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Gallibond’s Guides Presents

The Walker of Waterdeep Playbook


Levels 1 - 5
A D&D 5e Adventure
The Walker of Waterdeep 3/19/2019 Kenneth Nuckols

Table of Contents

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Table of Contents........................................................................................................................................
Introduction.................................................................................................................................................
Stranded in Waterdeep...........................................................................................................................
Adventurers Needed...............................................................................................................................
When Worlds Collide...................................................................................................................................
Level Progression.........................................................................................................................................
Level 1: A Test of Resourcefulness and Resolve....................................................................................
Adventure 1: Hunting For Lore..................................................................................................................
Travel to Baldur’s Gate..........................................................................................................................
The Shrine of Gond................................................................................................................................
The Keeper of the Dead.........................................................................................................................
The Crypt of Xandar Xhandru Daxar......................................................................................................
The Trap and Secret Passage.................................................................................................................
3A. Honor Guard....................................................................................................................................
3B. Reanimation Chamber.....................................................................................................................
3C. The Master’s Creation.....................................................................................................................
Level 2: Unpacking the Lore of the Engineer.........................................................................................
Travel to the Tomb................................................................................................................................
Random Encounters..........................................................................................................................
Finding the Tomb...............................................................................................................................
Tracking the Trackers.........................................................................................................................
Ambush at the Doorway....................................................................................................................
Entering the Tomb.................................................................................................................................
1. Entrance Room..............................................................................................................................
Staircase and Landing........................................................................................................................
2. Shrine.............................................................................................................................................
3. Servants’ Sarcophagi......................................................................................................................
4. False Tomb.....................................................................................................................................
Trap...................................................................................................................................................
5. True Tomb.....................................................................................................................................
Treasure.............................................................................................................................................
2a. Loose Ends and Long-Lost Friends.......................................................................................................
Githyanki and Friends............................................................................................................................
Brysis of Khaem and the Malevolent Chaos..........................................................................................
Long-Lost Friends......................................................................................................................................
Jolmatir Stormhammer – Thardram..................................................................................................
Dorophil Galathaniel – Zandri............................................................................................................
Lomen – BT Stalker............................................................................................................................
Vinchenzia Scratch - Pyria..................................................................................................................
Hargaf Redstream – Oyohusa............................................................................................................
Level 3. Chaos in the Streets......................................................................................................................
Fireball!.................................................................................................................................................
What’s Happening Here?...................................................................................................................
Zhents Caught in the Act...................................................................................................................
House Gralhund.................................................................................................................................
Unraveling the Plot............................................................................................................................
The Crime Scene................................................................................................................................
After the Blast....................................................................................................................................

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Introduction
The Walker of Waterdeep is my first game conceived as a twitch broadcast. When the story of my career
as a professional DM is written, they will say it started here with this humble campaign. This campaign
uses the 5e Rules and material from the Guildmaster’s Guide to Ravnica sourcebook.

Stranded in Waterdeep
The premise of this campaign is that a planeswalker of some notoriety, one Tacenda Verlasen, has been
banished from the planes and stranded in Waterdeep. She retains the memories of what happened to
her during her life in Innistrad, but she has no memory of any time since she was there—though it is
clear from her physical age that a decade or so has passed in between that time and now. There are also
two changes in Tacenda from the lore about her in Magic: the Gathering. The first change is that she no
longer loses her sight at dawn, but she can see all the time. The second change is that she remembers
the power she had gained in Innistrad in the trials with her sister, Willia, but that has been stripped from
her and she feels just like a normal human woman once again.

Tacenda awoke in an alley somewhere in the Docks Ward of Waterdeep with almost nothing except her
prized viol and the clothes on her back. After some hours of feeling sorry for herself and being very
confused, she began playing her viol in that same alley, and the sound attracted passers-by who began
tossing coins into the viol case. Tacenda played late into the night and found that she had earned the
equivalent of several dragons worth of coin.

The music of her viol also resonated deeply with some passers-by. These people (mostly older widows or
widowers) would sometimes feel drawn to hug Tacenda or touch her cheek, and when they did Tacenda
found a spark of her former abilities return, if only for a moment. In the instant of contact with those
other individuals, she could feel their family history and the heroes, villains, peasants, and nobles that
were in their ancestry back for generations.

One of two people mentioned that her playing brought back memories of long-dead loved ones, and
Tacenda was able to sense an impression or vignette or emotion attached to that ancestor, and told it to
the stranger. When she did, that often made the stranger joyful for some connection with their long-
dead relative, and they would give Tacenda some extra coin. Of course, some found Tacenda’s gift to be
terrifying or thought it some kind of dark sorcery, and they fled from her.

Nonetheless, with the coin she earned Tacenda was able to secure lodgings at Warm Beds, one of the
quieter inns of the Ward, and she soon became friends with the proprietress, Shalath Lythryn. Tacenda
quickly became a resident lodger at Warm Beds, taking a one of the single bed rooms on the second
floor on the southeast face of the building. She likes this room because the morning sun reminds her she
can now see all the time.

But soon, Tacenda learned that she was not the only person to recently be stranded in Waterdeep from
somewhere beyond the plane that contains Toril. Soon she met people from a city called Ravnica on a
distant plane. They had become stranded in Waterdeep at the same time as Tacenda, and some knew of
her, though she herself had no memory of this Ravnica nor of the strange creatures who said they were
from that place. When she met these fellow “refugees” she learned from them that they called her a
planeswalker—a powerful wizard who can navigate the planes as easily as most people cross a street. By

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understanding the time when those people first say they learned of her, Tacenda realizes that this
power of planeswalking must be what she had in the gap that is missing from her memory.

Over the next year, Tacenda began researching and learned from sages and priests and auguries and
nearly-forgotten lore that there may be a way to end that banishment. Apparently planeswalkers hold a
number of artifacts that grant them powers, which when combined in each planeswalker’s unique and
special way, grant that planeswalking ability. Each artifact can only be held by one individual
planeswalker, and upon banishment the artifacts are not destroyed, but they are scattered across the
cosmos and the planes of existence. Banishment prevents Tacenda from seeking the artifacts out
herself, but she can hire adventurers to seek them out for her.

Thus, Tacenda has now set out to hire adventurers. She has become known as a musician and
soothsayer across all of Waterdeep, and she still resides at Warm Beds, although now her own bed is
considerably warmer since Shalath Lythryn has taken Tacenda Verlasen as her lover. The two women
share Shalath’s quarters, and during the day Tacenda travels around Waterdeep playing her viol in
taverns and helping lonely and desperate people find news of their long-lost ancestors. She has amassed
quite a fortune, and she and Shalath have talked of marriage and retiring somewhere to a quiet corner
of the world where they need do nothing except what pleases them.

But Tacenda feels like there is something she must do first. If she is a Planeswalker, she must recover the
artifacts that granted her that power, and she must find out why she was banished. As much as she
loves Shalath, she cannot move forward in life until she understands what happened to her and why
those years of memories are missing.

Adventurers Needed
Tacenda now needs adventurers to help her put the pieces together. She has found clues—but only
clues—that may help her to identify what the artifacts are that she once held. These clues point to
prophecies that are linked to ancient lost texts that are referenced in connection with ruins across The
Sword Coast. In order to investigate those clues, she wishes to hire and fund an expedition of
adventurers to go hunt down and recover those lost texts so that she can study them further.

Tacenda has put the word out and she goes to The Yawning Portal every night at sundown for two hours
to see if any have learned of her search for willing adventurers. She has earned the trust of Durnan, the
proprietor of the Portal, and he has set aside a small private meeting room for her use, and only those
who come to Durnan with the proper passphrase (which changes every few days) are sent to Tacenda.

Today, the passphrase is, “The walker of Waterdeep needs my boots.” Someone told you that, or you
were jostled in a crowd and when you checked to see if someone had tried to pick your pockets, you
found a slip of paper with those words and the instructions to tell Durnan at The Yawning Portal at dusk.

You’ve been down on your luck, and for some reason this phrase made you think it might mean work.
You approach Durnan and tell him the words, and he has a server show you to the door to a private
meeting room along a distant wall of the common room. After a series of knocks, a woman’s voice
invites the server to come in, and the door is thrown wide. And you step in to be offered an invitation to
adventure…

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When Worlds Collide


This campaign uses information introduced into the lore of D&D by the Guildmasters of Ravnica
sourcebook. It also makes use of all the lore of D&D 5e previously (and subsequently) published. The
story centers around a Planeswalker banished to Waterdeep and her attempts to locate the items and
information she needs in order to return to the Planes. The PCs are adventurers that the once and
(hopefully) future Planeswalker hires to help her find what she needs to return to her former life.

The races introduced in Guildmasters of Ravnica are allowed in this game, even though that setting is
envisioned as its own adventure setting—in the same way that Greyhawk is different from Dark Sun is
different from the Forgotten Realms. If you choose to play a character of a race, class, and/or subrace or
sub-class that is from the Ravnica sourcebook, we will presume that you were sent to Waterdeep
without your knowledge or consent, and that your arrival here pretty much coincided with the timing of
the banishment of the Planeswalker. You will not have had any prior direct contact with the
Planeswalker, but you will be familiar with her name and some of her famous exploits (at least those
that are famous in Ravnica). Also, because you were sent to Waterdeep without any prior warning, you
arrived with little or no money or equipment (other than that typical for a starting character) and that
only your general knowledge of urban survival allowed you to realize that Waterdeep is a city where you
could scrape together a living and at least manage to keep from starving to death until you learned that
a famous Planeswalker was in the same place.

In addition to the races from the Ravnica sourcebook, all the other races and classes introduced in D&D
5e are available for play as PCs as well. In that case, you are presumed to be in Waterdeep through
whatever means you decide you wish to have in the backstory you create for your character. Like the
other characters, you have only the money and equipment of a starting character.

The only thing that I will insist players do is choose a current (for Ravnica characters) or future (for non-
Ravnica characters) guild that you would like for your PC’s affiliation. This affiliation will provide
immediate benefits (for Ravnica characters) and future benefits (for non-Ravnica characters). The reason
to choose a Ravnica guild is so that you can (eventually) gain the full benefits of being in a guild and also
so that we can get away from the five factions that have been at play in the Forgotten Realms since 5e
launched. Not that there is anything wrong with those, but I just feel a little tired of them by now, and
I’d like to explore how the guild mechanics of this new setting work.

Of course, the game is starting in Waterdeep, so even Ravnica characters that have the guild affiliation
and background from the start will not be able to access their contacts and will not immediately start
gaining renown. Non-Ravnica characters can choose a background from any other 5e sourcebook that is
published and make a note of the Ravnica guild affiliation they choose. Later in the game that guild
affiliation will come into play, and there are mechanics in the Guildmasters of Ravnica sourcebook to
deal with that.

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Level Progression
When character creation is complete, every character will have a brief solo adventure to introduce them
to the campaign. The player will describe what ward of Waterdeep they are staying in and how they
occupy their time while looking for an opportunity to have an adventure. Roll with anything they
develop for a couple of minutes. Award 1 – 4 gp to each PC based on the creativity with which the player
describes their activities (with more creative descriptions getting a higher reward).

Then tell the player that their PC receives a message in a manner fitting for their activities and
race/class. The message says,

“Dear [sir / madam]:

I find myself in some peril and I require discreet and urgent assistance from a [class] of
your skill and cunning. When I asked in Waterdeep for recommendations of the talents I
require, your name has reached my ears from more than one source.

I shall pay you fairly for your time and the work you do, and there may be other
profitable opportunities that arise from our association. Please meet me at sundown in
the private dining room I have reserved at The Yawning Portal. Tell Durnan, ‘I seek the
path seldom trod,’ and he will have you sent to me. Help me, [PC name]. You’re my only
hope.

-T”

Durnan will have a server usher them to a private dining room and open the door to let them enter.
Once inside, the PC will find themselves alone. Within a few seconds the lights will go out and the PC will
fall unconscious (either by a Sleep spell or a powerful poison that causes drowsiness).

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Level 1: A Test of Resourcefulness and Resolve


Adventure Title: Prove I Chose Wisely

Original Title: “The Great Escape” from B9: Castle Caldwell and Beyond

This adventure will play out as written, with a couple of notable exceptions. The opponents will all be
the same type as in the original adventure, except that when they are destroyed, they will melt to water
as though created by the simulacrum spell. The number of opposing creatures will be balanced for
medium to hard to deadly encounters for the PCs. There will also be no unbarred windows, and all the
windows will be of thick glass that is cloudy, impossible to see through, and that resists being broken.

Key to “The Great Escape” Map

1. Large Prison Cell:

You wake up groggily. The flickering torchlight barely illuminates the prison cell that you have
occupy. You are not alone. You are one of [number of PCs] here, all shackled in leg irons and
stripped of any weapons, armor, and other possessions you had. You are clothed in sturdy drab
linens that are meant to be functional rather than comfortable. You feel no hungrier nor
thirstier than you were when you blacked out, so it doesn’t seem like you have been out long,
but that is about all you know. Are you above ground? Underground? In a cave? In a town? You
cannot tell.

The prison cell you are sharing is about 20 feet wide and 80 feet long. Iron double doors,
securely locked, are along one of the long walls. The leg irons are attached to each other with a
sturdy chain, about five feet long. The chain passes through a ring that is securely embedded in
the floor of the cell. The torches that light the room are in brackets high on the wall—too high
for you to reach.

This would be a good time for the PCs to introduce themselves and get to know each other.
They may discover that they all have received similar notes, or they may simply introduce each
other. If they don’t start plotting how they might be able to get out of the situation, move on to
the next block of text. If they do start plotting, set a timer for 10 minutes and interrupt them
with the next block of text at the end of that time.

DM Note: Tell the characters that they should have all of their HP and all of their normally-
prepared spells memorized or readied by prayer, as well as any special abilities that get
recharged once every short or long rest. Award Inspiration for any good role play during this
interval.

You hear heavy footsteps approach, and the sound of a key turning in the door. The creature
you see is a large humanoid who bears a strong resemblance to a hyena. It has brought you food
and water. It is armed with a dagger and a mace, and it carries a large key ring with several keys
on it. It enters alone, grumbling to itself in the common tongue because the commander will not
let it torture you. It appears distracted.

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It is your jailer, coming with your noon meal. It enters alone, grumbling about something under
its breath. It appears distracted.

When the PCs open any of the doors leading to the outside, they will be faced with a strange visage. The
building will seem to hang in a void, with just empty and deathly silent space all around (above, below,
and in all directions). The only thing visible will be a distant swirling miasma of colors like the aurora
borealis. And if the PCs try to push away from the porch, it will seem like a wall of force of some kind
prevents them from leaving.

They will have to make their way all the way to the room marked 42 on the map. When they finally
make their way in here, they will find not a treasury but a well-appointed private dining room and they
will find Tacenda Verlasen waiting for them with a big banquet table filled with delicious food. Tacenda
is a powerful spellcaster and can easily overpower and subdue the entire party with her magic if they
fight against her.

If they accept her invitation to dine with her, she will explain that she concocted this ruse as a test to see
how quickly and how well they could learn to work together, and also to verify that their skills and were
as potent as she had been led to believe. She will then explain that she needs their help because she is
missing memories and because she has recently learned that not only is her memory being actively
suppressed, but something is preventing her from using normal means of Faerun’s spellcasters to travel
off of the Natural World to other planes of existence.

She says that she has learned of some clues that might lead her to be able to find a way to break
through the block on her memories and perhaps shed the anchor that keeps her bound to the Natural
World. She has acquired some powerful friends and accumulated a good deal of wealth since she has
been in Waterdeep, and she offers to pay the PCs for specific jobs she asks them to do, and says that she
is only concerned with recovering knowledge and any specific items she may require—any treasures
above and beyond those she is willing to allow the players to keep.

Tacenda’s standard pay will be 100 gp per PC per experience level, and she will start by paying them for
a job to go find a rare book that she has tracked to a library in a distant city.

When the PCs finish dinner and exit the room, they find themselves not in the strange prison where they
had been, but in The Yawning Portal back in Waterdeep.

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Adventure 1: Hunting For Lore


PC Level: Level 1

Adventure Name: The Arcanist’s Crypt

Original Adventure Name: The Dead at Highsun (from DDEX1-01: Defiance in Phlan)

This adventure uses the map, creatures, traps, and most of the trappings from the published adventure.
Notable exceptions are removing the teleportation circle and adding a modified and re-skinned
pentadrone (called a Phyrexian Walker in this adventure) as the boss monster of the crypt in Area 3c.

Adventure Hook:

Tacenda Verlasen sends word that she will meet with the PCs at Trollskull Manor. She arrives by carriage
and walks to the door with a Tenser’s Floating Disk following her. The Disk holds a small chest 12 x 18 x
12 inches wide, long, and deep. The chest is made of some dark wood and has some ornate brass bands
and lock on it. Tacenda enters and bids the PCs to join her in the drawing room.

When they do, she has an invisible servant open the chest with a key and pass out several items.

For Pyria: Boots of False Tracks https://www.dndbeyond.com/magic-items/boots-of-false-tracks

For Violet: Clockwork Amulet https://www.dndbeyond.com/magic-items/clockwork-amulet

For Oyohusa: an Orb of Shielding (Lighting and Thunder) https://www.dndbeyond.com/magic-


items/orb-of-shielding-lightning-and-thunder

For Scoria: a Cloak of Many Fashions https://www.dndbeyond.com/magic-items/cloak-of-many-fashions

For Bon Bon: A Dread Helm https://www.dndbeyond.com/magic-items/dread-helm

The servant also hands them each a small leather pouch with 5 platinum suns (worth a total of 50 gold
dragons or 50 gp in Waterdeep currency) and a scroll that is tied with a white silk ribbon. Tacenda says
the money is an advance on the first job she has for them, and she bids them open the scroll to find
some details about the job.

The first job she requires of them is to get access to the crypt of an arcanist near Baldur’s Gate. The
arcanist is a man named Xandar Xhandru Daxar. Xandar is buried in a crypt of his own design at a shrine
of Gond located near Baldur’s Gate. There is a priest who tends the shrine named Brother Keefe, and
the PCs are to deliver a letter of credit for a donation from the Waterdhavian Temple of Gond to Brother
Keefe’s shrine that can be paid from a certain bank in Baldur’s Gate the next time Brother Keefe travels
to the city. By previous arrangement, in exchange for this donation, Brother Keefe will allow Tacenda’s
representatives to enter the crypt and take the tome they need, which is supposed to be buried in the
crypt along with the arcanist’s remains. The Tome is called The Marvels of Xandar Xhandru Daxar:
Phyrexian Engineer.

She has included information on a trader friend of hers who is going to sail to Baldur’s Gate in three
days. The voyage will take about eight days by ship and another day by foot to travel east of Baldur’s
Gate to the site of the shrine where the arcanist’s crypt is located.

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Travel to Baldur’s Gate


Tacenda’s friend is a human female merchant named Elil Nordye. Elil is the captain of a merchant ship
called The Maiden's Bounty. This merchant ship has a broad hull with square rigged canvas sails. Elil is
taking a light load of cargo on this voyage, accounting for some urgent delivery requests by the cloth and
bowyer merchants. Because of this, she has room for passengers and Tacenda has paid for passage for
the party.

The manifest of the cargo hold for The Maiden’s Bounty includes the following items:

Cargo includes gear from 5 kinds of shops, some packed in crates and some bundled together:

 Outdoor / Hunting Merchant:


o Small Crate 1 - Deadfall kits (6), Fishing Rods (2), ornamental flowering plant seed (2
small chests, each with drawers of assorted seed), Waxworms (3), Fishing Lures (3).
o Large Crate 1 - Bear skins (16), moose antlers (18).
 Bowyer / Fletcher Merchant:
o Small Crate 2 - Bronze Arrowheads (4), Iron Arrowheads (115), Ash arrow shafts (200),
Fletching feathers (1000)
o Small Crate 3 - Maple/Yew shortbows (40), Redwood hunting bows (20), bowstrings
(100)
o Small Crate 4 - Maple/Yew shortbows (35), Redwood hunting bows (30), bowstrings
(100)
o Small Crate 5 - Redwood hunting bows (19), Yew longbows (41), bowstrings (100)
o Small crate 6 - Yew longbows (16), Cured Ash Recurve Bows (44), bowstrings (100)
o Small crate 7 - Cured Ash Recurve Bows (24), bowstrings (100)
 Weaponsmith Merchant:
o Large Crate 2 - Steel Faceguard (13), Chain Coif (19), Iron breastplate (14), Chain leggings
(16), Boiled leather gloves (17 pair), Bronze claws (8), Steel Bootguards (20)
o Lashed together (no crate) - Heavy Round Wooden Shields (24), Steel Tower Shields (21)
 Cloth Merchant:
o Small Crate 8 - Rugged Silk Coif (28), Embroided Linen Vest (82)
o Small Crate 9 - Rugged Wool Jerkin (57), Light Silk Tunic (59), Recruit's Linen Robes (68)
o Small Crate 10 - Elegant Linen Skirt (61), Padded Cloth Pants (75), Rugged Linen Pants
(65)
o Small Crate 11 - Embroided Silk Gloves (35 pair), Heavy Wool Handguards (27 pair),
Simple Linen Gloves (24 pair), Heavy Linen Grips (23 pair)
o Small Crate 12 - Heavy Cloth Boots (25 pair), Padded Linen Footpads (36 pair), Heavy
Linen Footguards (32 pair), Light Cloth Footguards (31 pair)
o Small Crate 13 - Embroided Linen Shoulderwraps (42), Ebon Cloth Shoulderwraps (36),
Guard's Wool Wristbands (16), Embroided Silk Bracers (23), Padded Wool Cord (19),
Embroided Silk Girdle (14), Rugged Linen Cord (13)
o Small Crate 14 - Guard's Linen Cape (39), Heavy Cloth Cloak (36), Quilted Cloth Shroud
(41)

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 General Merchant:
o Large Crate 3 - Hatchet (83), Spade (77)
o Lashed together (no crate) - Tents (107)
o Small Crate 14 - Flask (34), Sextant (24), Needles (50), Funnels (28), Strainers (34)

The voyage to Baldur’s Gate will take 8 days. Roll a 1d6 every day, starting on the 3 rd day. On a 1 (or on
the 6th day if no 1 is rolled) the party gets attacked by pirates. The pirates are in a fast yacht, and they
launch two small rowboats to try to attack and board the merchant vessel.

 Rowboat 1: has 3 goblins and 1 goblin boss on board.


 Rowboat 2: has 4 goblins on board.

This will be a Skills challenge followed by a combat encounter.

The Skills Challenge will require 6 successes balanced against 3 failures. It will be an Easy challenge with
a target DC of 10. The objective of the party is to disrupt the attempt of the pirates to be able to board
the merchant vessel from their rowboats.

 Success in the Skills challenge means that the party succeeds in disabling Rowboat 2 and only
Rowboat 1 gets on board for the fight; goblins lash the rowboat to the merchant ship and all
climb aboard (total 3 goblins, 1 goblin boss).
 Failure in the Skills Challenge means that both Rowboats get on board, but one goblin from each
rowboat stays in the boat (total 5 goblins, 1 goblin boss).

The combat encounter will ensue with the PCs fighting the boarding party. If the PCs are all knocked to 0
hp, then the goblins will steal six small crates at random from the hold and return to their ship before
breaking off the attack. The crew will revive the PCs and Captain Nordye will redouble efforts to get to
Baldur’s Gate before her ship can be attacked again.

The goblins all wear leather armbands that have a crude symbol carved into them. A DC 15 History
check reveals that the symbol is similar to that of the Broken Dagger clan of goblins. This goblin band
was last known to operate in the Vast Swamp near Cormyr over 100 years ago and was largely thought
to have been wiped out or absorbed into another band of goblins that moved into that area around that
time.

The Shrine of Gond


The crypt is located in a well-maintained graveyard that is attached to a Shrine of Gond. For various
reasons, many cities are wary about burying the remains of powerful followers of Gond within city walls,
precisely because they have a reputation of burying some pretty volatile substances with them, some of
which become unstable and have been known to spontaneously explode within months, years, or even
centuries after the worshipper’s death.

The Keeper of the Dead

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Brother Keefe, priest of Gond and “Keeper of the Dead” greets them (voiced by creepy Nazi interrogator
from Raiders of the Lost Ark). Use the bullet points below to guide the conversation.

 As Keeper of the Dead, Brother Keefe is charged with seeing to the interment of bodies and
keeping records. He calls himself “the overseer of all permanent residents of the Shrine’s
Graveyard.”
 He is also in charge of disinterment at the graveyard, and that is one reason he has allowed
Tacenda’s agents to come to the shrine.
 Evidence has been brought forth to the clerics of Gond that one of the long-standing residents
of the cemetery, the same Xandar Xhandru Daxar, may have been buried with some dangerous
and volatile alchemical substances that could pose a threat to nearby crypts and burial
chambers. Strange noises have been heard coming from the crypt lately, and Brother Keefe has
been under pressure to investigate
 Brother Keefe must now enter the crypt and inspect the body to confirm or disprove these
claims. He has been afraid to do this on his own, and afraid to ask for help from Doomguide
Yovir Glandon, his superior and the senior member of the Most Solemn Order of the Silent
Shroud. Therefore, Brother Keefe welcomes some adventurers to accompany him into the crypt.
 He offers to accompany them, and if there's trouble, he'll bring along a scroll of Protection from
Evil and Good.

The Crypt of Xandar Xhandru Daxar


Ceilings. In the rooms below the crypt, all ceilings are ten feet high.

Light. None of the areas below the crypt are lit.

Secret Doors. Three secret doors are held within the spiral wall. They can be noticed with a successful
DC 15 Wisdom (Perception) check. The undead creatures automatically sense their presence. Living
creatures who pass through them take 2 (1d4) necrotic damage. Undead creatures passing through
them regain 2 (1d4) hit points.

The crypt of Xandar Xhandru Daxar is a nicely appointed stone and marble building, roughly 20 feet
square. Brother Keefe produces a key to unlock it. The interior is equally fine. The walls are carved and
painted with various scenes showing a strong and handsome human male in different locales: looking
toward a snow-covered peak, standing in the rain of a thunderstorm, sitting in a comfortable room by a
roaring fire, holding a venomous snake in a garden, working with bubbling vials in a laboratory, and
many others.

The lid of the marble sarcophagus in the center is carved with the likeness of the same human male in
the prime of his life.

Brother Keefe pries open the lid of the sarcophagus, revealing a jumbled pile of bones. A quick
investigation shows that these are indeed human bones but many of them are broken, scorched, and
corroded, as though with some powerful alchemical compound. It is also readily apparent that at least
half the bones that should be there are missing.

Also resting among the bones are 5 tiny gems: a red ruby, a green emerald, a black opal, a white
diamond, and a blue sapphire.

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The Trap and Secret Passage


Soon after the remains are disturbed, read:

A few moments after the lid is removed and the sarcophagus’s contents examined, a scraping sound
echoes through the crypt. The door closes and seals, and a hissing sound makes you aware that some
kind of gas is entering the crypt. It does not smell pleasant.

Let the characters panic for a moment if they choose. Smashing the door or walls does no good. The
only way out is to find the secret passage beneath the sarcophagus, and that requires some quick
thinking.

You can roll initiative and give the characters two rounds before the gas hits them, or let them work it
through without using initiative. If the characters take even a moment to look closely at the walls, floor,
or sarcophagus, they notice a few oddities.

 There are scrape marks on the floor around the sarcophagus, showing it can move. However,
pushing does nothing.
 The tiny gems are all the same size and shape, and they are cut in a way that makes it look like
they might slide into something.
 Five of the carvings on the walls have a place in them where a tiny gem could be inserted. Each
gem matches the color of one of the chromatic dragons, and each spot in a carving matches one
of the elements associated with the corresponding colored dragon.
o The white diamond fits into the indentation on the top of the snow-covered mountain.
o The blue sapphire fits into the indentation at the point of a lighting strike in the
thunderstorm.
o The red ruby fits into the indentation in the roaring fire of the comfortable room.
o The green emerald fits into the indentation on the fang of the poisonous snake.
o The black opal fits into the indentation on the bubbling vial of acid.

If the characters fail to see this connection between the gems in the indentations in the wall carvings
within two rounds, the gas deals 3 (1d6) points of poison damage. A successful DC 12 Constitution saving
throw halves this damage. After that, Brother Keefe points out how it looks like the gems might fit into
those indentations.

