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Published by archangel777, 2022-09-10 15:09:11

819008-RiseOfVecnaDFRv2

819008-RiseOfVecnaDFRv2

“Nothing is easier than to denounce the evildoer;
nothing is more difficult than to understand him.”



CREDITS

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

Foreword

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

— Scott McClintock

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright 2021 by Quill & Cauldron and published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission.

Contents

Foreword 4 SAepcpreetnsdoifxthAe Whispered One 88

Introduction 6 Artificially Accelerated Organisms ���������������������������������������88
Dawn of a New Age ��������������������������������������������������������������89
Doomed Forgotten Realms ������������������������������������������������� 7 Dwarfholds of the North ������������������������������������������������������89
A History of Doom ���������������������������������������������������������������� 7 Life in Mirabar �����������������������������������������������������������������������90
Dramatis Personae ���������������������������������������������������������������� 7 Other Deities ������������������������������������������������������������������������� 91
Adventure Summary ��������������������������������������������������������������8 The Harpells �������������������������������������������������������������������������� 91
Adventure Flowchart ��������������������������������������������������������� 10 The Ordning ��������������������������������������������������������������������������92
Vecna's Endgame ������������������������������������������������������������������ 93
Chapter 1
11 MApopnesntedrsixanBd NPCs 94
Mirabar

The City of Mirabar ��������������������������������������������������������������12

Chapter 2 26 Artificer ���������������������������������������������������������������������������������� 94
Battlerager ����������������������������������������������������������������������������� 94
In Search of the Dwarves Bard ��������������������������������������������������������������������������������������� 95
Blackguard ����������������������������������������������������������������������������� 95
The Great Underground Highway ����������������������������������� 27 Blight, Algae ��������������������������������������������������������������������������96
Tomb of Dem’ghot’nec ���������������������������������������������������������31 Bullywug, Slime-Touched �����������������������������������������������������96
Catoblepas ���������������������������������������������������������������������������� 97
Chapter 3 33 Chief Guh ������������������������������������������������������������������������������ 97
Chwinga ��������������������������������������������������������������������������������� 98
Return to Mirabar Colbornia ������������������������������������������������������������������������������� 98
Desiccated Shambler ������������������������������������������������������������99
Back at the Goblet ��������������������������������������������������������������� 33 Elemental, Unified ����������������������������������������������������������������99
The Amber Hulk �������������������������������������������������������������������� 34 Fessler ��������������������������������������������������������������������������������� 100
Gaollia ��������������������������������������������������������������������������������� 100
Chapter 4 35 Giant, Mountain �������������������������������������������������������������������101
Giant, Rain ����������������������������������������������������������������������������101
From Xantharl to Xanathar Giant Severed Hand ������������������������������������������������������������ 102
Hydroloth ���������������������������������������������������������������������������� 102
Evernight ������������������������������������������������������������������������������ 35 Ice Wyrm ������������������������������������������������������������������������������103
Luskan ������������������������������������������������������������������������������������ 35 Igneous Knight ���������������������������������������������������������������������103
Neverwinter Wood �������������������������������������������������������������� 35 Iron Cobra ��������������������������������������������������������������������������� 104
Port Llast ����������������������������������������������������������������������������� 35 Kamadan ����������������������������������������������������������������������������� 104
Travel Encounters ��������������������������������������������������������������� 36 Krakolich ������������������������������������������������������������������������������ 105
Living Spells ������������������������������������������������������������������������ 106
Chapter 5 37 Nilbog ���������������������������������������������������������������������������������� 108
Purple Wormling ����������������������������������������������������������������� 108
Xantharl’s Keep Sea Elf ���������������������������������������������������������������������������������� 109
Skum ����������������������������������������������������������������������������������� 109
Gorna’s Insanitarium ���������������������������������������������������������� 39 Teeth of the Maelstrom ������������������������������������������������������� 110
A Maddening Conclusion �������������������������������������������������� 46 Tooth of Vecna ��������������������������������������������������������������������� 112
Tyrannosaurus Zombie �������������������������������������������������������� 112
ICnhtearpmteedriar6y Locales 47 Weevil ����������������������������������������������������������������������������������� 113
Xanathar ������������������������������������������������������������������������������� 113
Ruins of Longsaddle ����������������������������������������������������������� 47
Triboar ����������������������������������������������������������������������������������� 50 Appendix C
Temple of Elemental Unity ������������������������������������������������� 54
Helm’s Hold �������������������������������������������������������������������������� 55 Handouts
Leilon ������������������������������������������������������������������������������������� 59

Chapter 7 60 114

Thornhold Appendix D

The Ruins of Thornhold ���������������������������������������������������� 61 Magic Items 117
Xanathar’s Lair �������������������������������������������������������������������� 64

Chapter 8 Appendix E 121

Xanathar’s Guide to Saving the World 70 Infernal War Machines

Triboar Revisited ������������������������������������������������������������������ 72
Temple of Elemental Unity Revisited ������������������������������� 72
Stronmaus’s Locker ������������������������������������������������������������� 72
In Search of the Conch ������������������������������������������������������74
Grudd Haug ���������������������������������������������������������������������������74

Chapter 9 78

Lair of the Krakolich

The Maelstrom ��������������������������������������������������������������������� 78
Concluding the Adventure �����������������������������������������������86

Introduction a device called the Soulmonger, designed to devour
the soul of any humanoid that dies anywhere on Toril.
ord Vecna has been known by many Few knew that the Soulmonger’s purpose was to feed
names—The Maimed Lord, The a gestating atropal, the ghastly, unfinished creation
Whispered One, The Maker of of a long-forgotten evil god. Fewer still knew that this
All That is Secret. He was a great atropal was to serve as a corporeal vessel for the
wizard, perhaps the greatest of all godly essence of Vecna.
time, tutored by the serpentine embodiment of magic
itself. He was a supreme archlich of inestimable It was agents of Vecna who corrupted the transla-
power, rumored to have stolen the secret of undeath tion of Sammaster’s holy prophecies. This, in turn,
from the demon lord Orcus. He was an emperor, inspired the Cult of the Dragon’s Red Wyrmspeaker,
worshiped as a god. Then, through force of will, he Severin, to summon forth Tiamat from her lair upon
became a god. the Nine Hells. The Thayan illusionist and secret
He was betrayed and slain by his closest lieutenant. Vecnan disciple, Rath Modar, worked with Severin to
He was imprisoned in the distant domains of bring this mad plan to fruition.
Ravenloft. None of this stopped him.
And so the Soulmonger fed.
Nothing can stop Vecna.
To one such as Vecna, even the grandest plan is but
Vecna is more than power. He is knowledge incar- the seed of an even grander plan. As part of Tiamat’s
nate. He hoards secrets like Tiamat hoards treasure. summoning, a great treasure trove, one fit for the
Vecna’s core belief is that for every person, for every Queen of Dragons, was gathered in tribute. Vecnan
city, for every world, there exists a secret so power- agents, posing as cultists of the dragon, stole relics of
ful that it can bring about their downfall. He gathers incredible power, including some of Netherese origin,
such secrets to further his divine ascendency. in service of their lord. Four such artifacts were later
found in the Dessarin Valley by cultists of Elemental
As part of his quest for greater godhood, Vecna be- Evil. This cult went on to raze and destroy much of
sieged the planar hub of the multiverse. Although his the Valley.
plans were ultimately thwarted, he nonetheless man-
aged to plunder the hub’s many secrets. One of these And so the Soulmonger fed.
secrets was the existence of worlds beyond that of his
birth. Of all these worlds, Vecna was most fascinated Soon thereafter, Vecna tricked Gromph Baenre, the
by the magic-rich realms of Toril. He was particularly archmage of Menzoberranzan, into summoning the
obsessed by the eldritch ingenuity of fallen Netheril. many demon lords of the Abyss into the Underdark.
Madness and decimation on a catastrophic scale
Vecna set his eye to conquest. soon followed.

With the patience and restraint of an expert strate- And so the Soulmonger fed.
gist, Vecna spent generations preparing Toril for his
arrival. In the planar hub, Vecna learned of the exis- The breaking and reshuffling of Annam’s Ordning.
tence of portals that allowed travel between worlds Elturel and Baldur’s Gate’s descent into Avernus.
and communicated this information to his most de- Auril’s self-imposed exile and the subsequent eter-
voted followers. They, in turn, slowly infiltrated every nal winter. In one way or another Vecna, the cosmic
corner of the Sword Coast from Candlekeep to Sil- mastermind, had his hand in it all.
verymoon. Year after year, Vecna’s cultists gathered
and obscured knowledge, subverted governments, And Finally the Soulmonger was full.
and patiently corrupted the good-hearted champions
of Faerûn, all in the name of their Maimed Lord. Vecna was reborn. He gathered to his banner all that
was evil. Not just his cultists, but orcs from Dark Ar-
At the same time, the archlich Acererak, one of row Keep, yuan-ti from Najara, giants from all across
Vecna’s oldest and most loyal servants, traveled to the Sword Coast, and liches from Warlock’s Crypt,
the jungles of Chult to build a hidden, deathtrap all fought at his bidding. The Realms, devastated by
dungeon. In the heart of this dungeon, he secreted repeated calamity, fell quickly. In less than a year’s
time, Vecna ensconced himself within Waterdeep,
declaring himself the Lord of Toril.

Evil has ruled the lands ever since.

