Beyond The Dragon of Icespire Peak PT 2
Beyond The Dragon of Icespire Peak PT 2
Beyond The Dragon of Icespire Peak PT 2
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S
leeping Dragon’s Wake is a Dungeons & Dragons
This adventure and the ones before and after in the and their hit point totals as you see fit. If you need to adjust
series are available from the D&D Beyond website the difficulty of an encounter during combat, you can alter hit
for a small fee. However, they are only available point totals without the player characters ever knowing and
online. If you like and use this unauthorized PDF have enemies retreat or reinforcements arrive as needed.
version of the adventure, please consider paying
your dues to D&D Beyond.
The following abbreviations appear in this book:
adventure’s text instead refers you to the monster appendix in ep electrum piece(s)
this adventure.
sp silver piece(s)
Spells and equipment mentioned in the adventure are
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The DM’s Sword Coast map shows a region of the must resist being lured into this cold and desolate swamp by
Forgotten Realms called the Sword Coast. This map will-o’s-wisps. Countless adventurers have perished in the
is for the DM’s eyes only, as it indicates the mere, drawn by tales of ruined castles half-sunk in the mire.
locations of places described later in this adventure The Mere of Dead Men contains a ruined keep that once
or the adventures that follow. A player-friendly belonged to the lich Iniarv. For more information on this
version of the map is also included with this location, see “Iniarv’s Tower.”
adventure (see appendix D). It can be shared freely
with the players as their characters explore the
region.
Geographical locations marked on both the This city was badly damaged when Mount Hotenow erupted
DM’s map and the players’ map are described some fifty years ago. Now, the City of Skilled Hands works to
below in alphabetical order. This information is not rebuild under the watchful eye of its Lord Protector, Dagult
secret and can be shared with players if they Neverember, who rules in the absence of an heir to
request details about a location. Neverwinter’s crown. At present, no legitimate heirs to the
Some locations marked on the map are not
old Alagondar royal line are known to exist, and many believe
detailed in this adventure but are indicated for
that the line is ended. Lord Neverember, taking no chances,
reference only. See appendix E and the adventures
Lost Mine of Phandelver in the D&D Starter Set quietly pays off or disposes of anyone claiming a connection
and Dragon of Icespire Peak in the D&D Essential to the rulers of old.
The Triboar Trail runs right through this abandoned town,
Nestled in the foothills of the Sword Mountains, Phandalin is
which was sacked by barbarians years ago and now lies in
a nondescript mining settlement that recently had dealings
ruins.
with a white dragon named Cryovain. The dragon was
These rocky, windswept hills are dotted with old mines that Dragon of Icespire Peak in the D&D Essentials Kit and “Aid
This highway hugs the coast, connecting Neverwinter to the This range of rocky knolls is so named because the area has
coastal cities of Luskan to the north and Waterdeep to the been the impact site of a number of meteor showers over
south. For years, the stretch of road south of Neverwinter fell millennia. The hills are haunted by ruthless barbarian tribes,
into disuse because of frequent monster attacks. Recently, giving others little reason to visit the area.
efforts have been made to keep the road safe, with light
This ancient forest tucked behind the Sword Mountains with the ruins of bygone kingdoms, and more than a few half-
contains the ruins of bygone dwarven civilizations. The forgotten dungeons and tombs. A shrine to Bahamut, god of
ancient green dragon Claugiyliamatar, nicknamed the Old good dragons, is hidden in a network of caverns in the
Gnawbone, also lairs in the woods. For more information on mountains. For more information on this location, see
This small town along the High Road is in the midst of This path south of Neverwinter Wood is the safest route
rebuilding itself after being abandoned for years. It serves as between Neverwinter and the town of Triboar, located in the
the starting location for the adventure. For more information, Dessarin Valley to the east. The trail is not patrolled, and
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wilderness.
The adventure begins in the town of Leilon, which is
Two forces of evil are on the rise nearby, eager to control
currently undergoing reconstruction after being abandoned
the region around Leilon and eventually the Sword Coast.
for many years. The characters can receive quests, choose
The first is a cult of Talos, god of storms, led by the priestess
which ones to pursue, and experience encounters in Leilon.
Fheralai Stormsworm. The cult’s headquarters are inside a
While Leilon is described in Storm Lord’s Wrath, the settlers
death knight-dreadnaught, an undead battleship, beached
from Neverwinter have continued to rebuild the town, adding
near a temple of Talos called the Tower of Storms.
new locations the characters can visit.
Ularan Mortus, a priest of Myrkul, god of death, and his
The “Adventure Background” section describes the events
followers are raising an army of undead to lay siege to the city
leading up to the adventure and the main threats the
of Neverwinter. The spirit of the dead black dragon
characters will face. The “Welcome to Leilon” and “Exploring
Chardansearavitriol, also known as Ebondeath, aids Ularan
Leilon” sections describe the town where the adventure
Mortus in exchange for help finding and seizing the body of a
begins. Knowing Leilon well will ensure a smooth start to the
living dragon to inhabit.
adventure.
The people of Leilon have just begun to uncover the threats
both groups pose to the region. They need the help of
The town of Leilon was once a fortified settlement on the to survive the danger.
well underway.
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L
eilon was once a mining town that sold copper, When the adventurers are ready to inspect the job board,
nickel, and silver to Waterdeep. It was also a proceed to the “Fishery” section.
Sword Coast. within Leilon. These locations are marked on the map of
Two hundred years ago, the wizard Thalivar made his Leilon.
his mystical studies. The House of Thalivar was topped with ’
a planar beacon that lured creatures from other planes into
This shop is crammed with curiosities dredged from the
the structure and trapped them there. After Thalivar
ruins of Leilon: old fishing rods, swamp idols, mining
mysteriously disappeared, the people of Leilon were content
helmets, and other oddities. A whimsical Illuskan male
to leave his tower and the monsters within alone.
named Aubrey Silverspun runs the store. Roll a d20 on
The Spellplague, a divine phenomenon that twisted
Peculiarities table to see what he has on offer when the
Faerûn’s magic, corrupted the tower’s defenses. The characters visit.
creatures sealed within were freed to attack Leilon, and the
subsequently abandoned and has remained that way for more 1-2 Random Magic Item (DMG's Table C) 500 gp
than a century.
3-10 Random Trinket (PHB Chapter 5) 10 gp
The first action the soldiery of Neverwinter took in Leilon
was to destroy the planar beacon inside the House of 11-20 Unique tool kit (engraved, adorned, etc.) 50 gp
Thalivar. The mage Gallio Elibro has now rebuilt the beacon
and begun his own studies into the Ethereal Plane. A painted tryptic above the counter shows three
Before its fall, Leilon was defended by a loosely organized adventurers: a dark-skinned warrior woman, a red-bearded
group of adventurers called the Swords of Leilon. When the dwarf, and a third whose portrait has faded with age. Aubrey
House of Thalivar released its monsters, the Swords fought explains that these are the “Swords of Leilon”: an old
to cover the escape of the townsfolk. They died and became adventuring company local to the area.
defended by an earthen rampart. To the southwest, new permanent structure. During the day, the warehouse hosts
settlers attempt to build docks for barges, made to cross the several fishers selling their daily catches at stalls, and
Some lots still lie in ruins, but the settlers work quickly, the settler camp fed.
Visitors with coin to spend are welcome in Leilon, and charge of rebuilding the town, whom everyone calls “The
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human mage (with the legend lore spell prepared instead of be reconstructed in Leilon. Merrygold Brightshine, an
cone of cold). He came to Neverwinter to find and unlock the outgoing young female halfling priest, cares for the shrine
secrets of the House of Thalivar and found many coded and offers council to any who pray at the small stone altar to
journals in the ruin, which he has set about decoding with Lathander. She conducts services at the shrine each day at
slow progress. The mage hopes to rebuild the tower’s beacon dawn.
and study creatures of the astral plane. Merrygold casts the cure wounds spell for a donation of 10
Gallio does not talk much about his work with adventurers gp to the shrine and the lesser restoration spell for a donation
but is willing to cast the legend lore spell in exchange for 400 of 20 gp.
gp.
The camp outside the palisade of Leilon is home to settlers
Rising from the marsh mere yards from Leilon, Idol Island who have not yet erected a home for themselves in the town.
contains the remains of crumbled statues of forgotten human The muddy gathering of tents and cook fires becomes
nobles. The settlers claim to hear voices whispering from the smaller by the day, but those who remain are exhausted from
island at night, inviting them to view their destinies. If the their daily labor and the constant guard shifts to keep the
characters walk by the island at night, they hear these camp safe from monsters and wildlife.
whispers as well. The leader of the settler camp is a witty elderly female
A character who spends the night on the island taking a Chondathan human named Mazira Shae. She knows
long rest has vague, prophetic dreams of adventures to come. everything happening in town and can point characters
For instance, the character might view the face of an ancient anywhere they need to go, with a side of humor and sass.
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d6 Tale
“The famers at Leilon Point have seen more shark fins in the water lately. Some even claim to see humanoids
1 swimming alongside the sharks! Can you imagine?” (If the characters visit Leilon Point, see “Leilon Point” for
more information.)
“Merchants from Neverwinter claim to have passed something massive out at sea near an old lighthouse on
2 their way into town. They couldn’t agree if what they saw was a boat or a beached whale, but they agreed it
stank. (If the characters investigate the site, see “Death Knight-Dreadnaught” for more information.)
“A few local merchants claim to have been attacked on the road by a band of brigands calling themselves
3 the Chimera Crew! Bandits sure have gotten more colorful these days.” (If the characters investigate the
attacks, see “Iniarv’s Tower” for more information.)
4 “A few hunters came by saying to avoid Kryptgarden Forest, the dead are walking around there!”
“Did you hear about the bronze dragon? Apparently, a few travelers from Neverwinter saw one fly north along
5
the coast with a dolphin in its claws. They say those metallic dragons are good. I hope they’re right.”