Do not force the characters to make another saving throw unless they put the wrong gems in the wrong
places. Even if they do, they should only have to make one more set of saving throws before Brother
Keefe provides enough hints to get the puzzle correctly solved.

When the gems are inserted correctly, the gas dissipates, the crypt door opens, and the sarcophagus
slides away, revealing a stairway down into the darkness. Tracks in the dust shows it has been used
recently by at least two human-sized creatures. The gems cannot be pried free from their housings once
inserted.

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Brother Keefe refuses to enter the lower chambers. He is a simple priest and has no magical or martial
powers. However, he begs the characters to investigate and he will give them the Scroll to carry with
them.

3A. Honor Guard


The stairs descend steeply, and then the passage continues, curving to the left and slightly downward in
a spiral. The curving passage continues to the south and curves west, but also opens into a chamber.
Three odd humanoid skeletons, topped with draconic skulls, stand at attention, holding swords. At the
back of the chamber is a large thronelike chair, currently empty, on a mahogany dais.

These three skeletons are currently not animated but might become so if the characters perform certain
actions: in this room, if any creature sits on the throne or opens the hinged panel below the throne
(with or without disarming the needle trap), magic is released to animate the skeletons. In the next
room, the party might also animate the skeletons.

Note that the skeletons are normal except for the regeneration effect (see area 3c below). Cosmetically,
the only difference is that a cold blue glow (the same hue as the glow in the glyphs in area 3c) pulses in
the eye sockets of the skeletons every round on initiative roll 20.0 (losing any dex ties). On every pulse,
the skeletons regain 1 hp. If a skeleton is destroyed and the glyphs are still active, the skeletal remains
slide together to reform a complete skeleton with 1 hp, and then stand up and move toward the nearest
PC (using the secret doors if that is the shortest route).

If the characters sit on the throne, or if they search the throne with a successful DC 10 Intelligence
(Investigation) check, they notice a hinged panel in the bottom of the throne. It is trapped with a poison
needle trap, which is noticed with a successful DC 15 Wisdom (Perception) check and disabled with a
successful DC 15 Dexterity check, provided the character attempting this check has a set of thieves’
tools. If someone opens the panel without disarming the trap, they are stuck with a needle. They must
make a DC 12 Constitution saving throw or take 4 (1d8) poison damage. Within the secret compartment
is a small tourmaline worth 50 gp and a scroll of Comprehend Languages. There is also a tome in the
secret compartment. It is The Marvels of Xandar Xhandru Daxar: Phyrexian Engineer.

3B. Reanimation Chamber


The spiral passage continues until it reaches another chamber. This chamber has been set up as a small
laboratory. Tables around the room are covered with beakers, vials, tomes, cauldrons, and pots full of
alchemical agents.

In the middle of the central table is a note next to a blue clay pot. The note, written in Common, says,
“Raaxil, I have figured out how to complete the process. When you are ready, simply pour the contents
of this blue pot into the cauldron and stir. The effects should be instantaneous, but DO NOT DRINK THE
RESULTING POTION.”

A successful DC 15 Intelligence (Arcana) check reveals that the books and alchemical agents are all tied
to necromantic magic. It is extremely advanced magic, though—well beyond the expertise of the
characters at this level.

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If the characters complete the process, this causes a thick vapor to spread quickly throughout the
chambers, animating the skeletons in the previous room. If the characters already fought them, the
skeletons reanimate. The creatures move through the chambers (using the secret doors if appropriate)
to surround the characters and attack. A character is foolish enough a drink the potion must make a DC
20 Constitution saving throw or take 10 (3d6) poison damage.

All of this equipment has been cursed with magic. If it is taken out of the underground complex, it
dissolves into nothingness.

3C. The Master’s Creation


The spiral passage continues until it reaches a final chamber. This chamber’s walls are painted to look
like the inside of a magical workshop: the scenes depict workbenches and tools, great sealed copper
vats connected with pipes (some showing jets of steam) and having dials and levers on them, piles of
gears and glowing crystals, robed acolytes huddled over workbenches, and various components in
different stages of construction. All the paintings focus toward the alcove in the south wall, where…
something is standing. The thing looks like a flattened copper egg (only symmetrical) that has five legs
and two arms sticking out of it. The two arms are more or less facing the party, and the legs are
arranged equally around the base of the egg. Just above and between the arms are two small glowing
circles that glow with the same blue as the eyes of the skeletons and zombies and the glyphs below. This
thing is a Phyrexian Walker (a modified pantadrone – see the creature entry below).

o While the four glyphs are active, the Walker is immune to all damage from attacks due to a
shield (which glows blue when the creature is struck with a weapon or spell), and the Walker
gets 1 arm attack per round (see entry below).
o When two of the glyphs are disabled, the Walker’s shield is weakened. At this point, the walker
is resistant to damage from all attacks, and it gets 2 arm attacks per round (see entry below).
o When all four of the glyphs are disabled, the Walker’s shield is destroyed, and it takes normal
damage from all attacks. Additionally, on its first turn after the last glyph is disabled, the Walker
can use its poison gas attack (see entry below).

In addition to the paintings, there are four large glyphs: one each on the north, south, east and west
walls. The southern glyph is within the alcove. These glyphs glow slightly blue in the dark of the room.
Every round on initiative roll 20.0 (losing any dex ties), the glyphs pulse brighter. As the glyphs pulse, the
eyes of the skeletons and the eyes of the zombies also pulse with the same blue, and the circles above
the arms on the Phyrexian Walker also pulse.

Lying on the floor in different parts of the room are 4 dead bodies. Although the bodies look roughly
humanoid, they are stitched together from various parts, from several different species of humanoids. If
the PCs have already activated the skeletons in area 3a, then all the creatures in here have become
active and may have already moved to attack.

As soon as the characters interact with anything in the room in a significant way (touching, examining,
etc.), two things happen: the four large glyphs glow brightly, and the four bodies spring up and animate,
becoming four zombies. Each one has empty eye sockets but the same cold blue glow that the skeletons
in area 3a had.

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During combat, describe how the glyphs flare at initiative count 20 on every round. When the glyphs do
flare, each zombie heals 2 hp. If the characters use an action to mar a glyph with an attack (AC 10, 5 hp)
or disable it with a successful DC 10 Intelligence (Arcana) check, a zombie is blinded until the end of its
next turn. If all the glyphs are deactivated in this way, the zombies cease their movement and fall to the
ground, inanimate. At the same time, the skeletons all also fall become inanimate and clatter to the
ground, shattering. If a character enters the southern alcove, that character triggers an invisible force
field across the alcove opening (this force field does not inhibit the Walker from leaving the alcove once
any of the traps are triggered and it is animated). The force field is impenetrable but can be brought
down with a DC 10 Intelligence (Arcana) check or 5 points of force damage. It also disappears if all of the
glyphs are deactivated. When the Walker is defeated, it clatters to the ground, pieces fall from it, and
the body cracks open to reveal an interior that is full of strange oily ropes in different colors, metal
gears, pulleys, and cables, and a blue crystal that is glowing with a weak pulse.

Consulting the The Marvels of Xandar Xhandru Daxar: Phyrexian Engineer is of no help unless the PCs
use the scroll of Comprehend Languages, since the tome is written in ancient Phyraxian. Once the scroll
is used, studying the tome reveals that the glowing blue crystal is a power source, and it reminds the PCs
of Tacenda’s request to bring anything useful or interesting back along with the tome she is seeking.
They can also bring back some gears, wires, and other components of the Walker that they can fit into
their packs. The entire Walker weighs over 300 pounds and some of the pieces are too big to fit into a
backpack or any other normal gear. They may have to improvise if they want to try to bring the entire
machine back in pieces.

To get back to Waterdeep, the PCs can catch a boat within a tenday from Baldur’s Gate, or they can join
with a caravan traveling north across land to reach Waterdeep once again. The boat will be quicker, and
there will be no encounters with pirates. The caravan will have a chance to encounter some random
encounters on the way north.

Phyrexian Walker Large construct, lawful neutral


Armor Class 16 (Natural Armor) Hit Points 91 (14d10 + 14)
Speed 40 ft. Languages Understands Ancient Phyraxian but cannot speak
STR 15 (+2) DEX 14 (+2) CON 12 (+1)
INT 10 (+0) WIS 10 (+0) CHA 13 (+1)
Skills Perception +4 Senses Truesight 120 ft., Passive Perception 14
Challenge 2 (450 XP)

Axiomatic Mind. The Phyrexian Walker can’t be compelled to act in a manner contrary to its nature or
its instructions.

Actions
o Multiattack. The Phyrexian Walker makes one or two arm attacks (see special notes about the
glyphs above).
o Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage.
o Poison Gas. The Phyrexian Walker exhales a 30-foot cone of gas. Each creature in that area must
succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can

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repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This attack cannot be used again until the Phyrexian Walker completes a long rest.

https://www.dndbeyond.com/monsters/pentadrone

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Level 2: Unpacking the Lore of the Engineer


Recap and Springboard: Most people who try to read the text of the tome The Marvels of Xandar
Xhandru Daxar: Phyrexian Engineer will find only gibberish, even if they use a spell like Comprehend
Languages. That is because Xandar Xhandru Daxar wrote in a sort of ancient Phyraxian version of
Thieves’ Cant. Below is a sample paragraph as it is literally translated:

The great ecological pot innovative consumer orange slices. For kids’ soccer carrots blockage.
Shop which facilitates any players. Very dark suspend basketball was pregnant. But who hate
soccer convenience? Eu but who hate soccer. Troubleshooting lion or clinical portal. It also does
not suspend the throat sometimes lakes. For now, neither the mass of Curabitur non blandit elit.
Various homework at the main lorem long. In order to invest in football graduated carrots.
Performance propaganda sometimes wants to invest mass nutrition homework classroom. Justo
nec ultrices dui sapien eget. Sapien residents sauce nutrition and diseases of old age is sad
dictumst. Free, but passes are ugly. There is a need ullamcorper nulla too. Sapien need my
resume, but it is free, but passes ugly. Passport Mauris orange jasmine or thermal developer
start.

Tacenda and some of her allies do have a translation key, and they are able to make sense of the tome.
After a couple of tendays worth of round-the-clock translation work, they can tell that the tome unlocks
a number of key theories and processes for them, and it also points the way to several more hidden
tomes, artifacts, elements, and the skin of a creature that will help them with the next phase of their
project.

Adventure Title: Cold Cuprenium Light

Original Title: The Lost Tomb of Khaem (from Out of the Abyss, pp. 37 – 38)

Summary: Tacenda Verlasen and her allies have deciphered a lot of the knowledge from the manual the
PCs recovered in the tomb of Xandar Xhandru Daxar. They have also spent some time reverse
engineering the deactivated Phyrexian Walker, whose construction is detailed in the book the party
recovered. Their research has led them to re-discover a metal whose smelting and use have been
forgotten on this plane: cuprenium. Cuprenium is an alloy of cold iron and copper, and cross references
with other tomes from other libraries has revealed that this alloy was used to make a lot of Netherese
artifacts. The alloy is difficult to make because traditionally copper requires a high melting temperature
to melt, and such heat ruins the properties of cold iron. The Netherese apparently had a secret to its
manufacture that kept the properties of the cold iron intact along with smelting in the copper.

One of Tacenda’s allies has discovered obscure references to a tomb of an exiled Netherese princess
named Brysis of Khaem. There’s a rough map of where the tomb is located (in the foothills east of The
Trade Way north of Waterdeep, between the Sword Mountains and the Kryptgarden Forest). Tacenda’s
colleagues do not have any notes on why Brysis of Khaem was exiled. However, if a Comprehend
Languages spell is used in Area 1, below, the story can be readily understood.

The notes on the crypt say that Brysis was buried with up to ten ingots of cuprenium in her tomb, and
Tacenda needs that to help build some components of the Arcanum Continium Laboratory that she and
her colleagues plan to construct. More research will still be needed before they can complete the design

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and even fully know the form that their Laboratory will take, but the cuprenium components seem
essential from the early stages of their research.

Adventure Start: Tacenda Verlasen meets the PCs at Troll Skull Manor and says she has more work for
them. She was exceptionally pleased with their work in recovering the tome of the Phyrexian Engineer
and she will explain that the research she and her arcane allies have done into the tome and the artifact
creature they discovered has already yielded results. The tome has filled in a missing link for them about
a material they need for some components they must build. The material is a metal called cuprenium,
which is an alloy of copper and cold iron.

Based on the research they have done, there is a source that Tacenda and her allied believe exists a few
days’ ride from Waterdeep in the foothills of the Sword Mountains. That source is a tomb of an exiled
Netherese Princess called Brysis of Khaem.

A DC 15 History or Arcana check will tell a PC some basics about the Netherese Empire:

 Netheril was an ancient, magocratic human empire of Faerûn, whose influence was felt across
the Realms for thousands of years.
 The nobles of High Netheril, living in flying enclaves miles above Toril.
 The arrogance of Netheril grew to the point where they attempted to attain the divinity of
magic, and they wound up destroying the Weave. In the resulting maelstrom, the Faerûnian
pantheon was altered and most of the flying cities of Netheril came crashing to the earth.
 The enclave of Thultanthar was transported to the Shadowfell, where it remained for nearly
2,000 years.

Tacenda and her allies do not have any specific information about Brysis of Khaem herself, nor do they
have any knowledge of why she may have been exiled by her people. Perhaps she spoke out against the
leaders of her people and their mad lust for power, or perhaps it was some other reason.

Adventure Incentive: Tacenda Verlasen will offer each of the PCs a 100 gp advance on the adventure,
with a further 100 gp payment made when they return with the cuprenium. If there is any lore or arcane
writings that can help Tacenda and her allies construct their Laboratory, she will welcome it. And she
also says that any treasure above and beyond what she and her allies seek the PCs are free to keep or
liquidate for their own benefit. In addition to the advance of gold, Tacenda will also provide a map
showing the approximate purported location of the Tomb.

Finally, she will offer the group a small mystical device which will help them find the cuprenium they
seek. It looks like a round silver locket on a fine steel chain that can be worn around the neck. The locket
has the diameter of a silver piece, and it has a hinged lid that opens to reveal a polished black disk.

Tacenda tells the group that when they get within a mile of pure cuprenium, an indicator will appear on
the disk that points the way to the deposit. She says that it appears as a tiny illuminated dot, and the
further away from the center of the disk, the further away the cuprenium is. The location of the dot on
the disk will also indicate the direction to the cuprenium, and once the PC is within five feet of the
metal, the dot will blink in the exact center of the disk.

DM NOTE: What Tacenda does not tell the PCs is that the device is powered by a crystal of arcane
substance which will power it for only two tendays. After that, the locket will cease to function at all.

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And the only function of the locket is to indicate the direction and distance (in relative terms) of 90% or
purer cuprenium in quantity. In other words, the device is useless for finding anything other than
cuprenium and it will cease to function altogether after two tendays.

Travel to the Tomb


The PCs must travel out of Waterdeep by way of the Trade Road, and after two days veer off the road
into the foothills of the Sword Mountains. They must curl around the east of these foothills to the verge
of the Kryptgarden Forest and they will find the tomb where the foothills build into the first slopes of
the Sword Mountains proper. The entire journey will take a minimum of four days but will likely take five
or six if the party is being careful.

Random Encounters
For the first two days, the party will follow the road, and there will be no random encounters as the
roads are heavily traveled and well patrolled between Waterdeep and Neverwinter. As soon as they
veer off the road, they will start to have random encounters based on the table below.

The DM will roll a d20 once per day to see if there is a random encounter and determine the time of day.

d20 Result Encounter Time


1 – 15 No Encounter
16 Morning
17 Midday Rest
18 Afternoon
19 Evening or night
20 Morning and afternoon/evening

On day three (and days five and/or six if necessary) the Random Encounter will come from the hills table
below. On day four, the Random Encounter will come from the forest table below. On each table roll a
d12 to determine the result.

Hills Encounters

d12 Result Encounter Type


1–2 7 Bandits (med)
3 4 Boars (med)
4 4 Giant Wolf Spiders (med)
5 3 Gnoll Hunters (hard)
6–7 3 Hobgoblins (hard)
8 1 Meazel (evening/night only) (easy)
9 – 10 3 Orcs (hard)
11 2 Scouts (easy)
12 2 Wargs (easy)

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Forest Encounters

d12 Result Encounter Type


1–2 2 Bugbears (hard)
3 1 Giant Constrictor Snake (med) (night)
4 3 Giant Wasps (hard)
5–6 3 Gnolls (hard)
7 2 Harpies (hard)
8 5 Needle Blights (med)
9 3 Orcs (hard)
10 1 Spider King (easy) (night)
11 – 12 2 Vine Blights (easy)

Finding the Tomb


On day four, five, or six, the party will find the tomb by way of tracking some creatures that are looking
for them. On day four, the DM will roll percentile dice. There is a 25% chance (01 – 25 result) that the
party will notice the tracks. Skip the day five roll and go to Track the Trackers, below. If the check fails,
the DM will roll percentile dice for day five. There is a 50% chance (01 – 50 result) that the party will
notice the tracks. If the check fails, then the party automatically notices the tracks on day six.

Tracking the Trackers


The party will pick up the trail of some booted feet and the tracks of a large four-legged creature with
clawed feet. After following the booted feet for 100 feet or so, the cuprenium detector quietly chimes
and vibrates once to indicate it has a signal. Checking the detector shows the signal is in the direction
the booted feet are traveling. The boot trail is consistent, but the tracks of the large creature with
clawed feet appear and disappear. Let the party attempt Survival checks to see what they can learn
about the tracks they have found.

 A DC 12 Survival check will let someone in the party notice that the tracks were made within the
last day. It will also let someone in the party know the large clawed feet appear when the
ground is flat and there is no heavy scrub or small trees around, and the tracks disappear when
the boots pass through such areas.
 A DC 15 Survival check will let someone in the party notice that the boots show there is one
medium, heavy booted creature and several small booted creatures.
 A DC 18 Survival check will let someone in the party notice that the boots of the medium
creature seem larger than an average human, while the smaller creatures seem smaller than the
average dwarf. The large clawed feet seem to be a little deeper where they first appear each
time and just before they disappear, as though indicating something landing heavily, and then
leaping away again with a mighty jump from powerful legs.
 A DC 21 Survival check will let someone realize the large clawed feet belong to a dragon of
some kind—it’s not a gigantic one, but it’s probably big enough to ruin your day if you pissed it
off.

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Between 30 and 60 minutes after picking up the trail and the signal on the cuprenium detector, the
party will follow the tracks to a small clearing that has a rough circle of ancient toppled stones. On the
far side of the clearing is a nearly vertical hillside, and set into it at the edge of the circle of stones is a
stone post-and-lintel doorway, with runes and symbols carved on both posts and across the lintel.

The earth in this clearing is very hard packed and the booted tracks seem to mill about aimlessly, criss-
crossing this area as though they were searching for something or wandering about. It’s impossible to
follow where they tracks ultimately went. Some do seem to lead to the stone door, but there is no
evidence any passed through.

A DC 18 Perception check will reveal that the booted feet disappear from the clearing at some of the
toppled stones. Where they went beyond that is undiscernible.

Ambush at the Doorway


The trackers have set an ambush and are waiting for the party at the doorway. The booted feet belong
to one bugbear and four goblins who are all waiting above and behind a false ridge some 20 feet above
the doorway.

Only a DC 20 Perception check or higher will make the party aware that there is an actual ambush—
players may suspect it, but the PCs will not mechanically know it without the check (or without a feat or
spell that reveals the presence of enemies nearby).

If the goblinoids are not detected, the bugbear will give a silent signal and the goblins will unleash a
volley of arrows down on the party before scrambling down the hillside into melee on the first full round
of combat. The bugbear will hurl a javelin from his vantage point on the sneak attack round, and then
scramble down to join combat on the first full round of combat.

On the sneak attack round (or the first round if the goblins don’t have sneak attack when shooting),
another figure will appear some 50 feet higher atop the actual ridge above the doorway. This is a
githyanki warrior who stands next to a young red dragon and shouts commands down to the
goblinoids.

“Take them alive and find out what they know, Krylock!” the githyanki commands. “Commit it to
memory, and then you may kill them. I will tell the master we have found the tomb so he can come
inspect it for himself.” He points a gleaming silver greatsword at the bugbear. “Do not fail me as Koorgar
did, or I will boil your brain in your skull as I did his!”

With that he leaps onto the dragon and the two fly off. Before leaving the area, the dragon swoops
down and uses its fire breath to set the tangled scrub and small trees surrounding the clearing on fire,
cutting off the party’s escape. Then on the second round of combat it flies away and neither dragon nor
rider take any further part in the combat.

If the goblinoids win the battle, they will not deal lethal damage with the felling blows on the PCs. And
Krylock the bugbear is so terrified of failing to get all the intelligence out of the PCs that he plans to keep
them alive until “the master” arrives (in four days). The goblins are lazy guards and easily fooled, so even
if the party is captured and their weapons are taken, it is likely that after a long rest they could

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eventually overpower and kill the rest of their captors and loot the tomb and leave the area before the
“master” returns.

Krylock fears whatever the githyanki threatened more than he fears being killed, so he will not reveal
anything about the githyanki without being compelled by some kind of mind control magic. The goblins
know little other than that the githyanki has instructed them to call it dragonlord, and it has fed more
than one goblin who disobeyed orders to its dragon mount. Even the goblins shudder when they
recount the way goblin bones sound when being broken in the jaws of the terrifying creature. The four
goblins are named Vret, Guic, Plec, and Nesea (female).

Entering the Tomb


The doorway in the hillside to the north is closed. The door itself appears to be a large stone slab that
has no visible lock or handle, but it is covered in runes, relief carvings, and ancient writing (this is ancient
Netherese).

If a Comprehend Languages spell is used on the door, the message says, “Here lies the tomb of Brysis of
Khaem, Princess in Exile, cast out from her kingdom by false judges who feared her visionary gifts.
Topple the three false judges and enter the tomb to pay your respects.”

Whether one can read the inscription or not, a DC 15 Investigation check reveals that three of the
figures in the central carving (who appear to sit in judgement of a woman bound in chains) appear
slightly different from the other figures. They can be pulled out slightly and twisted 90 degrees clockwise
so that they appear horizontal instead of vertical. Once this is done, the door will rumble and slowly sink
into the ground, revealing the entry way to area 1, below.

LOST TOMB OF KHAEM: GENERAL FEATURES

As characters explore the Lost Tomb of Khaem, keep in mind the following features.

Ceilings. Room ceilings are 15 feet high. The hallways connecting them are 10 feet high.

Doors. Each door in the tomb is a 10-foot-by-10-foot slab of solid marble encased in a thin layer of
beaten bronze. The bronze has turned green with age. The door pivots on a central axis, creating narrow
openings on either side while open. The door is also heavy and tight-fitting, requiring a DC 15 Strength
(Athletics) check to open or close.

Light. Except as otherwise noted, the interior of the tomb is dark.

Chaotic Magic. The tomb was crafted during an age of high magic, and it has become suffused with
faerzress. The ancient and chaotic energy now permeating the structure causes any spell cast within the
tomb to trigger a roll on the Wild Magic Surge table in chapter 3, “Classes,” of the Player’s Handbook.

1. Entrance Room
Several stone dioramas stand to the right of the entrance. One depicts the sorcerer Brysis Khaem as a
Netherese noble in her prime, surrounded by attendants, slaves, and other trappings of wealth and
power. A second diorama depicts Brysis attending other sick Netherese who appear to be suffering a
wasting illness. A third diorama depicts Brysis sacrificing prisoners of the Netherese that include elves,

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dwarves, and other humans. A fourth diorama depicts Brysis engaged in raising Netherese who have
succumbed to the wasting illness from the dead using rituals that involved the organs of the previously
sacrificed humanoids. And the fifth diorama depicts the trial seen in the carving on the doorway.

A vista of fantastic floating cities covers the wall to the left of the entrance.

When the party has been in this room for one minute examining the painting and the dioramas, read the
following.

A soft feminine voice sounds out in your mind suddenly, faint and distant. “Hello? Is someone there … ?
Oh please, I need your help! I have been trapped in the dark for so long … so very long. Please, won’t you
help to free me?”

Staircase and Landing


Across from the entrance, empty stone torch sconces flank a dusty staircase descending 20 feet to a
landing. Set into the back wall of the landing is a Netherese calendar stone. Beyond this landing, the
staircase resumes its descent, stopping at three more landings of bare stone and descending a total of
100 feet before arriving at area 2.

2. Shrine
The stairs lead down to this shrine, where shreds of dusty tapestries lie scattered across the floor.
Friezes on the walls are defaced with deep gouges, making them unrecognizable. An altar of pale gray
marble stands gouged and cracked against one wall.

A successful DC 13 Intelligence (Investigation) check reveals that the damage to this room is relatively
recent, and that the creatures that caused it left no tracks of any kind in the layer of dust on the floor.

3. Servants’ Sarcophagi
Four stone sarcophagi mark the resting places of Brysis’s most faithful servants. The lid of each
sarcophagus bears the sculpted image of a robed human figure in repose. Brysis’s four servants have
arisen at her command. Her handmaid has been raised as a shadow and the other three are raised as
skeletons. If anyone touches or otherwise disturbs a sarcophagus, all four undead emerge from their
sarcophagi and attack. The undead do not pursue their prey beyond the confines of the tomb.

Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see
“Treasure”).

A character inspecting the northeast sarcophagus and succeeding on a DC 15 Wisdom (Perception)


check notices that the sarcophagus is built on hidden stone rollers. It can be moved aside with a
successful DC 10 Strength check to reveal a 4-foot-square hole in the floor, and in the ceiling of a
similarly sized chamber directly below this one (area 5). If the characters move the sarcophagus but
leave the chamber without exploring the tomb below, they hear the same telepathic voice that called
out to them initially, saying, “Please! Don’t leave! I’m here, below!”

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Treasure

Each sarcophagus contains remains, the tattered remnants of ancient burial garments, and treasure of
Netherese origin.

The northeast sarcophagus contains two gold bracelets worth 20 gp each and a ceremonial wand
(nonmagical) made of chiseled ivory worth 25 gp.

The northwest sarcophagus contains an onyx ring worth 25 gp and a silver necklace worth 25 gp.

The southwest sarcophagus contains an ewer made of beaten gold worth 25 gp and a walking stick
worth 25 gp. The walking stick is made of varnished yew with a golden handle shaped like a scorpion.

The southeast sarcophagus contains a gold censer with platinum filigree worth 55 gp.

4. False Tomb
Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a
dozen clay canopic jars containing desiccated organs. These organs belong to Brysis’s servants, who are
entombed in area 4.

In the middle of the room rests a wide stone sarcophagus atop a black marble bier. The lid of the
sarcophagus is inlaid with dust-covered mosaics depicting great floating cities high above a beautiful
landscape. The lid of the sarcophagus looks incredibly heavy but is made lighter by an ancient spell that
has survived to this day. The lid can be pushed aside with a successful DC 10 Strength check. The
sarcophagus contains a life-sized statue of Brysis, sculpted and painted to make it appear that she is
sleeping comfortably. The statue is affixed to the inside of the sarcophagus with sovereign glue and can’t
be moved. There is no treasure to be found.

Trap
Opening the sarcophagus triggers a magic mouth spell that calls out in a booming voice, “You have
disturbed the tomb of Brysis of Khaem! Accursed are you, most miserable of creatures!” Each creature in
the room, whether it hears the booming voice or not, must make a DC 15 Charisma saving throw. On a
failure, the creature is cursed with disadvantage on attack rolls and saving throws. The creature can
repeat the saving throw after 24 hours have elapsed, ending the effect on itself with a successful save.
Otherwise, a remove curse spell ends this effect, as does destroying the wight in area 5.

If Brysis’s wraith is destroyed, both the magic mouth and the curse on the sarcophagus cease to
function.

5. True Tomb
Brysis’s true tomb is hidden below area 3 and has murals on the walls decorated with rich pigments and
inlays of semiprecious stones. A gilded sarcophagus stands atop a stone bier along the west wall. An
invisible stone chest rests at the foot of the sarcophagus. Characters searching the area thoroughly
locate the chest. The chest becomes visible within an antimagic field, and a successful arcana check (DC
19) also ends the invisibility effect.