6 Introduction

Doomed Forgotten Realms Rise Of Vecna is the second volume of the Doomed
Forgotten Realms adventure path. Although the experi-
Welcome to a dark chapter in the history of the ence will be optimized if your players have completed
Forgotten Realms. A chapter in which your players the ACADEMY OF ADVENTURE, it is not required. The Rise
are destined to play a starring role. Through their Of Vecna is an epic, self-contained story for three to
actions, the Realms will find salvation. Or doom. five characters that will take your players from 3rd to
10th level.
The Doomed Forgotten Realms imagines a world
where all the various catastrophes threatened in A History of Doom
a Wizards of the Coast hardcover adventure have
come to pass. It is an acknowledgment that for every Faerûn has changed dramatically in the years since
successfully completed campaign, likely a dozen Vecna’s conquest. Tiamat holds court over the drag-
more have fizzled out or failed. This adventure serves ons of the Realms from atop her Soaring Citadel.
as a tribute to these failed campaigns. As described Zariel wages war over the cratered ruin that was
in Rise of Tiamat, “Nations and kingdoms shatter, civ- once Baldur’s Gate. The drow elf Jarlaxle, one of the
ilization collapses into bloody war, and chaos reigns last hopes for a dying realm, rules over the sailing
supreme... Such dark times need not mean the city of Qu’madosfan Delmah. And the Frostmaiden
end of your campaign, however... The new goal is Auril’s arctic grasp expands ever outwards. For a
to bring peace to the world once more.” more detailed exploration of this brave new world see
our supplemental product the Doomed Forgotten Realms:
In the Doomed Forgotten Realms, the never-ending Sword Coast Gazetteer.
parade of apocalypses that have wracked the Sword
Coast are not an improbable coincidence. They have, Dramatis Personae
instead, been purposefully masterminded or exploit-
ed by the archlich Vecna so that he might conquer the The main members of the adventure’s cast of
Forgotten Realms. For those not familiar with Vecna, characters are found in the Dramatis Personae table
he is an iconic villain that has haunted Dungeons & below, listed in alphabetical order for easy reference.
Dragons since its earliest days. His relevant back-
ground has been briefly summarized, but for those
interested in a deeper exploration of Vecna’s history,
it can be easily found online.

Dramatis Personae

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

Introduction 7

Adventure Summary

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

8 Introduction

Introduction 9

Adventure Flowchart

Chapter 1: Mirabar
for characters of 3rd level

The characters join the local resistance. Along the way they
rid the town of a gang of mephits and confront an undead

dryad who believes she is the ghost of Chauntea.

Chapter 2: In Search of the Dwarves
for characters of 3rd–4th level

In search of a missing courier, the characters begin
a harrowing journey into the Mines of Mirabar where
they face off against a devil, securing a gemstone that

might bring about the downfall of Vecna.

Chapter 3: Return to Mirabar
for characters of 4th level

Returning to Mirabar, the characters find that the resistance
has been compromised. They flee Mirabar. Although their

immediate destination is Triboar, this starts off an epic
journey that will ultimately end in Thornhold.

Chapter 4: From Xantharl to Xanathar
for characters of 5th–6th level
This chapter lays the groundwork for the characters’
overland journey, describing potential side treks
and random encounters.

Chapter 5: Xantharl's Keep Chapter 6: Intermediary Locales
for characters of 5th level for characters of 5th–6th level

The characters can earn some extra coin by helping the The characters pass through Longsaddle, Triboar,
Zhentarim put an end to an unexpected madness that has Helm’s Hold, and Leilon before reaching Thornhold.

fallen upon Xantharl’s Keep. To do so they must journey Along the way the must rescue Lord Maximus, a
through the demented psyche of the keep’s commander. knight who carries a second magical gemstone.

Chapter 7: Thornhold
for characters of 7th level

After reaching Thornhold, the characters must
tend to a tribe of slime-worshipping bullywugs
and navigate trap-filled catacombs to recruit the

aid of the reclusive beholder, Xanathar.

Chapter 8: Xanathar's Guide to
Saving the World

for characters of 8th level

Xanathar determines the third and final gemstone is
located in an undersea fortress known as the Maelstrom.

To get there the characters must secure a scepter from
the Elemental Plane of Water and a conch from
the mountain giant town, Grudd Haug.

Chapter 9: Lair of the Krakolich
for characters of 9th level

Aided by the rain giant Zephyrus, the characters assault
the Maelstrom. After defeating an undead aboleth

known as the Krakolich, they use the Wyrmskull Throne
to destroy Vecna’s three magic gemstones.

10 Introduction

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

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

Chapter 1 11

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

12 Chapter 1

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

Chapter 1 13

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

Racine continues the conversation with the charac- Information within the resistance is highly compart-
ters, answering any questions that they might have. mentalized. Because of this Racine does not know
As a trueborn who has lived her whole life in Mirabar, the name of the contact, only that he is a male dwarf.
she can vouch first-hand as to the darkness and suf- She does know that he was traveling along an aban-
fering that Vecna has brought to the city. Examples of doned underground highway that connects Mithral
information she might provide include: Hall to Mirabar’s mines. Racine can supply directions
to the mines’ entrance but warns that the doors to
J With the exception of Lapis, all the Gems are Vec- the mines are likely locked. To circumvent this, she
recommends the characters visit the Clockwork King,
nan spies and should not be trusted. who is rumored to have a skeleton key that might
open the doors.
J The Eyes of Vecna are not actual manifestations
Racine offers four 100 gp gemstones for comple-
of Vecna but, rather, undead creatures known tion of the first task and eight 100 gp gemstones
as will-o’-wisps that serve as spies for the local for completion of the second. Any checks to per-
clergy. suade Racine to increase the reward are made at
disadvantage, due to the difficulties of negotiating
J Much of the former wealth of Mirabar is scattered telepathically.

throughout the Hall of Sparkling Stones. The If any obvious clerics or paladins are in the group,
place is full of goblins and impervious to direct then Racine consoles them for the loss of their deity.
assault. However, the goblins are lazy and inatten- She, like most in Mirabar, falsely believes that Vecna
tive, and it is occasionally possible, albeit danger- has slain the Realms’s entire pantheon. However, she
ous, to sneak in and steal from them. still suggests that they visit one of the city’s few tem-
ples, area A4, to try and find some peace with their
J The town’s central garden once supplied enough god’s passing.

food to feed the entire city. Now it is a cursed,
blighted place known as Chauntea’s Graveyard. It
is called this because, years ago, the earth god-
dess Chauntea rose up from the garden to protect

14 Chapter 1

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

Racine Ramur

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

Chapter 1 15

A5. Lair of the Clockwork King J A mechanical crab called a clockwork familiar

The Clockwork King presides over a neighborhood of (worth 200 gp). If a character places a drop of
abandoned houses. These houses, themselves filled blood into a receptacle within the crab, then the
with a bewildering hoard of garbage, are connected crab bonds with the character as per the find fa-
via a teetering maze of junk and debris. A trapdoor in miliar spell. The crab can use an action to trans-
one of these houses leads into a section of the under- form, with a rumbling of gears, into a seahorse.
city, further filled with useless bric-a-brac. The maze Similarly, it can use an action to transform from
and houses are ceaselessly patrolled by four iron a sea horse into a crab. If reduced to 0 hit points,
cobras (see appendix B). the clockwork familiar is permanently destroyed.

The Clockwork King (LN male dwarf artificer, see J A small, toy coffin (worth 10 gp). Any character
appendix B) is one of the few dwarves remaining in
Mirabar. He keeps his beard shaved in remembrance who succeeds at a DC 12 Wisdom (Perception)
of his missing kin. He talks at a slow, deliberately check can hear what sounds like dozens of tiny
measured pace, often using his fingers to seemingly fists pounding to get out of the coffin. The coffin
count his words while speaking. He is guarded by two is locked. Although too delicate to be forced open
javelin-wielding monodrones whom he refers to as without destroying it, the lock can be picked by a
Null and Prime. character who makes a successful DC 10 Dex-
terity check using thieves’ tools. Once opened,
Since the Clockwork King does not speak Modron, dozens of miniature mechanical crawling claws
he knows little of his bodyguards. They showed up scuttle forth. Inside the coffin is a charred silver
on his doorstep a year ago, seemingly attracted to wedding ring with a small blood diamond in it.
his junkyard, and have been with him ever since. The The ring is worth 100 gp. Engraved on the bot-
modrons are escaped test subjects from Luskan’s tom of the coffin are the words, “Is no fun, is no
Hosttower of the Arcane. If the characters manage to Blinsky!” If asked, the Clockwork King indicates
communicate with them, they remember little of their that he thinks the coffin came from Luskan.
former lives, talking only of a “bad tower” and “mean
wizards.” If this information is communicated to the J A mind-sharpened armor (chain shirt) (worth 250
Clockwork King, then he infers that they likely came
from Luskan. gp) (see appendix B). This infused armor can
send a jolt to the wearer to refocus their mind.
The Clockwork King was originally a successful The armor has 4 charges. When the wearer fails
artificer who crafted clockwork items for the wealth- a Constitution saving throw to maintain concen-
ier families of Mirabar. Because of his success, he tration on a spell, the wearer can use its reaction
was able to buy more and more houses to hold all of to expend 1 of the armor’s charges to succeed in-
the accumulated junk that he could not bring himself stead. The armor regains 1d4 expended charges
to part with. This hoarder’s mentality has served him daily at dawn.
well in the Age of Vecna, and he has made significant
wealth selling normally worthless items from his J A clockwork amulet (see appendix B) (worth 150
junkyard kingdom. He now sees himself as more of a
merchant than a crafter. He prefers to sell his wares gp). When a character makes an attack roll while
for coin or gemstones but can occasionally be per- wearing the amulet, they can forgo rolling the d20
suaded to trade for unusual items, even if these items to get a 10 on the die. Once used, this property
are ultimately useless. can’t be used again until the next dawn.

If the characters express interest in trade, then he J A musician’s clockwork companion (worth 250 gp).
takes them into one of his homes, which he refers
to as the Clockwork Bazaar. This bazaar includes a This bundle of gears and string still needs to be
wide variety of mundane items as well as the follow- completed by the Clockwork King. Given 1d4
ing unique items: days, he can turn it into a clockwork instrument
functionally equivalent to an instrument of the
J A small, handheld device called the clockwork bards. It can be turned into either a lute, bandore,
or cittern, depending on the purchasing charac-
quantifier (worth 100 gp). If a character uses an ter’s preference. Once this configuration has been
action to wave the quantifier before a group of completed it is irreversible.
items, the quantifier announces, in a loud dwar-
ven voice, the exact number of items in the group. J The following potions brewed from a clockwork
The quantifier has ten remaining charges.
alchemist’s set that looks similar to a modern-day
coffee maker: three viscous potions of healing
(worth 50 gp each), one viscous potion of great-
er healing (worth 100 gp), two viscous potions
of resistance (fire) (worth 100 gp each), and a

16 Chapter 1

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

Chapter 1 17

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

18 Chapter 1 Mirabar

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

taking 14 (4d6) cold damage. On a success-
ful save, the character gains the minor
blessing of the Frostmaiden, which
Auril can rescind at any time while
she is alive. This blessing also
ends if Auril dies. It otherwise
adheres to the rules for bless-
ings as described in chapter 7 of the
Dungeon Master’s Guide.

