Vault of The Dracolich

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VAULT OF THE DRACOLICHTM


AN ADVENTURE FOR CHARACTERS OF 4m LEVEL
M rCllAEL E. SHEA • TEos ABAOIA • Scorr F rTZG ERALD GRAY
CREDITS INTRODUCTION
Design Welcome to DuNGEONS & DRAGONS®Game Day, an
Mike Shea exciting official DuNGEONS & DRAGONS event.
Development Vault of the Dracolich.,. is a D&D®Next adventure
Teos Abadia, Greg Bilsland, Scott Fitzgerald Gray designed for four to six 4th-level characters. This adven-
Editing
ture is intended to be playable in 2 to 5 hours at your
Scott Fitzgerald Gray local Wizards Play Network location. The Dungeon
Master should receive this adventure in advance of
Managing Editor
Kim Mohan the event.
D&D Group Manager
Mike Mearls Playtesting D&D Next
D&D Producer This adventure is intended for use with the online play-
Greg Bilsland test packet available at dndnext.com. Throughout the
Senior Creative Director adventure, some monster names are in bold to indicate
Jon Schindehette a monster that is available using the playtest packet.
Art Director Prior to running this adventure for D&D Game Day
Kate Irwin on June 15, follow these preparation steps.
Cover Illustration 1. Visit dndnext.com and sign up for the playtest.
Eric Belisle 2. Download the playtest packet and review the docu-
Interior Illustrations ments, paying close attention to the How to Play file
Eric Belisle, Sam Carr and the DM Guidelines file.
Cartography 3. Download or print the Bestiary. This file contains
Mike Schley statistics blocks for all the monsters mentioned in
D&D Brand Team this adventure.
Nathan Stewart, Liz Schuh, Laura Tommervik, Shelly
Mazzanoble, Chris Lindsay, Hilary Ross
4. Familiarize yourself with the adventure, and get
ready to run some D&D!
Publishing Production Manager
Angie Lokotz
Prepress Manager
Jefferson Dunlap
BACKGROUND
Thousands of years ago, the elven realm ofUvaeren
Imaging Technician
Carmen Cheung
was home to magic and knowledge beyond measure.
The elves stored and protected their lore in vaults
Production Manager
spread throughout what is now the Dalelands, then
Donna Woodcock
attuned these vaults to various keys that could unlock
Organized Play
their secrets. The Diamond Staff of Chomylla is one such
Chris Tulach
key, containing the information required to locate
DuNGEONS & DRAGONS, Wizards of the Coast, DCI, DuNGEONS & and unlock the lost lore ofUvaeren. However, this key
DRAGONS Encounters, RPGA, a ll other Wizards of the Coast product
lies in the clutches of one of the most feared beasts in
names, and their respective logos are trademarks of W izards of the
Coast LLC in the USA and other countries. All Wizards characters
Cormyr-the dracolich Dretchroyaster.
and their distinctive likenesses a re property of Wiza rds of the Coast In a twisted lair built within vast underground
LLC. This material is protected under the copyright laws of the chasms and a forgotten temple of the dead god Bhaal,
United States of America. Any reproduction or unauthorized use Dretchroyaster and his allies from the Cult of the
of the material or artwork contained herein is prohibited without Dragon have only recently discovered the connection
the express written permission of Wizards of the Coast LLC. Any
between the Diamond Staff and the lore ofUvaeren.
similarity to actual people, organizations, places, or events included
herein is purely coincidental. The dracolich does not simply want to access that lore,
however. Using the staff as a focus for the eldritch
Published by Wizards of the Coast LLC. Manufactured by: Hasbro SA,
Rue Emile-Boechat 31, 2800 De lemont, CH. Represented by Hasbro
energy of his vaults, he hopes to absorb all the power
Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, oflost Uvaeren-becoming a creature beyond the
UB111AZ, UK. natural world and unleashing his might against the
PRINTED IN USA. ©2013 Wizards ofthe Coast LLC.
gods themselves.
61061 OS95001 EN
ADVENTURE SUMMARY RUNNING THE EVENT
Imani, a Turmishan wizard and former adventurer, This adventure is written for one to four groups of play-
seeks the aid of heroes to infiltrate Dretchroyaster's lair ers and characters, though it can support up to seven
and recover the Diamond Staff ofChomylla-the key to groups if necessary. Due to the style of the adventure.
powerful magic and wisdom locked away for thousands each group might have a significantly different play
of years. In addition to his own sagely interest in the experience. Interaction is a key component of the
lore oflost Uvaeren, Imani recognizes the dangers of adventure, since sharing information, coordinating
such powerful magic falling into evil hands. exploration, and distributing resources is critical to the
The dracolich has secured the staff in his lair's cen- success of the overall mission. Though it can still be fun
tral chamber, using ancient wards of protection that for one table, this open-ended adventure is most effec-
can be bypassed only by four artifact-idols once belong- tive when multiple groups work together.
ing to a cult ofBhaal. Each group of adventurers enters Several people facilitate this interaction between
the dungeon through a different section of the dun- player groups: the event coordinator, the Dungeon
geon-a forgotten temple ofBhaal, a vast underground Master (DM), and the team captain. The fo!Jowing sec-
lake, a troglodyte village, or Dretchroyaster's vaults. tions are divided into the most relevant information
Dretchroyaster's lair is no simple set of caverns and for each role. Every DM and every event coordinator
ancient ruins. It sits atop a source of great power and should read all the sections in the front matter to pre-
energy, which the dracolich and his Cult of the Dragon pare for the event.
allies hope to use to unlock the secrets of the staff. Only
by undertaking a unified assault against Dretchroyas-
ter's lair can the adventurers hope to recover the
Event Coordinator
An event coordinator facilitates the interaction between
Diamond Staff and survive the dracolich's fury.
different groups, playing the role ofTmani and tracking
The adventurers must make their way through
the action in Dretchroyaster's lair.
the lair and recover the Bhaalite idols that will h elp
Before the day of the event, the coordinator's
unlock the Diamond Staff, all the while dealing with the
responsibilities include:
lair's creatures and avoiding the dracolich as he pur-
sues intruders. Entering the Chamber of the Diamond +Determining which sections of the dungeon each
Staff, the heroes must overcome its magical wards and DM prepares. Ideally, each Dungeon Master can
claim the staff before being slain by the dracolich and read the entire adventure, but if time is short, the
his servants. coordinator can delegate sections. These sections
determine where each adventuring group starts.
This adventure uses four primary starting locations:
Area 1: Bhaal Temple Entryway, Area 12: Waterfall
CONNECTIONS TO Entrance, Area 25: Guard Huts, and Area 31: Sum-
D&D ENCOUNTERS moning Chamber.
The events in this adventure lead up to the summer When more than four groups are playing the
season of 0&0 Encounters, Search for the Diamond adventure, use the following additional entrance
Staj), starting on june 19. A player can take his or her points: Area 5: Guard Hall, Area 16: Pillar of Sun,
surviving character from this adventure to Search for Area 22: Chief's Cavern
the Diamond Staff, provided that the 0&0 Encounters
season is being run using 0&0 Next. The character On the day of the event, prior to the start of the
keeps all XP gained through this adventure, and can adventure, the coordinator's responsibilities
retain up to one magic item. include:
+Organizing DMs and players at the start of the event.
If there's confusion about who is playing in each
group, consider dividing up players based on class
CHARACTER CREATION (ensuring an even distribution of different types of
Participating players should create 4th-level characters classes) or based on adventuring style preference
prior to the event, either at home or at the store. Players (exploration, combat, interaction).
who don't create characters for the event can use one of +Ensuring that all the players have characters of the
the pre-generated characters, which are available from appropriate level and edition.
the event organizer or online through the D&D Next + Determining how many Bhaalite idols are required
playtest at dndplaytest.wizards.com. Players should use to lower the wards on the Diamond Staff of Chomylla.
the standard array for generating ability scores (15 14 If only one group is participating in the event, then
13 12 10 8). only one idol is required. For two groups, two idols

2
are required. If three groups are participating in or when players swap tables as a result of the Bhaa-
the event, three idols are required. For four or more lite portals (see page 5).
groups, all four idols in the dungeon will be neces- + Using the octopus paper clings that come with the
sary to lower the wards. Communicate the number D&D Game Day kit to track the location of the dra·
of idols required to the OMs. colich, each adventuring group, and rooms that have
+ Reading the following introductory material: been explored. The clings are placed on the large
poster map of the dungeon, which comes as part of
In response to a summons, you have come to the villaae of the D&D Game Day kit.
Hap in Battledale, where a Turmishan wizard named Imani + Determining when and where Dretchroyaster's sim-
is seekina adventurers. As you enter the wizard's tower, you ulacra appear (see also "Dretchroyaster's Attacks").
see that your aroup is not the only one to have answered his
call. You recoanize only some of these fellow adventurers, but
+ Making suggestions to team captains to encourage
interaction and offering helpful advice on behalf of
all appear as well seasoned and well traveled as you.
Imani if a group is confused or not sure what to do.
"Hail heroes!" lmani calls out from the front of the hall.
"I have aathered you here today at areat expense. Some years + Inserting players into group after the event has
aao, I traveled with an adventurina aroup known as the begun. A player can join the adventure at any time,
Company of the Sunlit Sea. Like many ofyou, we hunted for so if a player arrives after the start, the coordinator
treasure and lore. One item in particular cauaht our atten- helps place that person.
tion-the fabled Diamond Staff of Chomylla. Said to unlock + Watching to make sure the event finishes on time.
the ancient secrets of the elfloremasters ofUvaeren, this item If time is running short and not all the groups have
was tracked to a foraotten temple of the dead aod Bhaal. We acquired the Bhaalite idols, the event coordinator
had no idea what trouble we would find inside. can expedite the final encounter. For example, the
"The Cult of the Draaon and one of their terrible cre- coordinator might determine that one of the groups
ations, the dracolich Dretchroyaster, have possession of the stumbles upon a group of monsters carrying the
staff My friends and 1 braved the danaers of the dracolich's remaining idol. Try to leave 30 to 60 minutes for the
chambers and caverns in search of a way to claim the staff, final encounter, and plan accordingly.
but we were forced to turn back when 1 triaaered a trap that + Setting up groups for the final encounter and over-
left me burned beyond healina. seeing the different tables during it.
"My divinations of late have revealed that Dretchroyaster
and the Cult of the Draaon are pourina eldritch eneray into
the staff in an attempt to unlock the secrets and power of all
Uvaeren. We cannot let the ancient knowledae of the Lore- WHEN TABLES
landsfall into the hands of the cult. Such maaic in the service COME TOGETHER
ofevil would have untold consequences to our world. I have Groups should be encouraged to come together in the
brouaht you toaether to do what I and my adventurina com- dungeon for brief periods to exchange resources and
panions could not. You must enter the vault of the dracolich information-but multiple groups traveling together
as a sinale overwhelminaforce and recover the Diamond as a single oversized party is detrimental to the play
Staff The fate of the Dalelands may rest in your hands. experience. A single DM running too many players
"You must travel separately into and throuahout the lair, means each player has less time to shine, the DM
lest Dretchroyaster deduce that you work toaether. I have for becomes overworked, and the challenge of specific
you copies of a map penned by my former roaue adventurina encounters can quickly be thrown out of balance.
companion, Hadarr. Some details miaht be outdated, but this When tables come together, consider running any
should aid you in determinina your course for enterina the combat as a battle on two fronts. Players remain at
lair of the beast. their normal tables, with enemy forces attacking the
"Tymora lend you speed and aood fortune." adventurers from different sides. Each DM runs half
the monsters (adding extra monsters as necessary).
Ask each table to select its team captain. Each team At any point (and at the discretion of both DMs), two
might also want to choose a name. The team captain players from different groups can swap tables, rep-
will be responsible for tracking his or her group's prog- resenting the close proximity of their groups. When
ress and communicating with the other parties. characters switch groups, they swap initiative counts.
At this point, the DM at each table takes over. If having different tables fighting together cre-
ates headaches for DMs, the coordinator can have
During the event, the coordinator's responsibili- Dretchroyaster focus on the areas in which those
ties include: groups have assembled (see also "Dretchroyaster's
+ Notifying groups when events take place, such as Attacks," page 6).
when Dretchroyaster first becomes active in the lair,