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Brysis of Khaem has arisen as a murderous wight, bound to her tomb until she can steal enough life
force to leave it. She arises from within the sarcophagus and attacks when creatures enter this chamber.
She gloats about how the characters’ deaths will free her from this prison, and how her victims will serve
her even in death. Her voice is clearly the one that the PCs have heard telepathically since entering the
tomb.

Treasure
The thin gold sheath covering Brysis’s sarcophagus can be pried loose and is worth 250 gp.

The stone chest is unlocked and contains the other treasures Brysis took with her into the afterlife: 500
sp, 100 gp, two potions of healing and the ten ingots of cuprenium that sent them on this errand.

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2a. Loose Ends and Long-Lost Friends


The visit to Brysis of Khaem’s tomb left a few loose ends for the party to deal with. First there is the
matter of the people that were trying to capture them. While the goblinoids were safely destroyed, they
recovered a strange silvery key from the body of the hobgoblin, and they still have to deal with the
githyanki warrior and his young red dragon and whoever the Master is that the gith spoke about before
flying away.

There is yet another loose end to deal with, and that is Brysis of Khaem herself. They awoke and
angered this undead by stealing the cuprenium, and that is going to cause problems for somebody to be
sure.

Githyanki and Friends


It will be four days before the githyanki warrior returns. This githyanki warrior is named Fazad, and the
dragon he rides is named Dyrvusdeit. The master that Fazad serves is a githyanki knight named Adanith.
Adanith rides a young adult red dragon named Rimbyr.

Adanith, in turn, works for those who work for forces in Ravnica who have concerns that Tacinda
Verlasen may be close to discovering the secret of that she is a Planeswalker whose spark has been
suppressed by her enemies to keep her from interfering in their plans. I am being purposely vague about
this because I want the party’s actions to help determine if Tacinda is a villain or a heroine among her
own people, and if the fate she has suffered is a just punishment for a crime, or if it is a wrongful theft of
her gifts so that evildoers may gain an advantage.

The strange silver key actually opens a specific door in a specific building in the city of Scornubel
(several days east of Baldur’s Gate where the River Reaching flows into the River Chionthar). This door
is not a door but a portal to Sigil, the City of Doors, that sits at the nexus of the planes, and that will be a
future destination for the party.

Fazad and Adanith and the dragons will not pursue the party for now. They are under strict orders, and
the surveillance within the city of Waterdeep falls to other agents.

Brysis of Khaem and the Malevolent Chaos


By the time the Gith and their dragons get to the tomb, Brysis of Khaem will still be in a murderous fury.
The undead will not pose much threat to the Gith, but they will use their telepathy to divine what they
can of the minds that she talked to most recently, and at night they will free her from her crypt and set
her loose on the Kryptgarden Forest as something of a joke.

Had they fought her in the tomb, Brysis was supposed to be a Wight, but she will manage to feed and
grow in some power, and she will become a bodak, as Orcus has heard her pleas for vengeance and was
bored and decided to give her a hand.

Certainly, a bodak haunting the Kryptgarden Forest is going to get the attention of the druids, and it
won’t be long before Letholdus Crewe sends an animal messenger to BT Stalker, having heard from
some of the animals that he was in the area recently, and asking what the hell he knows about a bodak
rampaging around the woods. The animals will also report the recent sightings of red dragons and their

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yellow-skinned humanoid riders, and the scorched area around the tomb entrance will attest to at least
one dragon being in the area recently.

Brysis the bodak will by turns start making her way closer to Waterdeep, traveling out of the sunlight
and sheltering where she can be in darkness during the day. There will be evidence of some kind of
murderous undead making a gradual path toward the city, but it will likely be two months or more
before she arrives, and by then who knows where the party will be. (A single bodak is a hard encounter
for 6 PCs of level 2, and it is a deadly encounter for four PCs of level 4 – we’ll have to time its arrival with
the way the story plays out and how many PCs we have as regulars).

Long-Lost Friends
This session will be a good one for the PCs to connect with some names they’ve helped to create but
haven’t really interacted with in game yet—namely, their contacts in Waterdeep. We will start with the
party having a chance to debrief from their latest adventure. They can tell her as much or little as they
wish about the opposition they discovered—it will all be news to her. She is not aware of these yellow-
skinned humanoids, but by the time they

After that, we will continue with some vignettes, first with our three newest players, and then with our
longer-term players.

Jolmatir Stormhammer – Thardram


Jolmatir is voiced by David Tennant from his time as Doctor Who.

When Thardram sees Jolmatir next, he finds that his blacksmith friend seems troubled. Jolmatir reveals
that one month ago he was robbed. He was careless one night when locking up the forge, and he forgot
to secure one of the hasps on the bottom lock of the side door. When he returned from the pub, he
noticed the side door open, and he went in to find that someone had stolen several ingots of
adamantium that Jolmatir had been commissioned to turn into weapons for a customer. So he had to go
purchase more of the precious metal out of his own pocket.

He reported the crime to the constabulary, and he was so angry that he prayed to Moradin that the thief
would face justice for the crime. He only found out a couple of days ago that apparently Moradin had
heard and answered his prayer. The body of a young human man barely old enough to be off his
mother’s apron strings had been found in a storm sewer a few blocks away from Jolmatir’s shop. The
man had only recently been killed and that most of his blood had been drained out of him.

The constabulary tracked the dead man back to where he had a lair in an abandoned building, and they
found several items that residents and merchants in the area had recently reported stolen, including
one of the ingots of adamantium from Jolmatir’s forge, identified by the smelter’s mark on the bar that
Jolmatir had mentioned in his report of the theft.

Now Jolmatir is troubled, and he feels like he is partly responsible for the young man’s death. From the
conditions he lived in, the constabulary say it’s clear he was in poverty, and some old tattoos and scars
on the body indicated that he might have been some kind of slave in younger life. Jolmatir is just a little

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depressed—aside from his skill at the forge, he is a kind and gentle soul, and he does not wish harm to
come to anyone. He also wonders if the gods are indeed just cruel, and if prayers have to be uttered
extremely carefully to avoid the gods taking liberties with the desires of their followers.

Dorophil Galathaniel – Zandri


Dorophil is voiced by Christopher Walken as the villain from the James Bond film A View to a Kill.

Dorophil has noticed an increase in strange patrons that attend the gladiator fights in Skullport. There
are not just travelers from across Toril, the Underdark, and the Feywild, but there are more frequent
sightings of beings from the Astral Sea and even planes of existence beyond those Dorophil has heard
about.

Among those he has seen are a trio of blue-skinned fellows who seemed to almost have webbing at the
base of their fingers (Vedalken - https://www.dndbeyond.com/sources/ggtr/character-
creation#Vedalken) and one strange and horrifyingly wonderful fellow that stood nearly seven feet tall,
had thick fur all over his body, and had horns like a bull (and eyes and a snout a bit like a bull as well).
Dorophil seems to think this fellow would make a marvelous gladiator, but he was never able to talk to
the fellow because of his duties and the press of the crowd on the day he noticed him.

Lomen – BT Stalker
Lomen is voiced by Mel Brooks.

Lomen is mainly pissed off that Stalker has not been by to visit him as frequently as usual. Lomen also
appears to have an eye for the ladies, but every time Stalker looks at one that Lomen points out, he
realizes that she is wearing a necklace or earrings that have gaudy-looking gems (real or fake). Lomen
makes lewd-sounding comments about such women, distracting him when he is talking to Stalker.

Between the complaints and the commentary on the passing ladies, Lomen has sensed something being
“off.” He doesn’t quite understand it, and perhaps it has something to do with the disturbances some of
the other allies have sensed.

DM NOTE: The “disturbance” Lomen has sensed is a rise in tension as more and more representatives of
the Zhentarim actively operate openly in Waterdeep. Once almost the exclusive domain of the Xanathar
Syndicate, the Zhentarim faction is moving in and there are occasional public fights (though more often
battles happen in the underground strongholds of the two sides). The lure of a rumored cache of gold
dragons (the coins) is what has brought the Zhentarim in more numbers to Waterdeep, and something is
about to go down that will prevent the players from being able to ignore it.

Vinchenzia Scratch - Pyria


Vinchenzia is voiced by Natalie Dormer in her role as Margaery Tyrell.

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Vinchenzia is Pyria’s girlfriend. Per the player, Pyria believes that her lover is a vampire. (DM NOTE: This
is completely untrue—see the session notes document under Pyria’s creation for the truth about
Vinchenzia—in fact, Vinchenzia is playing a dangerous game with the heart of a dragon).

When Pyria goes to visit Vinchenzia one night, the woman is gone and there is no clue as to where she
may be. Vinchenzia has not taken her belongings, and all signs suggest she plans to be back, so it will be
up to the player if Pyria decides to try to find her or not.

Pyria is likely to find out that Vinchenzia is missing because she may well meet another NPC hanging
around Vinchenzia’s place—Volothamp Geddarm (voiced by Penn Gillette) who is also looking for his
girlfriend Vinchenzia.

DM ONLY NOTE:

Finding Vinchenzia will be a skills challenge if Pyria can get the rest of her party to help her (if she
decides she wants to).

Vinchenzia has disappeared because she has run afoul of some bandits. They have not harmed her
because they were earlier approached by exactly what she feared most—some wealthy Vistani seeking a
woman matching Vinchenzia’s description who has run away from a very wealthy and very jealous
husband. The Vistani gave the bandits 100 gp to capture her if they see her, and they have promised
another 200 gp to the bandits if they turn her over to them unharmed and undefiled.

Vinchenzia tried to put them to sleep with magic and failed, and she tried to use her Invisibility to
escape them and that failed too. So now they are keeping her tied up, guarded, and drunk, and they will
not let her sleep so she cannot recuperate her spells.

Hargaf Redstream – Oyohusa


Hargaf is voiced by George Peppard in his role as Colonel Hannibal Smith from the 1980s TV series The
A-Team.

Hargaf is a streetwise operative of the Xanathar Guild who has a bond and history with Oyohusa. Over
the last month or so, Hargaf has realized that Oyohusa’s new employer is getting some attention from
someone that isn’t part of either the Xanathar Guild or the Zhentarim faction. Hargaf had heard that
Oyohusa had taken a room at Trollskull Manor and went to check on him several times, but it was while
the group was gone to Baldur’s Gate. On more than one occasion, Hargaf noticed a figure trying way too
hard to look like it was a commoner loafing about idly, and to the trained eye it made it painfully
obvious the figure was watching the house. Hargaf’s contacts were able to determine who owned the
house, and on visit, Hargaf briefly noticed the hood of the figure’s cloak get blown back to reveal a
rather startling face.

The person (Hargaf couldn’t say if male or female) was tall, thin, and gaunt, with a leathery yellowish
skin that seemed pulled too tightly over its skull. The nose was very flat—almost like two slits in the face
above the lip, and the eyes were sunken—they somehow seemed wrong, with reddish pupils, and the
hair was jet black and pulled back into what must have been a tight braid. But Hargaf couldn’t see much
before the person pulled their hood back down low over their face with a black-gloved hand. After that

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the figure slowly drifted away, milling in the crowd and quickly losing Hargaf as he tried to see where it
went.

Hargaf asked within the Xanathar Guild if anyone recognized such a person, and it quickly became
apparent nobody in either of the two major crime syndicates knows much of anything about it. Hargaf’s
street smarts says that “yellow skin” may be a dangerous customer, and he warns Oyohusa that if his
employer is up to something shady thn she’s caught somebody’s attention.

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Level 3. Chaos in the Streets


DM NOTES:

After the PCs have had a chance to interact with their NPC friends, there will be a chance to have
something of an urban adventure. We will play out the SPRING setting of Waterdeep: Dragon Heist, with
an exception. In this instance, there will be four groups that are aiming to get the horde of coins, and
the PCs will be (if they are lucky) able to secure a fraction of the spoils for themselves (no more than 500
gp per PC). The major players in this conflict will be the following:

 The Xanathar Guild – the crime syndicate that has run the dark underbelly of Waterdeep for
centuries. They are seeking the fortune of 500,000 gold dragons that Lord Neverember hid away
somewhere in Waterdeep.
o Sub-plot: The Xanathar is more paranoid that usual these days. He has been suffering
night terrors about someone cutting off several of his eyestalks, and he interprets that
to losing control of different parts of his territory in Waterdeep. His natural inclination is
to think that this will come as a result of interference from the arch-nemesis of his guild,
the Zhentarim. He is plotting a long game of reducing the influence of the Zhentarim
across the Sword Coast by assassinating the faction leaders in the major cities of
Baldur’s Gate, Neverwinter, Luskan, Athkatla, Murann, and Velen, and trying to
implicate the leaders of the Zhentarim in other cities in these crimes. In this way he
hopes to get the Zhentarim Faction to start infighting. He has his own assassins, but he’s
always looking for folks to hire that are competent and willing to make a profit by
spilling some blood.
 The Zhentarim Faction – a long-established faction across the Sword Coast whose presence in
Waterdeep is growing, lured by the rumor of a huge cache of coins. In addition to seeking the
coins, they seek to strike a blow against the entrenched hold that The Xanathar has on
Waterdeep’s black markets and Skullport.
o Sub-plot 1: The Zhentarim have heard rumors of a powerful new wizard in Waterdeep,
one that has access to a different kind of magic. This is based on some flawed and half-
heard information about Tacinda Verlasen. While she understands the rudiments of
casting magic based on mana (drawing power from the land) there’s a different
connection between her and the world where she grew up (the world of Innistrad) that
allows her biologically to tap into the mana that flows from the lands around her. That
doesn’t quite work the same way on Toril, but some of Tacinda’s allies believe it may be
possible to alchemically brew potions that would give someone who has been in Toril a
sufficient amount of time the ability to channel magic through their bodies in the same
way.
o Sub-plot 2: A small number of Zhentarim-allied thugs has captured the Barovian Witch
Vinchenzia Scratch in order to turn her over to some Vistani that plan to return her to
the demi-plane and her abusive vampire husband. This plot is known to Oyohusa’s rival
Zonna, who is liable to let it slip if and when she speaks to Oyohusa. This plot is also
known to the Zhentarim attacking Gralhund Villa in the “Fireball!” section of the
adventure.

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 Tacinda Verlasen and her Allies – they will get wind of this hoard of gold because of increased
violence in the streets between The Xanathar and The Zhentarim. They see the cache as a
potential boon to help them construct their lab and arcane reactor. They also believe that they
can curry favor with city leaders if they can reduce the influence of the criminal elements.
o Sub-plot: Tacinda Verlasen is always attempting to gain more allies in Waterdeep. As she
becomes more and more aware of the animosity and violence between The Xanathar
Guild and the Zhentarim, she starts to believe that if she and her powerful friends can
weaken both groups, they can be a help to Waterdeep. The problem is that The
Xanathar is such a poweful influence in Waterdeep and is so deeply entrenched that
trying to rip them out root and stem could bring economic instability to the city, not to
mention making powerful enemies of certain criminal, political, noble, and business
leaders in the city.
 The Githyanki – Adanith, Fazad, and in fact an entire war party of Githyanki on an astral brig are
being sent on a dual mission. The purpose of the mission known to all the Githyanki is simple
destruction and trying to seize the cache of 500,000 gold dragon coins. But Adanith leads a small
hand-picked team whose goal is to try to capture Tacinda Verlasen alive and take her for
questioning to one of his superiors in a far remote location in some desert in another part of
Toril.
o Sub-plot: The Gith are interested in conquest, destruction, and slavery. They believe The
Sword Coast has become fat and lazy, and they believe that if they can cause significant
destruction in Waterdeep it will weaken the other major cities of the coastal region so
that they can be plundered as well. In some ways this attack is a trial balloon to see how
easy it would be to bring down the entire region.

The Githyanki have recruited some willing (and some coerced) allies from the freelance criminal element
in Waterdeep to stir up trouble between the Xanathar and the Zhentarim. Their hope is to incite some
kind of mass chaos in the streets, and then the Githyanki can fly in and begin raining down destruction
all over the city. That will take another couple of sessions to all start playing out.

For now, we will begin with the events of Chapter 3: Fireball of the Waterdeep: Dragon Heist adventure.
There are some important changes to the plot as outlined below.

 Dalakhar was not on his way to visit the PCs, as they have had nothing to do with this adventure
so far. However, there was a double-agent named Wilbre Giles, who wanted to meet Dalakhar
at The Rusty Nail. Wilbre Giles had claimed to be a friend of Renaer Neverember and said he
would get the key back to Lord Dagult Neverember if Dalakhar brought it to him. Giles was using
a false name and a false appearance in his meetings with intermediaries, so that Dalakhar
thought he knew whom he was meeting. In fact, Giles is an assassin in the employment of The
Xanathar, and his orders were to capture or kill Dalakhar, and bring back the Stone of Golorr
(and preferably the thief, alive) to The Xanathar for further questioning, torture,
experimentation, punishment, and eventual execution. Wilbre Giles is cautious by nature, and
he observed the aftermath and the people who showed up to get involved. If the characters
begin investigating the happenings, he will take a special interest in them on behalf of his
employer.

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 Renaer Neverember has never met the PCs and has no reason to speak with them. There’s also
no reason the PCs should know of him or know he was recently kidnapped. So he is pretty much
out of this story. The only way his name would come up is if they ever somehow met Wilbur
Giles (unlikely) or questioned the spirit of Dalakhar with a divine spell.
 The other details of Dalakhar, Nim, and the immediate events and aftermath of the explosion
are all as written. Just be sure to use Kobold Fight Club in adjusting the toughness of any combat
encounters to be either Medium or Hard for the party. This goes for the balance of Chapter 3,
including any exploration of Gralhund Villa.
 If the characters complete Chapter 3, that will be a Milestone and they will hit Level 3. If the
characters choose not to get involved, Tacinda Verlasen will have another errand for them
shortly.

Hunting Neverember’s Hoard of Cash

 If the characters get involved in the events of Chapter 4: Dragon Season, we will follow the
Spring chain of encounters. If they don’t, I’ll need to play these out to see what happens.
 In the Spring Chain of encounters, there will be interludes after Encounter 2, Encounter 9,
Encounter 3, and Encounter 7. These interludes will feature interactions between the PCs and
some of their Waterdeep contacts or allies.
o Encounter 2: Mistshore.
 This is pretty much as written.
o Encounter 2: Mistshore – Interlude. They are attacked outside of Grinda’s shop by the
same githyanki. This time he has cultists and this time he doesn’t leave others to do his
dirty work.
o Encounter 4: Mausoleum.
 Remember that they will encounter a gazer and anyone with a passive
perception of 15 or over will notice it when they reach the City of the Dead.
 The Zhentarim operatives will attack the party when they exit the mausoleum
back into the City of the Dead.
o Encounter 10: Converted Windmill.
 They encounter grave robbers here who fear being arrested and point them to a
cellar complex in the Trades Ward.
o Encounter 9: Cellar Complex.
 They find the thief who has subsequently been robbed by the
o Encounter 9 Interlude –
o Encounter 3 Interlude –
o Encounter 7 Interlude –
 During Encounter 1, the rising tensions between the Zhentarim and the Xanathar, exacerbated
by the meddling of the Githyanki allies will finally boil over. In the district where the alley is
located, masses of thugs, bandits, and other street toughs representing both the Zhentarim and
the Xanathar will start a full-fledged street war. They will attack anything that stands in their
way from PCs to city watch to ordinary citizens.
 On the third round after this civil unrest starts, the astral brig of the Githyanki arrives overhead
and the aliens begin raining destruction down on the city. Tacinda and/or one of her powerful
mage allies will attempt to reach the PCs and teleport them away. Of course there will be a

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struggle and the PC carrying the Stone of Golorr will lose it—the only question will be if Tacinda
and her allies get it or if it falls into the possession of one of the other factions.
 The special strike force of Githyanki will certainly come for Tacinda, and there will be a How the
Other Half Lives session that allows the players to fight as Tacinda’s allies against the Githyanki
who are trying to capture her. The Gith will use lethal attacks against everyone except Tacinda,
and they will try to escape with her back to the astral brig and escape the city, sounding an
alarm to the Githyanki warriors to grab what loot they can and return before they get left
behind.
 If Tacinda and her allies get the Stone of Golorr and have a chance to use it after the fighting
dies down, they will retrieve the cache and give the PCs a cash bonus of 500 gp each. They will
also purchase an uncommon magic item for each of the PCs and give that to them as part of
their bonus for recovering the cache.
 Of course, if Tacinda and her allies eventually recover the cache, they will gain lasting enmity of
both the Xanathar and the Zhentarim, and the PCs may well be approached to see what they
know, and could perhaps be bribed to see if they will betray their patron. Intrigue!
 Whenever the outcome of the civil unrest and the Githyanki plot to kidnap Tacinda Verlasen
resolves, the PCs will hit a milestone and will reach Level 4.

Fireball!
Start the Waterdeep: Dragon Heist adventure from the beginning of Chapter 3. Most of the information
goes off as written. There are several important details changed. See the headings below to reference
what is different in our game.

What’s Happening Here?


There are no changes in this section.

Zhents Caught in the Act


There are no changes in this section.

House Gralhund
There are no changes in this section.

Unraveling the Plot


There are no changes in this section.

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The Crime Scene


There are no changes in this section.

After the Blast


There are no changes in this section.

The Watch Arrives


There are no changes in this section.

Eyewitnesses
There are no changes in this section.

Speaking with the Victims


There is an important detail changed here. In the 4 th bullet under the section of speaking with Dalakhar’s
corpse, he was not on his way to meet the PCs. Instead, he was on his way to meet someone who was
supposed to be an ally of Lord Dagult Neverember and is supposedly employed by his son, Raenar
Neverember. He knows of this man by the name of Aldin Ingweler, but the man’s real name is Wilbur
Giles, who is an assassin in the employment of The Xanathar.

Nim’s Secret
There are no changes in this section.

House of Inspired Hands


There are no changes in this section.

Inside the Temple


There are no changes in this section.

Finding Nim’s Creation

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There are no changes in this section.

What Renaer Knows


There is no history between the PCs and Renaer. If the PCs question him based on what they learn from
Dalakhar’s corpse, Renaer will have the same attitude toward his father as presented in the adventure.
Dalakhar was so devoted to Lord Dagult Neverember that he never bothered to question if Renaer was
also devoted to him. Any public statements that he may have heard from Renaer distancing himself
from his father, Dalakhar would attribute to shrewd tactics by father and son in appearing divided to the
world so that they may better collect intelligence and plot together for the downfall of their enemies.

Gralhund Villa
There are no changes in this section.

Should They or Shouldn’t They?


There are no changes in this section.

Overview
There are no changes in this section.

Encounters in the Villa


Area G2 – tune the encounter for 2nd level characters: by day Hurv Taldred has the stats of a spy, and by
night the three creatures have stats of shadows, as written.

Area G12 – the undead in the library are one specter and two shadows.

Area G13 – the combatants are as depicted; one of the Zhentarim thugs recognizes Lunacea and cries
out that he can tell her where Vinchenzia is if the heroes can get them past the House Gralhund guards.
See what happens. The Zhentarim is lying to try to save himself, and he will give them a location if they
help, but it turns out to be false (location it gives is the shop of the butcher Thrakkus in the Field Ward).
DM NOTE: The actual location where Vinchenzia is being held is the Zhentarim hideout from Chapter 1
of the Waterdeep: Dragon Heist adventure.

Area G16 – Hrabbaz keeps his appearance, but change his stats and weapons to that of a bugbear chief
so that it won’t be a complete overmatch for the party. Lady Gralhund’s stats are the same (noble NPC).

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3a. Side Plots and Sub-Plots


In section 3 there are a lot of sub-plots and side plots listed. The details of those are here.

NPCs of Party Members


This section has information about Side Plots and Sub-Plots related to NPCs that were created by and in
cooperation with PCs.

Vinchenzia Scratch
Vinchenzia is the “not quite what she seems” Barovian lover of Lunacea. She has convinced Lunacea
(and Volothamp Geddarm, for that matter) that she is a vampire spawn who escaped from Barovia and
is trying to find a way to end the curse of undeath on her. She is in fact a cunning and manipulative
Barovian Witch, whose story has just a grain of truth. The truth is that a Barovian vampire did fall deeply
in love with her and force her to marry him, but he has so far refrained from drawing her blood and thus
cursing her to undeath because he is convinced “he really loves her.”

Vinchenzia does not want to spend eternity in Barovia and wants to be free of her husband and that
accursed demi-plane. So she has come to the Natural World to try to recruit a champion who will fall in
love with her and then go to Barovia for her and destroy her husband. She met Volo first and because of
his reputation and his fanciful books, she thought he must be a powerful warrior, wizard, or adventurer.
But he’s really just a rich playboy who has turned his talent for spinning tales into a comfortable living
and connections with politically powerful friends in Waterdeep. And in Lunacea, Vinchenzia thought she
had found a powerful member of the Selesnya Conclave, but she has really found a baby adventurer
who also has some powerful connections.

There are three ways that the PCs can learn where Vinchenzia is being held. The first is by capturing
some Zhentarim who know about the capture (only 1 in 20 of the Zhentarim they will find knows about
the Vinchenzia kidnapping); the second is through Oyohusa’s contact Zonna, who knows something
about a hideout over in the docks ward where they are holding someone that they captured at the
request of some wealthy Vistani. And the third is from Volo—if the party doesn’t learn any other way,
Volo will come to them in an interlude during the Spring quest chain and tell them where his beloved
Vinchenzia is being held.

Zonna
Oyohusa’s friend Zonna is part of a Zhentarim operation that is aimed at frustrating and delaying the
efforts of The Xanathar Guild from finding the hoard of gold dragons that was embezzled by Lord Dagult
Neverember.

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Level 4. Dragon Season


We are playing through the Spring encounters in Chapter 4.

Encounter 2: Mistshore
Finished this on 8/4.

Encounter 2 Interlude
They were attacked by the Gith outside the shop after the discussion with Grinda.

Encounter 4: Mausoleum
Starting this on 8/11.

Remember that they will encounter a gazer and anyone with a passive perception of 15 or over will
notice it when they reach the City of the Dead.

The Zhentarim operatives will attack the party when they exit the mausoleum back into the City of the
Dead.

On the party’s way back to Trollskull Manor, they hear snippets of a new song that the bards are starting
to workshop in the common rooms and taprooms and pubs across the city.

Well the Dock Ward of Waterdeep


Is the baddest part of town
And if you go down there
You better just beware
Of a man name o'Githboy Brown.

Now Githboy more than trouble


You see he got a big longsword.
All those dockside ladies call him "big hilt lover"
All the men just call him "Sir."

And he's bad, bad Githboy Brown


Baddest man in the whole damn town.
Badder than Halaster.
And meaner than a junkyard dog.

Now Githboy, he a gambler


And he likes his fancy clothes
And he likes to wave his longsword blade
In front of everybody's nose.

He rides a mean red dragon,


He got some loyal cultists too

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He got a high boots on and needle teeth in his gums


He got some magic he can do.

And he's bad, bad Githboy Brown


Baddest man in the whole damn town.
Badder than Halaster.
And meaner than a junkyard dog.

Well one, two, maybe three day ago


Githboy shot his dice
'Cos down on the docks
Was a gang from up Trollskull
And oh, they stuff look nice!

Well he loosed his cultists on them


And the trouble soon began
And Githboy Brown learned him a lesson
'Bout a-messin' with a gang from the old North end.

And he's bad, bad Githboy Brown


Baddest man in the whole damn town.
Badder than Halaster.
And meaner than a junkyard dog.

Well the two sides took to fightin'


And when the City Watch came forth.
Githboy looked like a jigsaw puzzle
With a couple of pieces gone.

And he's bad, bad Githboy Brown


Baddest man in the whole damn town.
Badder than Halaster.
And meaner than a junkyard dog.

And he's bad, bad Githboy Brown


Baddest man in the whole damn town.
Badder than Halaster.
And meaner than a junkyard dog.
Yeah, he was badder than Halaster.
And meaner than a junkyard dog.