Chapter 1 Mirabar 19

A7. Boulevard of Religious Freedom characters’ levels at this point. However, the Hall of
Sparkling Stones is also filled with vast piles of dis-
This broad avenue is a broken, weed-strewn corpse carded treasure; gemstones, in particular, are present
of its former self, littered with wolf dung and coated in abundance. Because of this, the Hall of Sparkling
in chalky rock dust. Piles of rubble line the sides of Stones makes for an excellent heist location for
the street, behind which is an impenetrable tangle of stealth-minded characters
thorns. Following the boulevard leads to the Hall of
Sparkling Stones, a sad, dust-covered fortress. If the characters wish to attempt a heist, determine
how your players wish to approach the situation, as
Upon inspection, it is easy to discern that the piles laid out below.
of rubble were once finely crafted statues. A success-
ful DC 10 Intelligence (Religion) check is required Heist Recon. If the characters wish to reconnoiter
to determine that they were statues of gods and that the Hall, they must move around the area unseen.
nearly every major deity was represented. A dusty Have them make a group Stealth check. At a dis-
plaque is affixed to the road near each broken statue. tance, they are hard to discover, making the starting
The plaque reads, “THERE IS NO [GOD NAME]. DC 5. However, for every 2 hours the characters
ONLY VECNA.” The gods named upon the plaques remain, they must attempt another group Stealth
range from Azuth to Waukeen. check. The DC increases by 1 with each attempt.

Any character who inspects the tangle of thorns Consult the Heist Recon table to determine what in-
and makes a successful DC 20 Wisdom (Perception) formation they gather along the way. What is learned
check notices a small path leading into the briars. may go a long way when planning the actual heist.
This path can be discovered without such a check if
the character has already been informed of its exis- Heist Recon
tence. The hidden pathway leads to area A9.
Hours Intel Gathered
A8. Hall of Sparkling Stones
>2 There are windows from the 2nd story and
The Hall of Sparkling Stones is built upon a large upwards, and a cellar entrance with a portcullis.
knoll. The fortress was built to look like a giant
guard in full plate and helm, with a shield held before 2–4 The cellar entrance is always guarded by a lone
its face. Thousands of rusted greataxes have been ogre.
hammered into the front of the building. A success-
ful DC 10 Intelligence (History) check is required to A duergar arrives, an axe lying flat across his
determine that the greataxes belonged to the Axes of outstretched hands. He talks with a group of
Mirabar, shield dwarf veterans who once served as hobgoblin guards, is let in, and comes back out
part of the city’s elite guard. 20 minutes later with a small, bald goblin. The
5–6 duergar hammers the axe into the side of the
The Hall of Sparkling Stones was once the seat building, and is then given a small pouch by the
of the Mirabarran government. Now, it serves as goblin (containing 50 gp). The duergar bows
the barracks for the goblin clan Kreeth and their respectfully and walks away as the goblin re-
bald, nearsighted chieftain, Mayor Maroo. The Hall enters the Hall.
was once an architectural marvel of the world, with
stained glass windows, black marble tables, and The goblins sometimes bicker and argue among
inlaid traceries of gold, silver, and platinum. Now, it is themselves. The hobgoblins are disciplined,
the world’s prettiest dung heap. with no obvious weaknesses to exploit. Ogres
7–8 sometimes fall asleep on the job. There is likely
Mayor Maroo is an avid cat lover and, consequently,
the Hall of Sparkling Stones is full of hundreds of an entrance on the roof, as a goblin appears from
stray cats that he has adopted over the years. Most of there during guard rotations.
these cats are harmless but a feral few have banded
together into hunting packs. Maroo is guarded by Three goblins arrive, each carrying a sack that
a trained kamadan (see appendix B). Maroo also seems to be moving. As they reach the entrance,
passionately hates all dogs. He refuses to allow his words are exchanged and one of the goblins
goblins to stable their wolves in the Hall of Sparkling pulls a cat from one of the sacks, only to put
Stones, making them, instead, quarter their steeds in 9–16 it back into the sack. They are let into the Hall,
the city’s stables.
exiting again half an hour later, this time carrying
Hall Heist. The Hall of Sparkling Stones is a large a small chest (which contains 300 gp as a reward
building filled with ogres, goblins, hobgoblins, and for bringing new cats to Mayor Maroo).
cats. Such a force should be unassailable, given the
17–24 Guard rotations happen every 8 hours.

25+ The number of guards is doubled at night.

Tools. In preparation of the heist, the characters
might wish to spend some time searching Mirabar for
various tools to assist them. Finding an item from the
Heist Tools table below takes 4 hours of work and re-
quires a successful DC 10 Intelligence (Investigation)
check. Any tool acquired grants its bonus only when
used in conjunction with the corresponding infiltra-
tion method as shown in the Infiltration Modified
column.

20 Chapter 1 Mirabar

Heist Tools Heist Scheme

Tool Entry or Bonus Scheme Check Required Heist
A 100-foot rope and a Scheme +10 Athletics Bonus
grappling hook Point of Entry: +5 Deception
A dwarven axe roof or window Contributors. The characters DC 10 Deception.
Scheme: per axe bring a dwarven axe as an Automatic success +5
A cat contributors +5 Deception offering. with dwarven axe.
Scheme:
Goblin and hobgoblin cat sellers per cat Cat Sellers. The characters DC 15 Deception. +10
disguises Scheme: +5 Deception bring one or more cats for Automatic success
Shovels, pickaxes, and a contributors or Mayor Maroo. with one or more
cart cat sellers +10 Athletics
Point of Entry: cats.
dig a tunnel
Silver Tongues. The
characters attempt to talk DC 20 Deception +0
their way inside.
The Heist. As it is finally time for the heist, ask
the characters to make a DC 10 group Stealth check
Point of Entry and Timing. To proceed with the
heist, the characters must decide their point of entry if they sneaked inside or a DC 10 group Deception
and when to carry out the heist. Use the Heist Point
of Entry and Heist Timing tables below to determine check if they were allowed inside. If they fail, they can
any modifiers they amass for the heist itself.
attempt the other check at DC 15. On a second fail-

ure, that, they must abandon the heist. On a success,

they navigate the Hall and succeed with the heist.

Some options might require a group check to suc- Heist Success. To determine what treasure they
cessfully pull off. The characters might get a bonus find, let the characters roll a d100 on the Hall Heist
to a check if they previously acquired appropriate table below, then add together all the heist bonuses
tools. Failing a check doubles any negative modifiers they have amassed and add the bonuses to the roll.
gained from that option or removes any positive mod-
ifiers gained from that option. Hall Heist Magic Items
-
Heist Point of Entry Roll Treasure Roll 1d6 times on Magic
0–10 2d6 × 10 gp Item Table A
Point of Entry Check Required Heist Roll 1d6 times on Magic
Bonus 11–19 2d6 × 10 gp Item Table A
Side entry — Roll 1d6 times on Magic
Cellar — +0 20–29 4d6 × 10 gp Item Table A
2nd-story window DC 5 Athletics +1 Roll 1d6 times on Magic
3rd-story window DC 10 Athletics +2 30–39 2d6 × 25 gp Item Table A
4th-story window DC 15 Athletics +3 Roll 1d4 times on Magic
Front gate DC 20 Deception +4 40–49 4d6 × 25 gp Item Table B
Roof DC 20 Athletics +6 Roll 1d4 times on Magic
DC 15 Athletics each day +8 50–59 2d6 × 50 gp Item Table B
Dig a tunnel for three consecutive days Roll 1d4 times on Magic
+10 60–69 4d6 × 50 gp Item Table C
Roll 1d4 times on Magic
Heist Timing 70–79 2d6 × 75 gp Item Table C
Roll 1d4 times on Magic
Time Check Required Heist 80–89 4d6 × 75 gp Item Table D
Bonus Roll 1d4 times on Magic
Item Table D
Nighttime — +0 90–99 2d6 × 100 gp Roll 1d4 times on Magic
Item Table F
Daytime — +3 100–109 4d6 × 100 gp Roll once on Magic Item
Table G
Guard rotation DC 15 Stealth +5

Guard rotation DC 10 Stealth +5 110–119 2d6 × 100 gp
with awareness of
the roof guard
Scheme. Finally, if the characters approach the 120+ 2d6 × 250 gp

Hall via the front gate, the side doors, or the cellar Escape. To successfully escape, it is assumed
that the characters exit in the same manner as they
when there isn’t a guard rotation, they may wish to entered. To do so, they must make a DC 10 group
Stealth check if they sneaked in or a DC 10 group
employ a scheme. Use the Heist Scheme table below Deception check if they were allowed inside. If they
fail, they can attempt the other check at DC 15. On
to determine any modifiers they amass for the heist

itself.

Chapter 1 Mirabar 21

a second failure, they must abandon their plan and archliches leading Vecna’s armies. They then raised
flee, which causes them to lose either the gold or the her as an undead abomination and inflicted upon her
magic items they acquired (their choice) and results a madness, causing her to believe that she was the
in the same consequences as a failed heist. ghost of Chauntea. Her lair is a maze of briars.