“You ever hear of Claugiyliamatar? She’s a great green dragon with a lair somewhere in Kryptgarden Forest.
6 Folks around here call her Old Gnawbone because she loves devouring people like us. Be careful if you’re
going in that place. You don’t want to run into her.”
’ '
Puck s Potions
Jack Torver is an optimistic young male Turami human who Price Potion
just finished building Leilon’s new (and currently only)
50 gp potion of healing
general store. He is a devout worshipper of Lathander and
attends the shrine’s services each morning, then offers advice 50 gp potion of climbing
from the sermons to his customers.
150 gp potion of growth
Jack sells standard adventuring gear, with the exception of
’
Alion Malwyn, a kind-hearted, nonbinary Illuskan human,
The Leilon town square has become a place where local
runs this newly constructed two-story inn. A bed for the night
vendors and those passing through town can set up stalls to
costs 5 sp, while a meal costs 1 sp. If the characters stay
sell their wares. One vendor, a female Calishite human
here, Alion shares a tale from another traveler with them.
blacksmith named Zana Taylish, is a resident of Leilon who
sells armor and weapons. More exotic items (such as spell Roll a d6 and consult the Leilon Tales table to determine
scrolls or other consumable magic items) could be available which tale Alion knows or pick a tale the characters haven’t
heard yet.
from a traveling merchant in the square at the DMs
can learn about quests. Let the players choose the order in
which they tackle them. If the players don’t like a quest, they
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This adventure encourages characters to explore quests posted. Describe each quest so they can choose which
Coast. When the characters embark on a journey to Death Knight-Dreadnaught Quest. “Phandalin had some
a location, use the section of this adventure that trouble with a cult of Talos in a lighthouse temple called the
describes that location in detail. For instance, if the Tower of Storms. Now a strange boat or dead creature seems
players choose to undertake the Iniarv’s Tower to be beached near the tower. Investigate this strange
Quest, go to the “Iniarv’s Tower” section. Each
occurrence, kill or rout any cultists that might be there, then
location includes an overview that briefly describes
return to the town council to collect a reward of six potions of
what the characters can expect to find there,
followed by information you’ll need to run the greater healing.” If the characters undertake this quest, see
Follow-Up Quests
quests, the following two quests are added to the job board.
post the quest. If the characters complete this quest, the town
same.
Bronze Shrine Quest. “Go north along the coast and track
into the side of a cliff overlooking the sea. Ask for a chance to
them from the area, then return to the town council to collect
job board notice for this quest, but the Bronze Shrine Quest
Lair.”
Characters advance in level by completing quests. Regardless
advancement is as follows:
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T
he “Bronze Shrine” quest is balanced for
Knight-Dreadnaught”).
Bahamut, god of metallic dragons, in a cliff overlooking the The sea splashes on the bottom of a rocky cliff carved to
sea. The shrine’s face is carved in Lhammaruntosz’s likeness look like a 60-foot-tall dragon with a ribbed and fluted crest
and includes quarters for the rest of the Scaly Eye and a
around its head. The dragon’s mouth is open in a triumphant
magic statue of Bahamut, which the dragon can use to
roar, facing the ocean and standing on its hind legs.
commune with the deity.
shrine, becoming reclusive due to a attack by a disguised There are four entrances into the Bronze Shrine. The first is
demon which has driven her mad. She leaves on rare at the jetty (area B1), but it may be covered by high tide when
occasions to hunt for food, returning as soon as possible. the characters arrive. While covered, a character can still see
Members of the Scaly Eye still live within the Bronze Shrine, the entrance through the waves with a successful DC 15
as Lhammaruntosz has ordered them to stay on as her Wisdom (Perception) check. See area B1 for more
guardians. information.
area B5. A character on top of the cliff with a passive Wisdom
surface of the water. This tunnel is filled with water and leads
Characters can climb the outside of the shrine without
The following locations are keyed to the map of the Bronze
Shrine.
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The Bronze Shrine is a clean, bright, two-story Members of the Scaly Eye in the shrine are loyal to
temple that smells of ocean air. and worried for Lhammaruntosz, or Mother Wyrm,
Ceilings. The ceilings throughout the shrine are as they call her. Most of the dragon’s followers
30 feet high. have left the shrine or died of old age, leaving only
Light. All areas of the shrine are brightly lit by the a few guardians, mostly older humans and a few
continual flame spell cast on torches in sconces. dwarves and elves. Members of the Scaly Eye wear
Open First Level. The lack of doors on the first faded blue tabards displaying a single staring eye
level of the shrine means that sound carries. If the weeping a spreading fan of tears, above which
characters engage in battle, set off a trap, shout, or arches an eyebrow.
otherwise make loud noises on this level, the Scaly Scaly Eye members are swashbucklers who may
Eye members in areas B2 and B4 investigate the attack the characters when they notice them, but a
disturbance. successful DC 15 Charisma (Intimidation or
Rage of Bahamut. If a creature kills Persuasion) check convinces a Scaly Eye member
Lhammaruntosz or a Scaly Eye member while to stand down. If the characters can then convince
inside the temple, a spectral dragon appears and a Scaly Eye member they mean no harm, the
attacks the creature. The dragon makes an attack member shares all of the information in the
roll with a +10 bonus to hit and deals 22 (4d10) “Location Overview” section except for the details
psychic damage on a hit. After attacking once, the about the alkilith (because they wouldn’t know
dragon disappears. about the demon, only that Lhammaruntosz has
Walls. Climbing the walls of the shrine without been acting strange for several years, which is
equipment requires a successful DC 15 Strength cause enough for concern). That member then
(Athletics) check. offers to escort them through the complex,
convincing other members of the Scaly Eye to not
attack the characters and pointing out other
hazards.
B1. Jetty
Scaly Eye Names. If you need a name for a
This stone jetty and rocky rise lead to a tunnel with a 10-foot- member of the Scaly Eye, you can make one up or
high entrance carved into the tip of the dragon relief ’s tail. use any of the following names: Aeris, Bronce,
During high tide the jetty, the rise, and the tunnel entrance Cobril, Fervo, Gwendal, Headard, Kiltom, Olistan,
are submerged in ocean water. High tide begins at midnight Surgon, Tazir, Wei, and Zayle.
and noon each day and lasts for six hours.
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B4. Scaly Eye Chambers cold, fire, lightning, poison, and psychic damage. Each time a
Scaly Eye members eat, train, and rest in this area when they creature damages the statue or touches any of the treasure,
are not on guard duty. Twenty sleeping mats are stacked the statue shoots a bolt of lightning at the creature. The
neatly in the northeast corner of the room. target must make a DC 19 Dexterity saving throw, taking 66
A roasting spit skewering seven quippers stands over a (12d10) lightning damage on a failed save, or half as much
burning brazier at the center of the room. Scaly Eye damage on a successful one.
members spar with each other around the brazier. There is Treasure. The treasure around the statue consists of a
one swashbuckler plus one additional swashbuckler for each scimitar of speed, a cloak of the manta ray, a masterwork
member of the party, not including sidekicks. See the “Scaly painting of a ship at sea set in a gold frame worth 500 gp, five
Eye Members” sidebar for more information. white pearls worth 100 gp each, 623 pp, and 8,329 gp. If
A bronze gate locked from the inside with a heavy bar blocks
this entrance tunnel. A creature inside the Bronze Shrine that B7. Ascension Chamber
can reach the bar, which is 4 feet off the ground, can unlock it The walls and pillars of this chamber are carved with
Characters hoping to get through the barred gates from the engraved with Draconic script which reads, “Only those who
outside must break the gates down, which takes a single speak her Scaly Eye name may ascend.” This is of course,
character 1 hour. Multiple characters working together can referring to the dragon.
reduce the time proportionately. The noise created by A pool at the center of the chamber leads outside the
smashing down the doors is loud enough to alert all the Scaly shrine (see “Arrival”).
Eye members, who gather behind the gate. There are two Stair Trap. A detect magic spell reveals that the stairs
swashbucklers plus two additional swashbucklers for each radiate an aura of enchantment magic. A creature that is not
member of the party, not including sidekicks. See the “Scaly a metallic dragon that touches the stairs must succeed on a
Eye Members” sidebar for more information. DC 15 Charisma saving throw or be charmed for 1 hour.
While charmed in this way, the creature feels an
B6. Statue Chamber overwhelming urge to drown itself and does everything in its
A 20,000-pound, 25-foot-tall marble statue of Bahamut stands power to do so. A creature that succeeds on the saving throw
at the center of this chamber, encircled by a hoard of treasure or speaks aloud the nickname “Mother Wyrm” in Draconic
on the floor. The detect magic spell reveals that the statue while in this chamber is immune to the effect of the stairs for
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B8. Lhammaruntosz’s Chamber permanently unless the characters manage to destroy the
Read the following boxed text aloud to describe this area: alkilith, which also cures the dragon’s madness. When
Two great circular windows in this chamber look out on the unconscious for 5 minutes while her mind heals.
The barnacles on the window are actually a disguised alkilith She tells the characters that they must receive Bahamut’s
whose False Appearance feature makes it appear to be blessing as a reward for saving her and escorts them to the
barnacles instead of a fungus (see appendix A). statue in area B6. Read the following boxed text aloud when
Lhammaruntosz has been in the presence of the alkilith for the characters receive Bahamut’s blessing:
so long that her madness does not wane if she leaves the
has the following sorcerer spells prepared: her appetite for humanoid flesh.
expeditious retreat, sleep The green dragon is wicked, but she has not attacked a
4th level (2 slots): dimension door, stoneskin If the characters can give Claugiliamatar what she wants,
When the dragon notices the characters, she begins Claugiyliamatar’s lair at once (see “Claugiyliamatar’s Lair” for
muttering out loud to herself, wondering if the characters are more information). The bronze dragon will not travel with
intruders or friends. Each round, a character must speak with them, for she knows her presence would only anger
Charisma (Persuasion) check to keep her from attacking. If If the characters report their vision to the Leilon town
the characters fail a check, attack the dragon or the alkilith, council, the councillors also beg them to go to
or the initiative count reaches 0 and no character has Claugiyliamatar’s lair and speak to the green dragon.
successfully made the check that round, Lhammaruntosz
Treasure. In addition to giving the characters the vision,
attacks.