Notes on the key that was found in the crypt…

The characters can take the key to the Metal House of Wonders, the guildhall of the Splendid Order of
Armorers, Locksmiths, and Finesmiths in the Dock Ward, or to any local locksmith. In either place,
someone can identify the key as the handiwork of a dwarf locksmith in the Trades Ward named Elaspra
Ulmarr. Characters who visit Elaspra’s shop can learn from her that she made a key for a client who
bought one of her excellent locks. She even installed the lock for him. Elaspra won’t easily divulge the

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name of the client or his place of residence. A character who offers a bribe of at least 100 gp her with a
successful DC 16 Charisma (Deception) check.

Otherwise, the characters must either compel Elaspra to release the information using magic, or they
must sneak a peek at her records, which she keeps in an iron safe that can be opened with a knock spell
or similar magic. To pick the combination lock on the safe, a character must succeed on three DC 15
Dexterity (Investigation) checks in a row. Each attempt made to pick the lock requires an action.

From Elaspra or her records, the characters learn that she sold the key to a man named Volkarr Kibbens,
whose address is an old windmill in the Southern Ward. The key unlocks the door to his apartment,
which he shares with another man named Urlaster Ghann.

Encounter 10: Converted Windmill


They encounter grave robbers here who fear being arrested and point them to a cellar complex in the
Trades Ward.

Milestone: Characters reach Level 4.

Encounter 9: Cellar Complex


They find the halfling bleeding out with a mortal wound and everyone else dead. They can stabilize the
halfling but the magical nature of the wound he has suffered means that without some powerful healing
magic beyond Common or Uncommon magic items and Tier 1 spells, he will die.

Encounter 9 Interlude
The halfling says that two of the kenku that were sent by the Zhentarim were not really kenku. They
wore some kind of headgear that made them look like kenku but they were really Gith. When the
halfling surrendered the stone, those two revealed themselves and slew the other kenku and his
apprentices and gave him the wound, promising he would die slowly and in agony. He tells them the
direction they ran, and the halfing tells them about something they said—something that makes him
fear for Waterdeep.

“Today is a glorious day: we secure a great treasure, the Empire gains a host of new slaves, and we take
the Planeswalker we have sought for the Master!” It made no sense to the halfling, but it filled him with
dread. He only takes some small comfort that he will not live to see its meaning. Then he dies.

Encounter 3: Street Chase


This is heavily modified. The party is hurtling through the streets toward Trollskull Manor when the
Githyanki ships appear in the sky over Waterdeep. There are seven ships in all: five Void Cruisers, one
Command Frigate (a Hammership), and a Dragonfly scout ship. The Void Cruisers each appear over a
different ward of the city (including one over the South Ward, the Trades Ward, the Dock Ward, the Sea
Ward, and the Castle Ward). The Dragonfly and the Command Frigate both appear over the North Ward.
Six of the ships each carry at least one Gith riding an Adult Red Dragon (the Command Frigate has 3 of

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them). Gith of all ranks scale down ropes and Misty Step into the streets of the city to begin cutting
down some citizens and kidnapping others. They prefer to kidnap children and healthy women of
childbearing age, and they mercilessly cut down the elderly and the infirm, and they mostly ignore men
between 16 and 50 unless those get in their way, and then they slaughter them.

While the kidnapping is happening in the streets, an elite team descends to Trollskull Manor from the
Dragonfly with the express goal of kidnapping Tacinda Verlasen. Two of the dragons and another elite
force from the Void Cruiser over the Castle Ward descend on the Pink Flumph theater and begin blasting
and hacking their way into the structure. They are tasked with recovering the 500,000 gold dragons now
that they know where they are hidden.

The attack on the city will last an hour. Each Gith attacker will make 2 – 5 (1d4+1) sorties into the city
from the hovering ships, and will collect 0 – 2 (1d3-1) hostages per sortie. There are 492 Gith attackers in
the raid. Over the course of the next hour, these Gith attackers capture the following numbers of slaves
and suffer the following losses:

 309 make 4 sorties. (320 slaves captured, 9+15+20+41 = 85 Gith killed). 309 – (85/2) = 267 * 4 =
1068 sorties
 140 make 5 sorties (141+145+135+121+146 = 688 slaves captured, 5+5+12+17+27 = 66 Gith
killed). 140 – (66/2) = 107 * 5 = 535 sorties
 34 make 2 sorties ([19+9] + [29+19] + [19+19] + [3+3] = 120 slaves captured, 1 Gith killed). 34 * 2
= 68 sorties
 9 make 3 sorties (8+13+10 = 31 slaves captured, no Gith killed). 9 * 3 = 27 sorties

In all, these monsters capture 1,159 slaves and suffer the loss of 152 Gith forces. Also, on the 1,698
sorties conducted, there are 4,121 civilians killed.

As for the dragons, there are eight adult red dragons total, who manage to slay 8,572 civilians either by
immolation from fire breath or collateral damage (collapsing buildings, trampling by panicked crowds,
inhaling smoke, etc.). In total there are 12,693 citizens of Waterdeep killed in the raid, 1,159 slaves
taken, and another 8,462 citizens that are wounded badly enough to require aid (medicine checks or
herbal remedies or magical healing) after the attack ends.

Special Mini-Games for This Battle


We will have four special games for this battle.

Skill Challenge 1 – Main Party – Rescue Citizens


The first will be a Skills Challenge to get some Waterdeep residents to a place of safety and reduce the
number of casualties. This will be a modified Street Chase challenge, as the PCs attempt to gather
citizens of the city and get them out of the path of the attacking dragons and Gith.

Goal: get citizens to places of safety in the ward where the players find themselves.

Mechanics: 12 successes required against 6 failures. Success DC = 12.

Success: On success, the default number of dead in the city is reduced by 25%.

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Failure: On failure, they don’t reduce the number of casualties, and they have to fight a party of
invading Gith while they are trying to protect 38 (3d20) Waterdeep civilians. On every round of the
ensuing combat (on initiative count 20.00), 2d6 civilians are killed by damage from a flying dragon’s
breath or the collateral damage that causes (toppling masonry, flying shrapnel, stampeding horses, etc.).

The invaders will consist of two githyanki warriors and four gnolls. The gnolls are mind-controlled by
the githyanki and act on orders given telepathically by the githyanki for maximum strategic effect. This
means that if the githyanki are both killed, the gnolls revert to their chaotic and bloodthirsty selves,
attacking the weakest and least armored enemies instead of the adventurers that the gith direct them to
attack.

Skills Challenge 2 – Main Party – Reach Trollskull Manor


There will be a second Skills Challenge for the party to try to reach Trollskull Manor before the Elite
Extraction Team from the Gith Dragonfly reaches there.

Goal: Reach Trollskull Manor before the Gith.

Mechanics: 12 successes against 6 failures. Success DC = 10.

Success: The party converges on Trollskull Manor in the street along with a dozen veterans from the
Waterdeep Constabulary. At the same time, the attacking Gith force are lowering from the airships
above to the roof of Trollskull Manor.

The PCs will be in an unwinnable fight, and they will fall in the street before the house. The attacking
force set against the PCs on the ground will feature one adult red dragon ridden by a githyanki knight in
the sky, another githyanki knight on the ground who is leading three githyanki warriors. They will attack
the PCs until they fall and then leave them for dead.

On the first round of combat, the PCs will see six more gith (2 warriors, 2 knights, and 2 githyanki gish)
descend to the roof of Trollskull Manor and go inside to find Tacinda. But the PCs may have a chance to
be sure the house staff are safe. When Barnibus Blastwind arrives, he will see that they were there
trying to defend Tacinda against attack—that will make him an even more fierce ally.

Failure: The party watches helplessly from a block away as an attacking dragon blasts members of the
City Watch to ash in the street outside Trollskull Manor and the elite Gith strike force are hauled back up
to the airship carrying the limp, unconscious form of Tacinda Verlasen with them. By the time party
reaches Trollskull Manor, Barnibus Blastwind is already there, and he loses his cool momentarily,
accusing them of not being in place and blaming them for Tacinda’s kidnapping. Later he realizes there is
nothing the party could have done, but there is a distance between him and the party thereafter, and he
needs more convincing to offer help, and only gives the minimum aid possible in the future.

Success and Street Battle


The party succeeded with both skills challenges. That let them arrive at Trollskull Manor before the Gith
could get away with Tacinda. However, the Dragonfly ship is hovering over the house and enemies were
rappelling down to the upper floors, and more Githyanki were gathered in the streets to prevent the
party from making their way inside. They battled valiantly, and we have reached the top of a new round.

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At the top of the FIRST round of combat in Session 17, three more Githyanki step into the alley from the
front door of Trollskull Manor. These are two Githyanki Knights accompanied by a Githyanki Gish. The
two Knights drop bloody daggers and draw their swords, and through the open door the PCs can see the
motionless forms of Kathil and Jamas laying on the floor. These new Githyanki are within the range of
the red dragon’s breath weapon, which accounts for the dragon’s actions this turn. Add the new Gish
and new Knights to the turn order.

On their turn, both Githyanki Gish (the one riding the dragon and the one that just came into the alley
via Dimension Door) will target one of the PCs with Magic Missile spells. The Githyanki Knights will
attack the most intimidating looking enemy with their longswords.

On its turn, the Red Dragon will use its Frightful Presence, targeting all of the members of the City
Watch, all the PCs, and every commoner or other citizen that it can see in and beyond the alley (within
range of the spell). It will do this in lieu of a breath weapon attack because it has allies that it would kill
by breathing into the alley.

That is the last full round of combat. If all the PCs have fallen, describe to them what happens next as
though they are viewing it as their lifeblood drains away (they are not going to die). If all the PCs still
standing have fled because of the dragon’s frightful presence, they see the following as they run away
and cower.

Here is what happens (only one NPC gets to roll an attack this turn).

 Top of the Round – Before the action for this round can begin, there is the booming sound of
thunder from inside Trollskull Manor, and two windows of the library get shattered. Glass shards
fly out of the house and spray the building across the alley. The sound of several more volleys of
spells spills out of the now destroyed windows, and then everything goes very eerily silent.
 First in the Order – The Captain of the Guard closest to the red dragon at the north end of the
alley looks back over his shoulder and tells his men to fall back. He shouts out that allies are on
the way and that they will be no good to their allies if they are turned to deep-fried snacks by
the red dragon’s breath. He then attacks the enemy before him and falls back, urging the PCs to
come with him and his men.
 Initiative Count 20.20 – The party see an adult bronze dragon diving toward the alley with a
familiar figure on its back. “Allies are here, Captain!” shouts Barnibus from the back of the
dragon, and he flings a dagger toward the red dragon, which shimmers in mid flight and
becomes a lance of shimmering ice in midair which slams into the dragon’s rider and knocks the
rider from the saddle to the ground behind the monster. “Pick on someone your own size, you
miserable tart!” he laughs.
 Initiative Count 20.18 – Behind Barnibus in the air, the party also see another colossal creature,
which looks like a stone griffon. This is the famous Griffon Walking Statue that normally stands
on the shoulders of Mount Waterdeep. And now it is following the same path as Barnibus, and
it, too, bears a rider. She is a beautiful dark-skinned woman that seems to young to be able to
command such a mount, and yet when she reaches over a shoulder to draw out the ebony
quarterstaff slung across her back, your hearts are filled with hope that all may not be lost yet (a
successful DC 12 History check will confirm that this is none other than Vajra Safahr, the current

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Blackstaff, high mage of Blackstaff Tower). She is perhaps a round behind Barnibus, and she is
closing fast on the alley.
 Initiative Count 20.15 – The party notice two more things simultaneously. The first is that
beyond the stone griffon closing on their location, there are two more red dragons that appear
to be headed this way with all the speed they can muster. The second thing is that there is a
flash of light like a spell effect that appears on a small platform at one edge of the dragonfly ship
hovering over the house (DC 15 Arcana Check will let someone recognize that it is the effect of a
Dimension Door spell). A figure steps through that flash heading into the interior of the
Dragonfly. It is a Gith male who carries the slumped form—dead or unconscious you cannot tell
—of Tacinda Verlasen over one shoulder. As he steps into the ship, he slams a door closed
behind him, and the ship begins to turn and rise higher into the sky.
 Initiative Count 20.13 – An articulated tube at the back end of the Dragonfly ship twists and
points toward the alley. Four separate bursts of pulsing, glowing, incandescent, livid green
energy crackle from the tube and strafe across the cobbles of the alley and across the lower wall
of the four-story building that sits on the west side of the alley from Trollskull Manor. Where the
energy strikes the stones, they burst apart, sending shards of and showers of slicing, piercing
stone chips a hundred feet in all directions. And when the energy strikes the wall of the other
building, there is a loud cracking and groaning from the bones of the structure, and the entire
west façade starts to collapse into the alley on top of the party and the soldiers and the unlucky
Gith who are still trying to keep the party and their allies from getting into Trollskull Manor.
Everyone in the alley needs to make four separate DEX saves at DC 18. For the first three rolls,
an unsuccessful save results in 4d6 piercing damage from shards of flying stone that fill the air of
the alley (save for half damage). For the final roll, an unsuccessful save results in 8d8
bludgeoning damage as the wall of the adjacent building collapses into the alley (save for half).
That is likely enough damage to kill the entire party, and after they have a minute to soak in that
their characters might be dead, I will reveal that the damage is only subdual. Their characters
are unconscious and not dead. But their part in this particular fight (the dramatic conclusion to
Act One of our story) has ended, and we will have to wait until we rejoin these characters again
to find out what has happened to them.
 Initiative Count 20.10 – If any characters survive without being knocked out, they will see one of
those brilliant slashes of light appear and form a gateway in front of the Dragonfly ship, and it
will fly through. These characters are also pinned under rubble in the alley. They have both the
Grappled and Restrained conditions on them (separate DC 25 checks to break free of both
conditions are required). Then the alley is completely choked with loose and unstable debris,
making it nearly impossible to move more than 5 feet per round. If anyone attempts to move
faster than that, there is a 50% chance for every extra 5 feet moved that they will fall into a
hidden void in the rubble, taking another 1d6 subdual damage and once again becoming
Grappled and Restrained (another pair of DC 25 checks to break free).

How the Other Half Lives 1 – Escape the Xanathar Prison

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This session will begin on September 8 and will feature the alternate characters for the players. These
are PCs that the players have created “just in case” their primary PCs die at some point. Either I have
them terrified or they have had bad luck in other D&D games keeping characters alive.

This session is set in Map 1.2 of The Xanathar Hideout. It differs a little bit in that the PCs will play it in
reverse. They will start in area Q9 as prisoners who have suffered some psychological torture at the
“hands” of The Xanatar, who is convinced are also lackeys of Tacinda Verlasen. His agents have failed to
round up the main party, but he was able to round up these PCs by having his agents within the
Gladitorial Games capture them and bring them to him. He tortured their minds without finding the
information he wanted, and now he is leaving them without food and water for several days and near an
illithid, whose strange alien dreams are causing the PCs to hallucinate, lose sleep, and become paranoid.

See the changes in the areas of the map and the DM NOTE below about the Time Sensitive Secret Doors.
Based on the pacing of this adventure, I will provide a secret door that offers a shortcut out of the
dungeon if we get toward the end of the session on 9/15. That’s because I want this scenario to be
finished when Ash gets back and we can move to the HOOL2 scenario below (Saboteur Commandos).

DM NOTE: Time Sensitive Secret Doors. Copy the Secret Door icon from area Q9 and add it to the
current room if time is running out on 9/15. Let the highest Perception Check (or a Passive Perception
above 15) succeed in finding the secret door, which will offer a direct and immediate tunnel out to the
street. Of course, at that point they will discover the city is under attack, and they will have a great
chance to get away in all the confusion, and make their way to a known place of safety.

Please use the key below to guide the players through the map, working backward from area Q9 (note
that area Q12 is still separate from the other areas).

Area Q9 - Private Cells


Read the following to the players:

An unadorned room that seems to be carved out of the very bedrock has been your home since you were
sealed in. You were hazy from the torture when they brought you here and you passed out as your
exhausted body was thrown onto the stone floor. You awoke from a terrifying dream sometime later,
trying to scream but finding your voice raw and practically useless from all the screaming you were
doing when the Xanathar was probing your mind and demonstrating his ability to kill you absolutely and
make it hurt as much as he want while he pumped you for information that you had no way of knowing.
The only thing you do know is that if you ever get out of here you’re going to make it your business to
find out who the hell that Tacinda Verlasen woman is and why she was stupid enough to do something
that pissed off The Xanathar so much. And then maybe you’ll want to learn how she has been so adept
at avoiding The Xanathar so that the beholder takes its frustration and anger out on some schmucks like
you the he simply thinks have some reason to know the woman. But what’s the use? You know you’re
not getting out of here. This is where you will die, and in a thousand generations when someone is
building a new civic project in Waterdeep they will find your bones and those of your companions here as
well…

Condition: Naked and Near Exhaustion

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The PCs are in this cell wearing nothing but loincloths (or rough but snug robes for female characters)
and footwear based on their class: boots for martial classes, sandals for hybrid classes, and slippers for
caster classes. They have none of their equipment, gear, or weapons. All the PCs are also on the verge of
exhaustion. They do not have any levels of exhaustion yet, but let them know they are close to being
exhausted, and warn them of the mechanical consequences of exhaustion levels. Tell them that their
characters feel extremely tired, they are parched with thirst such that their voices croak and sound weak
when they talk, and tell them that their bellies feel like they are trying to eat through their spine and
their ribs at the same time because they are so hungry. Finally, tell them that they are delirious. They
sometimes have random waking hallucinations about the dreams they have had recently, and they are
susceptible to hallucinating about someone else’s dream when they are told of it. Encourage the players
to “ham it up” by recapping or having flashbacks of the dreams they’ve had whenever their character
gets stressed out about something.

Mosaic Pattern

In the center of the floor of this room there is a mosaic pattern that is circular and ten feet in diameter.
This is an etched or bas-relief sculpture of a beholder in profile, complete with its 10 eye stalks radiating
out from it. Five of the eyestalks are complete with tiles showing the eyeballs at the end of them.
However, five of the eyestalks appear incomplete—the place where the eyeball should be is just a
carved circle with no tiles filling it in to show the expression or direction of the eyeball in it.

Number Color Looks At Comments


1 Green NW ceiling This eyeball looks happy.
2 Purple S wall high This eyeball looks surprised.
3 Orange N wall mid This eyeball looks sad.
4 Unfinished A Standing (or placing boots or sandals) on this eye while
looking surprised causes the purple eye to change its
focus and emit a beam at point A.
5 Unfinished B Standing (or placing boots or sandals) on this eye while
looking happy causes the green eye to emit a beam at
point B.
6 Blue E wall low This eyeball looks angry.
7 Unfinished C Standing (or placing boots or sandals) on this eye while
looking scared causes the amber eye to change its focus
and emit a beam at point C.
8 Unfinished D Standing (or placing boots or sandals) on this eye while
looking angry causes the blue eye to change its focus
and emit a beam at point D.
9 Amber W wall top This eyeball looks scared.
10 Unfinished E Standing (or placing boots or sandals) on this eye while
looking sad causes the orange eye to change its focus
and emit a beam at point E.
E Closed (n/a) closed Standing here while one or two eye beams are active
causes the piston trap to spring.
M Closed (n/a) closed Standing here while three or four eye beams are active
causes the blade trap to spring.

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The walls of this room seem perfectly smooth, and they are under all normal circumstances. However,
there is a key to revealing five cleverly-concealed levers that must all be activated and used at the same
time in order to unlock and reveal the secret door in the southwest corner of the room. If a person
wears an appropriate expression and stands on one of the unfinished eyes, it will cause one of the
finished eyes to glow and emit a beam at a point on one of the walls that is about 30 inches from the
floor. While the beam from the eye glows, the PCs will see a lever sticking out of the wall set in the UP
position. They can also touch and feel the lever as long as the beam is present. If the beam is allowed to
fade, then no amount of searching perceiving, or otherwise trying will let them discover the lever. It can
only be revealed while the eye beam is active. However, they cannot manipulate the lever unless all five
eye beams are active simultaneously. People do not have to be actually standing on the unfinished eyes,
but they need to place sandals or boots (or even socks or foot wraps) on the unfinished eye while they
hold the corresponding expression for the beams to activate.

Piston Trap

If the party manages to get one or two beams going and a PC either is standing on or walks across the
square where the central eye (which appears closed, as if sleeping) is on the mosaic, a stone piston
shoots out of the ground and crushes the PC against the ceiling of the chamber, dealing 3d6
bludgeoning damage (make a DEX save at DC 13 for half damage).

Blade Trap

If the party manages to get three or four beams going and one or more PCs are either standing or walk
across the two squares where the mouth is carved (this appears closed, as if smiling) on the mosaic, a
spectral longsword blade arcs across the line of the mouth, dealing 2d8 slashing damage (make a DEX
save at DC 13 for half damage).

Escaping the Prison

The PCs must take off their boots or shoes and place them on the unfinished eye sockets while adopting
the appropriate expression. Once all five eye beams are active, PCs can walk to the levers at the
indicated locations and can move them all to the DOWN position. When they do so, a stone section in
the southwest corner of the room simply disappears, as though it were struck by a disintegration ray.
Upon revealing the secret door, the eye beams all wink out and the levers disappear, but the secret door
remains open.

Additionally, cavities open below each of the levers, and in each cavity are all of the gear of one of the
PCs (determine at random which PC’s stuff is in which cavity).

Area Q8 - Getaway Passage


This room looks empty, but a thorough search accompanied by a successful DC 10 Wisdom (Perception)
check reveals a rough-hewn tunnel hidden beneath a loose flagstone. The low tunnel leads north to area
Q9. From the tunnel, the bottom of the loose flagstone is obvious and can easily be pushed open by
anyone with a STR score of 10 or greater (no check required).

Area Q7 - Boss Fight

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Threadbare curtains hang on the east wall of a long hall, in the middle of which a muscular half-orc in
dingy robes stands with his foot on the chest of a male human with wavy red-blond hair. Fire burns
around the orc’s clenched fist, and his victim cries and squirms helplessly beneath him.

Seated on a raised platform to the south is a nightmarish figure wearing black robes. It has large white
eyes and rubbery purple skin, with four tentacles encircling its inhuman mouth. It cradles and gently
caresses what looks like a disembodied brain with feet.

The tentacled creature is Nihiloor, a mind flayer that is caressing an intellect devourer. Upon seeing the
adventurers, Nihiloor rises from the stone chair, sets its pet down, and glides across the room, intending
to leave through the double door in the west wall. The mind flayer expects Grum’shar and the intellect
devourer to cover its escape.

Nihiloor carries a 3-inch-diameter stone orb carved to resemble an eyeball, similar to what one might
see at the end of a beholder’s eyestalk. This stone eye is the key to activating the magic portal in area
Q11. The mind flayer uses it to return to one of the Xanathar’s safe houses in the Trade Ward
(miraculously, this house was not destroyed by the Gith, but the next block of buildings has been burned
and destroyed by dragonfire, spells, battles, and subsequent looting. Nihiloor uses dominate monster to
control someone who gets in its way and turns any such individuals against their allies.

The half-orc is Grum’shar, a low-end Xanathar Guild boss. As soon as his minions retrieved who they
thought was another one of Tacinda Verlasen’s lackeys, the half-orc begged Nihiloor let him witness the
interrogation of the captive, not realizing until after he did so that he had mistaken the prisoner’s
identity. Grum’shar attacks the characters in the hope of salvaging his reputation. He is an apprentice
wizard, with these changes:

 Grum’shar is chaotic evil.


 He has these racial traits:
o When reduced to 0 hit points, he drops to 1 hit point instead (but can’t do this again
until he finishes a long rest).
o He has darkvision out to a range of 60 feet.
o He speaks Common and Orc.

Roleplaying Floon

As a result of Grum’shar’s torture, Floon Blagmaar has 1 hit point left. If he is healed by the characters,
he is eternally grateful and shows his affection by hugging them. He stays close to them, trusting in their
ability to protect him.

Treasure

In a satchel, Grum’shar carries his spellbook, which contains the following spells: burning hands,
disguise self, false life, shield, unseen servant, and witch bolt.

Tucked behind the stone chair is a small, unlocked wooden chest containing two potions of healing, 16
gp, 82 sp, and 250 cp.

Area Q10 - Sleeping Quarters

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Straw pallets lie on the floor, and rusty manacles are bolted to the walls.

Area Q11 - Back Door


This hideout contains a secret route to one of the Xanathar’s safe houses.

A Very Secret Door

In the middle of this otherwise empty room is a stone pillar carved with a small symbol: a perfect circle
with ten equidistant spokes radiating outward from its circumference. In the middle of this circle is a
smaller circular indentation that bears a passing resemblance to a lidless eye.

If the stone eye in Nihiloor’s possession is pressed into the circular indentation, an opaque black
doorway magically opens in the south wall. The opening is 8 feet tall and 4 feet wide. Any creature that
passes through it appears to step out of the wardrobe into the master bedroom of a house on xxxxxx
Street in the Trade Ward. The door is a one-way portal, and it closes again 1 minute after the stone eye
is removed from the pillar.

A Not-So-Secret Door

The secret door to the sewers is plainly visible to anyone who approaches it from the east. Exiting out
into the tunnel, the PCs can detect the glow of daylight spilling in from a storm grate about 100 feet
beyond the end of any passage shown on this map. As they approach any of these, they will hear the
occasional screams from terrified people above, and there is a 10% chance that before they reach the
grate they are approaching it will be blocked as the wall of a burned-out building collapses into the
street and covers the grate, choking the area with dust. Only one such blockage can occur, and the PCs
can safely backtrack to another storm grate to exit the sewers.

Areas Q2 - Watch Posts


Goblin guards are stationed here, a group in area Q2a and another in Q2b. Allies of the Xanathar Guild,
they came here from Undermountain. The goblins rely on darkvision to see and are supposed to be
watching area Q1, but they are drunk and squabbling. Those who understand goblin can hear that the
squabbles relate to divisions of shares of treasure that they are owed for having successfully fended off
a recent attack. Apparently one group of guards got more gold and the other group feels cheated, and
they are threatening violence against each other, with the goblins and the goblin boss of each group
working themselves into a frenzy. Characters who succeed on a DC 11 Deception or Performance
(Charisma) check can convince one group or the other that they are also members of the Xanathar Guild
and that they support the goblins’ claim. If they offer to help the goblins fight against the other group,
the goblins will eagerly rush to join battle against the other group of guards, and it could be possible for
the PCs to pick off the wounded victors if they wish to do so.

Treasure

Each goblin carries 1d8 cp in a small pouch. Each hobgoblin carries 1d6 sp in a small pouch. Each goblin
boss carries 1d4 gp in a small pouch.

Area Q1 - Central Hub


The characters must slog through 1-foot-deep water and sewage.

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The main sewer tunnel expands into a circular hub with a pair of arrow slits carved into its outer walls,
directly across from each other. Two passages continue on to the north and south. A stone door is set
into the back wall of a stone ledge to the west.

If the characters talk loudly or otherwise make a lot of noise here, any living sentries in areas Q2a and
Q2b shoot arrows at them through the arrow slits. The slits provide the guards with three-quarters
cover.

Secret Door

A secret door in the wall of the tunnel that leads south can be found with a successful DC 15 Wisdom
(Perception) check. The secret door leads to area Q11, above.

Area Q3 - Messy Room


Rusty weapons and threadbare clothing litter the floor of this area, which serves as a coat room and
armory. It contains nothing of value.

Area Q4 - Empty Sleeping Area


This room contains six tattered, straw-stuffed mattresses and nothing of value. If the occupant or
occupants of area Q5 have not been dealt with already, the characters hear the sounds of activity in that
room through the thin wooden door that separates these two chambers.

Area Q5 - Sleeping Area


This room contains six tattered, straw-stuffed mattresses and a hostile member of the Xanathar Guild, a
duergar named Zemk. Krentz (CE human bandit) is also here as well.

When the characters arrive, Zemk is using pieces of furniture to barricade the door to area Q6. Krentz is
trying to explain that Zemk’s approach won’t work, and is telling him to plug the gap at the bottom of
the door with blankets. Neither of them notices intruders right away unless the interlopers make a lot of
noise.

Once combat starts, Zemk fights to the death. How Krentz reacts to the adventurers depends on how
they treat him. If they try to talk him down, he gives them a chance to persuade him to surrender (they
must Persuade or Intimidate him with a DC 14 or higher). Otherwise, he fights alongside Zemk if they
refuse to withdraw. If the duergar is killed, Krentz flees if he can or surrenders if he must.