3
know, the event coordinator should be able to tell
Team Captain you the number).
Imani lends each group a circlet of limited telepathy that Dracolich Is Dormant: Imani has been observ-
allows telepathic communication with other characters ing the lair and can inform the adventurers that the
wearing circlets. Each group selects one player to serve dracolich has been recently dormant, creating a per-
as a team captain. That player's character receives the fect opportunity to strike.
circlet. The captain's responsibilities include: Beware the Dracolich: Dretchroyaster is an
+Tracking what a group learns and communicating ancient and powerful creature, and defeating him is
relevant information to the other groups, such as the probably impossible and is not a goal of this expedi-
location of the dracolich, tactics suggestions, requests tion. The dracolich is paranoid, and favors slaying
for or offers of assistance, and so on. intruders by generating magical simulacra of him-
self IfDretchroyaster awakens, the adventures
Information can be shared in several ways, such as should hope they have to deal only with the magical
having a sheet of notes passed between the tables, duplicates and not the real dracolich.
using messaging on mobile devices, or holding periodic Resting: Characters can take short rests but not
meetings to discuss findings. DMs should encourage long rests. The assault must be secret and swift. If
this communication, particularly if a Bhaalite idol or the characters are forced to leave the lair to regroup,
a useful magic item has been gained by one group, if a the Cult of the Dragon will reinforce its defenses
table needs healing or magical resources, or if a strategy and make another such attack impossible. As a
has been decided that affects another group. result, there are no long rests during the adventure.
If a character leaves the dungeon, the player should
Dungeon Masters switch to a new character.
Scrolls ofldentify: Each party is given five scrolls
Each Dungeon Master runs a table for a group of three
of identify, which lmani has also enchanted with a
to seven players. This section details some impor-
read maaic spell, allowing anyone to use one.
tant characteristics of the adventure for a DM to keep
Treasure: The characters are welcome to keep
in mind.
all the spoils except the staff, which Imani asks
be returned to him. The treasure in the lair alone
Before the event, the DM's responsibilities include:
should be payment enough for the adventurers'
+ Reading the adventure, or at least the section participation.
assigned to him or her by the event coordinator.
+ Becoming familiar with the D&D Next rules. Imani can offer no additional details about the dungeon
beyond what is contained on the map. He visited many
At the start of the adventure, the DM's responsi- dungeons during his time as an adventurer, and details
bilities include: of his experiences are hazy. The map better reflects the
contents of the dungeon than his rusty memory.
+ Ensuring that the team captain understands his or
her responsibilities.
When the players are ready to start, read:
+ Supplying each player with the map from Imani. Seeina that you're ready to depart, lmani has you stand in a
Each player should receive a map (see page 24 for a teleportation circle. "I've spent years preparina the resources
copy). These maps contain hints and clues about the for this assault," he says. "You'll be teleported to a safe loca-
dungeon, as well as a few red herrings. tion in the dunaeon. From there, it's up to you to explore the
+ Communicating the following information (as area, find the Bhaalite idols, and disable the wards. Once you
Imani) to the players prior to starting the adventure. or your fellow adventurina aroups have the staff, leave the
Bhaalite Idols: The Diamond Staff of Chomylla is dunaeon with all speed, and 1 will meet you outside."
located near the center of the dungeon. It's too dan- Seeina that you have no more questions, Imani speaks
gerous to try to take the staff until the wards have words of maaic as the chalk outlines of the teleportation cir-
been lowered. The Cult of the Dragon has seized cles illuminate in purple liaht. The wizard's tower fades away,
ancient wards once used by the Bhaalites who built replaced by much different surroundinas.
the temple. These wards take the form of small idols
scattered throughout the dungeon. The characters At this point, read the description of the starting
must recover the idols and bring them to the location for your group, as determined by the event
chamber containing the staff. Tell the group how coordinator prior to the beginning of the event.
many idols among all the groups participating in this
event are required to lower the wards. (If you don't
E-<
During the event, the DM's responsibilities The effects of the resurrection last until someone
include: casts remove curse on the character. ffi
+ Letting the event coordinator know when the party
~
~
moves to a new area of the lair. Total Party Kill 15
+ Informing the event coordinator when the player In the event that all characters in a group are defeated ~
characters have done something to attract the dracol-
ich's attention. Examples include triggering explosive
at the same time, the bodies and mundane gear remain z
in place. At the DM's discretion, intelligent creatures in Z
traps, dealing damage to the dracolich's treasure or the dungeon might steal valuable items and magic from ~
to the elven vessel, claiming one of the four Bhaalite the fallen, relocating such items within the lair.
idols, and defeating Silakul the high priest

Bhaalite Portals
Moving through the Dungeon Centuries ago, priests ofBhaal built permanent portals
You don't normally need to worry about the speed at in their temple and the surrounding caverns, using
which a particular group of characters explores the them to hide their movements to and from the surface.
dungeon relative to other tables. If timing does matter The magical energy of an ancient earth node below
(such as when one group attempts to reach another these caverns has continued to power the portals in the
group engaged in combat), assume that a group takes 2 centuries since the death ofBhaal and the demise of
rounds to move through each numbered area. his cult. The Cult of the Dragon now uses the portals
to move throughout Dretchroyaster's lair, though some
Character Death portals are used only infrequently.
Each portal is a 10-foot-diameter circle of well-worn
Vault of the Dracolich is a lethal adventure. When a
stone, glowing red and surrounded by a 1-foot-high
character d ies, a player can select a new pregenerated
raised stone edge. Each portal has a default destination:
character and rejoin the group. It is assumed that Imani
continues to send in new adventurers to help those + The portal in area 7 leads to area 23.
already in the lair. +The portal in area 14leads to area 20.
For players who have grown attached to their char- +The portal in area 20 leads to area 27.
acters, the powerful magic permeating Dretchroyaster's
+ The portal in area 23 leads to area 7.
lair creates another option. If a player so chooses, a
character who dies can return to life with full hit points +The portal in area 27leads to area 14.
and spells, animated by the power that infuses the
ancient caverns. That resurrection affects the charac- When a creature steps into a portal, it is normally tele-
ter's vitality even as the magic of the dungeon bestows a ported to the associated location. However, the portals
subtle blessing. Roll once on the table below and inform have degraded over time, and there is a small chance
the player of the result. Each time a character dies, a of teleportation error. Whenever a character passes
player can roll a new result. through a portal, have that character's player roll a d12.
If not killed in combat, a dead character returns to On a roll of 1, alert the event coordinator. The event
life in 1 minute of game time. In combat (or any other coordinator should then have each player in the event
round-by-round play), a dead character makes a DC roll a dl2. The character of the player with the lowest
10 Constitution check at the start of each of his or her result (rerolling ties) is teleported, swapping locations
turns to come back to life. and parties with the character who entered the portal.

BACK FROM THE DEAD


d6 Description Drawback Benefit
1 Monstrous return The character returns as a wight None
and immediately attacks*
2 Withered flesh Maximum hit points reduced by 5 Resistance to necrotic damage
3 Walking dead Speed reduced by 1 0 feet When dying, stabilize after one
successful death saving throw
4 Not quite all there Roll a d6 for initiative Advantage on rolls against being charmed
5 Possessed by a Bhaalite spirit On a natural1, reroll attack Advantage on rolls against being frightened
and target a random ally
6 Undead affinity Must succeed on a DC 1 0 Charisma Undead avoid attacking you when possible
saving throw to attack undead
*After being slain (again), the character can roll again on the table and return as normal.