Lhammaruntosz rewards them with their choice of her
A character who succeeds on a DC 20 Intelligence scimitar of speed or her cloak of the manta ray. If the
(Arcana) check knows the barnacles are a madness-inducing characters have already stolen one of these items, she does
demon called an alkilith. The characters can alleviate not offer them a reward.
Lhammaruntosz of her madness temporarily by casting calm
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T
he “Claugiyliamatar’s Lair” quest is balanced That said, the flameskull does not know the greater
for characters of 10th level, though characters purpose of its mission, only that it has orders from Viantha
of 9th level can survive this quest if they rest Cruelhex to attack the lair.
This quest does not appear on the Leilon Claugiyliamatar’s Lair is a natural cave system
quest board, but the party likely comes here after learning enhanced by the dragon’s magical connection to
that Claugiyliamatar poses a threat at the Bronze Shrine (see nature. The cave has an earthy smell and is warm
“Bronze Shrine”). and humid. The following features are common
throughout.
Ceilings. The ceilings throughout the cave are 40
feet high.
Claugiyliamatar, nicknamed Old Gnawbone, has laired in a
Light. Phosphorescent moss growing on the
walls fills the caves with dim green light, imposing
cave in Kryptgarden Forest for nearly two centuries. The
disadvantage on Wisdom (Perception) checks that
dragon’s long-term presence makes the cave a place of primal
rely on sight.
magic that causes nature to flourish. Dangerous fauna and
Stalagmites. Medium-sized stalagmites are found
flora guard Claugiyliamatar’s treasure hoard, which includes
throughout the cave. When using these stalagmites
several crystal balls and statues of powerful female for protection, a Medium or small creature gains
humanoids. half cover.
A cabal of evil human druids revere Claugiyliamatar, calling Statues. Claugiyliamatar has collected statues of
themselves the Gnawbones. They live in the lair, caring for powerful female humanoids from places all over
the cave’s guardians and doing anything else the dragon Faerûn and placed them in her lair. Each statue is
demands. The druids have been on edge recently due to 10 feet tall and weighs 1,000 pounds. A character
increasing undead attacks and the mounting frustration of
knows the figure a statue depicts with a successful
Claugiyliamatar.
DC 15 Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10
Each day more of Ularan Mortus’s undead minions journey
feet tall and require no ability checks to climb.
through Kryptgarden Forest and attack Claugiyliamatar’s lair.
Walls. Wild vines grow on the cave’s walls.
Though the dragon and her guardians dispatch the undead
Climbing the walls without equipment requires a
with ease, Claugiyliamatar has been unable to discover the
successful DC 11 Strength (Athletics) check.
source of the attacks. Ularan Mortus’s goal is to weaken the
Chardansearavitriol the Ebondeath can possess
Karanor, a flameskull created by Ularan Mortus, leads down and attack. There is one wood woad plus one
ghouls to Claugiyliamatar’s lair. The number of ghouls additional wood woad per two members of the party
present equals the number of characters in the party, not (rounded down), not including sidekicks.
including sidekicks. When the undead notice the characters, The cave entrance that leads to area C1 is 40 feet high.
they attack. Karanor does not reveal details of its mission The cave entrance that leads to area C4 is 20 feet high.
unless magically compelled to do so. Climbing the walls of the cliff to reach either entrance
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warning, but the grisly display has done nothing to deter the
undead attacks.
The following locations are keyed to the map of
Claugiyliamatar’s lair.
this point. If the characters battle the wood woads in this area
rather than outside the cave, the druids in area C3 free the
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C3. Gnawbones Camp plate armor emblazoned with the symbol of Tyr (balanced
A small black iron cauldron bubbles over a low campfire. scales resting on a warhammer). She was a heroic paladin
Four woven moss mats sit on the ground nearby. If the druids who attacked Neverwinter when the city’s leaders unjustly
have not left to investigate a disturbance in area C1, Delis executed her lover.
Venomcauldron stirs the cauldron while talking with Argina Danica Bonaduce is a lean-muscled human wearing
Therrow, who sits on one of the mats. See the “Gnawbones simple clothing. She has her fists raised in an unarmed
Druids” sidebar for more information. fighting stance. She was a heroic monk and the lady of the
Pot of Poison. The cauldron contains an almost finished now-ruined Spirit Soaring cathedral in the Snowflake
of the Dungeon Master’s Guide). A character who is proficient Laerel Silverhand is a human with long hair in elaborate
with a poisoner’s kit recognizes the recipe and can spend 10 braids, wearing magnificent flowing robes. She is the Open
minutes finishing the poison. Lord of Waterdeep, and one of the Seven Sisters chosen by
Secret Poison Pit. Delis keeps her poison vials hidden in Mystra.
Archmage of Waterdeep.
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C5. Vine Stairway directly above the slime pools radiate an aura of
Assassin vines hide among the foliage on the walls of this transmutation magic. Claugiyliamatar enchanted the vines to
stairway. There is one assassin vine per member of the party, unfurl and attack creatures that fly over the pools, other than
including sidekicks. The vines are controlled by the dragon herself. When such a creature flies over a slime
Claugiyliamatar’s magic and attack only intruders. pool, it must succeed on a DC 15 Dexterity saving throw or
Webs cover the walls and ceilings of this chamber. Sajia Slime Tunnel. A 5-foot-diameter tunnel connects the slime
Hurwi and Zuri Kimyak (see the “Gnawbones Druids” pools. A creature with a passive Wisdom (Perception) score
sidebar) feed ghoul remains to the phase spiders living in of 15 or higher notices the very top of the tunnel peeking
this cavern. There is one phase spider plus one additional above the pool.
phase spider per member of the party, not including Statues. There are four stone islands in the largest slime
sidekicks. The spiders and druids attack when they notice the pool that hold statues depicting the following figures (see the
characters. The druids command the spiders to push the “Lair Features” sidebar):
characters into the webs. Dynaheir is a human wearing simple robes, with a
If the characters defeat Sajia and Zuri and the phase talisman of a stern-faced man around her neck. She was one
spiders are not in the presence of Claugiyliamatar or other of the famed Witches of Rashemen and a hero of Baldur’s
successful DC 15 Wisdom (Animal Handling) convinces the Alusair Nacacia Obarskyr is a human wearing plate
spider to stop attacking. The spider resumes its attack if it is armor and carrying a shield emblazoned with the image of a
damaged, threatened, or commanded to do so by dragon. She was a brave knight who served as the regent of
A creature that touches the webs on the walls must Storm Silverhand is a human wearing chain mail and
succeed on a DC 12 Dexterity saving throw or become wielding a longsword with a winged hilt. She is one of the
restrained. A restrained creature can use its action to try to Seven Sisters chosen by Mystra.
escape, freeing itself with a successful DC 12 Strength Dove Falconhand is a human with a longbow strapped
(Athletics) or Dexterity (Acrobatics) check. A creature that across her back. She wears plate armor and wields a
can reach the restrained creature can also make this check longsword. She was one of the Seven Sisters chosen by
2-foot-diameter mossy log sitting near the ledge. The log can a spiked pit trap. A creature notices the moss is not actually
be used to bridge the slime pool between this area and area attached to the ground with a successful DC 15 Wisdom
C9. Crossing the slippery log requires a successful DC 12 (Perception) check. A Medium or smaller creature that steps
Dexterity (Acrobatics) check. A creature that fails this check on the moss falls 10 feet onto the poisoned spikes at the pit’s
slips and falls in the slime below. bottom, taking 3 (1d6) bludgeoning damage and 11 (2d10)
These pools bubble with a dark green slime and are 15 feet save, or half as much damage on a successful one.
deep. Swimming through the viscous slime requires a Treasure. A potion of poison, a silvered warhammer, a
successful DC 12 Strength (Athletics) check. A creature that diamond worth 500 gp, and 238 gp are scattered on the
fails this check is restrained by the slime and sinks 1d4 + 1 bottom of the pit. Zuri Kimyak (see the “Gnawbones Druids”
feet into the pool. At the start of the creature’s turns, it sinks sidebar) keeps a hidden stash of treasure for herself in the
another 1d4 feet. As long as the creature isn’t completely pit. Zuri knows Claugiyliamatar will kill her if the dragon
submerged in the slime, it can escape by using its action and finds out that the druid keeps her own secret treasure. If Zuri
succeeding on a Strength (Athletics) check. The DC is 12 notices the characters poking about her hoard or carrying the
plus the number of feet the creature has sunk into the slime. potion, warhammer, or diamond from her stash, she attacks
A creature fully submerged in slime can’t breathe (see with any other allies she can muster, no matter what
“Suffocating” in chapter 8 of the Player’s Handbook). arrangement the characters have with the dragon or other
A creature can pull another creature within its reach out of druids.
(Athletics) check. The DC is 7 plus the number of feet the C10. Bridge
target creature has sunk into the slime. This bridge hangs 20 feet above the slime pool (see area C8).