Neither Zemk nor Krentz carries any treasure. Both report to Grum’shar (see area Q7).

Area Q6 - Lavatory
This room has a hole in the floor that opens into a cesspit. A gray ooze has emerged from the pit and
killed two goblins that were sent into the room to dispose of it. The goblins’ bones float amid the ooze’s
gooey form, and their pitted weapons lie on the floor nearby. None of the gear is salvageable.

Q12. Hostel Cellar


A narrow passage leads to the cellar of a halfling-owned hostel on Spices Street in the Dock Ward.
Medium characters must squeeze to reach this area from the tunnel. The hostel is used as a base by the

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Shard Shunners, a gang of halfling wererats. They are aware of the Xanathar Guild hideout, and the two
gangs are tenuous allies.

Roscoe Underbough, a Shard Shunner in hybrid form, guards the cellar. He hides in the northwest
storeroom, ready to jump out and scare away anyone who heads for the stairs. Not eager to commit
murder, Roscoe allows retreating characters to flee back to the sewers. He is a wererat, with these
changes:

Roscoe is Small and has 27 (6d6 + 6) hit points.

He has these racial traits: He can move through the space of a Medium or larger creature. He has
advantage on saving throws against being frightened. He speaks Common and Halfling, and he knows
thieves’ cant.

Development

If the characters defeat Roscoe or slip past him, they can make their way up into the hostel, which caters
to a mostly halfling clientele. With none of the other Shard Shunners currently present, the characters
are greeted warmly by staff and patrons, who point them in the direction of the nearest bathhouse.

DM NOTE: The players decided to go a different way and wound up on the streets of the city above. So I
need to expand this scenario and that continues below.

How the Other Half Lives 1a – Zhentarim Alley


Use map 4.1 for this encounter. The buildings that border the alley are 30 feet (three stories) high unless
you decide otherwise. Since this encounter occurs outdoors, be mindful of any weather effects in play.

Areas of the Alley


The following locations are keyed to map 4.1.

L1. Alley Residence


This old, one-story, windowless stone house with a slate roof is tucked in the middle of the alley,
surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred
shut from within. Breaking down the barred door requires a successful DC 18 Strength (Athletics) check.

The interior is divided into two rooms, a kitchen with a fireplace and a plainly furnished bedroom.

L2. Store
This stone building is a store of one kind or another. If an encounter doesn’t specify the goods sold here,
roll a d20 and consult the Store Goods table to determine what the store sells.

A small room serves as a cloakroom, where visitors can hang their heavier overgarments. Past the
cloakroom is the store proper, with wares on display. The room to the north is a storeroom or a
workshop. The store owner (commoner) has keys to all doors.

Store Goods
This store sells candles, trail rations, low-quality wine, and wineskins.

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Bear Traps
Choose five squares on the map. These squares contain deep puddles of muddy water. Hidden within
each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher
spots a trap before accidentally stepping in it.

Any creature that steps into a trap’s square must make a DC 10 Dexterity saving throw. On a failed save,
the creature takes 3 (1d6) slashing damage as the trap snaps shut around its ankle, and the creature is
restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with
a successful DC 12 Strength (Athletics) check.

Zhentarim Bandits
The PCs find this alley as they are at the northeast corner of the map. As they rush down the alley
seeking to escape the sweeping gaze of the dragon flying in this direction, they notice a commotion on
the south side of the alley. They see one bandit in the trademark black cloak of the Zhentarim duck into
a side alley, and they hear some sobs and shrieks and sounds like people being beaten up.

If the party investigate, they find a number of bandits and a bandit captain beating up a merchant man
and woman, and the bandits are demanding the money the merchants owe to the Black Network. They
threaten to kill the merchant and leave their workers (a large number of commoners) for the gith slavers
to take. The merchant and his wife are both on 1 hp, and most of the commoners are inside the
buildings on the south of the alley at this point.

Xanathar Ambushers
Unknown to the Zhentarim, a party of the Xanathar’s men is across the alley on the north side planning
an ambush. This party consists of two bugbears and three intellect devourers. On the third round after
the PCs enter the alley (or on the second round after a PC triggers a bear trap), the Xanathar Ambushers
will attack the Zhentarim.

The Zhentarim consider everyone who is not Zhentarim to be an enemy. The Xanathar’s men have a
special hatred for the Zhentarim, and they will ignore PCs who do not fight them, at least as long as the
Zhentarim are alive. If the PCs turn on the Xanathar’s men, then they will be seen as hostile and
attacked.

Development
If the party assist the Xanathar’s men in slaying the bandits, they will leave the civilians unmolested (and
unprotected) and they will tell the PCs that there is a safe bunker in the sewers below the street and
point them to the open grate in the back alley. Otherwise, there is a cinematic clash of a red dragon and
a silver dragon in the sky above the alley, and both monsters crash into the alley, choking off all escapes
except into the sewers where the

In the northwest corner of where the ambushers wait, there is an sewer grate leading back down to a
part of the map in the previous scenario.

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How the Other Half Lives 1b – Xanathar Lair


Xanathar’s Lair
Xanathar’s lair is an ancient dungeon complex originally built by Netherese wizards and expanded by
beholders over time. It connects to the subterranean town of Skullport by way of a long tunnel (area
X4). A secret staircase (area X1) gives access to Waterdeep’s sewers.

The lair has the following features, with exceptions noted in the text:

Unless noted otherwise, rooms are 20 feet high and hallways are 15 feet high.

Rooms and corridors are brightly lit by continual flame spells cast on wall sconces.

Most doors are single, circular slabs of stone, 8 feet in diameter and 6 inches thick, with stone hinges on
one side. Double doors are 16-foot-wide, 8-foot-high semicircles that split open down the middle.
Doorknobs are set into stone fixtures shaped like Xanathar’s symbol. (Xanathar can open or close an
unlocked door using its Telekinetic Ray, or obliterate a locked one with its Disintegration Ray.)

Getting to the Lair


As it happens, there is an access to area X1 from the sewer complex the PCs were in before and will
return to now...

Areas of the Lair

The following areas correspond to the labels on map 5.1. This lair has two levels connected by staircases
and secret doors.

X1. Staircase of Eyes


Characters are most likely to enter Xanathar’s lair by this route: a spiral staircase accessible from the
Castle Ward’s sewers and hidden behind a secret door. This staircase circumvents a more difficult route
through Undermountain and Skullport, which is described in Waterdeep: Dungeon of the Mad Mage.

When the characters find the staircase, read:

The walls of this narrow, spiraling staircase are carved with opened eyes that glow with a faint, magical
light.

Characters feel as though they’re being watched as they descend the stairs, and the feeling doesn’t go
away once they enter the beholder’s lair. The dimly lit staircase descends for hundreds of feet, ending
before a circular stone door that swings open into area X2.

X2. Watched Hall


This magically lit hall has the following features:

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The walls are carved with eyes of all shapes and sizes. Many of the orbs have stone eyelids that open
and close at irregular intervals.

Characters who succeed on a DC 14 Wisdom (Perception) check notice a ghostly eyestalk (scrying
sensor) protruding from the ceiling directly in front of the double door to the south.

A secret door is hidden in the west wall.

Blinking Eyes. The blinking eye carvings are slightly unnerving but harmless.

Scrying Sensor. The ghostly eyestalk is a magical sensor that allows one of the apprentice wizards in area
X16 to monitor this hall. The eyestalk functions as an extra eye with darkvision out to a range of 60 feet.
A character can ascertain the eyestalk’s function with a successful DC 10 Intelligence (Arcana) check but
can’t determine who’s peering through it, or from where. The eyestalk can’t be damaged but is
destroyed by a dispel magic spell. The sensor is suppressed within the area of an antimagic field.

Secret Door. The secret door can be found with a successful DC 15 Wisdom (Perception) check. To open
it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings
inward, revealing a curved hallway (area X8) beyond.

X3. Spectator Guards


Two spectators guard this magically lit room. Both creatures float in the room.

The spectators allow creatures that brandish the symbol of Xanathar to pass unmolested. Otherwise,
they attack.

X4. Tunnel to Skullport


This magically lit tunnel extends 300 feet eastward off the map. However, 50 feet beyond the edge of
the map the tunnel has collapsed due to the fighting in the city above. It would take over 12 hours of
work by several PCs to clear enough room to crawl through. By then they will be found by loyal servants
of The Xanathar who have learned of their presence through the scrying and the trail of dead bodies.

X5. Horror’s Alcove


A suit of animated armor with Xanathar’s symbol embossed on its breastplate stands in this alcove,
appearing at a glance to be an ornate but inanimate suit of armor on display. It remains inert until it
takes damage or is summoned to area X6 by Xanathar. (The beholder uses it to keep the spectators in
the arena from getting too rowdy.)

X6. Pit of Blood and Fortune


Xanathar has turned this room into a gladiatorial arena. It also uses this location to dispose of underlings
it no longer trusts in a manner that it considers entertaining.

This area has the following features:

A magically lit, circular chamber has a thin layer of blood-soaked sand covering the floor and stone
buttresses supporting its 40-foot-high domed ceiling.

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Ten-foot-high stone bleachers hug the northwest half of the room. Staircases lead from the bleachers to
other areas of the lair, and a tunnel under the bleachers leads west to the monster cell block (area X7).

A semicircular recess in the southeast wall has steps leading up to it. Its floor is 5 feet higher than the
arena floor, and the alcove is decorated with bouquets of Underdark fungi in stone vases and purple
tapestries that bear Xanathar’s symbol. Jutting from the curved roof of the alcove is a spectral eyestalk
(scrying sensor).

A secret door is hidden in the south wall.

Since Xanathar is elsewhere, the arena is empty but under surveillance (see “Scrying Sensor” below).

Scrying Sensor. The spectral eyestalk is a magical sensor, which allows an apprentice wizard in area X16
to monitor this room. See area X2 for more information.

Secret Door. The secret door in the south wall can be found with a successful DC 15 Wisdom
(Perception) check. It pushes open to reveal area X33 beyond.

X7. Cell Block


This area contains four cells separated by bars. The rectangular iron doors have locks built into them,
and Noska Ur’gray carries the keys. Picking a lock requires a successful DC 15 Dexterity check using
thieves’ tools. Breaking down a cell door requires a successful DC 25 Strength (Athletics) check. The Cell
Occupants table lists this area’s prisoners.

Cell Occupants

Cell Prisoners

A A male half-ogre named Groz, a minotaur named Umpok, and a female orog named Charworl

B Kidnapped Waterdavians: Xia Shung (NG female Shou human bard; see appendix B), Claudio
Benzreck (LN male Tethyrian human noble), and Arthright Grayfalcon (CN male Illuskan swashbuckler;
see appendix B)

C A female drow named Raelyn Auvryndar, recently separated from her companion and
subordinate, Zaibon Kyszalt (see area X24)

D Samara Strongbones, a female lightfoot halfling, is a Zhentarim spy in league with Manshoon.
She is chaotic evil and has these racial traits: She is Small, and her walking speed is 25 feet. She can
move through the space of any Medium or larger creature. She has advantage on saving throws against
being frightened. She speaks Common, Halfling, and Undercommon.

X8. Hall of Statues


This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has
the following features:

Lifelike humanoid statues dot the hall.

The first time the characters explore the hall, a deep gnome in clownish garb is dancing and
cartwheeling up and down the hall, between the statues.

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Gnome Clown. The garishly dressed deep gnome, Flutterfoot Zipswiggle, serves Xanathar as a jester. He
carries a packet containing dust of disappearance. Unknown to Flutterfoot, the beholder has tired of the
gnome and plans to turn him to stone when next they meet.

Flutterfoot knows the features and layout of Xanathar’s lair, as well as the beholder’s current
whereabouts and the locations of secret doors, except the ones leading to area X36. He gleefully offers
to serve as a guide if the characters correctly answer the following riddle:

I come with a smile;


In slaughter, I rest;
I can be contagious,
But my medicine is best.
What am I?

The answer to Flutterfoot’s riddle is “laughter.” If the characters give the wrong answer, the gnome
sprinkles himself with dust of disappearance, turns invisible, and flees.

Lifelike Statues. The statues are the petrified remains of intruders and Xanathar Guild members that
were turned to stone by Xanathar. There are a dozen statues in all: four humans, three goblins, two
drow, a dwarf, a halfling, and a tiefling.

Secret Door. The secret door to area X2 is clearly visible from this side. It is opened by turning a stone
knob on the adjacent wall.

X9. Guild Barracks


This magically lit room has the following features:

The walls are covered with lewd graffiti written in Common, Dwarvish, Goblin, and Undercommon.

In the front of the room is a ramshackle wooden table surrounded by empty barrels and casks that serve
as stools. Drained tankards are strewn across the tabletop and the floor.

A dozen moldy bunk beds are arranged in two rows at the back of the room.

X10. Noska’s Quarters


Xanathar’s enforcer, Noska Ur’gray (see appendix B), normally resides in this magically lit room when
he’s not in the arena (area X6). Today, however, he is with his boss (see below). The room contains the
following features:

A marble bathtub with clawed feet rests in the middle of the room, next to a large wooden cage
containing a rust monster.

Along the walls are piles of broken and rusted helmets, shields, and weapons.

Hanging from hooks on the back wall are three mannequins made of straw and canvas, with a multitude
of crossbow bolts sticking in them.

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Noska keeps the rust monster as a pet and feeds it items from the piles of discarded helms, shields, and
armaments. He uses the mannequins for target practice. The bathtub, which he has converted into a
bed, is padded with straw and mangy furs.

Wooden Cage. A simple latch holds the cage door shut. The rust monster can’t harm anyone while
trapped inside.

Treasure. Hidden under a pile of rusty weapons is a wooden chest containing Noska’s personal hoard: 37
gp, 151 sp, 360 cp, and four bloodstones (worth 50 gp each).

X11. Ahmaergo’s Collection


Xanathar’s majordomo fetishizes minotaurs and has decorated this magically lit room accordingly:

A stuffed, glowering minotaur stands at the north end of the room. A large greataxe rests on a wooden
rack in front of it.

In the middle of the room is a 10-foot-long, 5-foot-wide, 3-foot-high rectangular slab of stone with a
hand-carved, miniature model of a stone maze atop it.

Stone Maze. A detect magic spell reveals an aura of conjuration magic around the model maze. A
creature that touches the maze becomes the target of a maze spell (save DC 15). Once the effect
triggers, it can’t do so again until the next dawn.

Stuffed Minotaur. When someone other than Ahmaergo opens the southern door, the skeleton of the
stuffed minotaur erupts out of its skin, becoming an animated minotaur skeleton, and arms itself with
the greataxe. It attacks all intruders, pursuing any who flee into area X8 or X12. The minotaur skeleton
obeys Ahmaergo’s commands.

X12. Ahmaergo’s Quarters


The magical lights in this room have been dispelled, rendering the chamber dark. Characters who have a
light source or darkvision can discern the following features:

The room has been converted into a maze, its walls made of stacked crates nailed together with boards.
The walls rise to meet the 20-foot-high ceiling.

Humanoid bones litter the floor. (Ahmaergo gathered the bones from Undermountain and put them
here as grisly decorations.)

The maze fills the entire room but for a 10-foot-square area in the southwest corner, where Ahmaergo
keeps a wooden chest and a bed made from the skulls, bones, hide, and fur of minotaurs.

Getting through the maze takes time but isn’t difficult, except that Ahmaergo has rigged a tripwire
halfway through. A character in the lead who is searching for traps spots the tripwire with a successful
DC 12 Wisdom (Perception) check. Once spotted, it can easily be avoided or disarmed. If the trap is
triggered, the walls of the maze come crashing down. Every creature in the collapsing maze is hit by
debris and must make a DC 12 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed
saving throw, or half as much damage on a successful one.

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Treasure. Ahmaergo’s chest contains 121 gp in a sack made of stitched flesh, a carved malachite figurine
of a minotaur (worth 250 gp), and a potion of healing.

X13. Thorvin’s Workshop


Double doors swing open into a magically lit chamber containing the following:

Thorvin Twinbeard (see appendix B), Xanathar’s engineer, is building a large contraption in the middle of
the room. Floating nearby is an albino gazer (see appendix B).

Tools cover stone tables throughout the room. (There are enough tools here to assemble two sets of
mason’s tools, one set of smith’s tools, and two sets of tinker’s tools.)

Other furnishings include a cot and a stack of wooden casks filled with Wyrmwizz Ale (a Skullport brew).

Albino Gazer. Xanathar dreamed this gazer into existence and sent it to spy on Thorvin, whose loyalty
the beholder is beginning to question. The gazer is itself disloyal. A wizard character can befriend it with
a successful DC 11 Charisma (Persuasion) check and turn it into their familiar with a find familiar ritual.
When the gazer becomes a familiar, its alignment changes to match that of its new master.

Thorvin Twinbeard. When it is finished, Thorvin’s contraption will enable Xanathar to pulverize creatures
that it petrifies, turning them into a fine powder that can be used to make plaster. The pulverizer
consists mainly of a tall stone bin with grinding gears at the bottom, and a chute where the powdered
stone pours out.

The pulverizer is a pet project of Thorvin’s that allows him to hang around Xanathar’s lair and gather
information, which he sells to the Harpers. (Thorvin puts the coin he earns from the faction in a bank, far
from the beholder’s prying eyes.) If one or more characters approach him and claim to be Harpers,
Thorvin is upset that they would risk exposing him as a spy, pointing to the albino gazer. If the characters
befriend the gazer and promise to go away, Thorvin truthfully answers as many as three questions. He’s
never seen Ahmaergo’s chambers (areas X11 and X12) but knows the rest of the lair well.

If the characters are looking for a way to mess with Xanathar’s operation, Thorvin suggests they coerce
Nar’l Xibrindas, the beholder’s advisor (see area X18), into giving them the large supply of smokepowder
that he smuggled into the dungeon. Thorvin also tells them where to plant the smokepowder to cause
the most damage (see “Destroy the Lair”).

X14. Secret Hallway


This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18)
and gently slopes down toward the east. Finding either secret door requires a successful DC 15 Wisdom
(Perception) check.

X15. Stairs to the Maze


Characters at the top of these magically lit stairs can hear loud music and raucous laughter boiling up
from below. The staircase descends 20 feet to area X28.

X16. Panopticus Guard Station


This room contains the following features:

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Five bald shield dwarves, their heads covered with purple eye tattoos, sit around the edge of a glowing
circle on the floor. Their eyes are scrunched shut, but they are aware of their surroundings.

Protruding from the ceiling, directly above the circle, is a large, flaring bronze “bell” similar in shape to
the mouth of a tuba.

Set into the back of a recessed wall is a secret door that leads to area X17.

Dwarves. The five tattooed dwarves operate Xanathar’s “panopticus” magical surveillance system. They
fight only in self-defense. They are apprentice wizards (see appendix B), with these changes:

They are neutral.

They have these racial traits: Their walking speed is 25 feet. They have advantage on saving throws
against poison and resistance to poison damage. They have darkvision out to a range of 60 feet. They
speak Common and Dwarvish.

Nihiloor the mind flayer has psychically and surgically altered the dwarves so that they sleep with one
eye open and half their brains asleep at any time.

Amplification Bell. The bronze bell is connected to a tube that runs through the stone and into the
nearby audience chamber (area X18). The bell amplifies sounds underneath it and transmits those
sounds to the audience chamber.

Scrying Circle. A detect magic spell reveals an aura of divination magic around the circle, which the
dwarves use to scry on various other locations within the dungeon: the entrance hall (area X2), the
arena (area X6), the antechamber of madness (area X23), the recreation hall (area X28), and the
downstairs hall (area X32). One dwarf watches each location and communicates what it sees via the
bronze bell. The scrying circle functions for no one else. It is suppressed within an antimagic field and
can also be dispelled (DC 17). When the circle ceases to exist, the ghostly eyestalk sensors in the above-
mentioned locations disappear as well.

Secret Door. The secret door can be spotted with a successful DC 15 Wisdom (Perception) check. A pedal
hidden in the floor, when stepped on, causes the door to swing inward.

X17. Promenade
Pillars carved with eyes follow the curvature of the hall, and these eyes seem to track creatures as they
pass by. This isn’t a magical effect but an optical illusion.

Majordomo. Ahmaergo (see appendix B) is on his way to meet the PCs, having been alerted through a
telepathic bond with the Xanathar of their location and direction. The characters can hear the dwarf’s
echoing footfalls as he approaches their location. If he sees the party, he stops and raises a hand in
greeting. He beckons to the characters to come to him.

If the characters hear his approach and they decide to hide, he will approach the door leading to Area
X18 and call out for them. He says he knows they are here as does his lord The Xanathar, and his boss
wishes to make a personal apology for their earlier treatment. The Xanathar learned only after he had
the gladiators captured that the information he received about their involvement with Tacinda Verlasen
was false, and he was most impressed with their swift ingenuity in getting out of his special trapped

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prison cell. The future of Waterdeep is at stake, and The Xanathar realizes he needs clever and brave
allies—and he is willing to pay very well if they will accept his apology, listen to his offer, and consider
lending their skills and talents to his cause until they can all gain a measure of revenge against the
monsters that have attacked the city.

If the party agrees to accompany him, he will take them to area X33 below.

Secret Door. The northernmost end of this hallway displays a fresco of a leafless tree that has lidless
eyes embedded in its branches. Pressing a specific eye causes a door-shaped section of the wall to swing
open into area X16. Characters can find the secret door and the switch with a successful DC 15 Wisdom
(Perception) check.

X18. Audience Chamber


Xanathar greets visitors and makes speeches to its minions in this 40-foot-high domed chamber.
Characters who were seen by the scrying sensors anywhere in the dungeon complex can’t surprise the
creatures here. The magically lit room contains the following features:

The circular floor is tiled in black marble and bears a gold mosaic of Xanathar’s symbol.

Jutting from the ceiling is a bronze, bell-shaped protuberance. (This fixture is the other end of the sound
amplifier described in area X16.)

Displayed against the curved walls are a dozen lifelike statues (the remains of humans, drow, dwarves,
goblinoids, and kobolds who defied the beholder).

Hidden in the floor is a secret trapdoor.

While in this room, Xanathar uses its ring of invisibility to remain unseen and can use a bonus action to
activate or deactivate a psychedelic display of magical lights, each one the size of a human eyeball. The
lights fill a 10-foot cube in the middle of the room, and the beholder can throw its voice so that it seems
to emanate from the same area. Any character who succeeds on a DC 13 Wisdom (Insight) check can tell
that the display isn’t the source of the voice.

Since Xanathar is elsewhere, this room contains only Nar’l and the grell. Nar’l tries to lure adventurers
into a showdown with the beholder. If he is wounded, he flees through the trapdoor in the floor and
retreats to area X35 while the grell covers his escape.

If the party includes members of Bregan D’aerthe and Nar’l recognizes them as such, he gives them his
vial of eyescratch poison so they can blind Xanathar with it. This act of treachery, witnessed by the grell,
turns the creature against him.

Secret Trapdoor. A hidden trapdoor in the floor can be found with a successful DC 15 Wisdom
(Perception) check. It can be lifted with a successful DC 12 Strength (Athletics) check, revealing a
wooden ladder that leads down to area X29.

X19. Xanathar’s Sanctum


This magically lit room has a flat, 30-foot-high ceiling and contains several features:

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Luminous violet particles drift through the air like mist. A successful DC 12 Intelligence (Nature) check
reveals that these are Underdark spores.

A 20-foot-diameter fishbowl dominates the room. Filled with water, it also contains a small coral reef, a
miniature shipwreck, and a sunken treasure chest.

A smaller fishbowl, 3 feet in diameter, rests on a pedestal next to the larger bowl. A dwarf wearing a
skullcap adorned with eyestalks feeds a trout-sized fish that swims in circles in this smaller bowl.

A 10-foot-diameter silver mirror is embedded in the western wall. Letters are engraved into its frame.

The eastern tunnel starts 10 feet above the floor and gently slopes upward to area X21. (Xanathar uses
this passage as an escape route.)

Dwarf Fishkeeper. Ott Steeltoes (see appendix B) is Xanathar’s fishkeeper. If he sees intruders and the
beholder isn’t present, Ott draws his dagger and stammers, “You shouldn’t be here! Stay back, or I’ll call
the boss!” Ott can’t telepathically communicate with Xanathar, but he thinks he can. He closes his eyes
and frantically asks for Xanathar to return to its sanctum and disintegrate the intruders.

Fishbowls. Xanathar’s pet fish, Sylgar, is the only creature that the beholder loves as much as itself. In
fact, there have been many Sylgars over the years, but Ott is skilled at acquiring a replacement before
Xanathar realizes its beloved pet has died.

Sylgar’s large fishbowl weighs about 6,000 pounds, and the treasure chest at the bottom is real (see
“Treasure” below). The small fishbowl weighs 60 pounds and is used primarily for feedings. Xanathar
uses its telekinesis ray to transfer Sylgar from one fishbowl to another.

Mirror. Carved into the mirror’s frame is the word “Xoblob.” A detect magic spell reveals an aura of
divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its
reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street in front of it,
as seen through the eyes of the stuffed beholder that hangs in the shop’s display window (see “Old
Xoblob Shop”).

Spores. The purple spores are infused with faerzress, a magical radiation found in the Underdark. A
creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a
random form of short-term madness, determined by rolling on the Short-Term Madness table in chapter
8 of the Dungeon Master’s Guide. A creature doesn’t need to inhale the spores to be affected by them.
Once the madness ends, the creature becomes immune to the spores in this room.

Treasure. The treasure chest is unlocked and contains thirty 100 gp gemstones. If Xanathar has retrieved
the Stone of Golorr, the artifact is also here.

X20. Dream Nullifier


This side chamber contains the following features:

A 6-foot-diameter bowl made of crystal lattice pulsates with multicolored light as it floats 10 feet off the
floor.

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A mangy straw pallet lies on the floor under the bowl. (The fishkeeper, Ott Steeltoes, uses the pallet as a
bed.)

Dream Nullifier. Xanathar hired a wizard to construct a device that would prevent it from accidentally
dreaming another beholder into existence. The bowl-shaped “dream nullifier” magically wakes Xanathar
when it starts to dream about other beholders. If the bowl is engulfed by an antimagic field or targeted
by a dispel magic spell or similar effect, it crashes to the floor and shatters into a million pieces.

X21. Beholder Escape Route


Set into the floor at the north end of a tunnel that gently slopes down to area X19 is a circular stone plug
that opens in the ceiling of the hallway below. Xanathar can lift the plug with its telekinesis ray, creating
an opening just large enough for it to float through. A character can lift the stone plug with a successful
DC 19 Strength (Athletics) check.

X22. Arrival Point


Any creature holding the correct key that steps through the magical portal in area Q11 of the Xanathar
Guild hideout (see chapter 1) appears here, between the columns of rock.

A curling staircase in the southwest corner descends 20 feet to area X32.

Nihiloor the mind flayer has carved out its own lair within Xanathar’s lair (areas X23 through X26).

Nihiloor comes from a colony of mind flayers in Undermountain that wants to implant Xanathar with an
illithid tadpole and, through a magical process called ceremorphosis, turn the beholder into a thrall.
Nihiloor is waiting for an opportunity to implant the tadpole while Xanathar is alone and asleep. The
mind flayer doesn’t want adventurers to complicate or ruin its brilliant plan, which it keeps to itself. (see
X24, below).

X23. Antechamber of Madness


This great hall has the following features:

A kuo-toa whip and six kuo-toa guard the hall. They gather in front of an iron portcullis in the southeast
corner and tear bits of flesh off the bones of a recently slain dwarf.

A ghostly eyestalk protrudes from the ceiling in the middle of the hall.

The floor is littered with bones and covered with a thin layer of sticky, translucent slime.

Kuo-toa. These insane creatures are under the control of the mind flayer in area X24 and obey its
telepathic commands to the best of their ability. When they detect intruders, they cry out, “Ooop!
Ooop!” to alert their illithid master, then charge into battle.

Portcullis. The portcullis between this area and area X24 can be raised with a successful DC 22 Strength
(Athletics) check, or with a knock spell or similar magic. The lever to raise the portcullis is in area X24.

Scrying Sensor. The ghostly eyestalk is a magical sensor that allows one of the apprentice wizards in area
X16 to monitor this room. See area X2 for more information.