If you wish, however, you can instead have them A9a. Briar Maze
move through the various steps again in reverse or-
der. The walls of the maze are 10 feet tall and are too
flimsy to be scaled effectively. A 5-foot square of
Failed Heist. If the heist fails, the characters must briars has AC 11, 25 hit points, and immunity to
run for their lives. Each character gains two levels of bludgeoning, piercing, and psychic damage. When a
exhaustion and loses half their hit points. They finally creature comes into direct contact with the thorns
lose their pursuers in the woods outside Mirabar. If for the first time on a turn, the creature must succeed
another heist is attempted later, the heavily increased on a DC 10 Dexterity saving throw or take 5 (1d10)
security imposes disadvantage on all associated slashing damage from the briars’ bladelike thorns.
group checks. The ground of the maze is blighted. It is semiper-
meable to water, seeming to grudgingly absorb it over
Further Developments. See the Heist Develop- time. However, the dirt soaks up even the slightest
ments table below for additional events that might drop of blood with parched desperation. Anytime
occur under certain conditions. a beast or humanoid takes 5 or more piercing or
slashing damage, their spilled blood soaks into the
Heist Developments soil. One round later, 1d4 twig blights sprout in an
adjacent square.
Event Two desiccated shamblers (see appendix B), live

Cats! If the characters successfully masqueraded as cat Colbornia is now an eerie
sellers and brought one or more new cats, Mayor Maroo shadow of her former self
greets them warmly and rewards them with a small chest
containing 100 gp per cat. Furthermore, the characters have
advantage on any future ability checks made to interact with
Mayor Maroo.

Dark Contribution. If the characters successfully
masqueraded as loyalists bringing one or more axes, Mayor
Maroo follows them out and rewards them with a pouch
containing 50 gp per axe.

Tunnelers. If the characters tunneled into the Hall, they
stumble upon the larder and can each find 2d4 rations and a
waterskin.

Through the Looking Glass. If the characters climbed onto
the roof, they find a spyglass.

A9. Chauntea’s Graveyard

This was once a walled garden, sacred to Chaunt-
ea, the goddess of agriculture. Years ago, it grew
enough produce to feed the entirety of Mirabar. Now,
the walls are nothing more than piles of rubble and
the once-lush garden is a barren, briar-strewn field
devoid of any signs of animal life. This area refers to
a small portion of the larger field referred to by the
locals as Chauntea’s Graveyard.

According to local legends, Chauntea rose from her
garden to defend Mirabar from Vecnan invaders. In
response, Vecna joined the battle. The fight between
Chauntea and Vecna raged day and night but in the
end, Vecna prevailed. It is said that Chauntea’s de-
ranged ghost now haunts these fields, poisoning the
lands with her bitter tears.

These legends are false. The centerpiece of the gar-
den was a huge apple tree that grew apples as large
as pigs. The archdryad Colbornia, the high priestess
of Chauntea’s garden, lived within this tree. When
Mirabar was conquered, Colbornia was slain by the

22 Chapter 1 Mirabar

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

Chapter 1 Mirabar 23

A9b. Chauntea’s Grave

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

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

24 Chapter 1 Mirabar

Have the characters roll initiative. Colbornia is ob- A10. Ministry of Secrets
viously mad and difficult to reason with. She rambles
repeatedly about her death at the hands of Vecna, The Ministry of Secrets is a plain, granite mansion
growing increasingly angry every round. Unless this filled with a garish display of riches. The lobby is
anger is mitigated, she attacks three rounds after paneled with exotic wood imported all the way from
leaving her tree. distant Chult. Priceless silk tapestries from Calim-
shan, illustrating Vecna’s many victories, hang upon
A character can appeal to her delusions with a the walls. Scenes further glorifying the great god
successful DC 18 Intelligence (Religion) check. If Vecna are painted along the vaulted ceiling. Couches
successful, Colbornia calms down and grants the and divans plush enough to accommodate royalty
characters safe passage into her clearing. However, are often occupied by plain, dust-covered city folk
on any given round there is a 20 percent chance that anxious to trade the secrets of their day-to-day lives
her madness returns, and she immediately attacks for some bread and the hope, however unlikely, of a
the “treacherous” characters. more lavish reward.

Any character who makes a successful DC 18 Intel- Vecna’s forces are quartered within similar nearby
ligence (Nature) check discerns that Colbornia is not mansions. In total, there are three hundred official
a slain god, but rather an undead dryad. If confronted clergy members. The church of Vecna is extremely
with this truth, Colbornia spends a round in catatonic lawful and has a well-defined hierarchy. A congrega-
retreat before sobbing in realization. She quietly begs tion is referred to as an Organ of Vecna. Each Organ
for the characters to put her out of her misery. The is led by a Thought of Vecna. The Thought is typical-
characters then have three rounds before her mad- ly a powerful lich who has proven their devotion to
ness returns and she attacks them. Once her mad- Vecna. Serving directly underneath the Thought are
ness returns, Colbornia rejects any further mention the Memories of Vecna, lesser priests who enforce
of her not being Chauntea as utter lies. the worship of Vecna while handling most of the city’s
daily governance. The Teeth of Vecna are specialist
Beside the tree is a small, overgrown altar bearing wizards, feared for their magical bite. Although their
the symbol of Chauntea. Next to the altar is a burlap raw power frequently rivals, and sometimes exceeds,
sack that is actually a bag of beans. The tree has AC that of the Memories, they are often lower in the hier-
15, 250 hit points, and immunity to bludgeoning, archy. Below the Memories and Teeth are the Fingers
piercing, and psychic damage. If reduced to 0 hit of Vecna. The Fingers are thieves and rogues, respon-
points, it is destroyed. Destroying the tree brings sible for gathering secrets. Last in the hierarchy are
peace to Colbornia’s haunted soul, effectively defeat- the Blood of Vecna, zealous thugs who are willing to
ing her. lay down their lives when needed.

If Colbornia dies, she withers away into a pile of Mirabar’s Thought of Vecna is a lich named The
dead leaves. If her tree is also destroyed, a tiny stalk Sakabarus. The Sakabarus takes little interest in the
bearing an acorn grows from Colbornia’s remains. affairs of Mirabar and is usually immersed in arcane
Any character who makes a successful DC 10 Wis- experiments involving AAOs. He delegates his au-
dom (Nature) check discerns that the acorn appears thority to Memories of Vecna as well as to a squad of
pure and unblemished by the surrounding corrup- enslaved yugoloths comprising an arcanaloth, four
tion. If the characters plant the acorn in undefiled mezzoloths, and a hydroloth (see appendix B).
earth, a new tree begins to grow. The tree reaches
maturity after a month’s time, and Colbornia's proge- Any character who attempts to trade a secret of
ny, the dryad Myamolle, now dwells within it. genuine value will be rewarded with gold and gem-
stones up to 500 gp in value. However, they will also
The covered well has a lowered bucket connected draw the attention of the Fingers of Vecna, who will
by chains to a series of gears. These are the gears attempt to spy on the characters for the remainder of
desired by the Clockwork King. The gears are activat- the adventure.
ed by a lever. The entire contraption is rusted from
years of disuse but is nonetheless still functional.
Characters may use an action to pull the lever which
then raises the bucket. Raising the bucket takes two
rounds. The gears can be successfully dismantled
with two actions, although doing so renders the lever
inoperable. The well’s bucket is a thermal bucket (see
appendix D); it can easily be removed from its chains
by using an action.

Chapter 1 Mirabar 25

Chapter 2

In Search of the Dwarves
In this chapter the characters gain entrance to the Greater
Mines of Mirabar in hopes of discovering the lost dwarven “Supernatural Gifts” in the Dungeon Master’s
courier. Instead, they find a vast subterranean highway in- Guide). Otherwise, the skittish creatures scatter
fested by hordes of the walking dead. Worse still, the charac- into the storm, quickly disappearing from sight.
ters are stalked by Dem’ghot’nec, an ancient, imprisoned devil
on the cusp of breaking free from its bonds. After vanquish- J Unholy Unearthing. While exploring a quarry,
ing the devil, the characters find the missing courier and re-
trieve the magical shroudstone. Finding a tunnel back to the the characters come across four cultists and a
surface world, they can leave and deliver the gem to Racine. cult fanatic excavating the bones of an ancient
red dragon. The cultists each wear an ornate holy
he entrance to the Greater Mines of symbol of five colored, conjoined circles (worth
Mirabar is roughly fifty miles north- 25 gp). Any character who makes a successful DC
west of Mirabar. Depending upon 13 Intelligence (Religion) check notes that this
the characters’ speed of travel, it is one of the many commonly used symbols for
takes two to three days to reach the Tiamat.
mines’ entrance. The journey winds through a des-
olate stretch of abandoned lesser mines and empty J Prospective Prospecting. While exploring one of
quarries, before reaching the imposing 15-foot tall
doors of the greater mines. At the DM’s discretion the the lesser mines, the characters discover a set of
journey might go uneventfully or can include any of mining tools. A character using these tools for 8
the following encounters: hours can attempt a DC 15 Intelligence (Investi-
gation) check. If successful, they unearth a cluster
J The Tooth that Bites. While traveling along the of gemstones worth a total of 250 gp.

road, the characters are accosted by Hamun J A Web of Possibilities. The road cuts through a
Kost, a Tooth of Vecna (appendix B). The sal-
low-skinned mage, who is accompanied by two spider-haunted quarry that is filled with curtains
thugs and a half-elf zombie, interrogates the of dirty webs. Dozens of giant spiders live within.
characters about their presence here. Hamun’s The quarry can be circumvented easily but takes
suspicions can be allayed with a successful DC six hours to do so. Safely traversing the quarry re-
13 Charisma (Deception) check; otherwise, he at- quires a successful DC 13 Wisdom (Survival) or
tacks the characters. The wizard carries a leather Dexterity (Stealth) group check. If the characters
bag containing 40 gp, one pearl (worth 100 gp), fail, then they are bitten by the giant spiders and
a potion of healing, and a scroll of darkness. The chased from the webs; they are afflicted by the
zombie wears a torn tabard bearing the insignia poisoned condition for the next 48 hours. If the
of a gauntlet clasping a sword and carries the characters succeed, then, while safely bypassing
yellowed deed to an apple orchard in the distant the spiders, they discover the desiccated re-
town of Phandalin. mains of a fellow traveler. Searching the remains
uncovers a set of alchemist’s tools as well as a
J Cold “War.” A snowstorm strikes suddenly. While stoppered vial that contains three dried spiders
that radiate transmutation magic. If a creature
making their way through the storm, any char- consumes one of these spiders, then that creature
acter with a passive Perception of 13 or higher gains the benefit of the spider climb spell but
notices small tracks leading off the road. The must also make a successful DC 13 Constitution
tracks can be followed by making a successful DC saving throw or be affected by the poisoned condi-
13 Wisdom (Survival) check. If followed, the char- tion for one hour.
acters find a trio of small 6-inch-tall creatures that
resemble animated dolls with spindly limbs and J Furry Feline Friend. The characters come
wild hair. These elemental creatures, known as
chwingas (see appendix B), are in the midst of a across a hungry kamadan kitten (use the statis-
playful snowball fight. If the characters play with tics for a cat) that got lost after escaping from the
them, then afterwards the chwingas bestow the Hall of Sparkling Stones. The kitten has orange
characters with a charm of animal conjuring (see fur with black spots and six strange bulges along
its back. If the characters feed it, then the kitten
follows them to the best of its abilities. If the
characters still have the kitten after 100 days, it
matures into a kamadan juvenile (use the statis-
tics of a panther), a leopard-like creature with

26 Chapter 2 In Search of the Dwarves

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

within 50 feet.