5
The players of the two affected characters should cracked bones. When he speaks, his voice is raspy
immediately swap tables. yet booming, like stone scratching against glass.
With a successful DC 15 Intelligence check or a detect Dretchroyaster sees himself as greater than a dragon-
maBie spell, a character becomes aware of a portal's tele- even greater than a dracolich. He believes that he was
portation magic. An identijjr spell reveals that the portal meant to soar across the Astral Plane, traversing the
is part of a network scattered across the lair, and that the domains of the gods and exploring beyond the bound-
runes are used to select a destination portal. aries of the mortal world. Dretchroyaster hopes to
If the result of the Intelligence check is 20 or higher, realize his potential with the help of the lost lore of
or if identify has been used on the portal, a character Uvaeren and the power of the Diamond Staff Use the
can tell that it is possible to manipulate the destination statistics for the green dracolich.
of the portals, though it would require the proper magi- Dretchroyaster is dormant during the adventurers'
cal specifications (probably located on a book or scroll). early exploration of the lair. He awakens only after the
A book in the vestry (area 6) contains the necessary first Bhaalite idol has been claimed.
information to adjust the portals so that they connect
with all other portals in the lair.
How the Dracolich Fights Back
Dretchroyaster avoids direct confrontation with adven-
Bhaalite Idols turers. Instead, he sends magical simulacra ofhimself
During the construction of the Bhaalite temple, four through the Bhaalite portals to deal with the adven-
high priests manipulated the energy of the earth turers. These simulacra have the same statistics as
node beneath this region to create unique arti- Dretchroyaster, but they retain their form for only 2
facts-four small idols ofBhaal, each representing an rounds in combat before dissolving into mist.
aspect of murder: poison most foul, a foe rendered When the dracolich appears for the first time, the
harmless, murder through another's hand, and the event coordinator announces Dretchroyaster's arrival
unseen murder. and places the dracolich cling from the D&D Game
The Bhaalites' central treasure vault was protected Day kit on the large poster map to indicate his loca-
with overlapping magical fields attuned to the idols. tion. When he appears again at any later time, his
Dretchroyaster and his cultists have modified those arrival and movements are kept secret from the play-
magical wards to protect the Diamond Staff of Chomylla. ers. (Rather than making an announcement that can
Attuning the fields so that only he and his high priest be heard by players, the event coordinator can notify a
Silakul can breach them, the dracolich then scattered DM about the dracolich's appearance in an area where
the four idols throughout his lair. Recovering the idols the characters are located by whispering to the DM or
provides the adventurers with the keys to shut down the using some other method of communication, such as a
wards and reach the Chamber of the Diamond Staff. text message.) Each time a new simulacrum appears,
The black stone idols are each 5 inches tall and Dretchroyaster regains the use of any expended abili-
carved in lifelike detail. Though seemingly delicate, the ties, such as his poison breath.
idols cannot be harmed by any means. If an idol is ever Each simulacrum appears at the portal nearest to
lost beyond the reach of the adventurers (falling down a the original location of the most recently discovered
rift, for example), it reappears in its original location. If idol. It then moves to engage the adventurers who have
all the members of a party are slain while in possession claimed that idol. The magical nature of the simulacra
of an idol, it might be moved by nearby intelligent crea- allows them to move without a problem through the
tures along with the possessions of the fa) len party. narrow corridors of the lair.
Each idol has its name inscribed along its base in A new simulacrum always shows up when any
Common, and has a blood-red rune on its underside. group of adventurers takes possession of an idol. At
With a DC 15 Intelligence check or a detect maBie or the discretion of the event coordinator, the dracolich's
identify spell, a creature knows that once per day, a crea- appearance might also be triggered by characters who
ture can trace the rune on an idol, and doing so causes get involved in some kind of commotion other than
it to appear upon the tracer's forehead. That person can combat, such as setting off a trap or an explosion or
then use the magic of the idol. The rune and its magic destroying items that Dretchroyaster values.
endure until the creature dies or another creature The dracolich moves through one numbered area
traces the same idol's rune. of the lair each round. If combat is not already taking
place, Dretchroyaster and the adventurers roll ini-
Dretchroyaster tiative normally when the dracolich arrives at the
characters' location. If the party is currently in combat,
A venerable green dragon before his undead trans-
Dretchroyaster acts last in the initiative order.
formation, Dretchroyaster appears much as other
dracoliches. Runes of power are etched into his thick,
dark priest, and has the benefit of the Murder Throuah
DRETCHROYASTER'S Another's Hands Bhaalite idol (see area 8) even though
he is not carrying it. Silakulloses this benefit if the
LAIR idol's rune is activated by a character.
When Silakul is first encountered (in area 8 or 9),
The lair of the dracolich consists offour sections-the
he attempts to retreat if his current hit point total is
forgotten temple ofBhaal, the underground lake, the
halfhis maximum. If he gets away, he then is restored
troglodyte village, and Dretchroyaster's vaults. The Dia-
to full hit points and spells and stalks the adventurers
mond Staff of Chomylla lies in a chamber near the center
in the company of 1d6 + 1 dark adepts. Whenever a
where these sections converge.
group enters a room in the temple after Silakul has fled,
Each area description contains a passage in italic
roll a d4. On a result of 1, Silakul and the adepts wait
type that is meant to be read aloud or paraphrased to
in ambush in that room. If the fight goes against him
the players when their characters enter that area, tell-
again, Silakul flees once more, regaining full hit points,
ing them what the characters can immediately sense
replenishing spells, and gaining new dark adept allies
about the location. You might need to modify some of
each subsequent time he succeeds in retreating.
that information depending on the characters' point of
entry or direction of travel.
General Features
Throughout this section of the lair, the following infor-
FORGOTTEN TEMPLE mation applies except when an area description says
otherwise.
OF BHAAL Light: Bright illumination prevails, from iron-
These chambers were once a temple ofBhaal, before banded torches set into wall sconces.
the Lord of Murder was destroyed in the Time of Ceilings: Most of the ceilings in the temple are
Troubles more than a century ago. Now this area is the 20 feet high.
domain of the Cult of the Dragon. Doors: The doors in the temple open easily but are
The cult was the architect of the green dragon closed when the adventurers first explore this section.
Dretchroyaster's transformation into an undead crea- When a door is closed, it blocks sound from adjacent
ture. Its members see Dretchroyaster as an important areas unless the sound is as loud as shouting or combat.
part of the ultimate goal ofhaving dracoliches rule the Stonework: These worked stone chambers and
world. They act as his eyes and ears across the Dale- corridors are clearly centuries old, and were long aban-
lands as they attempt to unlock the secret knowledge of doned before the Cult of the Dragon took over.
Uvaeren with the help of the Diamond Staff
The Cult of the Dragon uses hired mercenaries to
protect the temple and the rest ofDretchroyaster's lair. MASQUERADING
These mercenaries don't follow the doctrine of the Cult AS CULTISTS
of the Dragon out of faith; they serve for money. Crafty The dark adepts of the Cult of the Dragon all wear
adventurers might capitalize on this tenuous alliance as gray robes. If the characters defeat any of these cult-
they interact with the mercenaries and the cultists. ists and don the robes, they might be able to pass
The cultists also have only a loose alliance with themselves off as cult members (perhaps for the pur-
the neighboring troglodytes. Though the cultists see pose of avoiding a battle) in encounters with other
Dretchroyaster as a physical manifestation of the power denizens of the lair. If the characters attempt to fool a
of the Cult of the Dragon, the troglodytes view the dra- cultist in this manner, the cultist receives a +4 bonus
colich as a true deity. This difference of perspective on any check to discern the ruse.
has led to conflict between the groups in the past-a
conflict that the adventurers might be able to turn to
their advantage.
The high priest of the Cult of the Dragon is a twisted 1. Entryway
and cunning human named Silakul. A human of sixty The corridor leading to this chamber is one of the
years with a bald pate and a deeply lined face, Silakul primary starting locations for the adventure. Before
has pale gray eyes whose emptiness speaks to his uncar- the characters can enter area 1, they need to contend ...
ing fanaticism. He leads the cultists that directly serve with a trap just outside the entrance. The trap can be
the dracolich. Silakul wants to unlock the dracolich's noticed by a character who makes a DC 10 Intelligence
true potential as he increases the influence of the Cult check and disarmed by one who makes a DC 10 Dex-
of the Dragon in the Dalelands. terity check.
Silakul is brutal and pitiless when dealing with ene-
mies of the Cult of the Dragon. He has the statistics of a
Blade Trap in Corridor: At the northern end of
the passageway leading to area 1, pressure plates in the
3. Kitchen
stone floor release flying blades from slots in the walls. Once a private meeting room of the worshipers of
Creatures in the passageway are caught in the hail of Bhaal, this chamber now serves as the kitchen for
blades (+4 to hit, 2d6 damage), which clatter loudly Dretchroyaster's cult. If the cook is present, a character
against the stone. who listens at the door and makes a DC 10 Wisdom
check hears a steady thwack of steel slicing into flesh.
From a cleft in a remote hillside, you have followed a pas-
saaeway to a larae chamber ofrouahly worked stone. Colored A larae boar on a spit turns slowly over a blazinafire pit.
stones set across the floor depict the scarred imaae ofa larae Nearby, bowls ofareens and casks ofwine are spread across a
skull,faded fire burnina in its eyes and chunks of red stone Zona table. Another boar hanas on a hook nearby.
like drops ofblood spread in a circle around it. Tapestries
adorn three of the chamber's walls. To the west, a wide stair- Creature: If the party has remained undetected so
case leads down to a darkened area. far, the cook (a human warrior wearing a large white
hat and apron) is here, using a cleaver to butcher a boar
After you describe the area to the players, have them hanging on a hook.
declare how many minutes they intend to spend exam- Sounding the Alarm: If the adventurers have previ-
ining the room. (If they move quickly into one of the ously engaged in combat in any adjacent area, the cook
adjoining areas, they can avoid a fight in this room.) has already fled and raised an alarm. The cook yells to
Creatures: If the trap goes off, a force of six dark the guards in area 5 when he sees intruders, then flees
adepts from area 4 comes to investigate 2 minutes to the sleeping quarters (area 4) to wake the priests and
later, arriving through the eastern door. If the charac- mercenaries there.
ters avoid the trap, there is a 1 in 3 chance (1-2 on d6)
that four dark adepts on patrol arrive in this chamber 1 4. Dormitory
minute later. The adepts immediately attack any char- Light: A single torch burns in the southwest corner,
acters present. leaving most of this chamber in dim light.
Skull Insignia: Any character recognizes the faded
skull marked out on the floor as the sign ofBhaal, also The walls of this Zona chamber are lined by rows of wooden
known as the Lord of Murder. cots, each spread with a straw mattress and a dark wool blan-
ket. A larae oak chest sits at the end ofeach cot.
2. Audience Hall
This area once served as a hall of offerings for the fol- Creatures: Six dark adepts, four human war-
lowers ofBhaal. Now the Cult of the Dragon uses it as a riors, and two trained wolves sleep in this chamber. If
planning room for its expeditions across the Dalelands. the trap in area 1 goes off, the dark adepts in this room
A character who listens at the door and makes a DC 10 move to intercept the intruders. The warriors and the
Wisdom check detects voices if enemies are present. If wolves remain in this area and are on alert. If the char-
combat occurred in area 1, the occupants of this room acters enter this room without raising an alarm, all the
(if any) are on alert when the adventurers enter. creatures are present and sleeping.
A character who makes a DC 10 Dexterity check
A macabre pile ofskulls and bones sits atop a broad stone and uses a light weapon can kill one sleeping creature
slab on the west side of this rouah chamber. A larae map of without waking any of the creatures in the room.
the Dalelands sits unrolled on an oak table at the center Treasure: The chests here contain a total of 1,324
of the room. gp, two longswords, a mace, and a suit of chainmail.

Creatures: Much of the time (1-4 on d6), a dark 5. Guard Hall


priest can be found here with eight human war- This area is one of the secondary starting locations for
riors (mercenaries), preparing for an expedition into the adventure. Before the characters can enter area
the wilds. 5, they need to contend with a trap just outside the
Offering Pile: The pile of bones exudes a dark entrance. The trap can be detected by a character who
aura discernible to a character who uses an effect that makes a DC 15 Intelligence check and disarmed by
detects magic or alignment. A character who makes a one who makes a DC 15 Dexterity check. If the trap
DC 10 Wisdom check realizes that someone who places is detected, characters can circumvent it by stepping
a dead body on the pile gains a +1 bonus to attack rolls carefully over the tripwires and thus do not need to
for 1 hour. This effect can be activated once per hour. disarm it.