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Sticky Slime. The slime-covered floor is difficult terrain for all creatures except kuo-toa, other creatures
that have the Slippery trait, and creatures that fly.

X24. Extraction Chamber


A portcullis separates this room from area X23, and the lever to raise and lower it is set into the north
wall. Characters who peer through the bars of the portcullis can see the room’s contents:

In the middle of the room, a blood-spattered chair made of carved stone stands atop a 10-foot-square,
1-foot-high stone slab. Iron manacles are bolted to the chair’s armrests.

Trapped in the chair is a stunned and weaponless male drow in a chain shirt. He is trying to free himself
of his bonds but is making no progress.

Drow Captive. The drow, Zaibon Kyszalt, was captured in Skullport and brought here for interrogation.
His superior, Raelyn Auvryndar, was also captured and is confined in area X7. Zaibon wants to free her
and escape into Undermountain, where House Auvryndar has outposts.

Nihiloor has a key that unlocks the chair’s shackles. A character can unlock each shackle with a
successful DC 15 Dexterity check using thieves’ tools, and a creature shackled to the chair can slip free of
these bonds with a successful DC 25 Dexterity (Sleight of Hand) check.

The mind flayer has telepathically interrogated Zaibon and learned about a House Auvryndar plot to
conquer Skullport, as well as mounting tensions between the drow houses of Auvryndar and Freth. The
mind flayer is getting ready to implant an intellect devourer in Zaibon’s skull, then use him to undermine
the drow plot and foment war between the drow houses. (Were Zaibon less useful, the mind flayer
would have extracted his brain and turned it into an intellect devourer instead.) Zaibon knows nothing
of the fate that awaits him.

Mind Flayer. Nihiloor interrupts as they interact with Zaibon, entering from area X26 with an intellect
devourer in its hands. Nilihoor has regained hit points from its fight with the party earlier, but it has not
regained any abilities used so far today (dominate monster, specifically). If Zaibon is free of the chair, he
tries to get as far away from the mind flayer and its “pet” as he can. Nihiloor doesn’t pursue anyone who
flees, trusting that they won’t get far.

X25. Food for Thought


This magically lit room contains these features:

The room reeks of death and carnage.

Three wooden tables are arranged corner to corner, forming a triangle, in the middle of the room. The
floor around them is stained with blood.

Atop two of the tables, held down with leather straps, are two humans (commoners) dressed like
homeless men. One looks dead, and the other gibbers like a madman. The third table is bare except for
an area of sticky blood at one end.

Unhappy Meals. The Xanathar Guild captures homeless Waterdavians and brings them here for Nihiloor
to feed on. After devouring their brains, the mind flayer gives their corpses to his kuo-toa thralls to eat.

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The two men, a locksmith named Skarn Zarphoul and a broadcrier named Holvan Ebberek, recently
heard a dwarf getting his brain sucked out. Skarn is stunned and catatonic from the shock of it, and
Holvan is a gibbering lunatic. A greater restoration spell or similar magic restores either man’s sanity.
The men were hooded and brought here separately, so they know nothing of the dungeon’s layout or
occupants (other than the mind flayer). If their sanity is restored, they are eager to return to their
families in Waterdeep.

X26. Devourer Spawning Pool


This room has the following features:

In the middle of the area is a 10-foot-diameter, 2-foot-deep circular pool containing luminous green
brine. Swimming in the brine are four intellect devourers.

If it has not been encountered and defeated elsewhere, Nihiloor the mind flayer (see appendix B) is
standing in the pool with the intellect devourers.

Rusty manacles are bolted to the walls. (Hosts for the intellect devourers are chained in these locations.)

The brine is a magical substance that radiates an aura of transmutation magic under the scrutiny of a
detect magic spell. Nihiloor uses it to transform humanoid brains into intellect devourers. The process is
far from perfect. A full 90 percent of the brains left in the brine rot and die, while the remaining 10
percent transform after marinating for 1d4 + 1 days.

Nihiloor and the intellect devourers make their stand here. If the characters flee, the mind flayer sends
the intellect devourers after them and stays behind.

X27. Prison
Nihiloor the mind flayer uses this prison to confine potential hosts for his brood of intellect devourers.
Captured characters might find themselves incarcerated here until they can be made into hosts. The
area contains the following features:

Eight locked iron doors lead to cells, some of which have bars separating them.

Three kuo-toa whips stand guard here and attack any creature other than Nihiloor that enters, including
other kuo-toa. One of the whips carries the keys to the cell doors on a ring.

A 1-foot-tall figurine of an otherworldly creature rests atop a slime-covered alabaster pedestal against
the east wall, between two cell doors.

Cells. A character outside a cell can pick its lock with a successful DC 20 Dexterity check using thieves’
tools. Each cell contains a reeking chamber pot and no other furnishings.

Imprisoned in the westernmost cell along the north wall is Hyustus Staget, a captain of the City Watch
whom the characters have met (see “The Watch Arrives”). He was kidnapped while off duty and is
without his armor and weapons. If Hyustus has died for whatever reason, replace him with a female
human Watch officer named Cressa Galavarco (LG female Tethyrian veteran with no armor or weapons).
Whoever is here has a date with an intellect devourer.

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God Figurine. The figurine on the pedestal is crudely fashioned out of clay. It has the head of a
hammerhead shark, the upper torso of a bare-chested male, dragon wings sprouting from its shoulders,
and octopus tentacles where its legs should be. The kuo-toa modeled it after an imaginary god they call
Garshoogah.

X28. Guild Recreation Hall


This magically lit room is decorated like a tavern.

Two trellis tables show evidence of a hasty exit; half-full mugs of Wyrmwizz Ale, pipes still with the scent
of freshly-smoked pipeweed in them, and half-eaten plates of food.

A wooden rack along the east wall holds five large ale barrels with spigots punched into them.
Protruding from the ceiling above the barrels is a ghostly eyestalk (scrying sensor). Two goblins try to
hide here (roll stealth checks for their success).

Goblins. The goblins, Lulz and Vellix, are servers who are terrified when they heard the news the city
was under attack and all the Xanathar Guildmembers ran to get their weapons and armor and head up
to the streets. They throw themselves at the mercy of the party, and they know little of what goes on
beyond this small tavern.

Scrying Sensor. The ghostly eyestalk is a magical sensor that allows one of the apprentice wizards in area
X16 to monitor this room. See area X2 for more information.

X29. Trapdoor
At the top of a staircase is a landing with a ladder leading up to a stone trapdoor that requires a
successful DC 12 Strength (Athletics) check to be lifted. The trapdoor opens into area X18 above.

X30. Xanathar’s Gourmet Kitchen


A delightful aroma wafts down the hall from this kitchen, blending the scents of rare spices, savory
meats, and fresh herbs. The room contains the following features:

Seven kobolds wearing white toque hats dash between stout tables, frantically preparing meals for
Xanathar and arranging the food on silver platters.

Two gazers (see appendix B) dreamed into reality by Xanathar oversee the kobolds and use their
telekinesis rays to hoist and deliver food platters.

Two iron stoves stand against the east wall, with a slender spice rack nestled between them.

When it comes to meals, Xanathar prefers the finest Sword Coast cuisine, including a healthy diet of
mushrooms, as opposed to uncooked meat. All the meals prepared here are for the consumption of
Xanathar alone.

The gazers attack intruders on sight, while the kobolds flee by the easiest route.

Spice Rack. The rack contains thirty bottles of rare spices worth 10 gp each.

X31. The Other Kitchen

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Black smoke follows the stench of burned meat and bread down the hallway. This magically lit kitchen
has the following features:

A haggard male halfling frantically tries to cook meat, knead dough, simmer sauce, and mix spices all at
once.

An iron stove stands against the south wall, and cooking utensils hang from hooks just beyond the half-
ling’s reach.

Halfling Cook. When the halfling spots the characters, a relieved smile crosses his face. “Finally!” he says
excitedly. “I haven’t had a break in half a tenday. Make sure you stir the sauce once every five minutes.”
He then hands the characters his apron, mistaking them for the actual kitchen staff.

Bepis Honeymaker is a honey merchant who was kidnapped from his Trades Ward home a month ago.
The Xanathar Guild tried to ransom him back, but seemingly his relatives either couldn’t pay or decided
not to. (In truth, his rotten in-laws destroyed the ransom notes and told Bepis’s wife and children that
he ran away with another family.) Ahmaergo has put him to work as a cook but threatens to give him
over to the mind flayer Nihiloor every so often.

Bepis is a strongheart halfling commoner, with these changes:

Bepis is lawful good.

He is Small and has 3 (1d6) hit points.

He has these racial traits: His walking speed is 25 feet. He can move through the space of a Medium or
larger creature. He has advantage on saving throws against being frightened. He speaks Common and
Halfling.

X32. Stairs and Scrying Sensor


A staircase curls up to area X22, and a ghostly eyestalk sprouts from the hallway ceiling. The eyestalk is a
magical sensor that allows one of the apprentice wizards in area X16 to monitor this corridor (see area
X2 for more information).

X33. Crypt of Xanathars Past


This room contains the following features:

Suspended in floor-to-ceiling crystal cylinders are four dead beholders preserved in embalming fluid.
Magical lights illuminate the cylinders from within.

Nine shallow alcoves have murals of beholders painted on their walls. Standing in each alcove is a
beholder-shaped copper urn atop a green marble pedestal. The lid of each urn is molded with ten
eyestalks. (At the back of the westernmost alcove in the north wall is a secret door.)

The western wall is carved to display a scowling beholder flanked by two hooded wizards. Beneath each
wizard’s cowl, one glaring eye is visible.

Xanathar is gazing somberly at the tombs of past Xanathars. His enforcer, Noska Ur’gray, is with him.
They are waiting for the majordomo to arrive with the PCs.

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When the PCs arrive, Xanathar greets them and issues what sounds like a sincere apology for mistaking
them as the meddling fools that had been aiding the foreign sorceress Tacinda Verlasen. The Xanathar
then goes on a long, rambling conspiracy theory of how Tacinda was in league with the githyanki for the
twin purposes of disrupting commerce within Waterdeep and stealing the half-million gold dragons that
Lord Dagult Neverember had secreted away somewhere in the city. As the true lord of Waterdeep, that
gold was The Xanathar’s by right, and he will make Tacinda Verlasen and her gith allies pay.

Then he makes the PCs an offer they can’t refuse (or so he believes). He offers the PCs the opportunity
to become his personal agents in the coming months and years. His loyalists have been using the gith
attack to carry out mass executions of treacherous Zhentarim agents in Waterdeep, and simultaneously
they have been working to help get ordinary citizens to safety in the sewers. Those citizens now owe the
Xanathar their lives, of course.

As for the PCs, he sees their roles as being more prominent, important, and profitable for both himself
and for them. A certain number of the Masked Lords of Waterdeep are in The Xanathar’s debt already,
and the PCs are to visit them and find out how their benefactor can be of even more help in this time of
rebuilding. The PCs are also offered the chance to carry specific messages at specific times to these
Masked Lords—messages that will help them understand that it was Tacinda Verlasen and the
dangerous hags who stood as her allies—the Open Lord Laeral Silverhand and the Blackstaff Vajra Safahr
—who led the gith to Waterdeep. They are all responsible for the attack on the city, and the Masked
Lords must see that all three of the dangerous sorcerous hags are hunted down and slain like the dogs
they are.

Then the Xanathar promises that once the rebuilding of Waterdeep is under way and the dangerous
women are removed from their positions of authority, he will help to equip, train, and prepare the PCs
to be his personal agents of vengeance against the gith, sending them on first scouting and then attack
missions, and finally they will be the generals of his grand army that will sweep every last gith from the
face of Toril and smite down the alien invaders in the glorious, the eternal, and the all-powerful name of
The Xanathar!

If they refuse his offer, he will tell them that they are free to leave his complex as long as they do not
attack him or his loyal servants. He will give orders that they are not to be directly attacked by his forces,
but he will also give orders that no member of the Xanathar Guild is permitted to lift so much as a finger
to aid them, sell them any goods, offer them any shelter, give them any information, or cooperate with
them in any manner. And if they should later decide to make themselves enemies of The Xanathar, he
will take special delight in letting them live long enough to be reminded of his offer and to regret it with
the most excruciating pain he can inflict on them for as long as he can make it last before they die.

Beholder Urns. The copper urns contain the dust of disintegrated beholders. If the dust from an urn is
poured out, it coalesces into the vague shape of a floating beholder for a few seconds, makes a growling
noise, then loses cohesion and falls to the floor.

Crystal Crypts. Each crystal cylinder has AC 10, 15 hit points, resistance to slashing and piercing damage,
and vulnerability to bludgeoning damage. If a cylinder is shattered, the fluid within it washes across the
floor as the dead beholder lands with a wet plop and expels 1d4 baby gas spores that grow to full size in
30 days. Any character infected by these gas spores gains the following flaw until the disease is cured: “I
hate other beholders. If I see a beholder, I must try to destroy it.”

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Secret Door. The secret door can be found with a successful DC 15 Wisdom (Perception) check. It pulls
open to reveal area X6 beyond.

Wall Carvings. Any character who studies the carvings on the west wall and succeeds on a DC 12
Wisdom (Perception) check notices that each wizard’s eye is a button that can be pushed. If a character
pushes either button, or uses an object or spell to do so, the beholder carving on the wall discharges a
green ray that the character can dodge with a successful DC 16 Dexterity saving throw. If the ray hits,
the character appears to be disintegrated but is actually teleported to area X34a or X34b, depending on
which button was pushed. Once a button is pushed, it locks in place for 1 hour and can’t be pushed again
until that time elapses. A character can forcibly reset a button by making a successful DC 20 Dexterity
check using thieves’ tools.

X34. Wizard Tombs


These crypts were built to hold the remains of two wizards who lived in this dungeon complex long
before Xanathar took it over. Only one wizard is entombed here, however. The fate of the other wizard
is unknown. Both chambers are encased in solid stone and brightly lit by continual flame spells cast on
wall sconces.

X34a. In the middle of this tomb rests a gold marble sarcophagus, its lid carved in the likeness of a long-
haired human wizard who wears a robe adorned with closed eyes. The sarcophagus can’t be pried open
or damaged, but if a spell is cast within the tomb, the eyes of the robe open all at once — an eerie yet
harmless effect — and the lid slowly levitates into the air, revealing the contents of the sarcophagus: a
shriveled, inanimate mummy wearing eyes of charming. After 1 minute, the eyes on the lid close as it
slowly sinks back down, resealing the sarcophagus until another spell is cast within the tomb.

A character who dons the eyes of charming can see, through its blue lenses, a blue metal tile shaped like
a four-pointed star on the west wall. The tile is invisible otherwise, but can be found with a tactile search
and a successful DC 17 Wisdom (Perception) check. When a creature touches the tile, all creatures in the
tomb are instantly teleported to the arena (area X6).

X34b. This tomb is empty except for an invisible, blue metal tile on the west wall. It functions identically
to the one in area X34a.

X35. Nar’l Xibrindas’s Office


The continual flame spells that once lit this room have been dispelled. Characters need light sources or
darkvision to see here. The room contains the following features:

Two open crates rest against the north wall.

A stone desk in the southwest corner is completely free of papers. The chair behind it is carved with a
spider motif.

Bare stone bookshelves stand against the east wall.

Crates. One crate contains fifty stuffed beholder dolls. The other contains thirty onyx trophies (worth 25
gp each) depicting a smiling beholder being caressed by hands. The dolls and trophies are among the
prizes given to winners of Xanathar’s combat tournaments.

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Desk. The chair behind the desk has a secret compartment under its left armrest that can be found and
opened with a successful DC 15 Wisdom (Perception) check. This tiny compartment contains a small
black key that unlocks both of the desk drawers. A character can pick each lock with a successful DC 17
Dexterity check using thieves’ tools.

The first drawer holds Nar’l’s spellbook, a sturdy tome bound in black leather and wrapped in webbing.
It contains all the spells that Nar’l has prepared, plus the sending spell.

The second drawer contains a bag of holding that belongs to Jarlaxle Baenre. Nar’l borrowed this magic
item and used it to smuggle kegs of smokepowder into Xanathar’s lair (see area X36).

Secret Doors. A stone bookshelf in the southeast corner of this room rotates into the wall, revealing a
secret passage that curves north. A character can find this secret door with a successful DC 15 Wisdom
(Perception) check, or simply by pushing on the bookshelf.

A second secret door at the end of the curved hall can be found without an ability check; it pulls open to
reveal a dark and dusty chamber (area X36) beyond.

X36. Secret Room


This room has the following features:

The room is unlit and choked with dust and cobwebs.

Twenty kegs of smokepowder are neatly stacked in the middle of the room. Each keg has a paper label,
written on which are the words “SMOKEPOWDER! DO NOT OPEN!” in Common and Elvish.

Neither Xanathar nor its loyal underlings know this room exists. When Nar’l found it, he asked to have
the adjoining room (area X35) turned into his office so that he could keep this room secret. The only
other individual who knows about this room is Thorvin Twinbeard, Xanathar’s chief engineer, but he’s
not inclined to tell the beholder about it.

Kegs. Each keg comes with a fuse and holds 5 pounds of smokepowder (see appendix A). To collapse
Xanathar’s lair, at least two kegs must be placed at each weak point (see “Destroy the Lair”).

How the Other Half Lives 2 – Saboteur Commandos


The Saboteur Commandos are a group of infiltrators from the Order of Magists and Protectors and the
City Watch Air Guard (griffon riders) who are intent on taking command of and disabling one of the
attacking Githyanki Void Cruisers. Due to the raid, only skeleton crew is on board the command deck of
the Void Cruiser, and those are the Gith that need to be taken out. This crew will consist of one
Githyanki Knight and three Githyanki Warriors.

The Saboteur Commandos will consist of six PCs of 6 th level each. Because this is a military operation,
there will be fewer casters and more brute-force damage dealers.

Barbarian – Iazire is played by the DM

Paladin – Edniss is played by Ken C (Oyohusa)

Fighter (Eldritch Knight) – Naki is played by Switchchris

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Rogue – The Shadow is played by Karichter

Warlock – Chloros is played by Ashbag

Wizard – Sarmenor is played by Gaunty

One of the PCs (the paladin—a fanatical devotee of Bahamut) will be given a special magic item and a
special instruction. This magic item is a low-yield Netherese Arcane Bomb, a baseball-sized brass globe
that has a small key protruding from it. Turning and removing the key begins a 10-second countdown
timer, after which the bomb detonates with the force of 100 Magic Missile spells (1d4+1 damage each).
The paladin PC and only the paladin PC has been instructed that if the fight is going badly, he/she is to
put the bomb as close as possible to the control console of the Void Cruiser and set it off. If the attempt
to commandeer the Void Cruiser is successful, the PCs are tasked with aiming it at Mount Waterdeep
and setting it on a collision course with the mountainside where it will crash and will be unusable to the
Gith for their escape.

Areas of the Main Deck


X (Large X) – This is the docking ramp where the saboteurs will land on the boat from their griffon
mounts.

x (Small x) – This is the door (portal) that leads to the command deck at the front of the ship. The
saboteurs will need to get into this area in order to get to the helm.

G – This is the lattice-covered hatch leading down to the lower decks and cargo hold. Peering down
through here, the PCs will see and hear the anguished cries of Waterdeep citizens who have just been
captured as new slaves for the Gith Empire.

There are three possible outcomes for the Saboteur mission. The first is that the PCs fully succeed. In
this case, the ship is destroyed and the PCs escape. The number of slaves taken by the Gith is decreased
by 10%, but the number of casualties in the city is increased by 5%.

The second possible outcome is a success with sacrifice. This means the ship is destroyed and the PCs do
not make it back to their homes and families. In this case the number of slaves taken is reduced by 10%
and the number of casualties increases by 10% because of debris from the ship falling on the city and
killing people by crushing them or setting buildings on fire.

How the Other Half Lives 3 – Save the Arts


Through magical scrying methods, the current Blackstaff, Vajra Safahr, has learned where the Githyanki
Supreme Commander in charge of the Waterdeep Operation has dispatched the team that is tasked
with recovering the hoard of Gold Dragons. It is under the Pink Flumph theater, and a force consisting of
two red dragons ridden by Githyanki Knights as well as a company of Githyanki soldiers will be dropped
from a hovering ship. The dragons are to destroy the roof and walls of the theater to allow quick access,
and the rest of the force is expected to enter the building, eliminate opposition, and retrieve the cache
of treasures.

The Githyanki Treasure Strike Team

 Adult red dragon x2

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 Githyanki Knights x4 (2 mounted on the dragons)


 Githyanki Warriors x8
 Hobgoblin Warlord x1
 Hobgoblin Captain x2
 Hobgoblin x20

The Treasure Strike Team is divided into three parts. The dragons act as initial brute force penetration of
the structure and then provide air support. The dragon riders act as aerial artillery and provide
spellcasting cover for the ground forces.

The second part consists of the perimeter defenders. This perimeter defense is led by one Githyanki
Knight, two Githyanki Warriors, and two Hobgoblin Captains. Then there are 16 Hobgoblins that
establish a perimeter around the building, each with orders to shout warnings and close ranks to fight
off any attacks by ground-based attackers.

The final part consists of the actual Treasure Liberation Commandos. This consists of one Githyanki
Knight, six Githyanki Warriors, the Hobgoblin Warlord, and the four remaining Hobgoblins. Their job is
to get to the cache of treasure and get it out of the building and back to the Astral Cruiser hovering
above.

Vajra Safahr is sending a team from Blackstaff Tower to try to stop this theft. Their job is to find a way
into the theater and hopefully neutralize the Strike Force. Meanwhile she is working with contacts at the
Order of Magists and Protectors in order to find a way to try to deal with the dragons and the perimeter
team outside the theater. If Vajra’s elite force gets trapped between the Treasure Strike Force and the
dragons, it’s probably all over for them.

It will take 6 PCs of 12th level to be an even match for the Treasure Liberation Commandos.

 Human Artificer – Gaunty


 Kalashtar Blood Hunter – Gavin
 Gnome Wizard – Switchchris
 Verdan Sorcerer – Karichter
 Changeling Bard – Ash
 Firbolg Druid – Ken

Due to the unexpected side adventure with alternate PCs, we have opted to skip playing through this
scenario and get back to the main game. Instead I will simply tell the party that despite the efforts of the
Blackstaff’s hand-picked commandos, the Githyanki succeeded in stealing the treasure of golden
dragons that Lord Dagult Neverember hid in the city. It turned out that it was in a secret vault beneath
the Pink Phlumph Theater in the Castle Ward. That edifice and the surrounding buildings have been
completely destroyed as the Gith sought to use speed and had no concern for destruction or the loss of
life in their relentless pursuit of the gold.

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Level 4 Interlude – Praise and Punishment


Each of the PCs regain consciousness in a four-poster canopy bed—except for Lunacea and Adamant,
but we’ll get to them later. The sheets are fine linen and a spring breeze blows through an open
window, carrying hints of charred woodsmoke and the echo of faraway hammers and saws. Two
attendants are by each bed. One attendant wears the livery of the Church of Lathander, and is clearly a
low-ranking acolyte or healer trained in administering herbal remedies or potions. The other attendant
is a member of the clergy of the faith the PC follows: Selune for Lunacea; Moradin for Adamant; an
Archdruid named Caerisu for Minos; Sune for Zandri (notably it is not Sylkaala who is there with her);
Moradin for Thardram; and Kord for Oyohusa.

Instead of a bed, Lunacea wakes up in a comfortable den of some kind where she has been allowed to
sleep on some low couches with large pillows around to allow her feline form to curl up in a comfortable
position for sleep. And Adamant has been powered down in a stable that has been converted to a
makeshift workshop for the Gondites. They want him to be able to remain at the same location as the
rest of the party members, but they realize he needs to be looked after in different ways.

Three Days
It has been three days since the Gith attacked Waterdeep. The attack lasted all of an hour. But in that
time thousands were slain and thousands more wounded, many citizens were taken as slaves, hundreds
of buildings were destroyed or left uninhabitable, the gold dragons embezzled and hidden by Lord
Neverember were stolen, and one of the most powerful mages in Waterdeep was kidnapped.

The attendants with you don’t know much, but they do know that Lady Laeral Silverhand herself asked
that you be brought to her home for recovery (that is where you find yourself today). The attendants
also know that the rest of your companions are here, though they are uncertain of their conditions. And
lastly, they know that Lady Silverhand plans to hold a private dinner for you before the public ceremony
that is scheduled for two days’ time.

Waterdeep is officially observing a full Tenday of Mourning for those killed, wounded, and enslaved in
the Gith raid. But even during this time, Lady Silverhand is working with both the Blackstaff Tower and
the Order of Magists and Protectors to plan a response. The attendants don’t know any details, and they
suggest that at the dinner Lady Silverhand holds for you she may be able to provide answers to your
questions.

If you ask, the attendants will allow you to get up, but advise you to be careful lest you are still weak or
feel the effects of your injuries. All your gear is present and neatly laid out in the same room where you
are. Equipment that was damaged has been repaired. Armor and weapons have been polished. Any
clothes that were damaged have been repaired, and in some cases additional clothing has been laid out
(as though someone thought perhaps you might want to upgrade from something shabby to something
more civilized). Nothing is missing from your gear.

What do you want to do?

DM NOTE: Give players a few minutes to explore their own gear, ask questions, and go to the other
rooms where the other PCs are. If any of the PCs ask about any of their NPC contacts, nobody has seen

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or heard from those NPCs since the day of the attack, and their status or whereabouts are unknown. The
two exceptions are Volothamp Geddarm and Barnibus Blastwind.

Volothamp has been surprisingly subdued these last few days. Privately, he has been visiting Lady
Silverhand and he has already donated over 10,000 gold dragons of his own money to help house, feed,
and clothe those left homeless by the Gith raid. He has also been diligently listening to ordinary people
tell their stories at The Yawning Portal. He has encouraged those who have lost family members and
loved ones to tell the stories of how those people lived and what made them so special in the eyes of
the people who knew them. Rumor is that he is planning to put up a memorial of some kind in Durnan’s
bar that will list the name of everyone that was killed or taken away by the slavers.

Barnibus has been ceaseless in working with Blackstaff Tower, the Order of Magists and Protectors, and
Lady Silverhand in planning and preparing for the counter-attack against the Gith. They are rumored to
have a base somewhere on Toril, and Barnibus is displaying a kind of fierceness that nobody has ever
seen in him before. He is taking this attack very, very personally. He has also been visiting the house
every day. After a short briefing with Lady Silverhand, he always makes time to come to the rooms
where the PCs have been recovering and quizzes the attendants on their condition and what treatments
are being given, and he is very insistent on them getting the best care possible.

A Private Dinner
Later that evening, Laeral Silverhand invites the PCs to dine with her in her private dining room. There is
a large banquet hall in the house where official receptions and state feasts are held, but this place is a
bit more intimate. Besides the PCs and Lady Silverhand, only four other people are in attendance:
Barnibus Blastwind, Jarlaxle Baenre, Mirt, and Vajra Safahr. The fact that Barnibus is in attendance
should signal this is a group that is well-disposed towards the PCs.

Indeed, the purpose of the dinner is for Lady Silverhand to personally thank the PCs for their role in
helping to defend the city. If the stories reaching Volo at The Yawning Portal are to be believed, the PCs
are responsible for saving hundreds of lives. It seems that other people noticed the efforts they were
making to get people to the safety of the sewers, and within minutes people across every ward of the
city were helping friends and neighbors down into the sewers, and when he presses them for the reason
why they respond, “Because it’s what everyone else says the heroes are doing to save people. Now
maybe I can’t fight a dragon; at least I can follow their example to save my neighbors.”

If the PCs ask, Lady Silverhand can give them casualty figures. In total there are 12,693 citizens of
Waterdeep killed in the raid; another 1,159 citizens were taken as slaves; another 8,462 citizens were
wounded badly enough to require aid (medicine checks or herbal remedies or magical healing) after the
attack ended. And approximately 57 square blocks of Waterdeep were reduced to ash and rubble by the
fiery breath of the dragons that attacked and by the destruction that Githyanki caused with their spells
as they retreated to their ships at the end of the assault on the city. In addition to the human casualties,
two silver dragons were slain: Pirgideg, who fell battling two red dragons in the Castle Ward, and
Lagheilot, who was slain by a pair of Githyanki spellcasters while defending children who were in school
at the Temple of Deneir. Waterdeep defenders also managed to slay the 152 Githyanki invaders, and
they managed to capture one of the Githyanki astral vessels thanks to a team of brave commandos from
the Order of Magists and Protectors.