A creature that comes into contact with the slime takes 11 A wood woad (see appendix A) stands just west of the bridge,
(2d10) acid damage. The creature takes this damage again at next to a large wooden lever that sticks out of the cave floor.
the start of each of its turns until the slime is scraped off or When an intruder crosses the bridge, the wood woad pulls
18
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causing the bridge to suddenly part in the middle and both its Small puffs of foul-smelling green gas emit from the nostrils
halves to swing downward. Creatures on the bridge must of a titanic dragon with dull olive scales. The tips of her
make a DC 15 Dexterity saving throw. On a success, the
massive wings and the edges of the frills along her head and
creature runs off of the bridge and onto the safety the closest
spine are black with age beyond mortal reason. She stares into
cave floor. On a failure, the creature falls 20 feet into the
they state where they come from, then demands to hear any
Vines on the north and south walls of this cavern form gossip or rumors the characters might know from the Sword
almost perfect circles around twenty-foot-diameter patches of Coast. If the characters can offer a salacious tidbit (such as
moss. The oddly glowing green growth on the north wall rumors about the ghosts of the Swords of Leilon or the
depicts a city map, and the south wall displays a map of the people rebuilding the town) and a successful DC 15
Elturel.
united, the wall falls and the gold flows.” This is a reminder
treasure hoard (area C14), for she believes one day her
looking into her crystal balls to find the source of the undead
that attack her lair. When the characters enter this area and
can see the green dragon, read the following boxed text aloud
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rune depicted in her map room (area C12), they gain statue explodes with violent force. Each creature within
advantage on the Charisma check made to influence 10 feet of the statue must make a DC 15 Dexterity saving
Claugiyliamatar. If the characters cannot mention a rumor throw, taking 33 (6d10) bludgeoning damage on a failed
Claugiyliamatar believes or likes, she tells them to go away save, or half as much damage on a successful one.
She explains escalating undead attacks on her lair. on a failed save, or half as much damage on a successful one.
Claugiyliamatar cannot find the commander of the undead Creatures and objects in the gas are lightly obscured. The gas
through her crystal balls. The green dragon believes the remains for 24 hours. A moderate wind (at least 10 miles per
closest place to search for a necromancer is Leilon, so she hour) disperses the gas after 4 hours. A strong wind (at least
had planned to threaten the people there for information 20 miles per hour) disperses it after 1 hour.
(and make good on those threats if no information is Statues. Four statues in this area depict the following
After meeting the characters, she has decided to modify Anastra Sylun é Silverhand is a human wearing a simple
her plan…for now. The dragon knows from questioning dress and carrying two halves of a broken staff. She died
previous undead invaders that they are loyal to an undead battling three dragons and was one of the Seven Sisters
unable to use her crystal balls to spy on the undead, and Lady Alustriel Silverhand is a human wearing long
all the servants she sent to capture Viantha have not flowing robes and carrying a unicorn-headed staff. She
returned. She asks the characters to capture or kill served as the leader of Silverymoon for many years and is
Viantha, returning with the prisoner or the deathlock’s one of the Seven Sisters chosen by Mystra.
remains for questioning (see “Finding Viantha”). In Alassra Shentrantra Silverhand, also known as Simbul,
exchange for Viantha, Claugiyliamatar agrees to leave is a human with long, wild hair and wearing flowing robes.
Leilon alone. She was the queen of Aglarond and one of the Seven Sisters
chosen by Mystra.
Treasure. Claugiyliamatar has a crystal ball, a crystal ball
Qilu é Veladorn is a drow wearing elegant robes, with hair
of mind reading, a crystal ball of telepathy, and a crystal ball
that comes down to her ankles. She was one of the Seven
of true seeing. Each is mounted on a 10-foot-high brass
Sisters chosen by Mystra.
pedestal. The green dragon placed a powerful enchantment
Treasure. Claugiyliamatar’s treasure hoard contains a +2
on her crystal balls to deter their theft. If a crystal ball is
war pick, a wand of magic detection, a spell scroll of speak
removed from the lair, it ceases to function until it is returned
with dead, seven emeralds worth 1,000 gp each, 1,339 pp,
to the lair.
and 14,235 gp. If the characters steal the dragon’s treasure
while she still lives, she begins hunting them as soon as she
C14. Claugiyliamatar’s Hoard
is able to do so.
The raised plateau that holds Claugiyliamatar’s treasure
(Investigation) check notices three slight divots with a 5-foot likely want to find Viantha Cruelhex in Kryptgarden Forest.
diameter in the plateau floor between the two pairs of Each day the characters search the forest, have them choose
statues. A detect magic spell reveals that these divots radiate one character to act as the guide. At the end of each day the
A permanent floor-to-ceiling wall of force created by successful check, the characters find Viantha (see “Viantha
Claugiyliamatar runs from the north wall to the south wall, Found”). On a check failed by 4 or less, the characters get
between the statues and the treasure hoard. The area west of close and run into undead (see “Undead Encounter”).
the wall of force is obscured by trapped green gas, but a On a check failed by 5 or more,
wall.
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Encounters table. The undead run amuck in the forest on text aloud to set the scene:
the death. The undead are loyal to Viantha and do not lead
A strange, mystical chanting in a dry, crackling voice and a
the characters to the deathlock unless magically compelled to
rank smell come from a small clearing ahead. At the center of
do so.
this area, a robed woman with gray, cracked skin and red
Undead Encounters points of light where her eyes should be waves a wand made
d4 Loot of bone in the air.
The characters encounter one ghast plus
1 two additional ghasts for every member Viantha Cruelhex is a deathlock mastermind (see appendix
of the party, not including sidekicks. A) in the process of summoning more undead to harass
The characters encounter one ogre zombie Claugiyliamatar with a magical ritual. Before the characters
2 plus two additional ogre zombies for every can attack, Viantha summons specters to her side. There is
member of the party, not including sidekicks. one specter for every member of the party, not including
The characters encounter one wraith plus one Claugiyliamatar’s lair, but says nothing unless magically
4 additional wraith per two members of the party compelled to do so. All the deathlock knows of Ularan
(rounded down), not including sidekicks. Mortus’s plans is that the necromancer wants her to keep
If the characters return to Claugiyliamatar’s lair with Viantha
waiting for this opportunity. Before she can say anything else,
death.
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T
he “Death Knight-Dreadnaught” quest is
balanced for characters of 9th level, though An armored dreadnaught made from metal and bones rests
characters of 10th level will still find parts of on a rocky outcrop in the bay. Flames leap from a brazier
the quest challenging.
mounted to its mainmast and its ragged sails are stitched from
worn leather. Barbaric half-orcs patrol its decks and standby,
ready to employ its deadly siege weapons. A giant’s skeleton
Learning that it longed for its old home, Fheralai kidnapped a around the dreadnaught. These undead were sent here by
local bard, Tarbin Tul, and forced him to regale the ship with Ularan Mortus to recapture his vessel and have been staked
songs from its lost homeland. The ruse worked. As long as out by Fheralai as a warning. Each zombie is spattered with
Tarbin sings to it regularly, the soul of the ship remains an unusual amount of dried bird droppings. Characters
willing to carry out Fheralai’s commands. Since then, the who’ve already visited the ruins of Iniarv’s Tower recognize
storm lord has kept the dreadnaught beached on the rocks as them as coming from that location (see “Iniarv’s Tower”). The
a staging post for her upcoming invasion of the Sword Coast. zombies writhe and moan on their stakes but are unable to
move unless they are cut down. If freed, they attack the
the vessel. Doing so causes the dreadnaught to cast off from dreadnaught when the characters arrive. You can place her
the rocks and return to sea. anywhere on the ship or have her move between locations. If
them. Read the following boxed text aloud if the characters
encounter her:
north of the town of Leilon, near an old lighthouse called the A towering female half-orc steps into view. Her muscles are
Tower of Storms (see Dragon of Icespire Peak for more
like iron bands and her face is fixed in a bestial scowl. Under
information on this location). If the characters leave town on
her boar-skin hood, you see eyes crackling with lightning.
foot in the morning, they can reach the vessel an hour or two
before nightfall. The windswept coastline of this region is “This is my ship now,” she snarls. “And I mean to keep it!”
lined with rugged granite cliffs and stacks of eroded rock.
appendix A). She is one of the main villains of the story and is
she tries to abandon the vessel and flee to safety. Don’t worry
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dreadnaught’s bones. As a sentient, undead creature, The death knight-dreadnaught is a galleon crafted
Emberlost can see and talk through the skeletal figurehead from humanoid bones bound together by plates of
(area D2), his own corpse below deck (area D17), or the iron and necromantic magic.
hellfire orb mounted on the mainmast (area D4). The death
Ceilings. The lower decks of the vessel are
knight has Wisdom (Perception) modifier of +3 and a passive
cramped, with ceilings just six feet high. Creatures
Wisdom (Perception) of 13.
taller than this height must stoop to get around.
Light. The lower decks are lit by oil lamps that
The death knight only serves creatures it chooses to obey.
burn with eerie green flames. These cast dim light
Fheralai Stormsworn appeased it by using a kidnapped bard
throughout the vessel’s interior, imposing
to sing it songs from its homeland. If the bard stops singing
disadvantage on Wisdom (Perception) checks that
against Emberlost’s will or is removed from the vessel, the rely on sight.
dreadnaught shunts itself angrily from the rocks and Unholy Presence. The dreadnaught is imbued
withdraws to sea. At your discretion, the haunted soul of the with the cursed soul of a death knight. All undead
death knight could be won over, using other means (see area creatures onboard the vessel or within 60 feet of it
D17 for further information on this cursed creature). have advantage on saving throws against features
that turn undead.
The following locations are keyed to the map of the death
D2. Skeletal Figurehead
knight-dreadnaught.