9
Crossbow Trap in Corridor: The passageway lead- spell scrolls of bless, haste, maae armor, remove curse, and
ing from the southeast is set with tripwires that activate shield. The case also holds an old parchment of the cult
a crossbow trap (four attacks against random targets in ofBhaal that explains the Bhaalite portals, including
the passage, +5 to hit, 2d8 damage). their destinations. With a DC 10 Intelligence check, a
character learns how to manipulate the portals' magic
The corridor leading into this area from outside is so that each one can connect to any other portal in the
brightly lit, letting the guards see characters approach- lair (as opposed to the normal fixed destinations).
ing from that direction. If a group starts in this location,
the guards are crouched down behind the overturned 7. Altar to Bhaal
tables and waiting.
This former sacrificial chamber now serves as the pri-
mary headquarters ofDretchroyaster's cultists. Silakul
Two overturned tables face toward a corridor leadina to the
conducts his services and rites here. This area contains
southeast, blochna it off A smaller table holdina a deck of
a Bhaalite portal that normally leads to area 23.
cards and a cask of mead sits in the northwest corner of the
room. A cache of badly maintained weapons is piled to
The symbol of the dead aod Bhaal can still be seen on the
the east. weathered floor ofthis broad chamber, but a more recently
installed draconic skull hanas above the altar to the north.
Creatures: Four human warriors protect the lair's
Vestments hana to either side, emblazoned with the clawed
southeast entrance from attackers. Unless they are
symbol ofthe Cult of the Draaon. Rows of lona benches stand
alerted by the cook or by combat in adjoining areas,
to the north, while a red circle in the southwest a lows with a
they are not expecting intruders from the north or west.
mysterious liaht.
Roleplay: These guards can be fooled into believ-
ing that the characters are mercenary reinforcements
Creatures: Twelve dark adepts are found here in
or (if they are wearing gray robes) members of the Cult
prayer or study. If the cultists have been alerted to an
of the Dragon. If anything arouses their suspicions, the
attack, six human warriors join the adepts to defend
guards attack.
this area.
Necrotic Glyph Trap: The unlocked door that
6. Vestry leads west is magically warded by a glyph placed on it.
This area was originally a meeting chamber for the Any noncultist who touches the door while the ward
cultists ofBhaal, but now serves as the Cult of the Drag- is active is subject to a wave of necrotic energy (+5 to
on's library and study. hit, 4d8 necrotic damage, half damage on a miss). This
trap can be detected by a character who makes a DC 15
Bookshelves line the walls of this ornate chamber. Weathered Intelligence check or casts a detect maaic spell, and can
tomes are scattered across four desks and a table. be disarmed by someone who makes a DC 15 Intelli-
gence check.
Books: Numerous texts discussing the history and
geography of the Dalelands line these shelves. A char-
acter who makes a DC 10 Intelligence check notes that
8. Room of Preparation
These are the personal chambers of Silakul the high
none of the books are particularly valuable.
priest. The large room divider is used to conceal his
Poison Glyph Trap: Silakul has placed magical
living quarters from the east side of the chamber, where
wards on the books to ensure that only his cultists can
cultists pass through on their way to and from the audi-
read them. If any noncultist touches a book before the
ence chamber (area 9).
wards are disarmed, a cloud of poison erupts from the
center of the room. Before the cloud dissipates, each
Ancient carvinas of daaaers drippina blood mark the upper
creature in the area takes 3d10 poison damage (DC 15
walls of this lusl1 chamber. A beautiful and intricate fold-
Constitution saving throw for half damage). The magi-
able room divider is painted with the imaae of a red draaon
cal wards can be detected by a character who makes a
destroyina a city. To the west of the divider stand a !a rae bed,
DC 15 Intelligence check or casts a detect maaic spell,
an oak chest, a dresser, and a desk.
and can be disarmed by someone who makes a DC 20
Intelligence check.
Creatures: This room is guarded by five skeletons,
Secret Door: A character who makes a DC 15
each one a former adventurer who tried to slay Silakul
Intelligence or Wisdom check discovers that a bookcase
and failed. The skeletons attack anyone who isn't wear-
on the east wall covers a secret passage to area 25, used
ing the robes of a cultist.
by the cultists to interact with the troglodytes.
Ifhe is aware of the adventurers' presence in the
Treasure: In a case of old maps and scrolls, Silakul
lair but none of the characters have yet entered area 9,
has placed a scroll of protection from undead, as well as
then Silakul is waiting for them in his chambers with a
-l
Double Doors: The double doors to the north have -<
an inscription that has recently been carved into them: i
'f\nd coiled around shattered thrones, dead draBons shall rule CO
~
the world." 0
Treasure: The chest contains a +1 daBBer, a scroll of :3
protection from undead, a potion of remove curse, and the ~
Murder ThrouBh A nother's Hands Bhaalite idol. The room CI:I
divider stands 6 feet tall, can be folded down to a 6-foot E-<
bundle 2 feet on a side, and is worth 5,000 gp. ~
E-<
Murder ThrouBh Another's Hands: This idol shows E-<
0
a priest ofBhaal manipulating a humanoid puppet. i@
While the rune bearer can see an ally, the rune bearer 0
has resistance to all damage. Damage not taken as "'"'
a result of this resistance is instead inflicted upon a
random ally the rune bearer can see.

9. Dretchroyaster's
Audience Chamber
Dretchroyaster meets with priests of the Cult of the
D ragon in this audience chamber. A rough stone wall
leads up to the northeast platform. Dretchroyaster's
huge pile of coins makes the surface of the platform dif-
ficult terrain.

The na.tural walls of this chamber rise to a heiBht of nearly


fifty feet. In the northeast corner of the room is a platformfif
teen feet above the floor. Gold coins are heaped in a BleaminB
pile on the platform, spillinB over to thefl oor below.

Creatures: Six dark adepts and six human war-


guardian flesh golem at his side. He hides beh ind the riors protect the wealth here and guard against
screen until the characters have engaged the skeletons, intrusion from the hydra in area 15 when the dracolich
then attacks .. is absent. If aware of the adventurers' approach, they
If any characters enter area 9 before Silakul is arc prepared for battle.
encountered in his chambers, then he moves to that IfSilakul has not been previously engaged On area
area and joins the fight. 8), he is in this chamber with a guardian flesh golem.
Lightning Glyph Trap: Silakul's chest is unlocked Necrotic Glyph Traps: The doors to the east and
and protected by a magical glyph oflightning. A char- north are trapped by Silakul 's dark glyphs. If any crea-
acter who opens the chest before the glyph is disarmed ture touches a door without disarming its glyph, each
takes 6d6 lightning damage, as does any other character creature in the audience chamber is subject to a wave
in the room who is wearing metal armor (DC 15 Dex- of necrotic energy (+6 to hit, 8d8 necrotic damage, half
terity saving throw for half damage). This trap can be damage on a miss). A glyph can be detected by a char-
detected by a character who makes a DC 15 Intelligence acter who makes a DC 15 Intelligence check or casts
check or casts a detect maBie spell, and can be disarmed a detect maBie spell, and can be disarmed by someone
by someone who makes a DC 15 Intelligence check. who makes a DC 15 Intelligence check.
Necrotic Glyph Trap: The unlocked door that When a character brings one of the Bhaalite idols
leads east is magically warded by a glyph placed on it. close to the northern door, the idol bearer sees the
Any noncultist who touches the door while the ward is glyph's energy flare up, then fade, and recognizes that
active is subject to a wave of necrotic energy (+5 to hit, it is now safe to open the door. If the glyph is not dis-
4d8 necrotic damage, half damage on a m iss). This trap armed, it resets 1 minute after the idol is more than
can be detected by a character who makes a DC 15 10 feet away.
Intelligence check or casts a detect maBie spell, and can Treasure: 4 36 pp, 15,382 gp, 1,937 ep, 2,022 sp,
be disarmed by someone who makes a DC 15 Intelli- and 23,145 cp are piled on the platform and the floor.
gence check. Dretchroyaster uses these coins as a bed.
Portcullis: See area 10, above.
10. Chamber of Screams Creatures: Four human warriors guard this
Once a torture chamber for the cultists ofBhaal, this chamber, along with two dark adepts who interro-
area is the Cult of the Dragon's supply room, well gate Stryke. If previously alerted to the incursion of
stocked with rations, wine, and mundane gear. the temple, they stand prepared for battle. One of the
An iron portcullis blocks the passageway between adepts carries the keys to the cells.
areas 10 and 11. A creature that makes a DC 15 Floor Grate: An iron grate set into the floor covers
Strength check can lift the portcullis, and one that a narrow tunnel, 6 feet in diameter and covered in 3
makes a DC 10 Intelligence check can locate the feet of water, that leads to the upper lake (area 13). The
weighted switch that lifts the gate. water of this tunnel is fouled with litter and human
waste, but is safe to wade through. The grate can be
Larae rusted hooks jutfrom the walls of this dismal chamber, broken through as the grate in area 10, above.
which is piled hiah with crates and barrels. From the north· Stryke: At present, the red cells have one occupant-
west corner comes the sound of runnina water. a drow named Stryke. He is a male ofHouse]aezred,
a secret patriarchy of dragonblooded assassins. He is
Creatures: Roll for a potential patrol in this area heavily scarred and wears his hair cropped short. Sent
using the encounter table below. by his masters to uncover the plots of the Cult of the
Dragon, Stryke tried to steal the Diamond Staffbut was
d8 Encounter unsuccessful. If the adventurers rescue him, Stryke
. 1-4 No encounter. warns them of the magical wards that protect the Dia-
5 1d4 dark adepts enter the area, loudly mocking the mond Staff, as well as two other threats of your choice in
ignorance of the neighboring troglodytes. the lair.
6 1d6 dark adepts argue with 1d6 human warrior Stryke is happy to trade his knowledge of the draco-
mercenaries over money. The group attacks, but lich's lair for his freedom, but he wants no more of
the adventurers m ight be able to persuade the this place. When freed, he claims the weapon and
mercenaries to stand down. armor of a fallen mercenary or cultist. Stryke is a
7 1d6 human warriors enter the area, grumbling about capable warrior, but he breaks off from the party at the
the poor food provided by the cultists. first opportunity and tries to leave the lair as soon as
· 8 1d4 cult dark priests reprimand 6 dark adepts. possible. Ifhe must do battle, Stryke fights using the sta-
tistics of a drow, except that he fights with a spear (1d6
Floor Grate: The sound of running water comes piercing damage) or a mace (1d6 bludgeoning damage).
from the other side of an iron grate set into the floor.
The grate covers a narrow tunnel, 6 feet in diameter
and covered in 3 feet of water, that leads to the upper
lake (area 13). A creature can break through the grate
UNDERGROUND LAKE
This entrance to the dracolich's lair follows the course
with a DC 15 Strength check, but doing so makes
noise. For each attempt after the first, roll again on the of a river that burrows into the side of a rocky hill. Tum-
encounter table above. bling rapids flow through a narrow passageway that
widens into the underground lake. The characters enter
Treasure: The crates contain mundane gear and
by way of rocky banks along the water's edge. They
supplies. If the characters look for a specific mundane
item, they can find anything with a value of 5 gp or can continue to explore these caverns along the banks,
lower that exists on the Adventuring Gear table in the or they can travel by water using lightweight canoes.
"Equipment" document. (These have been carted and stashed here by the same
servants oflmani who have been watching the lair.)
Each two-person canoe has AC 8 and 25 hit points, and
11. Red Cells provides half cover to creatures inside it.
The Cult of the Dragon uses· this chamber as a prison A canoe requires little skill to navigate, and charac-
and latrine, as did the cult ofBhaal. The stench of filth ters do not need to make checks to use a canoe outside
and decay is noticeable as the characters approach. If combat. During combat, a character who wields a
the guards here have not been alerted, the adventur- paddle in two hands can move the canoe up to 20 feet.
ers also hear the taunts of the adepts torturing their A hostile ecology thrives in the underground lake.
drow prisoner. Fish, animals, and the occasional explorer are swept
into these black waters, where the creatures native to
Rusted iron caaes line the west side ofthis arim prison cham- the caverns devour them. The primary threat in this
ber, while shackles hanafrom deep spikes on the south. Tables section is the hydra in area 15. The other creatures of
covered with torture apparatus stand to the east. The walls the lake avoid that area, and they flee whenever the
here are stained red-black with blood. hydra swims out. The lizardfolk from area 17 are the
only intelligent creatures in the lake caves. They have The cavern widens out into a larae underaround lake. The
seen members of the Cult of the Dragon dumping water here is calm, with pale areen vines jloatina a foot
prisoners into the hydra's den, but otherwise have no beneath the surface.
connection to the cult or Dretc.hroyaster.
Deadly Vines: The vines are part of a single enor-
General Features mous plant rooted at the bottom of the lake. They pull
down and drown living creatures, after which the
Throughout this section of the lair, the following infor-
plant's roots feed off the decaying bodies. A character
mation applies except when an area description says
who makes a DC 10 Wisdom check knows the nature
otherwise.
of these vines.
Water: The cold water of the underground lake
At the end of each of its turns, any creature in the
flows slowly south to north and is 15 feet deep. A char-
water must succeed on a DC 12 Dexterity saving throw
acter can swim through the water without needing to
I make checks to do so. Climbing from the water to an
adjacent bank requires 15 feet of movement.
or be grabbed by the vines. On a second failed check,
the vines grapple the creature (escape DC 10) and pull
the creature 10 feet below the water.
Slippery Banks: The moist, slippery earthen banks
Treasure: A +1 lonasword lies at the bottom of the
alongside the water are difficult terrain. A character
lake, where its glow, from its beacon property, has
that hustles or that rolls a natural 1 on an attack roll
brought many adventurers down into the drowning
slips and falls into the water.
depths. Scattered alongside it are gems and coins worth
Light: No source oflight exists beneath the surface
600 gp. A character who descends to the lake bottom
of the underground lake. A source ofbright light held at
can gather 100 gp worth of treasure as an action.
the surface of the water sheds dim light that sometimes
allows the lake bottom to be seen.
Ceilings: The cavern ceilings are roughly 40 feet 14. Pool of Serpents
high. Ceilings in the passageways that connect to areas The water in this area is turbulent, meaning that a
10 and 11 are 20 feet high. character trying to swim must make a DC 10 Strength
check to do so. A den of aquatic snakes lurks here, feed-
12. Waterfall Entrance ing on creatures that get stuck in the current. Because
of the turbulence, bright light held at the surface of the
This area is one of the primary starting locations for
water does not illuminate the bottom of the pool.
the adventure. This waterfall cavern is the main entry-
The west bank of this area contains a Bhaalite portal
way to the underground lake. The characters can easily
that normally leads to area 20. The snakes prevent
clamber down the banks alongside the rapids (carrying
the lizardfolk (see area 17) from accessing this portal,
canoes if they have them).
which is rarely used by the cultists. The glowing portal
fills this area with dim light.
Rushina rapids cascade down into a larae underaround lake.
Thick stalactites hanafrom the ceilina above, the black waters
Where the underaround lake narrows, the water swirls in
continuina north into a wider cavern and darkness beyond.
a pool to the west. A section of the rocky bank beyond alows
with a diffuse red liaht. To the east, a narrow and watery
Water: The water here is only 5 feet deep, but the it's
tunnel leads away from the lake.
fast-moving. A character who enters the water near the
base of the waterfall must succeed on a DC 15 Strength
Creatures: The pool contains nine amphibious
check or be carried along into the upper lake (area 13).
giant snakes with poisonous bites. These snakes attack
Foul Tunnel: Characters who move east along the
any creature that enters the water or moves along the
bank discover a 3-foot-deep flow of water heading into a
western bank.
side tunnel (which leads to area 11). The water is fouled
Treasure: Gems and gold worth a total of 526 gp
with litter and waste but is safe to wade through.
are hidden in the muck at the bottom of the pool. This
treasure can be seen only by a character who dives to
r 13. Upper Lake the bottom.
The water here is 30 feet deep. Bright light held at the
J surface of the water does not illuminate the bottom.
With a DC 10 Wisdom check, any character who looks
15. Hydra's Den
A stench of decay hangs in the air as the adventurers
into the water sees a faint glow near the center of the
approach this area. This cavern is the den of a fearsome
area (see "Treasure"). A character actively looking
hydra-next to Dretchroyaster, the most powerful crea-
around can make an Intelligence check instead. This
ture in the dracolich's lair. The earthen bank around this
~heck automatically succeeds if no other light is shining
20-foot-deep pool has been churned to muck by the hydra.
m the cavern.
A sloping passageway leads between this area and Creatures: Eleven lizardfolk dwell in this cavern,
Dretchroyaster's audience chamber (area 9). The Cult from where they swim out to the lower lake (area 18) to
of the Dragon frequently drags prisoners and traitors in fish and hunt. They attack any creatures that enter the
through this passage and throws them to the hydra. area, pursuing intruders into the lower lake (but avoid-
ing the hydra). When a lizardfolk is underwater and its
Dark, still water fills this !arae cavern. Bones protrudefrom attacker is not, it has half cover.
reekin9 muck alon9 the banks of the pool. A sense of dread Treasure: The lizardfolk keep a cache of"treasure"
emanates from the area, its source centered below the water. in the lower reaches of their pool. Lying among worth-
less polished stones and bone necklaces is a +I trident.
Creature: The hydra lurks beneath the water as The wielder of this trident receives a strong intuitive
the adventurers approach. Unless it is spotted (DC 20 sense that something important is to be found in an
Wisdom check), it gains surprise. area to the east. (This is a reference to area 20, where
Treasure: Gems and coins worth 462 gp sit at the the remains of an elven ship are embedded in the rock
bottom of the pool, along with the Poison Most Foul of the cavern wall.)
Bhaalite idol. Characters can sense the idol's power
even after the hydra is slain. 18. Lower Lake
Poison Most Foul: This idol depicts a hooded and
The current here increases to the north, where the
cloaked drow assassin holding a dagger with a wavy
waterway narrows to become a powerful river. Charac-
blade. Anytime the bearer ofthis idol hits with a weapon
ters can paddle canoes or swim to the banks when they
attack, the target takes ld6 extra poison damage.
first enter this area, but those who do not are quickly
A character marked by this idol's rune begins to feel
pulled into area 19. The swirling for ms a re fish and eels
paranoid and fears being betrayed by allies. If the char·
that dart away if anyone tries to grab them.
acter rolls a 1 on an attack roll, he or she must make
A character who succeeds on a DC 10 Wisdom
a DC 10 Charisma saving throw. On a failed save, the
check hears a waterfall echoing from around the bend
attack is rerolled and targets a random ally in range.
to the north.