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If the party are distressed that it sounds like a lot of people were killed, Barnibus will tell them that more
than 3,000 people sought shelter in the sewers in the areas closest to the heavy fighting, and it’s likely
that many more citizens would have been taken, killed, or wounded if the heroes had not acted so
quickly.

And the city struck a blow against the invaders. One of the red dragons attacking the city was slain (one
of the two battling against Pirgideg.

Lady Silverhand and her friend and advisor Mirt have also thought about tokens of appreciation they
could offer the heroes. Gold is in short supply (though they are offering the PCs 500 gp each for their
acts of special valor and heroism). With that, she will present the Uncommon Magic Items that the PCs
have requested.

 Minos – Bag of Tricks


 Galibar – Cloak of the Manta Ray
 Oyohusa – Winged Boots
 Zandri – Adamantine Plate Armor
 Adamant – Ring of Water Walking
 Thardram – Mithral Plate Armor
 Lunacea – Robe of Useful Items

There’s also another purpose behind the dinner. Barnibus has largely filled in the gaps for Lady
Silverhand about the relationship between the PCs and Tacinda Verlasen. However, the Masked Lords
of Waterdeep on the Council are under pressure to find a “simple answer” to the question of why the
Gith chose to attack, and why Tacinda Verlasen was singled out to be taken.

DM NOTE: Let the following information come out in the conversations that the PCs have with the
others at dinner.

For his part, Barnibus and The Blackstaff are sifting through arcane research that the Order of Magists
and Protectors as well as members of the Blackstaff Academy have been conducting. They hope to plan
an espionage mission that they think a small team of proven resourceful experts could undertake. If all
goes well, they may be able to deploy that team before the Masked Lords get around to deciding which
of the chambers they want to use for their precious “Official Inquest.” They may be able to compel the
PCs to testify, but if they are halfway around the world on a mission for the Constabulary, then the
Masked Lords will just have to wait on that testimony until they return.

Some of the more conspiracy-minded Masked Lords have even gone so far as to speculate whether
Tacinda might have known about the impending attack and that she somehow led the Gith to the secret
vault where Lord Neverember had squirreled away his embezzled gold. And as often happens with
conspiracy theories, they tend to grow more elaborate and more complex, and now some of the Masked
Lords circulating these theories have started to wonder if any of Tacinda’s known associates might have
had knowledge of the Gith before they attacked.

In fact, there are rumors that some of the heroes that saved so many people were seen in the company
of a Gith down in the Dock Ward a few days earlier, and there are more rumors still that the docks
incident was not the first time the heroes had met with Gith. And a reliable source—a bard named Sige
Tarim of impeccable reputation who has performed many times at The Crossed Spears over in the North

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Ward near the City of the Dead—swears he saw the heroes in the presence of “a large number” of gith
in the streets before Trollskull Manor on the day of the attack.

These masked lords are pushing hard for a Formal Inquest which means they could compel the
testimony in open court of anyone who was in Waterdeep on the day of the attack. The Masked Lords
are clamoring to look important, and seem official, and one of the best (and easiest) ways they can do
this is to point the finger of blame at someone other than themselves for bringing this calamity down on
the city. Tacinda Verlasen is not here to defend herself, so those who were known to be close confidants
of hers would make very convenient targets for the wrath of the Masked Lords and the people of
Waterdeep.

Laeral and her closest allies among the Masked Lords are doing everything they can to forestall and
divert the Masked Lords from the folly of some kind of Formal Inquest. They will waste time chasing
ghosts and snarks and grumpkins while the real work of rebuilding the city and making a counterstrike
against the Gith to get Waterdeep’s enslaved citizens back will never get done. That is the primary
reason that Lady Silverhand invited Jarlaxle Baenre to this dinner. He is the relatively new Secret Lord of
Luskin, a city-state that has been something of a pariah among the respectable cities in the Sword Coast.
But Luskin is rich and is teeming with powerful wizards, and Jarlaxle has come to pledge Luskin’s support
for Waterdeep’s rebuilding effort if he can secure assurances from Lady Silverhand that she will push the
Lord’s Alliance to have Luskin admitted as a full member of the allied cities of the Sword Coast.

A Public Inquiry
The next day, the party members are summoned to the Library in Lady Silverhand’s home. The Masked
Lords have sent an obsequious little fellow to issue an official summons to the party members,
instructing them that they are required to attend an official preliminary investigation the next day, at
which they will be compelled to give their testimony in the matter of the Githyanki attack on
Waterdeep. Furthermore, they are to provide any testimony and corroborating evidence they can
concerning the possible collusion and involvement in the Githyanki plot by the foreign sorceress known
as Tacinda Verlasen.

The messenger assures the PCs that they are not suspected of anything other than possibly being the
unwitting pawns of a dangerous and sinister alien criminal mastermind who probably manipulated their
minds and played upon their nature as loyal, moral, and upstanding citizens in order to lay the
groundwork for the invasion plot. What is perhaps even more surprising than suspicion falling on
Tacinda Verlasen is the fact that Lady Silverhand and two of her closest confidantes are also being
summoned and compelled to give their testimony: Barnibus Blastwind and Vajra Safahr.

Jarlaxle Baenre is a witness to this summons (as a guest of Lady Silverhand), and when he sees the sour
look on the host’s face, he bursts out angrily at the messenger that this is an outrage. He berates the
messenger for being a brain-addled idiot and too incompetent to see that he is the one being
manipulated by those who would want to turn the Masked Lords of Waterdeep against each other.
Before the messenger can even reply, Jarlaxle invokes his privilege as a visiting diplomat and a neutral
party in the inquiry to serve as advocate for the PCs at the inquest. He assures them that he is intimately
familiar with all aspects of the Code Legal, as he studied it extremely carefully before setting sail from

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Luskan on his original mission to try to bring his plea for Waterdeep to sponsor Luskan for full
membership in the Lord’s Alliance.

He professes his belief in the sincerity and integrity of Lady Silverhand, her associates, the PCs, and even
this Tacinda Verlasen. He has heard the stories from Barnibus. He has also spoken personally to
witnesses that were actually in Trollskull Alley who claimed there was a violent arcane conflict on one of
the upper floors of the residence before Tacinda was carried unconscious into the hovering Gith ship.
Those same witnesses also spoke about the deadly conflict in the street between the Gith and the PCs,
and how Barnibus and Vajra swooped in to do battle against the Gith forces.

Lady Silverhand demands to see the writ of summons that the messenger bears, and he gives her the
copy intended for her, and he also hands each of the PCs the copy of the summons that is addressed to
them. After reading through it, Lady Silverhand acknowledges that the summons is properly worded and
was delivered in a timely fashion. With a very formal and precisely worded reply, she agrees that she will
adhere to the writ of summons, and that she will request her guests to also comply. The messenger
seems smugly satisfied with himself, and he makes a great show of taking his leave while giving every
courtesy due Lady Silverhand by her title as Open Lord of Waterdeep.

Of course, once the messenger leaves, she is absolutely furious and outraged. She believes this is a
useless waste of time in the face of the work of rebuilding Waterdeep and learning where they can find
the Githyanki so that the city can exact some measure of revenge and perhaps get their citizens taken by
the slavers back and free them again.

On top of that she is horribly embarrassed that the Masked Lords would serve the summons to the PCs
while they were staying as her guests. It’s a humiliation that says that even in her own house she cannot
protect her friends from the petty political maneuvering those Masked Lords who have always
questioned her authority and have always bickered with her over meaningless details of legislation
proposed and brought for a vote by the Masked Lords whom she counts as allies. Even at a time like this,
these partisans will play politics to try to damage the reputation and prestige of their political enemies.

The High Court


The High Court is held in the Great Hall of Castle Waterdeep. The room is arranged in such a way that
those who are called to the witness table are forced to crane their necks to look up at the three-tiered
array of Masked Lords before them, and those who attend the hearing in the gallery are also arranged
so that they sit above the level of the witness table and look down on them. Visually, anyone looking at
the arrangement of the courtroom would see that the witnesses are the least important people and
those who are very much “under the question” of the Masked Lords.

Currently there are 21 Masked Lords serving in Waterdeep. All of them wear their Lords Ensemble for
such meetings, which supposedly makes them indistinguishable from each other.

 Omin Dran: Half-elf male and owner of Acquisitions Incorporated.


 Mirt: Human Male returned to Waterdeep in 1491 DR after almost a century trapped in a
magical weapon.
 An unnamed male lord that Laeral called one of the three Neutral Lords.

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 An unnamed male lord that Laeral called one of the three Neutral Lords.
 An unnamed male lord that Laeral called one of the three Neutral Lords.
 Gruthgar Hrimmrel: Human male, prominent landlord, and retired shipwright.
 Lammakh Heirlarpost: Human male who had inherited his business from his mother. He made
money by undercutting prices compared to smaller businesses and being a middleman for guilds
and those providing raw materials. He was very overbearing. (His favorite color is blue, and he is
often angry).
 Kassalra Maremthur: Human female who made ointments which she sold in custom blown glass
vials.
 Sarathue Serendragon: Half-Elf female. She nominated Daranthra Xathnout of Trades Ward as a
possible candidate for becoming a Masked Lord.
 Zereth Keltaerond: Human male who held extensive trading arrangements with Calimshan. (His
favorite color is purple, and he seems easily and often surprised by things that don’t seem all
that surprising).
 Halark Tarncrown: Human male who was a merchant and investor of great success. (His favorite
color is orange, and despite his success he often seems sad).
 Daerrask Querreth: Human male who was a well-known investor in Waterdeep.
 Zuzeena Qeldur: Human female who owned a massive collection of small shops in Waterdeep.
Her nomination recommendation was that she would understand the needs of Waterdeep's
shopkeepers.
 Cadraethe Haulhenarr: Human female who became an entrepreneur (only after she was
widowed).
 Vaelra Kallo: Human female dressmaker of North Ward.
 Corylus Thann: Human male noble who employed the Zhentarim to violently prevent non-
humans from achieving positions of power in Waterdeep and was in turn blackmailed by the
Black Network.
 Jelenn Urmbrusk: Human female noble who became indebted to and was blackmailed by the
Zhentarim.
 Thardouk Starbuckler.
 Dorgar Adarbrent: Human male from an old noble family, whose past included a scandal
involving necromancy used against a merchant that tried to demolish the tomb of Dorgar’s long-
dead betrothed in order to build a large tomb for himself. Dorgar is fond of the old ways and
believes the merchants have no right to claim political power just because of their wealth. The
nobility have blood that makes them wiser, kinder, and more fit to rule.
 Berithro Tharlivar: Jovial warehouse owner, shipper, and many-concerns investor. (His favorite
color is green, and he is almost always smiling).
 Santar Belrune: Relocated from Tharsult importer and very rich investor, fast becoming a Deep
landlord of note. (His favorite color is amber, and he often seems frightened of plausible and
even implausible possibilities for disaster or injury to himself or his interests).

DM NOTE: The Masked Lords in bold above are bought and paid for by The Xanathar. They owe a large
part of their success to the beholder crime lord. They are also extreme misogynists and are among the
ones that have been most vocal in calling for a formal inquest. They believe it is an outrage that Laeral
Silverhand, a mere woman, is the Open Lord of Waterdeep. They also think that it is scandalous that

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Vajra Safahr (another mere woman) holds the office of The Blackstaff. They hope to show some
evidence that there was collusion or at least coordinated incompetence by Silverhand, Safahr, and
Verlasen that led to the Githyanki attack so that they can punish these uppity women for daring to rise
above their station, and blame all of Waterdeep’s troubles on them.

Disorder in the Court


When the Inquest starts, there is a long, rambling reading of the complaints and the counting of the
dead, wounded, captured, and damaged and destroyed property. A number of the Masked Lords have
also submitted Complaints, Commendations, and General Lines of Inquiry they wish to be addressed
during the proceedings, and the obsequious little man who served the summons is in the middle of the
chamber reading these when the proceedings are disrupted and sent into chaos as several Beads of
Force teleport into the courtroom.

Each Bead contains three individuals: a soldier, a wizard, and a priest (based on their raiments). The
beads appear between the witness tables and the assembled Masked Lords. Before a commotion can
break out, the beads are dispelled and one of the priests uses a spell not unlike Thaumaturgy to make
her voice clearly heard throughout the entire courtroom. This priest appears to be a minotaur, as do the
other priests.

“My Lords,” the minotaur says, in a voice that has a strange accent. “I have the honor to be Khajice
Besar, Reckoning Cleric of the Boros Legion from the great city of Ravnica. My colleagues of the Legion
and the Azorius Senate have come today in peace. We know you have suffered great loss, and our hope
is that we can prevent further loss to your city.”

She continues, “The recent attack upon your city was primarily aimed at kidnapping a powerful and
dangerous hero and criminal named Tacinda Verlasen. Hero because she is the architect of our highest
achievement in the pursuit and dispensing of justice. Criminal because she poses a threat to every
civilization across all the planes of existence, known and unknown.”

[Interrupt: Ask the PCs what they want to do. Then back to the reading.]

She lifts a hand and points to her left, toward a mage that arrived in a different bubble. “My colleague,
Precognitive Mage Lilura Angelsin, is one of seven of our Precognitive Mages who has foreseen that in
one thousand and one days, the knowledge that Tacinda Verlasen has will be unlocked by an evil that
will be able to use it to launch devastating attacks on any civilization at any time with perfect
foreknowledge of every defensive capability and stratagem that will be deployed against their specific
invasion. Imagine the destruction that could be wrought if every defense, counterattack, and capability
you have were already known, considered, and neutralized before the invaders ever launched the first
strike.”

Then the minotaur points to a mage from a different bubble to her right. “My colleague, Lawmage
Aylsworth Marsh, will now distribute detailed dossiers and a summary of the Ravnican Case Law that
permits us jurisdiction and supreme authority in this matter.”

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The indicated mage opens a small pouch and reaches in to pull out what looks like a handful of confetti.
He mumbles something and throws the confetti into the air, and it disperses, flying toward the desk in
front of each person in the room, and expanding to be a leather-bound tome with squiggles of golden
ink on the cover that shimmer and then revolve into a title in your native tongue that reads, AZORIAN
CASE LAW IN THE MATTER OF PRECOGNITIVE FUGITIVES FROM JUSTICE: A Comprehensive and
Exhaustive Citation of Legal Code and Juris Prudence, with Legal Proofs, Scholarly Notes, Legal
Precedent, and Judicial Findings.

[Interrupt: Handout the Dossier PDF in the journal to all the players. Let them begin to read that.]

The minotaur continues, “You will find all of the legal proof you need in the reference before you. You
are a civilization of law, as are we. Normally we would welcome a civil discourse and thorough
examination of the case law. But time is now of the essence.”

The minotaur now looks toward the heroes and raises a hand in your direction. “There are five among
you who, if left unguided and unwitting of the role they are to play, will—through no malice of their own
—be the very key by which the evil we fear can unlock the knowledge that has been protectively sealed
away from Tacinda Verlasen’s memory. Should they be left to follow their path blindly, our precognitive
mages have seen that it will unleash the deadly power of which we spoke against every civilization
across the planes.”

[Interrupt: Each of you in turn receives a cantrip message from Barnibus. “Steady now. These people
know her. They may yet have information that can help us find her. Vajra’s allies are on the way.” Do
any of you wish to respond? You can do so, up to 25 words, as a single action. I will call on each of you in
order you are in the chat channel.]

Then a smile touches her face, and her voice softens. “But those same precognitive mages have also
seen that with the proper guidance, education, and incentives, these five may be the key to stopping
that evil from ever learning any secrets that can be found in Tacinda Verlasen’s memories—sealed or
unsealed. And so we invoke our authority as the superior race from the superior civilization—as found in
Article 347, Paragraph 121, Sub-paragraph AA of the Azorius Senate Legal Code—to take these people
from your primitive society and train them for the mission they must complete if civilizations across the
multiverse are to be safeguarded.”

The minotaur turns her attention back to the Masked Lords. “Once you have completed your review of
the case law before you, we welcome any of your legal representatives who wish to journey to Ravnica
to pursue any legal challenge to our actions that you believe necessary. We are a patient people, and we
will educate you to the extent your limited minds can understand the proper codes and delicate
legislation that makes our custody of your world’s citizens both proper and just. Be assured that we will
not harm your citizens. On the contrary, we will prepare, train, and equip them for the mission they
must undertake in less than three years’ time—to see that the knowledge that is locked away from
Tacinda Verlasen’s memory—never falls into the hands of those that would use it for harm.”

[Interrupt: You each sense a message entering your mind that you know is from The Blackstaff, but it
permits no response. “My people are in position. Hold any rash actions—we are going to play an
unusual gambit. I hope Laeral knows what she’s doing.” The last sentence seems almost an
afterthought, and it’s clear The Blackstaff has some doubts.]

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As the minotaur finishes speaking, the room erupts with noise as every Masked Lord expresses outrage
at the Ravnicans for interrupting their proceedings and for insulting their civilization. In response, the
wizard standing next to Khajice Besar raises a finger and slowly draws an arc in the air across her from
right to left. As she does, one by one the Masked Lords fall silent, and it is quickly clear to see by the
agitated way that they are gesturing and shaking that they have all been rendered mute.

A different voice speaks in your mind, and you understand that it is heard by everyone in the room.
“Now, now. We have explained our purpose and we have given you the legal proofs you need to
understand it. We will not tolerate argument, debate, or dissent until you have fully read the legal briefs
and are ready to argue in the Ravnican Courts of Law.”

[Interrupt: Ask the characters if there is anything they want to do or say now.]

“Oh, I do appreciate a strong mind,” a voice says aloud, and the Ravnicans all turn to look at Jarlaxle
Baenrae. “I have the pleasure to be Jarlaxle Baenrae, Lord of Luskin, and Ambassador to Waterdeep. I
also happen to be the personal legal counsel of the five you say could be at risk of triggering this disaster
that will come crashing down on all of our heads. I think you will find it can go a long way toward
amicable relations with our world if you will let me accompany these five back with you and serve as
their local advocate in your city of… what was it you said? Ravnica?”

Khajice looks at her fellow wizards, priests, and soldiers. Eventually there are slight nods, and she says,
“Very well, Jarlaxle Baenrae. You will accompany the five with us. We will see that you are provided legal
counsel to prepare you for duties as advocate and ambassador to our courts.”

Jarlaxle spins on his heel and doffs his hat with a flourish, bowing toward Laeral Silverhand and Vajra
Safahr. “My lady Silverhand. My lady Blackstaff. I shall defend the rights of these citizens as though my
own life were at stake, for I know that the decision on Luskin rests with you and the Masked Lords. If I
return them safely to you, then I hope Luskin’s case will be considered favorably.”

Laeral Silverhand stands and says, “Ambassador Baenrae, do not overstep your place, and do not
overestimate the ability of our unexpected ‘guests’ to carry out their plan. There are only five people in
this room who can decide where these adventurers will go next, and it is the five adventurers
themselves.”

She turns to you and says, “What are your thoughts, my friends? Do you wish to travel with these
visitors back to this Ravnica to see what can be learned about the threat of which they speak? Or do you
wish to stay and conduct your own investigation into the kidnapping of Tacinda Verlasen?”

What do you say in response?

If the PCs wish to go with the Ravnicans, skip to the heading, Accompany the Ravnicans, below.

Decline the Ravnican Invitation


If the PCs decide they do not wish to accept the invitation of the Ravnicans, the first thing that will
happen is a Skills Challenge. When the party announces they need to conduct an investigation of their
own and they cannot go right now, the Ravnicans will move to insist, and Vajra Safahr’s allies will burst
into the hall to prevent the Ravnicans from taking the PCs by force.

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As the battle between the Waterdeep forces and the Ravnicans is engaged, the party will receive a one-
way telepathic message from Barnibus urging them to run. “Make for Gralhund Villa. You know the
place. Find our ally there, Barok Clanghammer. He will keep you safe!”

As the party starts to escape, a lot of spells start flying between the Waterdeep forces and the
Ravnicans. However, both sides are careful to avoid lethal spells. The Waterdeep forces attempt to cast
Silence, Hold Person, and Banish spells on the Ravnicans, and the Ravnicans use similar magical attacks
against the Waterdeep casters, while they also try spells like Sleep against the low-level footsoldiers.
And when both sides engage with weapons, they do so in order to deal subdual and not lethal damage.

Skills Challenge: Escape the Courtroom


The party will need to succeed on eight rolls before amassing three failures.

 Success DC = 13
 Objective: reach the exit of the courtroom to the streets of Waterdeep without being
intercepted by Ravnican forces.
 Success = getting to the streets safely.
 Failure = getting stopped by a party of Ravnicans. This will be a medium encounter fight in the
lobby, side hallway, or backstage area of the courtroom (depending on which direction the PCs
try to escape).

The fight with the Ravnican forces will include one Priest and five Thugs. If the party are victorious, they
can escape the courtroom after the fight; if they are defeated, then the Ravnicans will win the fight with
the Blackstaff forces and come to collect the PCs. They will be healed by the Ravnican priests, and
without delay they will be teleported back to Ravnica.

Gralhund Villa
When the party arrives at the grounds of Gralhund Villa, they will find a detachment of guards waiting
outside the gates on the streets. They will be expecting the party and will let them into the grounds on
sight.

Inside, the place has been cleaned up, and a crew of Gralhund family servants (minus the ones killed in
the earlier attack) will be on duty. These servants were interviewed and determined to be unaware and
unconnected with the family’s entanglements with both the Zhentarim and the Cult of Asmodeus. The
“dwarf” Barok Clanghammer is living here. He is actually the adult gold dragon Aurinax, though he will
not reveal that fact unless he is forced to fight to defend the party members.

If the party gets away from the Ravnicans, it is presumed that the Waterdeep forces also overwhelmed
the Ravnicans and managed to send them back to their home plane empty handed.

The PCs will be permitted to stay at Gralhund Villa for the time being until Laeral Silverhand, Vajra
Safahr, Barnibus Blastwind, and their allies can help them come up with a plan to start searching for
clues to find Tacinda Verlasen.

In terms of local politics, the invasion of the courtroom by the Ravnicans has completely derailed the
Masked Lords and any thoughts of questioning locals. They now are all hot and bothered about how to

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keep Waterdeep safe from incursions by extra-planar beings, and they are going to be holding months-
long hearings to endlessly debate that, giving the party ample time to formulate a plan of action.

The Zhentarim have been crippled after the Githyanki attack, as the Xanathar Guild forces used the
cover of the chaos of the Gith attack to smoke out and destroy the highest-known Zhentarim leaders
and most well-connected agents of the Black Network in the city.

Word will also get out very quickly that the Xanathar has put a bounty on the heads of the PCs, and he
wants them brought to him alive so that he can personally “interrogate” them. He still holds a grudge
against Tacinda Verlasen, and rumors say that he still believes anyone associated with “that damnable
witch” must have had something to do with stealing the treasure that rightfully belonged to The
Xanathar.

This puts a little urgency into the making of plans, and the PC’s allies urge them to get out of the city and
started on their investigation within the next two tendays.

The remainder of the session will be spent with the PCs trying to make contact with their personal allies
in Waterdeep and hunting down leads. Here are 20 rumors about the githyanki and their activities on
Toril and around Faerun that people know. Those with an F at the beginning are false.

1. F A pack of githyanki and monstrous humanoids were seen near Icewind Dale last summer.
2. Wizards from Kara-Tur have mentioned that ship captains sailing east of that continent have
reported strange lights in the night sky to the east, headed beyond the horizon.
3. Rumor says that Lammakh Heirlarpost is one of the masked lords of Waterdeep. He is a human
male who had inherited his business from his mother. He made money by undercutting prices
compared to smaller businesses and being a middleman for guilds and those providing raw
materials. He was very overbearing.
DM NOTE: His favorite color is blue, and he is often angry. He is bought and paid for by The
Xanathar, and he is a misogynist who hopes to see Laeral Silverhand and Vajra Safahr torn down
from their positions.
4. F The Githyanki have started a major mining operation in the jungles of Chult.
5. A small party of Githyanki were seen exploring the ruins of Mount Hotenow less than three
months ago.
6. Rumor says that Zereth Keltaerond is one of the Masked Lords of Waterdeep. He is a human
male who held extensive trading arrangements with Calimshan.
DM NOTE: His favorite color is purple, and he seems easily and often surprised by things that
don’t seem all that surprising. He is bought and paid for by The Xanathar, and he is a misogynist
who hopes to see Laeral Silverhand and Vajra Safahr torn down from their positions.
7. F The Githyanki were seen three months ago scouting the defenses of the Great Library at
Candlekeep.
8. Less than a year ago, the Githyanki conducted a slave raid in Maztica, taking both humans and
elves as slaves.
9. Rumor says that Halark Tarncrown is a Masked Lord of Waterdeep. He is a human male who
was a merchant and investor of great success.
DM NOTE: His favorite color is orange, and despite his success he often seems sad. He is bought
and paid for by The Xanathar, and he is a misogynist who hopes to see Laeral Silverhand and
Vajra Safahr torn down from their positions.

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10. The Githyanki were in Chult hunting for some rare ores and minerals that have been mined
there in the past.
11. F The Githyanki are on Toril in order to create new monsters in their insidious labs. They plan to
cross-breed slaves with extra-planar beings and create an army of unstoppable telepathic
soldiers to enslave the whole world.
12. Rumor says that Berithro Tharlivar is a Masked Lord of Waterdeep. He is a male half-elf who is a
jovial warehouse owner, shipper, and many-concerns investor.
DM NOTE: His favorite color is green, and he is almost always smiling. He is bought and paid for
by The Xanathar, and he is a misogynist who hopes to see Laeral Silverhand and Vajra Safahr
torn down from their positions.
13. F The Githyanki are looking for an ancient and secret dwarven civilization whose ruins lay buried
somewhere beneath the sands of the desert in Zakhara.
14. Dwarven miners and drow warriors alike have mysteriously disappeared in the Underdark near
Blingdenstone. Rumors say that some were seen being kidnapped by Githyanki.
15. Rumor says that Santar Belrune is a Masked Lord of Waterdeep. He is a human male who
relocated from Tharsult importer and very rich investor, fast becoming a Deep landlord of note.
DM NOTE: His favorite color is amber, and he often seems frightened of plausible and even
implausible possibilities for disaster or injury to himself or his interests. He is bought and paid
for by The Xanathar, and he is a misogynist who hopes to see Laeral Silverhand and Vajra Safahr
torn down from their positions.
16. F The Githyanki are searching for Rhymanthiin, the Hidden City of Hope in the High Moors that
was created by a ritual when Khelban Arnsun (the original Blackstaff) and other powerful
wizards sacrificed themselves to cleanse the Moors and rebuild a city where ancient
Faer’tel’miir once stood.
17. The Githyanki are always searching for powerful magical artifacts.
18. The Githyanki enslave others because they were once enslaved to a powerful and ancient race
of mind flayers, whose torture and arcane experimentation of their slaves led to the Gith gaining
their psionic powers.
19. The Githyanki have been spotted several times in the last six months in Port Nyanzaru in Chult.
20. F The Githyanki are constructing a secret base inside of Mount Hotenow.

The Grand Tournament


Volo has created a tournament bracket system that sets up a qualifying round of group combat and a
final tournament of single elimination combat. In the group combat there are 32 teams that are put into
16 different combats. 20 of the team are 4-person teams, and 12 are 2-person teams, for a final head
count of 108 individuals entered in the tournament. There are 200 entries, but Volo has planned 4 grand
melees to whittle down the 92 excess entrants to just four so that the final count is 108.