D1. Coastal Rocks bow. This giant skeleton (see appendix A) cannot move and
The dreadnaught rests on slippery sea rocks that are uses the following attack in place of a scimitar:
regularly dashed by waves. These rocks count as difficult Halberd. Melee Weapon Attack: +8 to hit, reach 20 ft., one
terrain. During combat, any creature that ends its turn on the target. Hit: 21 (3d10 + 5) slashing damage.
rocks must roll a die: on an odd result, a wave smashes into The evil spirit of the death knight can see and speak
them and they must succeed on a DC 15 Strength saving through the skeletal figurehead (see “Death Knight’s Soul”). If
throw or fall prone. the death knight spots intruders outside the ship, it alerts
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The main deck contains a set of stairs that descend into the The desk is here is laden with sea charts, old maps of the
bowels of the ship, a ballista mounted on a rotating platform Sword Coast, and enough instruments to assemble a
(see “Siege Equipment” in chapter 8 of the Dungeon Master’s complete set of navigator’s tools. Characters who study the
Guide), and a hatch that opens into the ship’s stores. The ship’s course deduce that it set sail from the distant nation of
hatch can only be opened by creatures with a combined Estagund four months previously. The old maps show the
Strength score of 18 or more. locations of dozens of long-lost barrows along the Sword
Two anchorites of Talos (see appendix A) are stationed at Coast, indicating that the sailors came here to unearth
the ballista, with an additional anchorite present on deck for something buried. Most of these tombs have already been
every two characters in the party, including sidekicks. If looted or destroyed, but others could form the basis for your
combat occurs here, the anchorites on the forecastle and own dungeon-based adventures. Ularan Mortus was hunting
quarterdeck (areas D5 and D6) respond immediately. for the mausoleum of the black dragon Chardansearavitriol.
He took the map showing its location with him before he fled
burning orb of flame. The spirit of the death knight can see D9. Storage Lockers
and talk through this orb, perceiving its surroundings with These lockers contain supplies for maintaining the vessel:
darkvision to a range of 120 feet (see “Death Knight’s Soul”). spare rope, buckets, tubs of grease, and other mundane tools.
Once per day, the death knight can hurl a magical ball of fire A character who hides inside a locker gains advantage on any
that explodes at a point it can see within 240 feet of it. Each Dexterity (Stealth) checks made to evade the crew.
must make a DC 18 Dexterity saving throw. The sphere D10. Captain’s Cabin
spreads around corners. A creature takes 35 (10d6) fire This cabin belonged to Ularan Mortus but has since been
damage and 35 (10d6) necrotic damage on a failed save, or claimed by Fheralai Stormsworn. Anyone who searches the
half as much damage on a successful one. cabin and succeeds on a DC 12 Intelligence (Investigation)
The front deck of the dreadnaught is fitted with a ballista A leather-bound journal lies open on the floor next to the
mounted on a rotating platform. Two anchorites of Talos bed. Characters examining the journal discover clues about
(see appendix A) are assigned to this weapon. When no the necromancer’s plans for the region. Give the players the
threats are present, the cultists take turns daring each other “Necromancer’s Journal” handout from appendix C, the
to spit on the skull of the giant skeleton mounted under the contents of which is reproduced in a sidebar below. A note in
The ship’s wheel is fixed to the quarterdeck. The wheel is the spirits worth 100 gp each. The historical tomes on the
round, iron shield that Emberlost carried in battle. If a bookshelves have a combined value of 800 gp but weigh a
creature the death knight doesn’t know or like touches the total of 250 pounds.
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D11. Oar Deck two members of the party, including sidekicks (rounded
This gloomy oar deck looks like the belly of a whale, with down). The golems attack anyone who enters.
gargantuan ribs sweeping from the walls to form rowing Treasure. An apothecary’s bag inside the surgery contains
benches for the undead crew. The deck underfoot is littered three potions of greater healing.
unmanned drums are positioned to the rear of the deck. D17. Death Knight’s Soul
If the death knight’s soul knows that intruders are onboard, The corpse of a knight wearing plate armor slumps on a
it animates a team of minotaur skeletons to defend the deck. throne at the rear of this compartment. The ship’s bones spill
There is one skeleton present for every member of the party, from the knight’s chest and are entwined with his body, fusing
including sidekicks. The skeletons hide underneath the bones him to the vessel. This was the death knight Emberlost, and
until intruders draw near, and then arise to attack them with though his corpse (as well as the ship itself, hosts his cursed
surprise. If combat ensues here, Gol Badwind arrives from soul, Emberlost may speak through the corpse and see
area D12 to investigate after two rounds. through its eyes, but can’t animate it otherwise.
Skeleton Crew. Once per day when the dreadnaught If questioned, the death knight reveals its yearning for
needs to move, the death knight can animate a rowing crew Anauria, its lost homeland. Characters who succeed on a DC
of fifty skeletons from the bones piled here. This occurs at 20 Intelligence (History) check recall some tidbit of ancient
the end of the quest if the players stop Tarbin Tul’s singing Anaurian lore that impresses the death knight. It has no
(see area D17). loyalty to Fheralai and gladly betrays her if the characters
offer a better deal. The terms of such a deal (and if it’s even
D12. Badwind’s Cabin possible) are left up to you (the DM) and your players.
This cabin is occupied by Fheralai’s second-in-command, Gol If anyone touches the corpse or strikes it with a melee
Badwind, a grossly fat, grumpy half-orc male blackguard. weapon attack, Emberlost withdraws his body into the hull,
him, all anchorites left onboard become frightened of them. The Bard. Tarbin Tul, a kidnapped male human bard (see
Treasure. Badwind carries an alchemy jug at his belt, appendix A) spends his waking hours singing songs of old
which he swigs from while doing his rounds. Anauria to the death knight to keep it appeased. Tarbin wears
This chamber holds iron balls, ballista bolts, and rocks for of defying Fheralai Stormsworn. If Tarbin is taken from the
the vessel’s siege weaponry. A 20-foot-high shaft ascends dreadnaught, the soul of the death knight becomes enraged
from here to the poop deck (area D7), where a bucket and and it steers the vessel out to sea (see “Death Knight’s Soul”).
D14. Crew Quarters journey: barrels of salted meat, cords of wood, nails, and
they enter this area, the characters hear singing drifting from
the cabin at D17. Due to the awkwardness of this space, any D19. Prisoner Cell
Medium or larger creature fighting in here counts as When the bard Tarbin Tul (see area D17) becomes too
squeezing into a smaller space (see “Creature Size” in exhausted to perform, the anchorites lock him in this cold cell
chapter 9 of the Player’s Handbook). to recuperate. The door is magically locked with an arcane
The hammocks are enchanted to attack anyone who enters lock spell and can only be opened by castig either knock or
without the death knight’s permission. Each hammock has dispel magic. Unlocking the door alerts the death knight’s
the statistics of a rug of smothering except that it looks like soul to the presence of intruders inside the vessel.
hammock animates for every member of the party, including D20. Armory
The old crew used this galley to prepare food, which called Bonecounter. Whenever this weapon is used
consisted of spartan gruels and dry biscuits. There is nothing to destroy an undead creature, a single silver
else in here but bad recipes. piece appears in the wielder’s pocket.
The door to this compartment is boarded over with heavy The hold is unlit and
planks of wood. Ularan Mortus was known for constructing flooded to a depth of
obedient servants from the stitched-together bodies of former 3 feet with dark,
enemies. After the anchorites discovered that the golems in briny water.
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T
he “Iniarv’s Tower” quest is balanced for
the criminals, they reveal how the zombies escaped the ruins
grew, Rega and her monstrosity attacked caravans The ruins of Iniarv’s Tower consist of three towers:
on the road. Soon their success had Rega running one enormous 80-foot-high main tower connected
the brigand band, who renamed themselves the to two smaller 30-foot-high towers by walkways.
Chimera Crew. The towers are surrounded by parapets at the top
If a member of the Chimera Crew is captured, of the walls that create the keep.
the characters can get the bandit to reveal the Arrow Slits. When using an arrow slit for
following information with a successful DC 15 protection, a creature gains three-quarters cover
Charisma (Intimidation) check: against outside threats. A Medium or larger
creature can’t squeeze through an arrow slit, but a
The history of Rega and the Chimera Crew’s Small creature can with a successful DC 10
founding. Dexterity (Acrobatics) check. Tiny creatures can
The bandits were hired by priests of Myrkul to move through the slits without squeezing.
watch over the undead in Iniarv’s Tower’s ruins. Doors. The doors in Iniarv’s Tower are made of
They do not know where the priests operate or stone and have rusty iron hinges.
what the priests plan to do with the undead. Light. Most of the light in the ruins comes from
the sun or moon outside, but the shorter towers
have hanging lanterns within which provide bright
light.
Parapets. Parapets standing 3 feet high run along
To complete the Iniarv’s Tower Quest (see “The Quest the outside of the keep’s wall walkways (area I1)
Board”), the adventurers must kill or drive out the bandits
and the roof of the main tower (area I6). When
living in the ruins of Iniarv’s Tower.
using the parapets for protection, a Medium or
smaller creature gains half cover.
Walls. Climbing the stone walls of the ruin
’ without equipment requires a successful DC 15
Strength (Athletics) check.
During the twenty-mile journey from Leilon to Iniarv’s Tower,
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Crew camp (area I4) then call out to the characters and ask
Atop an escarpment on the eastern side of the High Road them to state their business. A character convinces the scouts
stands a crumbling keep with thirty-foot-high walls supported they are allies with a successful DC 15 Charisma (Deception)
by a gatehouse, two short towers, and one tall tower more check, and the scouts allow the characters to enter through
As the characters approach the keep, scouts atop the keep’s I2. Pit Trap
walls (area I1) watch for danger. The characters must The Chimera Crew dug a 10-foot-deep pit trap with a 10-foot-
succeed on a DC 15 group Dexterity (Stealth) check to square opening in the ground along the hole in the north wall.
approach the keep unseen. The pit is covered by a large tarp anchored on the pit's edge
A 10-foot-deep ditch that was once a moat runs around the and camouflaged with dirt and debris. A creature with a
perimeter of the keep. The ditch is difficult terrain. A wooden passive Wisdom (Perception) score of 14 or higher notices
bridge crosses the ditch and leads to the front entrance of the the pit.
gatehouse (area I3). Any creature that steps on the tarp falls into the pit and
There are three entrances to the keep: the hole in the wall pulls the tarp with it, taking 3 (1d6) bludgeoning damage and
(area I2), the gatehouse (area I3), and the rubble-sealed crack landing prone. The bottom of the pit contains a swarm of
in the main tower’s first floor (area I5). The characters do not poisonous snakes. Climbing the walls of the pit without
notice the last entrance unless they move around to that side equipment requires a successful DC 15 Strength (Athletics)
The stone gatehouse has two stories. The first story is one
The following locations are keyed to the map of the ruins of
interior room with a 30-foot-high ceiling. The second story
Iniarv’s Tower.
has no roof.