16. Pillar of Sun Hundreds of stalactites cover the ceilina where it slopes down to
This area is one of the secondary starting locations for a heiaht of twenty feet. The wide lake be9ins to flowfaster as it
the adventure. narrows to the north, with swirlinaforms seen in its depths.

A fallen black obelisk dominates the center ofthis cavern, sur· Creatures: A nest of twelve stirges hangs among
rounded by crumblin9 stala9mites. A shaft ofsunliaht pierces the stalactites here. If they are not spotted (by some-
the 9loom from a crack in the ceilina, strikinB the obelisk to one who makes a DC 10 Wisdom check), they attack
reveal that its surface is etched with intricate Elvish runes. with surprise.
You fee l a deep hum in the air. Stalactite Collapse: Any ranged or area attack
aimed toward the ceiling has a chance of dislodging
Magic Obelisk: This obelisk dates back nearly two the fragile stalactites in this area. Whenever a char-
thousand years but maintains its magic. The Elven runes acter makes a ranged attack against a flying stirge
are unintelligible, but a DC 10 Intelligence check reveals and misses, roll a d6. On a result of 4-6, a stalactite
that they are millennia old. splinters and falls directly down beneath the target of
Once per day, a creature that touches the obelisk is the attack, spraying fragments in a 5-foot-radius burst.
overcome with a vision of elves doing battle with devils Any area attack that hits the ceiling brings down a
within a vast and ancient elven city. The creature must hail of rock in a burst equal to the area of the original
succeed on a DC 10 Wisdom saving throw or take 8d8 attack. Any creature in a stalactite burst makes a DC
psychic damage from the vision. On a successful save, the 10 Dexterity saving throw. On a failed save, a creature
creature gains advantage on Wisdom checks for 24 hours. on the bank falls prone, while a character in a canoe is
knocked into the water.
17. Pit of Teeth Guldred: Guldred, a lizardfolk outcast, lurks on the
eastern bank of the lake. A character who makes a DC
Lizardfolk swim among these natural stone pillars, adept
15 Wisdom check discerns the small lizardfolk as it
at attacking from a favorable position before slipping away.
slinks along the water's edge.
Guldred is cautious of the adventurers, but he
Dozens ofstalactites hanafrom the low ceilin9 of this cavern.
approaches them after confirming that the characters
The points ofa dozen or more stalaamites protrudefrom the
are not mercenary guards of the cult. The lizardfolk
water, which ripples where itflows around and between these
outcast knows these caverns well, and he has informa-
stone teeth.
tion useful to a group willing to do him a favor.
~
Escaping the Rift: Each character in a canoe can 0
make a DC 10 Strength or Dexterity saving throw to :S
jump to the dry bank on either side of the waterway. A ::2
character who stays in a canoe or who is already in the > UJ
water can make a DC 10 Dexterity saving throw to grab ~
one of the low-hanging vines (see "Creatures"). Any Q
0
character who does not grab a vine or reach the bank ...J
falls into the rift and is killed. (A character who dies in 8
the rift and returns to life can climb out in 1d4 rounds. ~
See "Character Death," page 5.)
Creatures: Twelve vines hanging over the rift are
actually the sticky strands of two ropers that lurk 25
feet above the waterfall and grab creatures that flow
past them. A character who successfully grabs a "vine"
is automatically hit by the roper's tendril attack and
grappled.
A character who escapes a roper's grapple, or who
is being grappled by a roper when it is slain, must
make a DC 10 Strength or Dexterity check. On a suc-
cessful check, the character drops 20 feet to the bank.
On a failed check, the character falls into the rift and
is killed.
Crystalline Growths: The crystals along the banks
beside the rift are difficult terrain, as is the crystal sta-
lactite that has fallen across the gap. A character who
makes a DC 15 Intelligence check identifies the crys-
tals as manifestations of elven magic fueled by the earth
node below this region. Any creature that makes a mag-
ical attack from the area of the crystals gains advantage
on that attack.
Necrotic Haze: The southern passage is filled with
Exiled from the rest of his tribe in the pit of teeth
an opaque field of necrotic energy that prevents view-
(area 17), Guldred has taken to living a solitary life on
ing of what lies beyond it. See area 33.
the east bank of the lower lake. He is small for a lizard-
folk male, only four feet tall, and thin with gangly arms.
Guldred knows a good deal about the underground
lake, and he is willing to impart this information for a
TROGLODYTE VILLAGE
price-the death of his treacherous kin. Guldred can tell A clan of troglodytes dwells in these caverns. The
the adventurers about the hydra (area 15) and the idol monsters move out to raid farmsteads and settlements
in the hydra's pool, the tunnel to area 9 through which on the surface through a network of tunnels east of
the cultists throw victims to the hydra, and the water- Dretchroyaster's lair. They worship Dretchroyaster as a
fall in area 19 (including the ropers that lurk there). true god dwelling among mortals, and they build trib-
Guldred has the statistics of a standard lizardfolk. utes and conduct sacrifices in his name. The Cult of the
Dragon uses these primitive humanoids to protect the
eastern side of the dracolich 's lair.
19. Rift Though the troglodytes are fanatic, they are not as
Crystalline growths fill this area with dim green light. stupid as the cultists think they are. The troglodytes
The waterfall pulls anything washed in from the lake understand that the cult doesn't see Dretchroyaster as
down into the rift-including canoes that enter this area a god, but merely as a vessel of power. Urbane, the trog-
and characters trying to swim. lodyte chief, dreams of displacing the cult and making
himself the high priest of the dracolich.
Where the river twists suddenly to the south, it becomes a The troglodytes often conduct battles against cap-
powerful waterfall, cascadin9 into ajaBBed rift that plunBes tured beasts and each other to determine the strongest
down into darkness. Green crystalline wowths spread up warriors in their tribe. These battles take place in a
beyond the edBes of the rift and the huBe stalactite that has large fighting pit in the lower village (area 23).
fallen across it to form a natural bridBe. Closer to the water-
fall, thick, ropy vines hanB down from shadow.
General Features 21. Lost Forest
Throughout this section of the lair, the following infor- This cavern is Dretchroyaster's personal garden of tre-
mation applies except when an area description says ants, which are a delicacy for the dracolich. He has
otherwise. already killed two of the powerful creatures but one
Light: Phosphorescent algae clings to the cavern treant remains alive.
walls, filling the space between the walls with
dim light. Ancient, petrified trees pierce the dead rock floor of this
Stench: Troglodytes give off a foul odor that warns lar9e cavern, their 9narled branches clawin& out toward the
of their presence in any area where they reside. When walls. Ima&es offaces in their dead bark seem to scream in
the adventurers first enter this area, any character who silent pain.
makes a DC 10 Intelligence check recognizes the trog-
lodyte stench for what it is. Creature: The living treant, named Ironbark, is
nearly insane with pain and fear. He attacks with little
20. Elven Vessel provocation.
Ironbark: The treant has become a shadow of his
This ancient elvcn vessel was buried thousands of years
former self as a prisoner ofDretchroyaster. His limbs
ago within the mountain. Dretchroyaster has used the
are thin and spindly, and deep gouges from the dracol-
magic imbued into the ship to fuel his own power, and
ich's claws have shredded his bark exterior. Ironbark
to aid in unlocking the secrets of the Diamond Staff.
and two of his brothers were captured by Dretchroyas-
Spread out alongside the excavation site, elven relics
ter twenty years ago. Since then, the dracolich has
retrieved from the ship await transfer to the temple of
slowly drawn out the life force of these ancient crea-
Bhaal. Lanterns bathe this area in bright light.
tures, savoring their gradual insanity as he consumes
This area contains a Bhaalite portal that normally
them. Both oflronbark's brothers are now dead, and
leads to area 27.
the treant expects Dretchroyaster to soon steal the last
ofhis life force.
What appears to be a shattered sailin& ship lies half buried
in the north wall of this broad cavern. Broken rock scattered
across the wound is evidence of recent excavation. Green
crystalline wowths fuse the ship to the rock and spread out
around it, while a red circle &lows to the west.