J They putrefy any food or consumable liquid that

remains within 100 feet of a skull for more than 6
hours. Any character who consumes such food or
drink must make a successful DC 10 Constitution
saving throw or be poisoned for 24 hours. The
DC of this save increases by 1 for each additional
2 hours the food is exposed to the beacon.

J They sedate any undead creatures within 100 feet

of them that have an Intelligence of 3 or lower.
Such creatures do not attack, except in defense
of themselves or another zombie within 10 feet of
them. Loud noises or aggressive actions may also
snap them out of their necrotic torpor, at the DM’s
discretion.

These zombies were created by the demon lord,
Demogorgon. Years ago, the demon lords of the
Abyss were summoned into the Underdark (see
Out of the Abyss for additional details) by Gromph

Chapter 2 In Search of the Dwarves 27

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

Dem’ghot’nec is a disembodied presence that flies Shortly after the characters enter the highway,
through the air. He is invisible, although any zombie Dem’ghot’nec possesses fifty zombies from the
Mirabarran mines and funnels them into the highway,

28 Chapter 2 In Search of the Dwarves

Zombie hook horrors
roam in one of the tunnels

attempting to push the characters east, toward J The zombie hook horrors are undead.
Mithral Hall. These zombies pursue the characters
throughout the day at a slow but implacable pace. J They have immunity to poison damage and the

Halfway through the first day, the characters come poisoned condition.
across a cave-in. A makeshift tunnel has been
excavated through the rubble, but the tunnel is only J They have the Undead Fortitude trait. If damage
15 feet wide and is packed with docile zombies.
The tunnel extends a full mile in length, gradually reduces the zombie to 0 hit points, it must make
tapering to 5 feet of width before widening again to a Constitution saving throw with a DC of 5 + the
15 feet. At the end of the tunnel, the characters have damage taken, unless the damage is radiant or
successfully escaped the cave-in and the highway from a critical hit. On a success, the zombie drops
resumes as normal. to 1 hit point instead.

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

Chapter 2 In Search of the Dwarves 29

Day Three from a critical hit. On a success, the zombie drops
to 1 hit point instead.
This last stretch of highway is suffused with faerz-
ress. Faerzress is an unusual magical energy that J The zombie harpies no longer have their Luring
pervades much of the Underdark; it featured promi-
nently in Out of the Abyss. Due to the influence of the Song action.
demon lords that have been released into the Un- Eight hours into the day, the demon-tainted faerzress
derdark, faerzress now acts as a catalyst, spreading begins to wear on the characters’ minds. Each char-
the demon lords’ madness. Demon-tainted faerzress acter must succeed on a DC 13 Wisdom saving throw
has the following properties: or suffer one level of madness. On top of this, each
character must succeed on a DC 17 Constitution sav-
J Areas suffused with faerzress are always filled ing throw or suffer one level of exhaustion. Adjust the
difficulty (or necessity) of this check, depending upon
with dim light. to what extent the characters were able to access
food, water, and rest.
J A creature in an area suffused with faerzress has Near the end of the day, the characters come across
a burrowed tunnel that branches off from the high-
advantage on saving throws against any divina- way. A character who makes a successful DC 10
tion spell. Wisdom Perception) check, or has a passive Percep-
tion of 10 or higher, notices the circulation of cold,
J Any creature attempting to teleport into, within, fresh air from the tunnel. The tunnel winds upwards
100 feet before a zombie umber hulk, possessed by
or out of a faerzress-suffused area must succeed Dem’ghot’nec, burrows up from below, flanking the
on a DC 15 Constitution saving throw. On a failed characters. Use the statistics for umber hulks with
save, the creature takes 1d10 force damage and the following changes:
the teleportation attempt fails.
J The zombie umber hulk is undead.
J When a spell is cast in a faerzress-suffused area, J It has immunity to poison damage and the poi-

the caster rolls a d20. On a roll of 1, the spell soned condition.
has an additional effect, determined by roll-
ing on the Wild Magic Surge table (Player’s J It has the Undead Fortitude trait. If damage
Handbook, chapter 3).
reduces the zombie to 0 hit points, it must make
J Any character who spends more than eight hours a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or
in a faerzress-suffused area must succeed on a from a critical hit. On a success, the zombie drops
DC 13 Wisdom saving throw or suffer one level of to 1 hit point instead.
madness.
J It no longer has the Confusing Gaze trait.
Six hours into this day, the characters come to a
large chasm that cuts across the highway. The chasm After another 100 feet the tunnel opens into the
is 30 feet across and 100 feet deep. A broken rope tomb of Dem’ghot’nec.
bridge hangs loosely from the western side of the
chasm. The walls of the chasm are honeycombed Dem'ghot'nec posseses a
with hundreds of small caves. zombie umber hulk

Twenty-four zombie harpies and a two-headed
stone giant zombie lair quietly within these caves.
When the first character either crosses, or has
climbed halfway down, the ravine, Dem’ghot’nec pos-
sesses four of the harpies and attacks the most vul-
nerable character. He possesses additional harpies
and the giant only as needed to chase the characters
from the ravine and back onto the highway. Use the
statistics for harpies and stone giants with the follow-
ing changes:

J The zombie harpies and stone giant zombie are

undead.

J They have immunity to poison damage and the

poisoned condition.

J They have the Undead Fortitude trait. If damage

reduces the zombie to 0 hit points, it must make
a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or

30 Chapter 2 In Search of the Dwarves

Tomb of Dem’ghot’nec

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

DMs should give some thought to fine-tuning this
encounter. As written, it assumes that the characters
have not had an opportunity to engage in a long rest
since entering the mines. As such, they are likely
struggling with diminished resources and exhaustion.
If the characters were able to complete a long rest,
particularly right before this encounter, then consider
having Dem’ghot’nec manifest as a barbed devil.

At the start of each of Dem’ghot’nec’s turns, the
magical gemstone flashes brightly, briefly filling the
characters’ minds with visions of hellish flames and
infernal torture. Each character must succeed at a
DC 10 Wisdom saving throw or suffer one level of
madness. This radiance can be negated with a dark-
ness spell, or even something more mundane such as
covering the gemstone with a cloak. The gemstone
has AC 18 and 50 hit points.

The Devil’s Due. Destroying the gemstone sends
Dem’ghot’nec’s infernal essence back to the Nine
Hells, forcing the bearded devil to burst into flames

Chapter 2 In Search of the Dwarves 31

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

32 Chapter 2 In Search of the Dwarves

Chapter 3 The Trap Revealed

Return to Mirabar Immediately after the characters either drink the
wine or confront the doppelganger, they collectively
This short chapter concludes the characters’ time in Mira- hear the desperate voice of Racine screaming in their
bar, wrapping up the adventure’s first story arc. Upon return- heads, GET OUT! IT’S A TRAP! We’ve been discov-
ing from the mines, the characters discover that Racine and ered. There is a secret tunnel under the table. Go
her resistance have been compromised. After battling a dop- to the Amber Hulk, near the River Gate. Deliver the
pelganger assassin, the characters must fight their way out gemstone to the rain giant, Zephyrus, in Triboar. Go
of the city. Based on their final instructions from Racine, now— her voice is cut off with a telepathic scream of
they must deliver the gemstone to the rain giant, Zephyrus, pain. TERRANOXYIA! I almost forgot! TERRANOXY-
in Triboar. IA! Racine screams again and then goes silent.

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

Chapter 3 Return to Mirabar 33

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

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

The road from Mirabar to Triboar now awaits.