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smell and see oil on the floor and walls. If set ablaze, the oil courtyard (area I4) barricaded with old wood furniture and a
burns for 1 minute. While the oil burns, each creature that 3-foot-wide, 5-foot-high crack in the back wall filled with
enters or starts its turn in the first story of the gatehouse stone rubble. A creature can clear the blockage from either
takes 11 (2d10) fire damage. entrance with a successful DC 17 Strength (Athletics) check
Doors and Portcullises. The first story of the gatehouse made as an action. If an entrance is cleared, the undead
has two sets of double doors behind iron portcullises. Each inside come out and immediately begin attacking any
portcullis requires a successful DC 18 Strength (Athletics) creatures they notice that are not undead. The Chimera Crew
check to lift and immediately slams back down when the do not open an entrance unless they think it will give them an
creature that lifted the portcullis stops holding it. A portcullis advantage in combat or they are with a priest of Myrkul who
has AC 19, 27 hit points, immunity to poison and psychic can command the undead.
damage, and a damage threshold of 5. The bottom floor of the tower contains zombies and ogre
The gatehouse’s front double doors are secured with an zombies covered in bird droppings thanks to the hole in the
iron bar from the inside, and the back-double doors are roof above (area I6). There are two zombies and one ogre
secured with the same mechanism from the courtyard side. A zombie for every member of the party, including sidekicks.
creature that can reach a bar can lock or unlock the bar as an Collapsed Cellar Entrance. The entrance to the keep’s
action. Forcing open a secured set of double doors requires a cellar collapsed long ago and requires many days of work to
successful DC 20 Strength (Athletics) check. Each door has clear. What this cellar might hold (perhaps a secret sanctum
AC 19, 27 hit points, and immunity to poison and psychic where Iniarv hides practicing magic) is up to you.
damage.
Murder Holes. The second story has eight 1-foot-diameter I6. Main Tower Roof
murder holes in the floor that look down into the first story of Ten swarms of ravens live on what remains of the main
the gatehouse. When using a murder hole to fight, a creature tower’s roof. They attack any creature that comes within 30
on the second story gains three-quarters cover against threats feet of the roof, fighting until the creature retreats.
on the first story. A Medium or larger creature can’t squeeze If more than 100 pounds of weight are added to the
through a murder hole, but a Small creature can with a remains of the roof, it collapses. Creatures inside the tower
successful DC 10 Dexterity (Acrobatics) check. Tiny when the roof collapses must make a DC 12 Dexterity saving
creatures can move through the holes without squeezing. throw, taking 28 (8d6) bludgeoning damage on a failed save,
Treasure. A small iron box in the northeast corner of the or half as much damage on a successful one. Creatures on
second story contains two flasks of alchemist’s fire, which the top of the roof when it collapses take 28 (8d6) bludgeoning
Chimera Crew can throw down the murder holes to set the damage from the fall and another 28 (8d6) bludgeoning
oil on the first story ablaze. damage from fallig roof debris.
Most of the Chimera Crew stays in the mud-covered The first floor of the north guard tower has a 30-foot-high
courtyard, which contains their tents. At any given moment, a ceiling. The floor is covered in straw, which services as a bed
member of the crew here could be cooking over a small for Ashbreath, a chimera. Rega Swarn, a chaotic evil human
campfire, drinking, eating, planning a raid, playing a game, master thief (see appendix A) is feeding the chimera chunks
preparing equipment, resting, or socializing. When the of humanoid flesh, unless they joined a fight in areas I1 or I4.
characters arrive, the Chimera Crew in the courtyard consists See the “Chimera Crew” sidebar for more information about
of three human scouts and one veteran for every member of Rega and Ashbreath.
escape.
or fall prone.
animal waste.
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she asks why they have come to Iniarv’s Tower. If a character I8. North Guard Tower Second Floor
claims to be an ally willing to help the Chimera Crew and The second floor of the north guard tower has a 10-foot-high
succeeds on a DC 15 Charisma (Deception) check, Rega asks ceiling. This area is stocked with trade goods (see chapter 5
the characters to stick around and help raid the next caravan of the Player’s Handbook) worth a total of 300 gp that were
that passes. Otherwise she attacks with Ashbreath, fighting stolen from caravans on the road.
Chimera Crew in areas I1 and I4 join the fray. I9. South Guard Tower First Floor
Ladder. A ladder leads to a trap door in the ceiling that The door to this area from area I4 is chained shut from the
leads to area I8. outside. A creature that can reach the chain can remove it as
Steel Box. A character with a passive Wisdom an action, or force the door open, breaking the chain by
(Perception) score of 15 or higher spots a locked steel box making a DC 20 Strength (Athletics) check as an action.
hidden beneath the straw. Rega has the key to this box, which The Chimera Crew moved the greater zombies (see
is trapped with a poison needle (see “Sample Traps” in appendix A) to this location after they broke through a
chapter 5 of the Dungeon Master’s Guide). weakened area of the main tower (area I5). There is one
The box has AC 19, 18 hit points, and immunity to poison greater zombie plus one additional greater zombie for every
and psychic damage. The lock can be picked with a two members of the party (rounded down), not including
(Athletics) check. The box contains Rega’s treasure. I10. South Guard Tower Second Floor
Treasure. The steel box contains a potion of diminution, This area has the same features as area I8.
30
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T
he “Leilon Point” quest is balanced for
text aloud:
The farms of Leilon Point are deathly quiet and still. Every
window in the community of thirteen quaint buildings is
Leilon Point is a small community of farmers and fishers,
shuttered. Many of the village’s fields are reduced to
originally formed centuries ago to supply the town of Leilon
blackened ash, and its single street is lined with overturned
with food. When Leilon fell, the village remained, but it has
After the latest attack, the people of the Leilon Point have
decided to stay shut up in their houses and wait for help.
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The families inside the unlabeled buildings on the map of sea, is unlocked. Characters who enter find the corpse of an
Leilon Point are farmers, fishers, and their children. No elf priestess, Nava Wavecrash, lying in a pool of her own
amount of persuasion or intimidation can convince the blood next to a stone altar. Characters who search Nava’s
terrified families to open their doors or speak to the body find a potion of water breathing.
characters.
Nets, hooks, chains, rope, and other fishing supplies lay The characters might decide to wait for the
destroyed on the floor of this hut near the corpse of an old sahuagin to exit the cave to raid the town rather
woman lying face down in a pool of dried blood. Manda than assault the cave. If they take this course of
Gutterpunch ran this shop that serviced the fishers in the action, roll a d10. The result equals the number of
village. A character who searches her body, making a
hours the characters wait. At the end of this time,
successful DC 10 Wisdom (Medicine) check finds the tip of a
all the sahuagin and the giant shark skeleton exit
blade made of bone in a fatal wound in Manda’s stomach, and
the cave and attack.
with a successful DC 18 Intelligence (History) check can tell
it is of sahuagin make.
Head House
The town’s leader, a nervous elderly human named Marciano If the characters talk to Marciano Belta at the head house,
Belta, occupies the Head House. As the town’s headman, they learn that the sahuagin utilize several entrances to Salt
Marciano settles disputes and keeps order, a relatively easy Cave to attack the town. The characters can find the
job until the sahuagin arrived. Marciano refuses to answer southernmost entrance, which is not hidden, by simply
questions shouted through the door unless a character first walking down the path to from the village to the cave. The
succeeds on a DC 15 Charisma (Persuasion) check to gain cave’s other two entrances can be found by tracking the
his trust. Characters who break into his house have sahuagin with a successful DC 15 Wisdom (Survival) check.
disadvantage on all Charisma checks made to interact with If the characters come to the cave’s southernmost
Marciano. Once the characters gain Marciano’s trust, he entrance, they notice three abandoned rowboats left by the
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or higher notices the edges of the hole around one side of the
S2. Clam Cavern boulder. A character can move the boulder to get to the
A glowing clam made of coral stands atop a 10-foot-high cliff, treasure beneath with a successful DC 13 Strength
filling this chamber with bright green light. The clam was (Athletics) check.
gifted to Gahza when she became a high priestess. If she Treasure. The hole beneath the rock contains a black pearl
dies, the clam stops shedding light. Sahuagin in the clam’s worth 500 gp, 1,321 sp, and 426 gp.
At the center of the chamber a 10-foot-deep pool is filled S4. Ritual Cavern
with seawater and a swarm of hungry baby sharks that use A circle of sahuagin symbols are drawn in blood around the
the statistics of a swarm of quippers. bones of a giant shark. Several sahuagin priestesses chant
Gahza, a sahuagin high priestess (see appendix A), stands around the bones, which come to life as a giant shark
next to the clam, leading a group of swimming sahuagin skeleton controlled by the priestesses. There is one sahuagin
blademasters (see appendix A) in wild prayer to Sekolah. priestess plus one additional priestess for every member of
There is one blademaster plus one additional blademaster the party, not including sidekicks.
per two members of the party (rounded down), not including The giant shark skeleton has the statistics of a giant shark
S3. Training Cavern The shark is undead and doesn’t require air, food, drink, or
sleep.
A sahuagin blademaster (see appendix A) trains a group of
The shark is vulnerable to bludgeoning damage, immune
sahuagin to fight on the bottom level of this chamber. There
to poison damage and the poisoned condition, and cannot
are two sahuagin for every member of the party, not including
gain levels of exhaustion.
sidekicks.