Creatures: Twelve troglodyte conscripts use rusty


pickaxes to excavate the rock surrounding the ship.
Four human warriors and two dark adepts from the
cult oversee their labor. The cultists and the warriors
attack at once but the troglodytes hang back unless
attacked first.
Elven Vessel: Magic imbued in the ship is still
detectable after long years. A character who makes a
DC 10 Intelligence check confirms that this magical
power fuels the crystalline growths.
Crystalline Growths: The crystals along the north
wall are difficult terrain. A character who makes a
DC 15 Intelligence check identifies the crystals as
manifestations of elvcn magic fueled by the earth node
below this region. Any creature that makes a magical
attack from the area ofthe crystals gains advantage on
that attack.
Treasure: Four elven relics can be found near the
ship-a mystical sextant, a rune-scribed stone tablet, a
spyglass, and a thick rope woven with silver. The magic
of these ancient devices no longer functions, but they
remain worth a total of 1,254 gp. A character who
makes a DC 15 Intelligence check discerns that the
runes on the tablet are of an elven dialect at least two
thousand years old.
If treated with care and kindness, the treant can be against the cult (though never against Dretchroyaster).
convinced that the adventurers are on his side. Iron- Such accomplishments might include proof that the
bark desc ribes how Dretchroyaster loves to torment characters fought cultists and protected troglodyte con-
treants, draining their life force and leaving them to scripts at the elven vessel (area 20), or that they avoided
petrify in this ghastly forest prison. When he learns combat with the gu ards in area 25 after slaying cultists
that the adventurers' goal is to thwar t the dracolich's in the temple. The adventurers can also prove them-
plans for conquest, the treant is bolstered by visions selves in a battle against monsters and troglodytes in
of revenge. the village's fighting pit (see area 23).
Ironbark knows much about the nearby caverns, Warded Passage: Neither the troglodytes nor the
describing the ancient elven vessel that crashed here cultists want the other group using the passage to
and the earth node below that imbues the dracolich's the chamber of guardians (area 29), which is trapped
lair with magica l energy. He knows of the Bhaalites at both ends. A pit trap at the northeast mouth of
that channeled this energy before their cult fell, and he the passage is 30 feet deep and lined with poisoned
knows that Dretchroyaster is using that same energy to spikes. (For details of the trap at the other end, see
unlock the power of an elven artifact in a chamber to area 29.)
the southwest. · The pit trap can be detected by a character who
makes a DC 15 Intelligence check before traversing
22. Chief's Cavern this opening. Ifit is detected, the trap can be circum-
vented by moving carefully around the edge of the pit.
This hut houses the chief of the troglodytes. This
A creature that enters the passage unaware of the trap
area is one of the secondary starting locations for the
takes 3d6 falling damage plus 2d6 damage from the
adventure.
spikes, then must succeed on a DC 10 Constitution
Algae clings to the walls and is fanned in large pits
saving throw or take 2d6 poison damage.
in the northwestern part of this cavern. The pits imbue
Treasure: The chief's hut holds gems, jewelry, and
the algae with the power of the earth node below this
golden plates and goblets worth 2,752 gp. Hidden
region, creating a supplement for the troglodytes' diet.
among that finery is the Foe Rendered Harmless
Bhaalite idol.
This rouah cavern is dominated by a huae mud hut sur-
Foe Rendered Harmless: This idol is a warrior wear-
rounded by a circle ofsharp sticks. A 9iant lizard skull sits
ing plate armor marked by demonic inscriptions. As
atop the hut's roof, with skeletalaiant bat win9s to either side
an action each time, the rune bearer can use hold
creatin9 the appearance ofsome kind ofdraconic creature.
person up to three times per day. However, any time
the character uses this ability, he or she must succeed
Creatures: The troglodyte chiefUrbone is in his
on a DC 10 Wisdom saving throw or become para-
hut, with ten troglodytes guarding him and keeping a
lyzed for ld6 + 1 rounds.
watch over the tunnel to the northeast. The troglodytes
rush to attack any creatures that threaten them.
Urbone: Urbane the troglodyte chief yearns to 23. Lower Village
become the true high priest ofDretchroyaster. A canny The lower village of the troglodytes is dominated by
warrior, the chief is willing to accept outside help in the battle pit where troglodyte warriors, prisoners, and
the troglodytes' struggle against the blasphemy of the monsters engage in brutal combat. The circular pit is 30
Cult of the Dragon. He has the statistics of a human feet across and 15 feet deep.
w itch doctor with the troglodyte's Light Sensitivity and This area contains a Bhaalite portal that normally
Stench traits. leads to area 7.
Urbane rules his tribe with cunning and patience.
His face is heavily wrinkled, with bits of moss and A broad pit takes up most of the west side ofthis cavern, sur-
fungus growing out of parts of his head. He wears a rounded by a protective barrier of sharpened sticks. Harnesses
giant lizard skull as a helmet and has the wing bones of hanafrom larae poles alon9 the west wall, where claw marks
a huge bat arrayed on his back to give him a draconic in the stone suaaest that huae beasts have been shackled.
appearance.
Unlike Dretchroyaster's cultists, Urbane and the Creatures: Ten troglodytes and four giant lizards
troglodytes see the dracolich not just as a symbol of inhabit this area. There is a 1 in 3 chance (1-2 on ld6)
power but as a true deity. Urbane plots to undo the that half the troglodytes and lizards are engaged in
influence of the Cult of the Dragon over Dretchroyas- battle in the fighting pit. The troglodytes attack at once
ter, so that the troglodytes might worship him properly in response to any aggression (but see "Roleplaying").
and make Urbane the dracolich's high priest. Bog: The troglodytes lay their eggs in the foul bog
The chief admires stories of courageous deeds, to the northeast, where the bodies of their victims and
which can sway him into allying with the adventurers their own dead are disposed o£

17
.- .,., 0 .
Roleplaying: Depending on how the characters ordered by the Cult of the Dragon to protect the secret
conduct themselves and the nature of their previous entrance into the forgotten temple ofBhaal.
interactions with the troglodytes, the troglodytes here
are quick to issue a challenge to combat in the fight- Three fortified huts ofmud and rotted wood stand in this
ing pit. If the characters agree, they must fight three area, placed to prevent easy passaae to the north or the east.
battles, each against a different group of creatures. Humanoid skulls and dark splashes of blood adorn the walls
These monsters are herded in from holding pens in of the huts.
the tunnels beyond the chiefs cavern, then shackled
under guard while they await their turn in the pit. Roll Creatures: Ten troglodytes and four giant lizards
on the following table three times, rerolling any dupli- guard this area. The troglodytes are armed with steel
cate results, to determine the characters' opposition for weapons from the Cult of the Dragon (change their
these bouts. greatclub attack to a battleaxe attack dealing 1d8 slash-
ing damage).
d6 Creatures Roleplay: These troglodytes do not attack immedi-
1 2 ankhegs ately. They hate their Cult of the Dragon masters, and
2 3 carnivorous apes they can be convinced to stand down by adventurers
3 1 displacer beast who have fought (or who claim to oppose) the cult. If
4 2 saber-toothed tigers (great cats) intimidated or dealt with diplomatically, the guards
5 1 owlbear might allow the characters access to the hidden tunnel
6 1 basilisk or take them north to the troglodyte village.
Hidden Tunnel: The tunnel that leads west is
If the adventurers succeed in battle, the troglodytes of blocked from view by a sheet ofburlap caked in mud. A
the village are easily swayed to their side-as long as character who makes a DC 15 Wisdom check, or who
the characters do not reveal that they are dedicated to passes within 10 feet of the wall, spots the tunnel.
thwarting the plans ofDretchroyaster. Secret Door: At the end of the hidden tunnel, the
secret door to the vestry (area 6) can be found with a
24. Upper Village DC 15 Intelligence or Wisdom check. Unless the door
has already been opened from the other side, opening
This cavern is the primary village of the troglodytes.
it from within the tunnel knocks over a bookcase in the
Each of the three huts houses twelve troglodytes (a mix
vestry, which alerts the mercenary guards in area 5.
of males, females, and young).
Treasure: A sack holding the cult's 315 gp payment
In addition to the ever-present stench of the troglo-
to the troglodytes sits in one of the huts.
dytes, the smell of rotting flesh hangs in the air as the
characters approach this area.