34 Chapter 3 Return to Mirabar

Chapter 4

From Xantharl to Xanathar
Given the map they found in Mirabar, the most likely path for Luskan
the characters is south, along the Long Road. Traveling this
road, they will pass through Xantharl’s Keep and Longsaddle Before Vecna’s invasion, Luskan was described as
before eventually reaching Triboar. From Triboar, the charac- “...a dirty dive with filthy streets, squat buildings,
ters will most likely head west, following the Triboar Trail, ramshackle docks, creaky old longships, and crass
before taking the High Road north to Helm’s Hold. At Helm’s pirates thinly disguised as sea traders.” Some things
Hold, they will discover information that sends them south, never change. The city is still ruled by five High Cap-
through Leilon, and ultimately to Thornhold. The details tains whose lawlessness has been quelled by Vecna.
of each of these major locations are provided in chapters 5 Those loyal to Jarlaxle Baenre have been driven from
through 7. the city. The Hosttower of the Arcane is currently run
by former apprentices of Halaster Blackcloak—Arctu-
djacent locations that the ria, Muiral the Misshapen, and Trobriand, the Metal
characters might explore Mage—who are now loyal to Vecna.
include Evernight, Luskan, the
Neverwinter Wood, and Port Permanent portals to Ravenloft exist within the
Llast. Hosttower. The energy from these portals is used to
help manufacture artificial organisms. Occasionally,
Evernight dark, terrible things escape through the portals. As
such, the foggy streets of Luskan are now home to
According to the Neverwinter Campaign Setting, vampires, werewolves, and other horrors.
“Legend has it that every major feature of the mortal
world—every mountain, every ocean, every forest, ev- Neverwinter Wood
ery river, and every city—has a dark, twisted reflection
in the Shadowfell. There, shade is darker, edges are The forest east of Evernight seems to have a loath-
murkier, and everything that makes a place whole- some quality about it, or at least an air of uneasiness.
some and natural is warped into a dark and twisted The Neverwinter Wood holds countless ruins and
version of itself.” more than a few crumbling castles. For this reason,
the archlich Acererak often visits this brooding forest.
The shrouded city of Evernight is the dismal In particular, he is slowly and carefully exploring the
reflection of Neverwinter, the so-called Jewel of the ruins of Xinlenal, the Fallen City. He is also attempt-
North. Some years after Vecna’s conquest, the cities ing to tap into the latent energy still contained within
of Neverwinter and Evernight traded places. Now, Szass Tam’s Dread Ring.
the citizens of Neverwinter sleep under the sunless
skies of the Shadowfell, and the maddened necro- Although the characters might be tempted to cut
mancers and shambling dead of Evernight have been through the Neverwinter Wood, such a shortcut
unleashed upon Faerûn. would likely prove fatal. The woods are occupied
by blights, corrupted treants, ghosts, liches, and
Although an interesting locale, Evernight does not wraiths, all of which are drawn to living flesh like
play a direct role within this adventure. As such, it moths to flame. Any character who carries Colbor-
is up to the DM as to why Evernight has swapped nia’s acorn experiences intense unease when near
places with its planar doppelganger. Perhaps the the Neverwinter Wood. This unease intensifies
manifestation of Evernight is a sign of the Sword should the character venture into the forest.
Coast’s ongoing hopelessness and a harbinger of
the Shadowfell’s impending encroachment upon the Port Llast
Realms. Maybe the switch was orchestrated by Orcus
to provide a beachhead on Faerûn. Or it might be This small, coastal town has been abandoned for
that Vecna used his godly powers to drag Evernight years and its harbor is strewn with long-plundered
from the Shadowfell, providing staging grounds for shipwrecks. However, this location is still the only
an eventual assault upon the Plane of Shadow. For accessible port between Luskan and Evernight. On
a more detailed adaptation of Evernight and the moonless nights, Jarlaxle Baenre and the Bregan
Shadowfell see Ulraunt’s Guide to the Planes: The D’aerthe often sneak into Port Llast, smuggling
Shadowfell.

Chapter 4 From Xantharl to Xanathar 35

goods to and from the mainland. For more details only survivor, used to mock him for his pacifist ways,
nicknaming him “Fight.”
on the Bregan D’aerthe see Doomed Forgotten Realms:
Sword Coast Gazetteer. Though not worth much in combat, he’s looking
for friends and loves to play cards. He is a master at
Travel Encounters Three Dragon Ante but he prefers to play his own
game “Arcana the Conclave.” When he wins a game,
This lengthy journey can be seeded with random he shouts “Infinite c-c-combo!” or “HA! I WIN!”
encounters as desired. See the Dungeon Master’s
Guide for descriptions of random encounters Midnight Menace
as well as lists of monsters by environment. You
can also populate the roads with fellow travelers The road from Triboar to Helm’s Hold skirts the edg-
(commoners) that can be used to deliver relevant es of the Neverwinter Wood. It is quiet during the day,
background information about impending locales. but at night the dark creatures of the forest venture
forth in search of sustenance. Possible nighttime
Use the Encounter Locations table for a quick encounters include ghosts, shadows, and wraiths.
overview of the encounters presented here. Use them
as needed to ensure the characters are 7th level upon Scorn of the Swamps
reaching Thornhold Keep.
The road from Leilon to Thornhold follows the edge
Encounter Locations of the Mere of Dead Men. Encounters might include
shambling mounds or a raiding party from the Scaly
Encounter Location Death lizardman tribe. Such a raiding party consists
of ten lizardfolk led by a lizard queen mounted upon
Awakened In Longsaddle and on the road from a catoblepas (see appendix B).
Arcana there to Triboar
Through a Glass Darkly
Croaking Blues Between Mirabar and Longsaddle
A destitute man in tattered robes stands seemingly
Don’t Hate the Anywhere on the road waiting for the characters. He wears a mirror shard
Player on a leather necklace around his neck. If prompted,
the man introduces himself as Alter Odim, a simple
Midnight Nighttime between Triboar, Helm’s Hold, merchant of mirrors. His voice is soft and smooth,
Menace and Leilon and his demeanor is inviting and warm.

Scorn of the Between Leilon and Thornhold Underneath his robes, he has multiple handheld
Swamps mirrors, either with wooden handles (worth 5 gp),
steel handles (worth 10 gp), alabaster handles (worth
Through a Glass Anywhere where two or more roads meet 15 gp), gilded handles (worth 20 gp), or ivory handles
Darkly (worth 50 gp).

Awakened Arcana The first character who buys a mirror with a wood-
en, steel, alabaster, or gilded handle from Alter,
The road from Longsaddle to Triboar is typically receives an enchanted mirror. It has one charge for
safe. Living spells such as living Bigby’s hand, every 5 gp it is worth. If a character attunes to the
living blade of disaster, and living demiplane (see mirror, they can speak its command word as an
appendix B) sometimes prowl south of Longsaddle, action to cast the mirror image spell on itself without
but they generally stay within the boundaries of the expending a spell slot. Once the last charge is used,
city. This road also borders the hunting grounds of a the mirror loses its magic and becomes a mundane
tyrannosaurus zombie (see appendix B) carelessly mirror.
transplanted here by Acererak.
The first character who buys a mirror with an
Croaking Blues ivory handle from Alter, receives a looking glass (see
appendix D).
The road between Mirabar and Longsaddle is lightly
traveled and also generally safe. However, the recent Alter Odim is in truth a mysterious entity from the
activity at Xantharl’s Keep has attracted the atten- Far Realm, unbound by the regular rules of reality.
tion of a blue slaad. If any of the characters bear the He refuses to disclose any information of worth and
Blessing of Ssendam (see chapter 5), then the slaad repels queries with “I don’t know anything, I’m just
is friendly. Otherwise, it attacks the most vulnerable a humble mirror merchant.” If attacked, he simply
spellcaster, hoping to infect them with chaos phage. If evaporates into a dark mist and disappears. Other-
successful, the slaad then attempts to flee. wise, he disappears once the characters leave.

Don’t Hate the Player

The characters might stumble upon Oliviér Fight (LE
male goblin), an unarmed, blue-haired goblin dressed
in regular clothing. His clan, of which he is now the

36 Chapter 4 From Xantharl to Xanathar

Chapter 5 Madness and Loss of Agency
This chapter deals with madness, altered reality, and loss
Xantharl’s Keep of agency. Before running this chapter, you should discuss
these topics with your players. In the event that the topics
Xantharl’s Keep is an optional stopping point along the are inappropriate for your table you can still run the keep
characters’ journey to Triboar. While there, the characters as a monster’s lair or skip the keep without affecting the
are recruited by the Zhentarim to investigate a slaad-infest- adventure’s overall plot.
ed manor house. The inhabitants of the manor have been af- Finally, it should be noted that these “madnesses” are
flicted with various madnesses by a visiting green slaad. After included to provide opportunities for unusual social
interacting with these inhabitants, the characters journey encounters. You and your players can engage with these
through their own psyches before finally doing battle with encounters in whatever manner is most appropriate for
the lord of the manor, Worvil “the Weevil” Forkbeard. your table. Our recommendation is to portray them as
temporarily magnified idiosyncrasies. They are in no way
antharl’s Keep is a fortified meant to simplify or trivialize the complex issues surround-
village that stands along ing mental health.
the western side of the
Long Road. Heavy cross- More recently, a squad from Zhentil Keep was dis-
bows are mounted along its protective walls. Within patched to investigate the increasingly strange com-
these walls are dozens of steep-roofed buildings. munication that has been arriving from Xantharl’s
The village and keep are occupied by a Zhentarim Keep. This squad, led by the Iron Viper (LE male
garrison led by Worvil “the Weevil” Forkbeard (NE human gladiator with expertise in the Insight skill
male dwarf bandit captain). The Zhent forces pro- [+7]), arrived here a day before the characters. The
vide military protection to nearby Mirabar. They also squad consists of three veterans and thirty thugs.
charge a hefty “protection tax” to any merchants They were dismayed when they witnessed the chaos
passing through the keep. These taxes are delivered that has descended upon the village and are currently
monthly to Zhentil Keep. The Weevil, however, has camped outside the keep, fearful that the garrison’s
spent the last few years skimming off the top and communal madness might prove contagious.
keeping some of the taxes for himself.
Arriving at the Keep
Current Events
Upon arriving at Xantharl’s Keep, the characters are
In the years since the demons infested the intercepted by soldiers loyal to the Iron Viper. After
Underdark, earthquakes have become commonplace a brief interrogation, the characters are escorted to
throughout the Realms. Occasionally, these earth- a decrepit tower, in which the Viper paces restlessly.
quakes open rifts into the Underdark, from which He sizes them up, asking a few questions about their
seeps demon-tainted faerzress. Three months ago, capabilities before making the following proposal:
one of these earthquakes struck Xantharl’s Keep,
opening a large rift in the basement of the main “Xantharl’s Keep has fallen prey to a collective mad-
keep. Since then, faerzress has been leaking steadily ness that may or may not be contagious. We could
throughout the entire manor. send for oil and burn the place down, but that seems
like a terrible waste of an otherwise perfectly good
The Weevil was delighted by this turn of events, infrastructure. To avoid collateral damage, we would
particularly since faerzress interferes with scrying prefer to find a way to cure the madness. We think that
and teleportation. Emboldened by this added layer we have tracked its source to the keep’s commander,
of secrecy, the Weevil began to withhold even more Worvil Forkbeard, also known as the Weevil. If you are
taxes from his Zhentarim superiors. willing to go into the keep and successfully determine
and eradicate the source of this madness, then I am
The madness from the tainted faerzress developed prepared to pay each of you 250 gold. You are autho-
slowly, almost imperceptibly, aggravating pre-existing rized to do whatever you deem necessary, although be
quirks among the Weevil and his servants. This slow aware that anything found in the manor is the lawful
spread was unexpectedly accelerated two tendays property of Zhentil Keep and shall remain that way.”
ago by the arrival of a green slaad loyal to Ssendam,
the slaad Lord of Insanity. The slaad’s chaotic energy The village itself is largely quiet. The villagers
interacted with the faerzress, plunging the manor suffer from exaggerated quirks tinged with paranoia.
into chaos overnight. The slaad now presides over Because of this paranoia, they tend to remain in their
this house of madness, pretending to be a traveling homes and avoid the characters. As such, a short,
priest who goes by the name of Gorna. uneventful journey through the village takes the party
into the keep’s manor.