The shark has had skeletal feet attached by some
A boulder atop the 10-foot-high platform in this room
demented necromancer and gains a walking speed of 20
mostly covers a small hole where Gahza hides her treasure.
feet.
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T
he adventure can end one of several ways. If the worst happens and the characters die, their adventure
Ideally, it concludes with the adventurers is also over. You can let the players roll up new characters
witnessing Claugiyliamatar’s body becoming and pick up where the last ones left off, or you can also start
possessed by Chardansearavitriol’s spirit and the adventure over with new characters, tweaking quests as
the completion of all the The Quest Board. By you see fit to surprise your players who might otherwise be
then the characters should be 11th level. Give familiar with them.
the players a chance to wrap up loose ends You might expand the adventure by inventing new quests
before declaring the adventure over. For example, the and new locations. Several other D&D adventures, Out of the
characters might need to return to Leilon to collect an Abyss, Princes of the Apocalypse, Rise of Tiamat, and
outstanding reward or notify the town council of Waterdeep: Dungeon of the Mad Mage, take place in the
Claugiyliamatar’s possession. The story doesn’t have to stop Forgotten Realms and include challenges for characters of
there. If you play Divine Contention, the next adventure in the 11th and higher levels.
have final showdowns with the cults of Myrkul and Talos that
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Medium fiend (demon), chaotic evil Medium humanoid (half-orc, shapechanger), neutral
evil
Armor Class 17 (natural armor)
Hit Points 157 (15d8 + 90) Armor Class 13 (hide armor)
Speed 40 ft. Hit Points 58 (9d8 + 18)
Speed 30 ft.
Amorphous. The alkilith can move through a space 1/day each: augury, bless, lightning bolt (8d6
as narrow as 1 inch wide without squeezing. damage), revivify
3/day: thunderwave (2d8 damage)
False Appearance. While the alkilith is motionless, it
is indistinguishable from an ordinary slime or Shapechanger. The anchorite can use its action to
fungus. polymorph into a boar or back into its true form,
which is humanoid. Its statistics are the same in
Foment Madness. Any creature that isn’t a demon
each form. Any equipment it is wearing or carrying
that starts its turn within 30 feet of the alkilith must
isn’t transformed. It reverts to its true form if it dies.
succeed on a DC 18 Wisdom saving throw, or it
hears a faint buzzing in its head for a moment and
has disadvantage on its next attack roll, saving
Actions
throw, or ability check. Clawed Gauntlet (Humanoid Form Only). Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.
If the saving throw against Foment Madness fails by Hit: 5 (1d4 + 3) slashing damage.
5 or more, the creature is instead subjected to the
confusion spell for 1 minute (no concentration Tusk (Boar Form Only). Melee Weapon Attack: +5 to
required by the alkilith). While under the effect of hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
that confusion, the creature is immune to Foment damage.
Madness.
Magic Resistance. The alkilith has advantage on
saving throws against spells and other magical
effects.
Actions
Multiattack. The alkilith makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15
ft., one target. Hit: 18 (4d6 + 4) acid damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 1 (-5) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
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37
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Armor Class 13 (16 with mage armor) Armor Class 17 (natural armor)
Hit Points 110 (20d8 + 20) Hit Points 115 (10d12 + 50)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 21 (+5) 10 (+0) 20 (+5) 4 (-3) 6 (-2) 6 (-2)
Innate Spellcasting. The deathlock’s innate Magic Resistance. The skeleton has advantage on
spellcasting ability is Charisma (spell save DC 14). It saving throws against spells and other magical
can innately cast the following spells, requiring no effects.
material components: Turn Immunity. The skeleton is immune to effects
that turn undead.
At will: detect magic, disguise self, mage armor
Spellcasting. The deathlock is a 10th-level Actions
spellcaster. Its spellcasting ability is Charisma (spell Multiattack. The skeleton makes three scimitar
save DC 14, +6 to hit with spell attacks). It regains attacks.
its expended spell slots when it finishes a short or
long rest. It knows the following warlock spells: Scimitar. Melee Weapon Attack: +8 to hit, reach 10
Cantrips (at will): chill touch, mage hand, minor ft., one target. Hit: 15 (3d6 + 5) slashing damage.
illusion, poison spray
1st–5th level (2 5th-level slots): arms of Hadar,
blight, counterspell, crown of madness, darkness,
dimension door, dispel magic, fly, hold monster,
invisibility
Turn Resistance. The deathlock has advantage on
saving throws against any effect that turns undead.
Actions
Deathly Claw. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
Grave Bolts. Ranged Spell Attack: +6 to hit, range
120 ft., one or two targets. Hit: 18 (4d8) necrotic
damage. If the target is Large or smaller, it must
succeed on a DC 16 Strength saving throw or
become restrained as shadowy tendrils wrap around
it for 1 minute. A restrained target can use its action
to repeat the saving throw, ending the effect on
itself on a success.
38
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39
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
40
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Medium humanoid (any race), any alignment Medium humanoid (sahuagin), lawful evil
Armor Class 16 (studded leather) Armor Class 20 (plate armor and shield)
Hit Points 84 (13d8 + 26) Hit Points 97 (15d8 + 30)
Speed 30 ft. Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+3) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1)
Saving Throws Dex +7, Int +3 Saving Throws Str +6, Con +5
Skills Acrobatics +7, Athletics +3, Perception +3, Skills Athletics +6, Intimidation +4
Sleight of Hand +7, Stealth +7 Senses darkvision 120 ft., passive Perception 10
Senses passive Perception 13 Languages Sahuagin
Languages any one language (usually Common) plus Challenge 6 (2,300 XP)
thieves’ cant
Challenge 5 (1,800 XP) Blood Frenzy. The blademaster has advantage on
melee attack rolls against any creature that doesn’t
Cunning Action. On each of its turns, the thief can have all its hit points.
use a bonus action to take the Dash, Disengage, or
Hide action. Limited Amphibiousness. The blademaster can
breathe air and water, but it needs to be submerged
Evasion. If the thief is subjected to an effect that at least once every 4 hours to avoid suffocating.
allows it to make a Dexterity saving throw to take
Shark Telepathy. The blademaster can magically
only half damage, the thief instead takes no damage
command any shark within 120 feet of it, using a
if it succeeds on the saving throw, and only half
limited telepathy.
damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 Actions
(4d6) damage when it hits a target with a weapon Multiattack. The blademaster makes three attacks
attack and has advantage on the attack roll, or when with its wavecutter blade, or one attack with its bite
the target is within 5 feet of an ally of the thief that and two with its claws.
isn’t incapacitated and the thief doesn’t have
disadvantage on the attack roll. Wavecutter Blade. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing
Actions damage.
Multiattack. The thief makes three attacks with its Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
shortsword. one target. Hit: 8 (1d10 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. one target. Hit: 7 (1d8 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 8 (1d8 + 4)
piercing damage.
Reactions
Uncanny Dodge. The thief halves the damage that it
takes from an attack that hits it. The thief must be
able to see the attacker.
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Medium humanoid (sahuagin), lawful evil Medium humanoid (any race), any non-lawful
alignment
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22) Armor Class 17 (leather armor)
Speed 30 ft., swim 40 ft. Hit Points 66 (12d8 + 12)
Speed 30 ft.
Blood Frenzy. The blademaster has advantage on Lightfooted. The swashbuckler can take the Dash or
melee attack rolls against any creature that doesn’t Disengage action as a bonus action on each of its
have all its hit points. turns.
Limited Amphibiousness. The blademaster can Suave Defense. While the swashbuckler is wearing
breathe air and water, but it needs to be submerged light or no armor and wielding no shield, its AC
at least once every 4 hours to avoid suffocating. includes its
Shark Telepathy. The blademaster can magically
command any shark within 120 feet of it, using a
Actions
limited telepathy. Multiattack. The swashbuckler makes three attacks:
one with a dagger and two with its rapier.
Spellcasting. The high priestess is a 7th-level
spellcaster. Her spellcasting ability is Wisdom (spell Dagger. Melee or Ranged Weapon Attack: +6 to hit,
save DC 14, +6 to hit with spell attacks). She has reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4
the following cleric spells prepared: + 4) piercing damage.
Cantrips (at will): guidance, mending, resistance, Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
thaumaturgy one target. Hit: 8 (1d8 + 4) piercing damage.
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon
(trident)
3rd level (3 slots): bestow curse, fear, mass healing
word, tongues
4th level (1 slots): banishment
Actions
Multiattack. The high priestess makes two attacks
with her toothsome staff, or one attack with her bite
and one with her claws.
Toothsome Staff. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0)
Multiattack. The sword wraith makes two weapon Longbow. Ranged Weapon Attack: +3 to hit, range
attacks. 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage, or
9 (1d10 + 4) slashing damage if used with two
hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Call to Honor (1/Day). To use this action, the sword
wraith must have taken damage during the current
combat. If the sword wraith can use this action, it
gives itself advantage on attack rolls until the end of
its next turn, and 1d4 + 1 sword wraith warriors
appear in unoccupied spaces within 30 feet of it.
The warriors last until they drop to 0 hit points, and
they take their turns immediately after the
commander’s turn on the same initiative count.
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Medium humanoid (any race), any alignment Medium plant, lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 8 (+4)
Saving Throws Con +6, Wis +7 Saving Throws Athletics +7, Perception +4, Stealth
Skills Intimidation +5, Religion +4 +4
Senses passive Perception 13 Damage Vulnerabilities fire
Languages any two languages Damage Resistances bludgeoning, piercing
Challenge 9 (5,000 XP) Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Spellcasting. The priest is a 9th-level spellcaster. Its Languages Sylvan
spellcasting ability is Wisdom (spell save DC 15, +7 Challenge 5 (1,800 XP)
to hit with spell attacks). It has the following cleric
spells prepared: Magic Club. In the wood woad’s hand, its club is
magical and deals 7 (3d4) extra damage (included in
Cantrips (at will): light, mending, sacred flame, spare its attacks).
the dying
Plant Camouflage. The wood woad has advantage on
1st level (4 slots): divine favor, guiding bolt, healing
Dexterity (Stealth) checks it makes in any terrain
word, shield of faith
with ample obscuring plant life.