Three larae huts built ofmud and rottina wood are inter-
DRETCHROYASTER'S
spersed in this cavern. Alana the west wall, humanoid bodies
are impaled on larae spikes.
VAULTS
When the Cult of the Dragon took over these caverns,
Creatures: Twenty troglodytes in this area are war- it enlarged a number of passages between the temple of
riors that quickly take up arms and defend the village Bhaal and the troglodyte village to create the chambers
(but see "Roleplaying"). Dretchroyaster uses as his personal vaults. Only the
Roleplaying: These troglodytes are used to interact- dracolich, the high priest Silakul, and the cult's most
ing with the cultists and their mercenary soldiers, and trusted servants have access to the vaults.
they can be approached by adventurers who want to
avoid conflict. If the characters refrain from revealing General Features
that they have come to the lair to fight Dretchroyaster, Throughout this section of the lair, the following infor-
the troglodytes escort them to the lower village or the mation applies except when an area description says
chiefs cavern (areas 22 or 23), where the heroes can otherwise.
meet the troglodyte chief or engage in feats of battle. Light: These caverns and passageways are brightly lit
thanks to magical glowing stones embedded in the walls.
25. Guard Huts Ceilings: All the ceilings in the vaults are 30 feet high.
This area is one of the primary starting locations for the
adventure. 26. Alchemical Lab
Troglodyte warriors stationed in these huts keep The stench of sour chemicals hangs on the air as the
watch to protect the village to the north, and have been characters approach this area.
Some sort of alchemical laboratory has been set up in this Fire Trap: If any item here is touched by any crea-
cavern, its rouBh walls holdinB shelves covered with vials and ture other than Dretchroyaster, a sheet of flame issues
jars. StranBe liquids bubble in larBe vats, swirlinB throuBh forth from the dragon skull. The magical fire does not
Blass tubes and sendinB clouds of black smoke up toward vent- harm the trophies, but deals 5d6 fire damage to any
cracks in the ceilinB. creature in the area (DC 15 Dexterity saving throw for
half damage). This trap can be detected by a character
Dretchroyaster's trusted dark priests use this area to who makes a DC 15 Intelligence check or casts a detect
brew strange concoctions that help empower the dra- maaic spell, and can be disarmed by someone who
colich's undead state. makes a DC 15 Intelligence check. The trap resets 30
Creatures: Four dark adepts of the Cult of the minutes after it is triggered.
Dragon attend the alchemical apparatus and experi-
ments here. Suits of armor and the bones ofweat beasts adorn the walls
Explosive Alchemy: The experiments in this area of this chamber. AmonB the trophies are a centaur skeleton
are incredibly volatile. Whenever a creature makes impaled on a spear, and an enormous rune-etched draB on
an attack that misses by 5 or more, that attacker must skullsittina on a podium. Three more passaaewayslead out
make a DC 10 Dexterity saving throw. On a failed ofthis area; the one to the southwest is filled with a dense
save, the attack disturbs the alchemical equipment and black haze.
triggers an explosion. Any creature in the room takes
5d6 fire damage (DC 10 Dexterity saving throw for Necrotic Haze: The southwest passage is filled with
half damage). an opaque field of necrotic energy that prevents view-
Treasure: Six potions can be found among the vials ing of what lies beyond it. See area 33.
and jars scattered about the lab- a potion offlyinB, two Treasure: The trophies in this area include a +1
potions ofhealina, a potion ofheroism, a potion ofspeed, crossbow and a suit of+1 chainmail. A green quiver that
and a potion ofinvisibility (actually a potion of poison). once belonged to a Harper agent (DC 10 Intelligence
check to identify the origin) contains a single black-
27. Scrying Room fletched +3 arrow.
Dretchroyaster's scrying pool is used by cult agents to
spy on enemies, keep watch over the troglodytes, and 29. Chamber of Guardians
investigate potential clues for unloclctng the secrets of This area serves as a gauntlet of traps for any who might
the staff. attempt to infiltrate Dretchroyaster's vaults. The cham-
This area contains a Bh aalite portal that normally ber is dominated by a statue of a green dragon-a
leads to area 14. representation ofDretchroyaster before he became
a dracolich.
A larae pool ofviscous blue liquid sits on the east side of this
chamber, the outside of its raised stone edae scribed with intri- Statues ofweat winaed beasts and powerful armored human-
cately carved runes. To the north, a larBer circle alows red. oids line the rouBh walls of this lonB chamber. In the center, a
huBe draconic statue sits on a broad raised platform.
Creatures: Three dark priests and three dark
adepts make use of this area to spy on another group of Creatures: Four of the statues here animate into
adventurers elsewhere in the lair. gargoyles if anyone passes through the chamber not
Scrying Pool: The blue pool is imbued with scrying accompanied by Dretchroyaster or Silakul. A charac-
magic. The pool is attuned to cult rituals and cannot be ter who makes a DC 17 Intelligence or Wisdom check
properly used by the adventurers. An identify spell tells notices the gargoyles before they transform. The mon-
the caster that a character who makes a successful DC sters otherwise attack with surprise.
15 Intelligence check can divine the location of one Poison Dart Trap: A poison dart trap protects the
Bhaalite idol that is not currently in the possession of short entranceway to the hall of artifacts (area 30). This
any adventurer. trap can be detected by someone who makes a DC 15
Intelligence or Wisdom check and can be disarmed by
28. Hall of Trophies someone who makes a DC 15 Dexterity check. Ifthe
trap is not disarmed, when any creature crosses from
This chamber hosts Dretchroyaster's most valued tro-
area 29 to area 30, any creature within 15 feet of the
phies, each of them representing an opponent defeated
opening between those areas is struck by a fusillade of
in battle. The weapons and armor of adventurers who
darts for 3d6 damage and 2d6 poison damage (DC 10
dared face the dracolich stand alongside the skeleton
Constitution saving throw for half poison damage).
of the last centaur he feasted on as a living dragon.
Warded Passage: Neither the troglodytes nor the
The runes on the dragon skull signify it as one of
cultists want the other group using the tunnel to the
Dretchroyaster's rivals, killed hundreds of years ago.
troglodyte chiefs cavern (area 22), which is trapped at with summoning magic. The summoning circle is
both ends. Any creature that enters the southwest end of attuned to cult rituals and cannot be used by the adven-
the passage without disarming the glyph is subject to a turers. An intelligent creature can disable the circle for
wave of necrotic energy (+6 to hit, 8d8 necrotic damage, 1 week with a DC 20 Intelligence check. Failure trig-
half damage on a miss). This trap can be detected by a gers the circle and summons the vrocks.
character who makes a DC 15 Intelligence check or casts
a detect maBie spell, and can be disarmed by someone who 32. Dretchroyaster's
makes a DC 20 Intelligence check. (For details of the trap
at the other end, see area 22.) Treasure Vault
Dretchroyaster's primary treasure vault is protected
30. Hall of Artifacts against intruders by deadly traps.
Dretchroyaster's artifact vault is where the dracolich's
Vast piles oftreasure fill this chamber. Gems and coins spill
larger treasures are stored.
out ofoverflowinB chests, while racks ofarmor inlaid with
precious metals line the walls. In the center of the western
Ancient artifacts line the walls ofthis expansive treasure
wall, a BlowinB scimitar rests on a stone shelf.
chamber,from Bilded mirrors to beautiful statues to paintinBs
ofkinBs lonBforBotten. Fine carpets are spread before shelves
Glyph Traps: Three magical glyphs are set around
piled hiBh with Bolden chalices, platters, and other finery are
the cavern, each triggering a different trap. One glyph
strewn across the floor. To the south, a passaBeway leads to
triggers at random the first three times any items in this
another chamber.
chamber are touched.
All three of these traps can be detected by a single
Creatures: Four wraiths held in gold and ivory
character who makes a successful DC 15 Intelligence
funeral urns guard this area. They emerge to attack any
check or casts a detect maBie spell. Each one can be dis-
creature that touches the artifacts.
armed individually by a character who makes a DC 15
Acid Trap: The short passage between this area and
Intelligence check.
area 32 features a mechanical trap hidden in the walls.
Glyph of Poison: A thick poison gas fills the chamber.
It sprays out corrosive fluid that douses any creature
Each creature in the area must succeed on a DC 15
in the passageway, dealing it 3d6 acid damage (DC 15
Constitution saving throw or take 3d6 poison damage.
Dexterity saving throw for half damage). This trap can
Necrotic Glyph: Each creature in the area is subject
be detected by a character who makes a DC 15 Intel-
to a wave of necrotic energy (+6 to hit, 8d8 necrotic
ligence check and can be disarmed by someone who
damage, half damage on a miss).
makes a DC 15 Dexterity check.
Glyph of LiBhtnin9: Each creature in the chamber
Treasure: The treasure here is valuable but bulky.
wearing metal armor takes 4d6 lightning damage (DC
Goods removed from the hall of artifacts have a value
15 Dexterity saving throw for half damage).
of 100 gp per pound.
Acid Trap: See area 30 for information on the trap
between that area and this one.
31. Summoning Chamber Treasure: Dretchroyaster's treasure vault holds a
This area is one of the primary starting locations for the cloak ofelvenkind, a speiiBuard shield, a flame ton9ue lonB-
adventure. A group that starts here appears in the sum- sword, and a +1 scimitar. The vau 1t a Iso holds coins and
moning circle, teleported into the lair by lmani's magic. gems equal to 3,624 gp, as well as the Unseen Murderer
This summoning chamber allows Dretchroyas- Bhaalite idol.
ter's cultists to call on extra planar entities for aid The scimitar has the song era ft property, but the
and counsel. property has become corrupted over time. The item
normally sings heroic ballads audible to anyone (not
A larBe runic circle sits in the center of this rouBh-walled just the wielder) whenever it is held. When a character
cavern. A deep hum reverberates throuBh the rock around wields this blade in combat and rolls a naturall, the
you, as ifweat and unseen forces were pullinB on the area. blade starts to scream the ballads loudly, attracting the
attention of enemies in nearby areas.
Creatures: The summoning circle is set to call three Unseen Murderer: This idol depicts a robed figure
vrocks to protect this chamber. When any noncult- wielding a curved blade smeared with blood. A crea-
ist enters the area, the vrocks appear on the circle and ture that uses this idol can use invisibility once per day
attack. (If a group starts in this area, the vrocks appear as an action. However, if the creature is not evil, then
2 rounds after the characters' arrival.) there is a 50 percent chance that the creature becomes
Summoning Circle: DetectmaBic or a DC 151ntel- visible at an inopportune moment (such as just before
ligence check confirms that the runic circle is imbued an attack or while sneaking past guards).
When all groups have their tasks, read:
33. CHAMBER OF THE As you prepare your assault to seize the staff, the priests and
their acolytes turn to face you, drawinB weapons. The siBils
DIAMOND STAFF on the floor continue to channel enerBY into the rift, even as
The Chamber of the Diamond Staff is the focus ofthe the priests turn their attention elsewhere.
dracolich's quest for power- and the site of this adven-
ture's final battle. The heroes receive a final warning If two or more groups are playing, also read:
from Imani before entering the chamber: Attempt- At the same time, a roar echoes from the chasm. Huae, bony
ing to recover the staffbefore all the necessary idols claws rise up from the darkness as Dretchroyaster emerBes.
are in the possession of the adventuring parties The enerBY from the siBils flows into him, seeminB to create a
is dangerous. protective barrier.

