhelm Vecna’s forces, and Waterdeep is quickly reclaimed. The City of Splendors becomes the center of a newly forged resistance. The characters are greeted as heroes by the townsfolk of Waterdeep. In time the walking statues are refashioned into the likeness of the characters, and a local holiday is declared in their honor. Heroes, both old and new, flock to the characters seeking their advice and mentorship. However, the stain of Vecna is not easily removed, and even with the Whispered One’s defeat, evil still holds a tight grip upon the land. Because of this, the campaign need not end here. Epic level plot hooks can be found in the Doomed Forgotten Realms: SwOrd COast Gazetteer and rules for play beyond level 20 can be found in Quill & Cauldron’s EPIC CHARACTERS. Possible future adventures include: J Depending upon the characters’ actions, the Darklord Azalin may or may not seek to fill the void left by Vecna’s defeat. Or, worse, the release of a second Darklord into the Forgotten Realms might weaken the walls of Ravenloft, allowing other denizens of the Shadowfell to seep into the Sword Coast.
Chapter 15 The Rise or Fall of Vecna 149 J Soon after Vecna’s defeat, Arwyn Neverember, the charismatic bastard daughter of Lord Dagult Neverember visits Waterdeep. She quickly wins over the people who begin to clamor for her to serve, as her father had, as Open Lord. However, behind Arwyn’s charming facade hides a dark secret. Her loyalty still lies with her birth city of Neverwinter, and she has made a dark pact that will allow her to save her homeland from the Shadowfell, but only by replacing it with Waterdeep. J A concerned member of the Watchful Order of Magists and Protectors approaches the characters to alert them of an alarming increase in earthquakes throughout the Realms. Soon after, a member of the Dungsweeper’s Guild warns the characters about a fungal infestation within the sewers of Waterdeep. After some investigation it is revealed that Zuggtmoy, the Demon Queen of Fungi, has, like a cancer, infected the very core of Toril and is literally rotting the world from the inside out. The characters must venture into the demon-infested Underdark to find the legendary archmage Gromph Baenre and cleanse the fungal contamination. J Tiamat, the Queen of Dragons, has bided her time, knowing that Vecna’s narcissistic aggressions would lead to his eventual demise. Now that she has been proven correct, she chooses to strike. Dragons descend, en masse, upon the Sword Coast. The only way to stop Tiamat is to claim the legendary Draakhorn from Tiamat’s former fortress in Avernus. Doing so, however, will require infernal allies and the only way to make such allies is to win a dangerous race of infernal vehicles, known as the Cannonball Run, that weaves its way through hundreds of miles of blasted, infernal wastelands. Regardless of whether the campaign continues the players should be congratulated for a job well done. Not many can boast of going toe-to-toe with the legendary Vecna and living to tell of it.
Appendix A Secrets of the Whispered One 150 Appendix A Secrets of the Whispered One Artificially Accelerated Organisms As a god of death, Vecna continues to naturally draw sustenance from the death of sentient humanoids. However, he is drained in equal measure whenever humanoid life is naturally conceived. Such is the cosmic balance. Vecna, never one to accept such arbitrary limitations, immediately set his mind to rebalancing life and death. Vecna studied Ravenloft extensively while imprisoned there. From these studies he learned an old Vistani secret—the existence of Barovia, a domain where many of the inhabitants were living, soulless shells. Upon successfully conquering Faerûn, Vecna immediately turned his immeasurable intellect toward replicating this bland facsimile of life. It took years, but eventually even life itself yielded its secrets to Vecna. In the Hosttower of the Arcane, Vecnan disciples opened rifts to Ravenloft. They perfected a condensation process that transmuted the endless Mists of Ravenloft into liquid form. This liquid was then infused with primal energy siphoned from the Positive Material plane. Birthing vats, reverse-engineered from Netherese technology, were filled with this liquid. These birthing vats were powered by the Orderer, a mechanical device from Mechanus capable of altering reality. Artificially Accelerated Organisms ................. 150 Azalin Rex..............................................................151 Citadel Cavitius ....................................................151 Dawn of a New Age ............................................. 152 Dwarfholds of the North ................................ 152 Harshnag the Grim .............................................153 Madame Irina Radanavich ..................................154 Other Deities ....................................................... 156 The Harpells ........................................................ 156 The Ordning .........................................................157 Tovag ..................................................................... 158 Vecna's Endgame .................................................. 158 Gnome bioengineers perfected a process where a lump of dead flesh could be placed into these vats, precisely stimulated with electricity, and then grown into a fully developed sentient being. These beings are known as Artificially Accelerated Organisms, or AAOs. The entire process is governed by a near infinite number of variables, each fine-tuned by the bioengineers. The eventual death of these AAOs have proven sufficient to nourish Vecna, although not to the same degree as the death of naturally conceived life. However, since these AAOs are created without the divine spark of conception, their existence does not drain his power. Now that their creation has been perfected, Vecna has set up hundreds of birthing vats in the undercity of Mirabar. Most AAOs are human. They typically begin life between the ages of 16 and 20, with a false memory of a fully lived life. Males and females are manufactured in equal proportions. Early batches of AAOs were crafted to look identical but more recent batches have varied body types, skin tones, personal features, intellect, and personality. AAOs always have an identifying mark on the inside of their left wrist. Despite varying in other qualities, most AAOs tend to be naturally compliant. Although they can be quite smart, they often lack imagination and are predisposed to depression. AAOs have souls, at least in the sense that they can be brought back from the dead with raise dead or similar magic. Whether they have souls in a deeper philosophical or theological sense is left to the DM’s discretion. In secret experimental laboratories deep beneath Mirabar, more unusual AAOs are created. Some of these AAOs are created to be personal servants or bodyguards for high-ranking Vecnan clergy. Others are created simply for the sake of experimentation. In these subterranean workshops, everything from aasimars to tieflings can be manufactured. AAOs produced in these workshops have special identifying marks, indicative of their position, that serve as badges of authority. It is recommended that the characters play through the adventure path as AAOs. These adventures present an alternate version of Faerûn, referred to as the Doomed Forgotten Realms. Having the characters “newly born” into this world should help maximize its explorational impact. You can either inform your