Chapter 5 Xantharl’s Keep 37

38 Chapter 5 Xantharl’s Keep

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

J Faint, disembodied shrieks and cackles. “Servants of Ssendam seek to share their lord’s bless-
J Sparkling purple clouds that drift about, boiling, ings, liberating all from the stale straitjackets of sanity.
We intentionally subject ourselves to every neurosis,
seething, cackling, and chortling. psychosis, obsession, depression, mania, phobia, phil-
ia, addiction, and insanity possible. This insanity con-
J Passing streams of violet energy that wave to the centrates in our minds, dense and toxic, until digested
by the psyche. Seeds of madness are created during
characters with friendly candor. this laborious, birthing process of the soul.” Gorna
flashes what looks to be a sparkling red gemstone
J Columns of light, fluffy radiance that swoop down before continuing, “Using wild magics inexplicable
to prudes such as yourselves, we embed these seeds
and surround the characters. inside the souls of our petitioners and then, POW!
Power and freedom like you’ve never imagined!”
J A snickering luminescence that whispers crazy, im-
The sparkling gemstone is a red slaad egg. Gorna
plausible rumors that stretch the mind and strain refuses to show it again, telling the characters that
the imagination. they are not yet ready for such a deep and spiritual
communion. Once they finish their pilgrimage of in-
Mad Writings. The interior of the manor is covered sanity, he promises, he will gift them with Ssendam’s
in layers of graffiti. Most is gibberish, illegible, or has blessing. The first step of such a pilgrimage, accord-
a level of profundity beyond the characters’ compre- ing to Gorna, is to visit the true lord of the manor,
hension. Rare, intelligible snippets include: Weevil, who is in the keep’s basement.

J ALL HAIL GORNA THE MAD! A successful DC 20 Intelligence (Religion) check
J Not much time left, so. wake. Up. NOW reveals that Ssendam is the slaad Lord of Insanity. If
J Look over your shoulder before you start! confronted with this information, Gorna indignantly
J DOOM. DOOM TAKES US ALL. replies, “Well, that is certainly one side of the story.”

The Occupants. Most of the manor’s occupants A statue of a portly, middle-aged human leans
suffer from some type of madness that have been against the room’s northern wall, obscured by Gor-
psychically implanted into their minds by Gorna (see na and his guards. It appears to have been dragged
area B1), where they now incubate like an egg. indoors from elsewhere in the village. The statue’s
plaque has been removed and in its place the name
Most of these NPCs can have their madness re- “SSENDAM” has been scrawled in green paint.
solved in a manner detailed in their description.
Their insanity can also be cured by a lesser resto- B2. Serpent's Aviary
ration or a calm emotions spell. Either way, once
they have overcome their affliction, their incubating Here are two long rows of shelves, holding dozens of
madness is expunged from their brain in the form of mesh cages, and a chest of drawers. Ten of these cag-
a hollow green gemstone worth 100 gp. es hold flying snakes, used by the Zhentarim to deliv-
er messages. The remaining mesh cages hold mice,
B1. Waiting Room rats, and hamsters. One of the cages is empty and
seemingly broken. A successful DC 12 Intelligence
When the characters enter the manor, read or para- (Investigation) check reveals that the cage was bro-
phrase the following: ken from the inside. The drawers hold a quill, some
paper, and a jar of rare ink (worth 100 gp). The paper
You walk into the manor’s entry room. The air sparkles is cut into small strips, most of which are blank, but
with pulsing, purple radiance. The walls are covered a few are covered in gibberish such as, “Skittle up,
in layer upon layer of graffiti. A priest in gray robes SKAT!” and “Did gyre and gimble in the wabe?”
stands on the far side of the room, flanked by two
armed guards. The priest wears a bronze mask bearing The hallway to the north has a staircase that leads
the leering face of a demon. The priest greets you, as to area B8 on the second floor.
you enter, “Welcome to my lovely insanitarium. I am
Gorna, high priest of Ssendam, god of liberation. Why
don’t you tell me your names and a little bit about
whatever sanity ails you?”

Chapter 5 Xantharl’s Keep 39

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

40 Chapter 5 Xantharl’s Keep

If the characters give O’kuel some soap, he then by a successful DC 25 Dexterity check made us-
asks for “Retaw,” before thoroughly rinsing his mouth ing thieves’ tools. It can also be forced open with a
out. He spits the soapy water onto the floor and successful DC 25 Strength check. If the word “Ssen-
exclaims, “Thanks! Much better!” before returning to dam” is spoken within 5 feet of the door, it suppress-
his book. At this point, a green gemstone clatters to es the lock for 1 minute. If the characters give any
the ground beside him. three gemstones to Lum, then he shouts aloud, “Take
that, Ssendam!” before pulling his corncob lever. The
Making Sense of O’kuel door to the north opens with a faint click.

Mad Speech Translation B6. Storage Room

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

The door to the north is behind Lum’s fort. It is
sealed with an arcane lock. The lock can be picked

Chapter 5 Xantharl’s Keep 41

B8. Second Floor Hallway B9. Guest Room

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

42 Chapter 5 Xantharl’s Keep

speak with animals or similar magic. Seeing Birdie At the foot of the staircase is a quivering threshold,
eat and sing brightens Orchestra’s mood, dispelling extending indefinitely in all directions, sharply delin-
her miserable mood. Alternatively, Orchestra can be eating your own madness from what lies before you.
cheered up with a successful DC 15 Charisma (Per- You know with obsessive, unrelenting certainty that
formance) check. This check is made with advantage beyond this threshold lie fates worse than death. To
if characters use the book of jokes from area B3. move beyond it risks drowning in a tidal pool of your
Either way, once Orchestra’s mood is brightened, a own madness.
small green gemstone manifests itself upon the bed
next to her. Any character who steps through the threshold
finds themselves in area B13. DMs are encouraged to
B10. Study engage in theater of the mind for areas B12 through
B18. As such, no maps are provided.
This lavishly decorated study smells heavily of pipe
weed. The Weevil uses it to entertain visiting guests When the characters step through the threshold,
or, in the absence of such visitors, his favorite guards- they are entering an area of psychic energy that is
men. The desk is covered with maps of the sur- more thought than reality. Consequently, the laws
rounding area as well as scores of tiny black ledgers. of nature work differently. As an action, a character
The walls are decorated with stuffed animal heads. can make an Intelligence check to mentally move an
Behind the room’s desk, mounted prominently, is a object that they can see within 30 feet of them. The
longbow of exquisite craftsmanship. DC depends on the object’s size: DC 5 for Tiny, DC
10 for Small, DC 15 for Medium, DC 20 for Large,
The ledgers atop the desk keep track of incoming and DC 25 for Huge or larger. On a successful check,
and outgoing taxes. A character who makes a suc- the character moves the object up to 5 feet plus 1 foot
cessful DC 15 Intelligence (Investigation) check while for every point by which they surpassed the DC.
examining the ledgers can determine that the Weevil
has been manipulating the accounting in his books A character can also use an action to make an Intel-
and withholding coin from his Zhentarim superiors. ligence check to alter a nonmagical object that isn’t
Most of the maps are uninteresting but one has the being worn or carried. The same rules for distance
entirety of the Sword Coast circled in red ink and apply, and the DC is based on the object’s size: DC
labeled, “MINE!!” 10 for Tiny, DC 15 for Small, DC 20 for Medium, and
DC 25 for Large or larger. On a success, the charac-
The desk’s drawers contain a sack of pipe weed and ter changes the object into another nonliving form of
a beautiful collection of hand-carved pipes, worth 50 the same size, such as turning a boulder into a ball
gp in total. They also contain a crystal decanter of of fire. Any transformed object returns to its original
Delzoun brandy worth 250 gp. form when removed from the manor.

The mounted longbow, Xantharl’s bow (see appen- B13. Narcolepsy
dix D), once belonged to the ranger who founded the
keep. Yawn periodically as you read or paraphrase the
following:
B11. Master Bedroom
You find yourself in an infinite field of poppies. The
This spacious master bedroom looks as if it has been grass looks so comfortable and you find it rather hard
unused for a few days, judging by the stale pastries to keep your eyes open. The flowers are bright red, like
and decanter of cold kaeth near the unkempt bed. the color of a silk pillowcase. At the end of the field,
A writing table holds black ledgers, similar to those you see a glowing portal. You do not give it too much
from the study, as well as a piece of paper where the attention because it would take far too much energy to
words “WEEVIL = GOD!!!” are scrawled over and get there.
over again. A closet in the north of the room holds a
suit of chainmail armor, a shortbow with 20 arrows, The portal is exactly 100 feet away from the char-
and two +1 hand axes. acters’ starting point. The field of flowers counts as
difficult terrain for any characters who try to move
B12. Staircase to Madness through it. The flowers sway hypnotically, as if danc-
ing to some unfelt breeze, and they yawn and stretch
The staircase leads down into deepening darkness. If periodically.
the characters follow it, they descend for what feels
like 10 minutes, the way growing darker and darker Have the characters roll initiative and play out
until it seems as if they are walking through the cos- each combat round until either they have all fallen
mos. Faerzress twinkles around them like deranged asleep or one of them reaches the glowing portal.
constellations. After an eternity, the staircase ends. Each round, on initiative count 20, the characters
Read or paraphrase the following:

Chapter 5 Xantharl’s Keep 43

are targeted by a sleep spell that affects up to 9d8 hit a mimic, then they find one. The mimic promptly
points worth of creatures. If a character falls asleep, attacks that character. If a character investigates their
then they are instantly transported to area B13A. If a shadow too closely, then it too, attacks.
character reaches the portal and touches it, then all
characters, including any characters in area B13A, Starting on the second round, on initiative count
are transported to area B14. 20, have every character make a DC 15 Wisdom
saving throw. Do not tell them why they are rolling. If
B13a. Deadly Dreams a character makes their saving throw, then pass them
a note revealing that any hostile creatures they see
Read or paraphrase the following to any character are just illusions conjured up by their own inflamed
who falls asleep in area B13: paranoia. This character can no longer see, or inter-
act with, any of the creatures in the room. The char-
The wind against your face gradually eases you awake. acter can, however, try to convince another character
You are falling! You are falling through a stone shaft that the creatures are not real, giving that character
that is 30 feet in diameter. You are near the wall of the advantage on their next Wisdom saving throw.
shaft, but it is polished smooth and provides no hand-
holds with which to slow your plummet. A thousand Once all the characters have made their saving
feet beneath you is a stone ledge that you are about to throws, a great, soothing darkness settles over them.
crash into! To make matters worse, a fiendish gargoyle Proceed to area B15.
is swooping after you!
B15. Inkblot
Continue using the initiative count established in
area B13. A new gargoyle swoops down from the Read or paraphrase the following:
darkness every time a new character is transported
into this dream realm. Despite falling, characters can The darkness recedes. You can now see that it is just
still fight and cast spells. a stain of ink. But the ink stain looks like the most
beautiful butterfly in the entire world and you can’t
The characters are falling 500 feet per round. They help but wonder if you’re looking into some kind of
can avoid the ledge beneath them by pushing off a mirror of the soul. No, wait, it’s a fire! No, a cactus!
nearby wall, however a new ledge will then appear A spirit guide and the shape of the universe! It is the
1,000 feet beneath their new position. This process bloodstain left by the death of Love. It is that one thing
continues indefinitely. If a character crashes into a you don’t want to remember...
ledge, then they are jolted awake, finding themselves
in area B14. Alternatively, if all gargoyles are slain, Show the players the Rorschach inkblot (see handout
then the characters suddenly crash into the floor of C3 in appendix C). Ask them what their characters
the shaft, jolting themselves awake in area B14. see, then ad lib appropriately.

B14. Paranoia Alternatively, two shadow demons materialize
from the darkness and attack the characters. Once
Wait until all characters have arrived before frantical- the battle is finished, a soothing darkness settles over
ly reading or paraphrasing the following: the characters yet again.

You find yourself in a densely-furnished library. What’s
that!? Who’s that!? The subtle play of air currents
around you are the unmistakable movements of an
approaching invisible stalker! You then notice the
discoloration from a nearby table! It’s not real furni-
ture! It’s a mimic! Even your shadows are beginning
to look awfully suspicious. . . You realize with terror
that you’ve been led into a trap! Betrayed, by someone
close to you!
You better get them before they get you. . .

Pass a note to a random player saying that they
have just realized that another, randomly selected
character, is a doppelganger. Then have the charac-
ters roll initiative.

If a character searches for an invisible stalker,
then they find one. The invisible stalker promptly
attacks that character. If a character searches for

44 Chapter 5 Xantharl’s Keep

B16. Sanitarium Slaad Eggs
A humanoid host can carry only one slaad egg to term at
Read or paraphrase the following: a time. Over three months, the egg moves to the brain,
gestates, and forms a slaad tadpole. In the 24-hour period
A priest in pure white robes looks down upon you with before giving birth, the host starts to feel unwell, its speed
benevolent pity. You realize, with a sense of relief, that is halved, and it has disadvantage on attack rolls, ability
he is here to cure you. He has a look of great concern checks, and saving throws. At birth, the tadpole chews its
as he reads from a crisp, freshly written scroll, “Patient way through the brain and out of the host’s skull in 1 round,
shows considerable signs of confusion and demen- killing the host in the process.
tia. Tells stories of dead gods, conquered cities, and
artificial life forms. Diagnosis: a traumatic childhood B17. Grandiosity
event that induced feelings of inadequacy and insignif-
icance.” Read or paraphrase the following:

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

Chapter 5 Xantharl’s Keep 45

The Weevil stored the majority of his wealth in the Blessing of Ssendam
basement, where it could be best protected by the Ssendam’s blessing grants you the following benefits:
faerzress. There is 10,000 gp in total, distributed • Once every tenday, you can change either a personality
throughout the coffers. Anyone who searches the trait, ideal, bond, or flaw in yourself.
Weevil’s body finds a small key attached to a chain • You gain resistance to psychic damage.
necklace. This key opens the door to area B10. • Slaadi don’t attack you unless you attack them or their
allies first.
The floor’s crevice leads thousands of feet down
before connecting to the Underdark. The crack in Regardless of whether or not the characters accept
the wall looks fresh and was only just opened by the their blessing, Gorna scuttles down the crevice after-
earthquake that accompanied the Weevil’s death. wards, returning to the Underdark to further spread
Inside is a small, hidden tomb where the original lord his mad lord’s blessings.
of the manor, Xantharl, was buried decades ago. His
skeletal corpse is laid across a marble bier. Although When the characters exit the manor, they find the
his clothes have rotted away, the boots of elvenkind Iron Viper waiting for them. He interrogates the
and cloak of elvenkind that he wears are still in characters mercilessly, using his Insight proficiency
pristine condition. to detect any lies. The Iron Viper insists that the
10,000 gp found in the basement belongs to the
A Maddening Conclusion Zhentarim, however he graciously allows the
characters to keep any other items that they have
Shortly after the battle, Gorna descends the steps found. As long as the characters agree to these
and greets the characters. He reverts to his true terms, the Iron Viper provides any promised rewards.
form as a green slaad while doing so. Gorna tells If the characters performed exceptionally well, then
the characters they have proven their worth by the Iron Viper invites them to join the Black Network
embracing and then conquering their inner demons. faction (see Doomed Forgotten Realms: Sword Coast
Gorna offers to grant Ssendam’s blessing upon one Gazetteer for additional details).
character, although he needs the Weevil’s gemstone
to do so. If a character agrees, then Gorna painlessly With the Weevil’s defeat and Gorna’s retreat, life in
implants the gemstone into the character’s forehead, Xantharl’s Keep slowly returns to normal. The Iron
while crying out for Ssendam’s blessing. The charac- Viper appoints one of his men to run the keep until
ter now has blessing of Ssendam. the Zhentarim can appoint a permanent replacement.

The characters advance to 6th level.

Slaadi are behind the madness
that infested Xantharl's Keep

46 Chapter 5 Xantharl’s Keep

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

Five nothics lair within the rubble of the Ivy Man-
sion. Their collective treasure is secreted within
a sprawling collection of tunnels that they have
burrowed within the manor’s ruins. This treasure
includes: a ring of protection, a horn of blasting, a
spellbook containing all the spells from the mage
entry in the Monster Manual, and an antique brooch
with the initials B.H. (worth 100 gp).

Chapter 6 Intermediary Locales 47

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

48 Chapter 6 Intermediary Locales

The miniturized Baba Harpell
tends to her cauldrons

If the characters agree to help her, Baba Harpell If the characters give Baba Harpell the antique
supplies them with a blood-stained wishbone with brooch from the wreckage of the Ivy Mansion, then
bits of rotted flesh and dried feathers clinging to it. she squeals in unexpected delight. She says that the
When held in both handsthe enchanted wishbone al- brooch was a sentimental gift from her 100th hus-
ways tugs its wielder in the direction of the elemental band, a sweet death slaad who she still misses dearly.
temple. She offers to brew the characters three common
potions, two uncommon potions, and one rare potion
Baba Harpell finally mentions that her extradimen- of their choice. If any character is a wizard, then she
sional larder can always use more of the following: offers them the following item from Tasha’s Cauldron
of Everything, depending upon their specialty:
J Powderpuff blossoms that grow on the distant
J Abjuration: protective verses
planet of Anadia
J Conjuration: atlas of endless horizons
J Cube roots from the clockwork forests of
J Divination: astromancy archive
Mechanus
J Enchantment: heart weaver’s primer
J Nimergan liquor, a favored drink of the duergar
J Evocation: fulminating treatise
J Demon’s ichor
J Illusion: duplicitous manuscript
J Oblivion moss
J Necromancy: libram of souls and flesh
J Drider venom
J Transmutation: alchemical compendium
J A beholder’s tear
If you do not have access to Tasha’s Cauldron of
J Chimera vomit Everything, you can have Baba Harpell gift the wizard
with a +2 arcane grimoire (from Tasha’s Cauldron of
J Powdered unicorn hoof Everything but also included in appendix D).

J Rothé dung If the characters ask about returning to their nor-
mal size, then Baba Harpell tells them to “drink up
J Catoblepas milk some of that foul lager, you do.” If they do not have
access to the lager, then Baba Harpell gestures to a
J Assassin vine berries charred barrel filled with simmering goo. Fingers,
toes, and what looks like rosemary is mixed with-
Rewards. Reward the characters appropriately for in the goo. She warns the characters to leave the
returning with these ingredients. Baba Harpell pre- mousehole before drinking either the lager or the
fers to brew potions as rewards, although she makes goo. Should any character ignore this advice, then
it known that she is also willing to allow “useful” Baba Harpell uses a reaction to instantly transport
characters to use her cauldron of rebirth (see appen- them to the ruins of the Ivy Mansion, just before they
dix D) to cast raise dead upon a slain companion. grow to normal size.

Chapter 6 Intermediary Locales 49

Triboar
Area D

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

D3. Eastern Farmlands

The eastern farmlands provide more than enough
produce to feed the citizens of Triboar. This surplus is
largely due to the magical assistance of a rain giant
(see appendix B) who goes by the name of Zephyrus.
Unbeknownst to any of the townsfolk, Zephyrus is

50 Chapter 6 Intermediary Locales


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