2nd level (3 slots): lesser restoration, magic
Regeneration. The wood woad regains 10 hit points
weapon, prayer of healing, silence, spiritual weapon
at the start of its turn if it is in contact with the
3rd level (3 slots): beacon of hope, crusader’s ground. If the wood woad takes fire damage, this
mantle, dispel magic, revivify, spirit guardians, water trait doesn’t function at the start of the wood
walk woad’s next turn. The wood woad dies only if it
starts its turn with 0 hit points and doesn’t
4th level (3 slots): banishment, freedom of
regenerate.
movement, guardian of faith, stoneskin
Tree Stride. Once on each of its turns, the wood
5th level (1 slot): flame strike, mass cure wounds,
woad can use 10 feet of its movement to step
hold monster
magically into one living tree within 5 feet of it and
Actions emerge from a second living tree within 60 feet of it
that it can see, appearing in an unoccupied space
Multiattack. The priest makes two melee attacks. within 5 feet of the second tree. Both trees must be
Large or bigger.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage. Actions
Reactions Multiattack. The wood woad makes two attacks with
its club.
Guided Strike (Recharges after a Short or Long
Rest). The priest grants a +10 bonus to an attack roll Club. Melee Weapon Attack: +7 to hit, reach 5 ft.,
made by itself or another creature within 30 feet of one target. Hit: 14 (4d4 + 4) bludgeoning damage.
it. The priest can make this choice after the roll is
made but before it hits or misses.
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Warrior, a martial companion who specializes in striking Use the Expert sidekick stat block to represent him.
your foes or defending you and your allies
Personality. “I love a good insult, even one directed
You can tell the players which type of sidekick to use or let at me.”
the players choose. It’s up to you and the players to decide Ideal. “I like seeing the smiles on people’s faces
who controls the sidekick in play. when I perform. That plus their adoration is all that
If the characters have already played through Storm Lord's matters.”
Wrath, they can use the same sidekicks from that adventure.
Bond. “My fiddle was gifted to me by a good friend. I
This appendix can also help you level up those sidekicks.
cherish it above all other things.”
Flaw. “I’ll do anything to win fame and renown.”
(bottom center)
DONNABELLA FIASCO
Human Spellcaster
INVERNA NIGHTBREEZE
Donnabella is a young magic-user who wears a Moon Elf Warrior
papier-mâché unicorn mask because it makes her
feel more magical.
Inverna has a scar on her cheek where she was
Use the Spellcaster sidekick stat block to represent grazed by an orc’s javelin. She is cautious by nature
her. and suspicious of strangers.
Personality. “I’d rather talk to a book than most Use the Warrior sidekick stat block to represent her.
people.”
Personality. “I choose my words very carefully.
Ideal. “We all have a little magic in us. The trick is Sarcasm, I’m told, is my sharpest weapon.”
finding it and bringing it forth.”
Ideal. “All people deserve to be treated with dignity,
Bond. “I want to join a prestigious wizards’ academy regardless of their station. Of course, orcs aren’t
one day. I just hope they accept unicorns!” people.”
Flaw. “I can’t keep a secret to save my life—or Bond. “Orcs are a blight on the land. For the sake of
anyone else’s.” the natural and civilized worlds, I kill them on sight.”
Flaw. “I can’t admit when I’m wrong.”
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Nib is a happy-go-lucky gambler who keeps a deck Quinn is a happy little scrapper who likes to punch
of Three-Dragon Ante cards in her vest pocket. She people in the groin.
also has a goldfinch named Lil.
Use the Warrior sidekick stat block to represent him.
Use the Spellcaster sidekick stat block to represent
Personality. “Nice set of teeth you got there. Be a
her.
shame if something bad happened to ’em.”
Personality. “I can’t resist a sure bet or a friendly
Ideal. “No challenge is too big to overcome. As Papa
wager.”
Bartho always says, the bigger they are, the harder
Ideal. “The more complicated the scheme, the they fall.”
better.”
Bond. “Nothing’s more important than friendship.
Bond. “I love birds and will do what I can to look That’s why I’ll never leave a friend behind.”
after them.”
Flaw. “I can’t resist punching tall folk in the groin. I
Flaw. “Deep water terrifies me. I would rather be call it the Halfling Hello.”
swallowed by a dragon than get in a boat or go for a
swim.”
RUBY HAMMERWHACKER
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Human Spellcaster and the DM agree, you may enhance your sidekick with the
gains experience points and reaches new levels the same way
Handbook.
below, and consult the new level’s row, which shows the
TALON THORNWILD
sidekick’s new hit point maximum and features.
Human Expert
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10 (+0) 12 (+1) 10 (+0) 15 (+2) 18 (+4) 13 (+1) 3rd level (3 slots): protection from energy, revivify
4th level (3 slots): banishment, death ward
Saving Throws Wis +8 5th level (1 slot): greater restoration
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14 Actions
Languages Common, plus one of your choice
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
Potent Cantrip. The spellcaster can add its spellcasting
(1d8) bludgeoning damage if used with two hands.
ability modifier to the damage it deals with any cantrip.
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10 (+0) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 14 (+2) 3rd level (3 slots): fireball, fly
4th level (3 slots): polymorph, wall of fire
Saving Throws Wis +6 5th level (1 slot): cone of cold
Skills Arcana +8, Investigation +8, Religion +8
Senses passive Perception 12 Actions
Languages Common, plus one of your choice
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
Potent Cantrip. The spellcaster can add its spellcasting
(1d8) bludgeoning damage if used with two hands.
ability modifier to the damage it deals with any cantrip.
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prospect of immortality.
alliance of lords.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
The DM’s Sword Coast map on page 5 shows the structure's original name. Raised by a talented wizard-
additional locations not detailed in this adventure, noble of old Phalorm, an ancient realm that once controlled
Most of them are from Dragon of Icespire Peak much of the North, the stronghold consists of seven
which can be found in the D&D Essential Kit; see overlapping towers; however, its upper levels have long since
that reference for additional information. Others collapsed to heaps of crumbling masonry. Only the ground
can be found in Lost Mine of Phandelver, which floor is still sound enough to be habitable.
can be found in the D&D Starter Set.
You may acquire access to those adventures
from D&D Beyond. A short description is provided
here for ease of reference. The Cragmaw tribe has established a hideout from which it
Agatha is an elven banshee with wizardry abilities. She is complex of caves and passages on each side of a small
often seen roaming the region, and known to be very stream bubbling out of the hillside.
in the battle and was laid to rest beneath a barrow near
Axeholm is a dwarven fortress carved into the base of a and the corpse of Azdraka were sealed in the barrow with
mountain fifteen miles south of Phandalin. The site was her, in accordance with Lady Alagondar's dying wishes.
back wall of the canyon, an old temple of Abbathor, the evil
The circle of standing stones atop the hill has been known to
help focus magic used to summon monsters of various sort.
The caves of Gnomengarde are carved into the base of a
The Triboar Trail runs right through this abandoned town, strategic alliances with their human and dwarf neighbors as
which was sacked by barbarians years ago and now lies in needs warrant. Reclusive and secretive. the gnomes craft
ruins. A dirt road extending south of the town leads to a minor magic items and useful, nonmagical inventions to pass
supposedly abandoned shrine dedicated to Savras while a the time. In these endeavors, their failures outnumber their
path leads northwest toward Agatha's Lair. successes. They seldom stray far from home, subsisting
their caves.
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starved to death. Orcs later took over the fortress, which was
Umbrage Hill got its name after two feuding dwarf clans
fought a pitched battle atop it. The cause of their umbrage is
Fifteen miles east of Phandalin, in the deep vales of the
The mine is owned by a business consortium in Neverwinter
Sword Mountains, lies Wave Echo Cave. The rich mine of the
and has been troubled by recent pro- ductivity problems.
Phandelver's Pact was lost five hundred years ago during ore
invasions that devastated this part of the North. The pact was
Five miles south of Conyberry is a shrine dedicated to Savras, Many years ago, a half-elf wizard interested in the exploration
god of divination and fate. Many years ago, the shrine's priest- of ancient elven ruins built a stone house in Neverwinter
seers foresaw a barbarian attack on Conyberry, giving the Wood, not far from several ruins that piqued her interest. In
townsfolk time to escape. Not all the townsfolk chose to flee, the course of her explorations, the wizard disappeared, and
but those who did went to the shrine and brought much of the the protective magical wards on her home expired. The house
town's gold with them. The barbarians eventually tracked the fell into disrepair, then eventually into ruin. Ivy has all but
townsfolk to the shrine, besieged it, and slaughtered everyone engulfed it in the years since.
inside.
This crag is a prominent landmark in the rugged hills
These rocky. windswept hills are dotted with old mines that
northeast of the Sword Mountains, and is easily visible from
have become infested with monsters.
twenty miles away. People traveling along the Triboar Trail in
Few people dare to venture into the ruined village now, and
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The Lindsay
Adventure
Developers: Will Doyle, Shawn Merwin
Continues
Illustrators: Eric Belisle, Olga Drebas,
Erdner
Art Credits
Despite the depredations of those in the service Cover Art: Ulisses Spiele
of the Stormlord Talos, citizens of Neverwinter Sword Coast Map: Mike Schley with
and reestablish it as a fortified waypoint on the Adventure Background Art: D&D Sword
High Road between Neverwinter and Waterdeep. Quest Board: Felipe Gaona
villains devoted to both Myrkul, god of death and the Obsidian Portal Wiki
(C)Tasnim News
A D&D 5E adventure for 9th-level characters Ending the Adventure: Wizards of the Coast
Original version available online on D&D Beyond Appendix E Art: Cover for Lost Mine of
Phandelver
above)
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