The polished walls of this chamber rise fifty feet into the air, If three or more groups are playing, also read:
interrupted only by a broad platform. Sealed ossuary vaults The ossuary panels set into the walls around the chamber
are set into the walls at reBular intervals. In the center of beBin to crack and fall away. Skeletons and mummified forms ,...;
M
the chamber, a sixfoot-lonB crystalline staffhovers in a crawl out from behind them and move to attack.
scintillatinB sphere of vibrant colors. Beneath the staff, a
deep rift is edaed by a ween crystalline web. MaBie circles If four groups are playing, also read:
set with pulsinB arcane siBils are positioned around the Dretchroyaster arowls some words of maBie, and from
room, and a dark priest stands atop each one. The cultists behind you comes a second roar as a duplicate of the
are channelinB enerBY from the staff into an enormous rift dracolich appears.
in the room.

With the aid of the magic circles, the cultists are


Features of the Area
This adventure includes a tactical map of this encoun-
transferring power from the earth node into the Dia-
ter area. For simplicity, if you're using a battle grid,
mond Staff and Dretchroyaster while attempting to
don't worry about tracking the locations of characters
unlock the artifact's secrets.
at other tables or of enemies not involved in the task
you're running.
Four Tasks Remain Rift: This chasm channels the power of the earth
The final encounter is divided into a set of tasks that node beneath this region. A creature that falls into the
characters must perform to claim the Diamond Staff rift falls 500 feet to the cavern below and likely dies.
of Chomylla. As many as four parties of adventurers Diamond Staff: The staffhangs suspended 10 feet
descend on the chamber at the same time. above the rift. It can be claimed by any adventurer
If the event you're taking part in has more than who can reach it. A character without f1ying magic can
four groups of players, the event coordinator will make an acrobatic leap, use a rope and a grappling
consolidate players under four OMs. Each of the hook, or attempt some other action to recover the staff.
four DMs runs one of the tasks, as designated by the The DM can determine the appropriate DC based on
event coordinator, with DMs from other tables assist- the action taken.
ing. The event coordinator can allow players to swap A character participating in the final encounter can
places with players at other tables, if some players attempt to claim the staff at any time, but at the start
prefer to perform certain tasks. of the encounter it is protected by one or more magical
If your event has four or fewer groups of players, wards. Any creature that touches the staff before the
then each group takes on a particular task, and no con- wards are disabled takes 8d6 lightning damage from
solidation of players is necessary. each ward that is currently active, and if still conscious,
+Task 1: Disable the wards must be undertaken, must succeed on a DC 20 Constitution saving throw or
and it is the only task performed if your event has a release the staff.
single group of players for the final encounter. Platform: This 20-foot-high platform is where
Dretchroyaster normally perches to oversee his
+ Task 2: Hold off the dracolich is undertaken if two
priests' work.
or more groups are playing the final encounter.
Necrotic Haze: The passages that connect areas 19
+Task 3: Distract the undead is undertaken if three and 28 to this chamber are filled with an opaque field
or more groups are playing the final encounter. of necrotic energy that prevents viewing of what lies
+ Task 4: Stop the simulacrum is undertaken if four beyond it.
groups are playing the final encounter. A creature that enters the haze takes 3d6 necrotic
damage, and must succeed on a DC 12 Constitution
saving throw or be paralyzed for 1 minute. Anyone who
attempts to rescue a paralyzed character risks suffering
the same fate unless using an object, such as rope or a
10-foot pole, is used to push or pull the victim out of the
haze. A character who takes an action to do so can dis-
able the haze by force of will for 1 minute with a DC 15
Intelligence, Wisdom, or Charisma check.
If a character brings one of the Bhaalite idols within
10 feet of the haze, the barrier fades, and the idol
bearer recognizes that it is now safe to pass through.
The haze resets 1 minute after the idol is more than 10
feet away.

Task 1: Disable the Wards


In this task, the characters must battle dark priests to
gain access to the sigils and stop the flow of energy by
using the Bhaalite idols. Although four sigil circles are
depicted on the map, the number of active circles is
equal to the number of groups participating in the event.
With a successful DC 10 Intelligence check, a char-
acter knows how to disable the sigil circles. As an
action, a character standing on an active circle (which
is not also currently occupied by a dark priest) can trace
the rune from the idol onto the circle to disable it.
Disabling all the wards has beneficial consequences
for groups undertaking tasks 2 and 4, as well as the
heroes' ability to claim the Diamond Staff
Creatures: One dark priest for each adventurer
involved in this task. At least one priest stands on each
glowing sigil.
Development: If only one group is participating
in the event, then this task is the only one that must The maaical ener9y coursin9 throuah the chamber is frac-
be performed. However, Dretchroyaster is not about tured in response to the presence of the Bhaalite idols.
to let the heroes claim his treasure so easily. After the Dretchroyaster shrieks in raae and pain as the a!owin9
wards are disabled, he emerges from the chasm and eldritch runes etched into his bones fl icker and fade. "Worms!
rolls for initiative. What have you done? You corrupt my power, but that will
not save you!"
Task 2: The dracolich fights on until he drops below one-quar-
Hold Off the Dracolich ter of his hit points. At that point he attempts to flee
Dretchroyaster arrives through the rift in the center of into the chasm and to the cavern below.
the chamber. He rages for vengeance against those who
have defiled his lair and who threaten his power. At the Task 3: Distract the Undead
start of the encounter, Dretchroyaster is sheathed in the Mummies and skeletons emerge from the walls, and if
magical energy of the staff and the earth node below. they're not stopped, they'll attack those trying to disable
As such, he has resistance to all damage. the wards.
Development: Adventurers must engage the draco- Creatures: One mummy for every two adventurers
lich to keep him away from the adventurers who are involved in this task (round down), and one skeleton
focused on disabling the wards that protect the staf£ for each adventurer involved in this task. The creatures
If the adventurers taking on this task flee or are emerge in two waves, half in the flrst round and half at
killed, then Dretchroyaster joins the fight against the the start of the third round.
heroes who are undertaking task 1. IfSilakul is still alive, he arrives to fight alongside
If the wards are disabled, the energy flowing to the undead.
Dretchroyaster dissipates and he is no longer has resis- Development: If the adventurers taking on this
tance to all damage. Read: task flee or are killed, then any remaining mummies
and skeletons join the flght against the heroes who are
undertaking task 1.
Task 4: CONCLUDING THE
Stop the Simulacrum
Dretchroyaster creates one ofhis simulacra, which
adventurers must fight to prevent it from joining the
ADVENTURE
battle and interfering with those who are trying to dis- Depending on how much time remains, the event
able the wards. coordinator can determine whether to play out the
Creatures: This duplicate ofDretchroyaster is more adventurers' flight from the lair. This scenario could
durable than those the adventurers previously encoun- create a dramatic escape as the dracolich and his min-
tered. It has half ofDretchroyaster's hit points. ions pursue the characters. lmani waits just outside the
Development: If the adventurers taking on this task lair with a teleportation circle ready to transport the
flee or are killed, then the simulacrum joins the fight characters back to Hap.
against the heroes who are undertaking task 1. If time is running shor t, skip ahead and assume
the parties are victorious in thwarting Dretchroyaster,
removing the Diamond Staff ofChomylla, and return-
Final Scene: ing to Imani. The successful heroes are greeted by the
Dretchroyaster Thwarted wizard in triumph.
When a character claims the Diamond Staff, the
eldritch energies within the chamber are further dis- "My friends! You have recovered a powerful artifact from
rupted. Dretchroyaster's simulacrum disappears, and the clutches ofevil and saved our land from a terrible threat.
the mummies and skeletons collapse. The dark priests We must be wary, however. The dracolich and his Cult ofthe
and Dretchroyaster fight on, though the dracolich flees Dra9on allies will no doubt attempt to recover the staff and
if he drops below one-quarter of his hit points. search a9ain for the lost vaults of Uvaeren-and 1 suspect that
ln the unlikely event that the characters manage to other parties will soon seek to recover this artifact once its
defeat Dretchroyaster, they can take great pride in their
theft from Dretchroyaster is known."
accomplishment. They should be reminded, however, "Today, however, the victory is ours. The ale is on me!"
that as a dracolich, Dretchroyaster has a hidden phylac-
tery that means he will return at some point. Award 500 XP for any players who intend to take
their characters into the upcoming D&D Encoun-
ters season, Search for the Diamond Staff, beginning on
June 19. Characters can keep one magic item and an
equal share of any wealth they obtained during the
adventure.

Thanks to Our Playtesters


JeffGreiner, Dirk Dubie, Jake Campbell, GregJones,
Rob Mickunas, Greg Kilpatrick, Yan Lacharite, Bill
Newsome, Daniel Oquendo, Andre Begin, Eric Leroux,
Melanie Cote, Manon Crevier, Bret Davenport, Rich
Engler, Lissa Clayborne, John Nestor, Joshua Rigrod,
Mark Knapik, Emalyn Knapik, Matthew Bingley, Marc
F. LoGrasso, Steve Balon, Alex Sciolino,Julia Gonzalez,
Patti Gallineau, D.]. Hartel, Cynthia Clarkspellman,
Neil Striker, Chris Sniezak, Rod Pierce, Eric Leonard,
Tyler Linn, Mark Okrasinski, Robert Twitchell, Thomas
Lutz, Cori Lutz, David Dole, Tressa Gallineau, Derek
Dowen, Drekk, Brian Palitsch, Lord Panyth Brightsoul,
Karras (Scott), Luke Trombley, Rebecca Kirker, Lisa M.
Spofford, Shorti Firehand, M. Alexander Jurkat, Art
Lyons, Steve Dowen, Matt Gallinger
)//tNit fthe
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VAULT OF THE DRACOLICH


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• • •

' - . ··'
~
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' '•

• .-·--


TREASURE AND
GLORY AWAIT
Deep in the forest of Corman thor lies the
hoard of the dracolich Dretchroyaster, the
prize of which is a diamond staff rumored
to unlock the secrets of an ancient elven
kingdom. The sage Imani is seeking dozens
of adventurers to launch an all-out assault
on the undead dragon's lair. The dracolich
is a powerntl foe-too great for even several
parties to conquer-so it's going to take all of
the heroes· courage, cunning, and speed to
survive the dracolich's deadly vault

Vault of the Dracolich"' is a DUNGEONS &


DRAGONs® Roleplayin8 Game adventure
designed for the June 2013 D&D® Game
Day. The challenge draws inspiration
from the interactive format used at some
gaming conventions. As part of this
experience, players and DMs have the
opportunity to communicate with other
game tables, while the event coordinator
takes on the role of the dracolich to menace
each group. The adventure includes one
full-color, double-sided battle map.

For D&D Game Day event rules,


visit the official website:
DUNG EONSANDD RAGONS. COM

0 2013 Wi:zards of the Coast LLC. Cover illustration by Eric Belisle. 80000010595. Wizards of the Co.lst.
Dungeons & Orogons, 0&0. Vault of the Oracolich. all other Wl•ards tides, and their respective logo<"arc trademarks of Wizards of the Coast UG in tbe USA and other countries.
Published by Wizards of the Coast U<;. PO Box 707, Renton. WA 9805 7 0707. USA. Manufactured by: Hasbro SA, Rue Emile· BoC~hat 31, 2800 Oelemom. CH. Remt<ented by Hasbro Eurooe. 2 Roundwogd AI'!:.
Stockley Park. Uxbridet- M!ddlescy. UB1 1 1 AZ. UK. MAOE INTHE USA. Not fo< sale.lmporte au C~n.'lda pa< Wi:zards of the Coast LLC. PO Box 707. Renton WA 98057·0707. USA. FABRiQUE AUX ErAS·UN IS.

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