Below are the organizations and the number of teams they have entered in the Team Tournament:

Organization Name No. Teams Size Total Score


Carpenters’, Roofers’, and Plaisterers’ Guild 1 4 273
Cellarers’ and Plumbers’ Guild 1 2 426

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Organization Name No. Teams Size Total Score


Dungsweepers’ Guild 2 4 170, 451
Fellowship of Salters, Packers, and Joiners 2 2 163, 416
Guild of Butchers 1 2 421
Guild of Stonecutters, Masons, Potters, and Tile-makers 1 4 935
Loyal Order of Street Laborers 2 4 428, 343
Most Careful Order of Skilled Smiths and Metalforgers 2 2 384, 232
Most Diligent League of Sail-makers and Cordwainers 1 4 153
Order of Master Shipwrights 1 2 288
Splendid Order of Armorers, Locksmiths, and Finesmiths 1 2 398
Wagon-makers’ and Coach Builders’ Guild 1 2 552
Wheelwrights’ Guild 1 2 280
Temple of Moradin 6 4 271, 997, 502, 540,
409, 114
Temple of Tyr 6 4 169, 576, 336, 704,
696, 155
Temple of Gond 1 4 626
The Arena 2 4 999, 998

Volo has also introduced a spirit of competition in those who have donated in order to attend the
tournament. They have been giving armbands that are either purple (lavender) or green. The lavender
armbands have a stylized ZA on them, and the wearers have declared themselves to be members of
“Zandri’s Angels,” an official supporter group that Volo has registered, founded, and drawn up articles of
incorporation to establish. The green armbands have a stylized GG on them, and the wearers have
declared themselves members of “Galibar’s Goons,” another official supporter group that Volo has
established.

The Angels and the Goons will each pick champions in every match during the group melees and single
elimination combats.

The sixteen entrants into the single elimination tournament are the following, and the organizations
they represent.

Rank Fighter Organization


1 Zandri – half-elf (4 HD) Arena (Zandri’s Angels)
2 Galibar – half-orc (4 HD) Arena (Galibar’s Goons)
3 Brother Thrasanz Hardhelm (4 HD) Temple of Moradin (997)
4 Serilye Wervanion (3 HD) Stonecutters and Masons (935)
5 Friar Ulric Drake (3HD) Temple of Tyr (704)
6 Friar Ulric Cloudfang (3 HD) Temple of Tyr (696)
7 Adamant – warforged (4 HD) Temple of Gond (626)
8 Brother John de Bolbec (3 HD) Temple of Tyr (576)
9 Giles Fordye (2 HD) Wagon Makers (552)
10 Brother Geda Brickbrow (2 HD) Temple of Moradin (540)
11 Brother Thori Barrelchin (2 HD) Temple of Moradin (502)
12 Asher Duststone (2 HD) Dungsweepers (451)

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Rank Fighter Organization


13 Terrowin Woodleaf (1 HD) Street Laborers (428)
14 Fendrel Drake (1 HD) Plumbers (426)
15 Maerwynn Woodleaf (1 HD) Butchers (421)
16 Celniana Aluroe Niniana Qili – gnome (1 HD) Salters, Packers, and Joiners (416)

Tournament by Rounds – Day 1


Round 1 Round 1 Winner Quarterfinal Quarterfinal Winner
1 Zandri 1 Zandri 1 Zandri 1 Zandri
16 Celniana 9 Giles

2 Galibar 2 Galibar 2 Galibar 2 Galibar


15 Maerwynn 7 Adamant

3 Thrasanz 404 3 Trasanz 404 3 Trasanz 218 3 Thrasanz 218


14 Fendrel 273 6 Ulric Cloudfang 20

4 Serilye 432 4 Serilye 432 4 Serilye 183 5 Ulric Drake 200


13 Terrowin 229 5 Ulric Drake 200

5 Ulric Drake 400 5 Ulric Drake 400


12 Asher 371

6 Ulric Cloudfang 630 6 Ulric Cloudfang 630


11 Thori 424

7 Adamant 7 Adamant
10 Geda

8 John 381 9 Giles 451


9 Giles 451

Tournament by Rounds – Day 2


Semifinal Semifinal Winner Final Champion
1 Zandri Zandri Zandri
5 Ulric Drake 200 Galibar

2 Galibar Galibar
3 Trasanz 218

Templates for the Semifinal opponents:

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 Ulric Drake (Temple of Tyr) – Black Earth Priest template


 Trasanz (Temple of Moradin) – Gnoll Berserker template (Monster-a-day
https://homebrewery.naturalcrit.com/share/SJZhoglMz bite attack replaced with head butt
attack; bone claws replaced with maces)

Look Who’s Coming to Dinner


Lady Silverhand receives the diplomatic envoy from Ravnica, which consists of a Senator from the
Azorious Senate (Senator Galya), a General from the Boros Legion (General Blayse), and an Engineer
from the Izzet League (Arcanum Engineer Xander). Over the course of the dinner they answered many
questions and revealed more details about the connection that Tacinda Verlasen has to Ravnica and why
they think she is so important.

Follow the Leads in Chult


If the party decide to remain on Toril for a little while longer, they will have the opportunity to follow up
leads on the Githyanki activity in Chult. This will mean traveling to Chult in the captured Githyanki Astral
Vessel along with Barok Clanghammer and a Ravnican soldier (one of General Blayse’s men). The
soldier’s name is Davith Matzen.

Before leaving Waterdeep, Galibar will receive a visit from a man named Berithro Tharlivar. Berithro is a
jovial man, and he dresses predominantly in green and his carriage has green accents, as do the reins
and accents of his horses’ bridles and the cloak of his carriage driver. Berithro is bringing Galibar a gift
that he claims Galibar’s sponsor, Aussir Uaisbro, commissioned. It is a brooch that bears a design that
reminds Galibar of his sponsor, and it acts as a Brooch of Shielding when Galibar puts it on. But it is more
than a Brooch of Shielding. It is in fact an item that bears a very special kind of burden; an extremely
personal burden, just for Galibar.

The gift is not really from his sponsor, but it is from Xanathar. And the beholder has built into the brooch
the functions of a Sending Stone and a Scrying sensor. During the first day that Galibar has the brooch,
Xanathar will use it to communicate via Sending. This Sending will happen when Galibar is alone. The
message will make it clear that Galibar’s sponsor is in danger if he does not do exactly as instructed.
Galibar is to wear the brooch at all times, and he must be sure it is never covered. Galibar is also to
answer every time Xanathar communicates via Sending.

Xanathar says he only wishes to know as quickly as possible what news there is of the Githyanki so he
can begin forming his own plans for revenge against them. Xanathar also says that he will share with
Galibar any revelation or brilliant deductions he gains Galibar’s daily reports during their mission. He
says he sincerely wishes to help Galibar, and he also says it would be a real shame if anything happened
to Galibar’s sponsor while he was away. The Xanathar gives details about Aussir Uaisbro that make it
clear the beholder knows where she can be found at all times and that Galibar’s obedience is what will
keep her safe while he is away.

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He says, “Obey, and she will be kept safe from any harm while you are gone. Defy me… well, you don’t
want to know what will happen should you defy me. I promise you that.”

The Voyage to Chult


The journey to Chult aboard Lord Dagult’s Gift will take six days.

 Voyage takes 6 days (arrive on 6th day) Travel is 40d12 miles per day + 20% chance of forced
water landing each day
o On a forced landing the ship will be attacked by humanoid pirates
 1st morning (rewind): Oyo’s incident on deck. (990 days)
o During his morning exercises he perceives the merest dip at the rear of the ship, as if
either something very heavy were pressing down on the tail or as though the ship were
gaining altitude. It lasts only a moment and then is gone.
o If he looks over the back he sees the odd stern ramp rising back into place like a
drawbridge being closed.
o About 30 seconds later, Barok Clanghammer comes up from belowdecks and sees
Oyohusa. He talks to him briefly before he returns to his cabin. He says he had to go to
the hold of the ship and use the privy.
o If Oyohusa mentions anything about the movement he felt, Barok laughs and says he is
still finding his “sea legs.” He says airships are bobbed about on the winds and often
they pitch and roll and bob in unexpected ways because you cannot see the wind.
o 10% chance medium difficulty random encounter – 1 Hurricane, 3 Feathergale Knights,
and 4 Giant Vultures (vultures are mounts and do not attack)
 2nd day: sparring with Ravnican? Griffon attack. (989 days)
o Mated pair of griffons.
o 5% chance medium difficulty random encounter – one Harpy matriarch
 3rd day: air elemental attack (no Barok around) (988 days)
o One Air Elemental Myrmidon.
o Ballista from the ship: https://www.dndbeyond.com/monsters/king-hekaton
o 0% chance medium difficulty random encounter.
o 3rd night: Zandri’s dream – five voices calling her name. Each says her name once, and
only once, and does not respond to any of her questions. And each voice carries with it a
strong sense of emotion.
 Voice 1 – her mother (loving, tender)
 Voice 2 – Dorophil (proud, confident)
 Voice 3 – Atiel Aldarina (mocking, condescending)
 Voice 4 – Sylkaala (passionate, urgent)
 Voice 5 – Martem Trec (scared, sad)
 4th day: Barok conversation with Oyohusa/Thardram about the brooch (his concerns of being
watched) (987 days)
o 30% chance medium difficulty random encounter – one chimera
 5th day: sparring / RP (986 days)

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o 30% chance medium difficulty random encounter – two green dragon wyrmlings
 6th day: arrival in Port Nyanzaru (985 days)

Upon arriving in Port Nyanzaru, the party will reach level 5.

In Port Nyanzaru
When they reach Port Nyanzaru, they will spend a couple of days with Trade Prince Ekene-Afa, an ally
and contact of The Blackstaff. She and her family will host them at their villa, and they will introduce
them to three Trade Princes from the city who interacted with the Githyanki when they came
previously.

While guests of Ekene-Afa, they will meet with these Trade Princes:

 Ifan Talro’a – He holds a grudge against the Githyanki. The Githyanki sought him for information
about dinosaurs that can be used as beasts of burden. Ifan was excited, for it seemed like they
were wealthy customers who could perhaps buy many beasts. He invited a pair of them to drink
with him in his villa and he thought the negotiations were going well. But he woke up the next
morning with the worst headache he had ever experienced and only a vague recollection about
the night before. And to his horror, he discovered that not only had the Githyanki left without
purchasing any beasts, they had stolen a score of saddles and bridles for several different types
of dinosaurs.
 Jobal – Jobal is frightened of the Githyanki. They came to him asking after a guide and a hundred
sellswords to lead them deep into the jungle. When he pressed them for information on where
they wished to go, they balked, saying that was information they would only give their guide
once they left the city. After a time, it became clear to Jobal that the Githyanki meant the guide
and sellswords to only make a one-way trip and that they would not come back from the
journey. When he realized they wanted disposable slaves, Jobal refused, saying that he could
not provide that many without falling under scrutiny of the other Trade Princes. Like Ifan, Jobal
remembers little of the discussion with the Githyanki after that, and he woke with a splitting
headache the next day. He found no payment, and he discovered that three of his best guides
and over a hundred of his elite sellswords were missing.
 Kwayothé – She is a fan of the Githyanki. They bought enough insect repellent from her to
supply an army for a year. The Githyanki also paid her handsomely for information about two of
the other trade princes-- Kwayothé will not say who, other than to assure Ekene-Afa that she
was not one of them. Ixis and Indar both accompany Kwayothé to dinner, and Ixis takes a special
liking to Zandri.

DM NOTE: Both fiends must make active deception rolls against Barok Clanghammer’s Passive
Perception to avoid him recognizing them for what they are. If they do not beat Oyohusa’s
passive perception, he will get an uneasy feeling about them but will not know what they are. If
Barok Clanghammer detects that they are fiends, he will say nothing, but will invoke his draconic
frightful presence against them both as soon as he detects them. He then sternly tells Kwayothé
that their kind are not welcome in his presence. When he does, anyone who succeeds on a DC
20 or better Perception check can see that Barok’s pupils turn to cat-like slits and his irises

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appear to burn with golden fire. If the fiends fail their save against the draconic fear, they will
immediately go ethereal and flee back to Kwayothé’s Villa. Kwayothé will not want to stay after
this, but Ekene-Afa holds the threat of exposing her consorts as fiends over her if she does not
answer her questions, and—after Indar warns her telepathically of Barok’s great power—the
Trade Prince decides to stay for the meal. If Ixis deceives Barok Clanghammer or succeeds on
her saving throw against his draconic fear, the succubus in disguise flirts very suggestively with
Zandri and takes every opportunity to make physical contact with her, and if it can get her alone
even for a moment, the succubus tries to charm her. Not realizing that Zandri is not one of
Lolth’s children in spirit, the succubus will simply seek to indulge her pleasures with the half-
drow and does not attempt a draining kiss against her.

With Kwayothe’s servants exposed, they will use their Ethereal ability to escape the Hold Person spell,
and Kwayothe will taunt her host and the party with the dagger she holds. She says “I know all I need to
know now, and I’ve received a much better offer than being a Trade Prince here.” Twisting a ring, she
opens a portal… that originates inside her torso, dealing insane damage to her as it opens.

From the portal four Barlgura emerge, followed by a Master of Cruelties. The Barlgura will all assail
Barok, using his legendary resistances before the Master of Cruelties banishes him, leaving the party to
face the Master of Cruelties by themselves.

At Kwayothe’s house they will find journals tying her to the Githyanki and promising her a position of
authority when they establish their kingdom in this world. The dagger is a sign of their bargain with her.
She writes that she was told her blood would cause the dagger to open a portal that would bring allies
to her aid in a time of dire need.

She also has records of the insect repellant she sold them for a venture to Hrakhamar, enough to keep
the bugs off of a force of over 100 men for over two months. The timeline matches up with the other
merchant prince reports, and it indicates she was paid handsomely for her merchandise and for
engaging Indar and Ixis as spies for the Githyanki.

In Port Nyanzaru, the party will have an opportunity to partake in several activities:

 Dinosaur Racing (skills challenge) https://www.dndbeyond.com/sources/toa/port-


nyanzaru#DinosaurRacing

Player characters might get involved in a dinosaur race, either through their own interest or
because they’re approached by a racing team. In this case, you’ll need to play out the race. This
can be quite a bit of fun, especially if you let players whose characters aren’t directly involved
take over at least some of the NPC racers. Encourage everyone to race hard, even if it’s in the
group’s best interest for a particular dinosaur to win.

Other competitors:
Big Honker – tyrannosaurus 50 / 100 Rider is galibar
Banana Candy – hadrosaurus 40 / 50 Rider is gnome named Isi (+6 Animal Handling)
Bonecruncher – allosaurus 50 / 80 Rider is halfling named Kwalu (+4 Animal Handling)
Nasty Boy – allosaurus 50 / 80 Rider is goblin named Tefney (+5 Animal Handling)
Jungle Princess – deinonychus 40 / 60 Rider is human child named Azuil (+4 Animal Handling)

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A race runs a length of 300 feet; this is abstract, as a race actually covers a lot more ground.
Every round, each rider makes a Wisdom (Animal Handling) check; the DCs for different types of
dinosaurs are listed in the Racing Dinosaurs table. With each successful Animal Handling check,
the first number listed as the dinosaur’s speed is added to its “running tally.” If the check fails,
that dinosaur’s tally doesn’t increase that turn. When a racer’s tally equals or exceeds 300, that
dinosaur crosses the finish line. A racer can try to move at the higher listed speed by lashing the
animal furiously; in this case, the Animal Handling check is made with advantage, but the
dinosaur must also make a successful DC 10 Constitution check at the end of this round or its
speed is halved for the rest of the race.

No initiative is involved. Riders can make their Animal Handling checks in any order, or all at the
same time. If two or more dinosaurs cross the finish line on the same round, the one with the
highest tally wins. If the tallies are the same, the racers tied. In the event of a tie, brawls are
likely to break out in trackside betting pools.

In the unchained event, dinosaurs can attack other dinosaurs if their tallies are within 50 of each
other at the end of a round. Each dinosaur’s pertinent combat statistics are listed on the Racing
Dinosaurs table. If a dinosaur has half or fewer of its starting hit points, the rider makes Animal
Handling checks with disadvantage.

For simplicity, riders can’t attack or be attacked, but DMs with a cruel streak might be tempted
to relax that rule. Just be aware that if rider attacks are allowed, the event is more likely to
become a straight-up dinosaur fight than anything resembling a race. Raising a dinosaur to be a
racer is difficult and expensive. Most owners aren’t willing to lose one — especially a fast one —
in a weekly bloodfest.
 Saving Draza from the Executioner’s Run (skills challenge – focus on entertainment) “Save an
Innocent Man” side quest - https://www.dndbeyond.com/sources/toa/port-
nyanzaru#SideQuests
 Finding “Information” – Chult Rumor table - https://www.dndbeyond.com/sources/toa/port-
nyanzaru#GatheringInformation results of 06 – 12 or 83 – 87 instead reveal that someone met a
lunatic who claimed he had escaped from Githyanki captivity. The lunatic said that the Githyanki
were seeking some rare mithril alloys that are smelted by fiery lizardfolk smiths in Hrakhamar.

Dinosaur Racing
In the races, all the players attending will participate. Big Honker’s rider (the dinosaur that came in
second the previous day) has been disqualified for causing his mount to gouge Bonecrusher in the race
on day 985. On the following morning, Big Honker’s owner and trainer show up at the villa and ask to
speak to Galibar. They heard about Galibar’s winnings, the party’s heroics at the Beggar’s Gate, and the
word has filtered through the underground fast that Galibar is desperate to ride a dinosaur.

There is an owner’s “luxury clause” that allows an owner to replace a rider on short notice if the rider is
injured, killed, or otherwise unable to ride, and this involves paying dues for an entire year to the
jockey’s union and paying a fine to the dinosaur racing association. The owner and trainer inform Galibar

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that their rider is unable to participate, and they offer Galibar the chance to ride Big Honker in both the
two-legged race and the unchained race today. If he agrees, he will be asked to show up at the Dinosaur
Training Pens at noon to prepare for his races.

When Galibar is at the Dinosaur training pens later that day, he notices that all the other jockeys are
goblins, gnomes, or halflings. In other words, this is a sport primarily for little people. He also notices
that the saddle fitted for Big Honker is sized for a halfling, and he is told there is no time to fashion
another saddle.

Mechanically, this is going to impose some penalties on Galibar in the race. The first penalty is -1 on
every Animal Handling check because the dinosaur is not used to carrying a rider that weighs as much as
he does. The second is that every round he will need to pass a Dexterity DC 12 check in order to keep
from having his feet slip out of the stirrups.

Beyond Port Nyanzaru


Barok Clanghammer will wait to see what the party plans to do. Regardless of what they wish, he says
that he has a debt to some dwarves that lost a forge deep in the jungle. He will accompany the party if
they promise to help him assist those dwarves. If they will not assist him, he says his debt to the
dwarves is such that he must part company with them and he does not know how long it will be until he
can return to Waterdeep.

Whether or not the party follows up on any Chult Rumors other than going to Hrakhamar, the first two
places they go will repeat the rumor above, that someone met a lunatic who claimed he had escaped
from Githyanki captivity. The lunatic said that the Githyanki were seeking some rare mithril alloys that
are smelted by fiery lizardfolk smiths in Hrakhamar.

Hrakhamar and Wyrmhart Mine


Then the action will take them to the old Dwarf mining operation at Hrakhamar and Wyrmhart Mine.
They were here seeking two extremely rare elements that are themselves alloys of mithril and other
very rare metals.

The metals the Githyanki were seeking are Yogroelium and Kaspalt. Yogrelium by itself is an unstable
metal that oxidizes rapidly and loses its effectiveness as an arcane conduit. However, skilled smiths can
be alloyed with other metals to help direct and concentrate the flow of arcane energies in attunement
with a specific desired focus. For instance, when applied in one way it may channel fire damage, and
when applied in another way it may channel radiant or cold damage. Kaspalt is a metal that is extremely
hard but is very brittle. However, kaspalt can be alloyed with other metals to increase their hardness.
For instance, an armor plate made of gold alloyed with kaspalt would be harder than an armor plate of
equal thickness made from adamantine.

When alloyed with mithril, Yogroelium creates the substance Transfluromithe; and when alloyed with
mithril, Kaspalt creates the substance subduromithe.

Upon reaching Hrakhamar, Barok Clanghammer will inform the PCs that he does not plan to return to
Waterdeep for some time. Long ago he was once a friend to the dwarves of Hrakhamar (the ancestors of

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those who still live today), and he spent over a century with them at Wrymhart Mine. The promise of
adventure and the lure of the City of Splendors drew him away, and he feels like he wants to help the
miners reclaim their old mining operation and make the jungle flow with rivers of gold and dwarven-
crafted marvels once again.

However, it is not until the party reaches Wyrmhart Mine and the young red dragon named Tzindelor,
that Barok Clanghammer will reveal his true form, Aurinax the Gold Dragon. Aurinax blames Tzindelor
for the death of many of the dwarven miners, and he intends to destroy the red and take over the hoard
here as his own.

Hrakhamar
Nearby volcanic eruptions forced the dwarves to abandon Hrakhamar (map 2.9). They always intended
to reoccupy and reactivate the forge when it was deemed safe, but that day never came.

Firenewts moved in and put the forge to work crafting armor and weapons for themselves. A small
group of albino dwarves lurks in the jungle nearby and keeps watch on the forge, but their numbers are
too low to challenge the firenewts.

If characters travel within 10 miles (1 hex) of the forge, four albino dwarf warriors (see appendix D) spot
and approach them. Their spokesperson is blunt-talking Sithi Vinecutter. She lays out the problem:
“Firenewts have taken over our ancestral forge; then several moons ago, strange yellow-skinned
humanoids came leading an army of mostly humans. My life-mate, Kithi, went to speak to them,
thinking they may be allies.” She stops and her face becomes grim. “I can still hear Kithi’s screams as
they killed him. The rest of us fled into the jungle for a time and avoided being captured. We had to stay
away for nearly two full moons, and then our scouts quit seeing them. We have come back closer to the
area, and there is no sign of the yellow skins, but there appear to be several mass graves where some of
the humans were buried. But even after the strangers left, the firenewts still remain.”

Sithi tells the party that as a reward, each character will be allowed to take twenty 1-pound ingots of
refined adamantine from the forge, and the dwarves will lead them to the location of a crashed “flying
boat” from some far-off land (see “Wreck of the Star Goddess").

The dwarves offer to stand guard outside while the characters rid Hrakhamar of firenewts. If the
characters seem underpowered or in need of a guide, Sithi offers to accompany them. She remembers
the layout of the forge but doesn’t know how many firenewts are inside, or where they might be hiding.

When the forge was operated by the dwarves, it was linked by trade roads to Shilku Bay and other
points on the peninsula. Although those roads have endured forty years of neglect, in the vicinity of the
forge they were of dwarven construction, and not even a century of disrepair could erase a dwarven
road. The roads are buried under ash in the Valley of Lost Honor, but where the mountains rise above
the ash plain, the road can be spotted easily and followed to the forge entrance. A character who makes
a successful DC 13 Wisdom (Survival) check while examining the road sees scorch marks indicative of
firenewts or other flame creatures using it.

When the characters reach Hrakhamar, read:

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The entrance is a 10-foot-tall arched doorway beneath a massive relief carving of a crossed hammer and
tongs. Two iron doors were fitted to the entrance, but one lies on the ground, completely rusted off its
hinges, and the other sags so badly it appears as if it could collapse at any moment. Several buildings
once stood outside the forge, but they’ve been reduced to their foundations.

The entrance gradually narrows to just 5 feet wide by 10 feet high. The tunnel proceeds this way, sloping
downward very slightly but with occasional staircases leading down, for three-quarters of a mile before
reaching the forge proper. Scorch marks cover the walls and floor.

1. Magma Rift

The dwarves exploited a volcanic rift in the heart of Hrakhamar to smelt iron and adamantine, which
they lowered into the magma in clay crucibles.

A cavern of molten magma bubbles and flames before you. The cavern walls are lined with metal
gantries and cranes that support immense crucibles of scorched clay. Huge chains stretch across the
cavern, apparently to shuttle multi-ton buckets of ore across the lava. The heat takes your breath away,
brings water to your eyes, and bakes your skin. From where you stand, the only obvious way across is via
a narrow stone trestle built for rail carts. The sound of rhythmic hammering comes from somewhere
beyond the magma rift.

The magma is 10 feet below the level of the gantries and the rail cart trestles. Great chains span the rift
in two places, allowing ore to be hoisted across in buckets.

In the magma there dwell three fiendish guardians that the githyanki left behind to help the Overseer
(see area 3, below). These guardians are barbed devils. When the party enters, one of the monsters will
be in the northeast part of the map (near area 6), and the other two will be near the two cranes (one
just north of area 8 and one to the south of area 2). Note that the magma exists beneath the areas of
the map, so that the devils can swim (at half their movement speed) from any part of Area 1 to the
magma pool in area 2.

There’s no danger of falling if characters cross the magma on one of the two rail cart trestles. A
successful DC 10 Strength (Athletics) check is needed to cross hand-over-hand along one of the chain
conveyors. On a failed check, the character falls into the magma. A creature that falls in the magma or
starts its turn there takes 55 (10d10) fire damage.

2. Smelter

The hammering sound grows louder, but it’s not coming from the chamber ahead. This enormous,
rectangular chamber is a working smelter. A rectangular pit in the center of the room is filled with
molten iron. Six devices of dwarven design and make, arranged around the pit, siphon off the liquid
metal and draw out the impurities. A smaller pool in the southeast corner holds what appears to be
molten silver.

Creatures that look like a mix of humanoid amphibians and elemental fire are tending to the machines.
So far, they haven’t noticed you.

The hammering sound comes from the east.

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Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting
intruders, and the chamber is noisy, so the firenewts are surprised unless characters move around
openly or otherwise draw attention to themselves.

The central pit contains molten iron. The smaller pool contains molten adamantine, not silver. A
creature that falls into either pit or starts its turn there takes 55 (10d10) fire damage.

The crane to the south (overhanging area 1) is used to lower a crucible of ore into the magma river until
the ore is liquid. Liquified ore is rolled along the tracks into area 2, where it’s dumped into the
appropriate cauldron.

3. Armory (Converted to Office)

The dwarves’ enemies coveted the riches of Hrakhamar. To defend their trove, the dwarves stockpiled
weapons and armor in this chamber. The firenewts haven’t bothered most of it; they prefer their own
weapons over heavier dwarven designs, and the dwarves’ armor doesn’t fit them. However, their new
bosses ordered the weapons moved to Area 5, below.

Now inhabiting this area is the overseer the Githyanki left behind. This is a Black Abashai with two
Merregon bodyguards.

In here they find details of the records of the contracts that the devils had with the Githyanki.

 Githyanki supply 127 human slaves every six months


 Githyanki supply 31 albino dwarf slaves every six months
 Githyanki supply 29 firenewt slaves every six months (26 warriors and 3 warlocks)
 Slaves are responsible for producing 5,513 lbs of molten metal per day, 9 days of every tenday.
(Each specific metal and alloy is broken down by weight and production units)
 On 10th day slaves responsible for producing 2,756 lbs of molten metal—shortfalls from days 1-
9 to be made up on this day.
 Firenewt slaves are permitted to devour up to 27 human and 6 dwarf slaves every 30 days.
 Devils are permitted to use torture to deprive individual slaves of up to 3 nights of sleep and/or
5 days of food and/or 2 days of water every 30 days.
 Devils may each select up to one human slave every three months and up to one dwarf slave
every six months to be a contracted thrall to do the devil’s personal bidding, which can include
any assignments within or outside the mine and forge.

Githyanki Metallurgy
In the office, you find descriptions of material uses and purposes

Several Alloys:
The following alloys are smelted here in Hrakhamar. These alloys are used in combination with materials
supplied by the Githyanki in the manufacture of components for several arcane devices. The
metallurgical recipes and arcane formulas required for creating these alloys is detailed meticulously, but
properly deciphering it requires three prerequisites: a +12 bonus in smith’s tools, a 48 Arcana Check,
and a 53 Investigation Check to make sense of it. It’s like taking an “A” student from 4 th grade math and

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sitting them down in a class on theoretical fluid mechanics. Yes, it’s math—but it’s math at a level so far
beyond the experience of the student that even the components of the equation don’t make sense.

 Fulcaitium (alloy of yogroelium and silver, used with Kra'niar Distorted Mithril in producing the
Pendular Dislocation Magnetizer),
 Lospatrium (alloy of kaspalt, iron, and mithril, used with Zra'lis Doppler Croalium in producing
the Anion Spin Apparatus),
 Pestalt (alloy of yogroelium and iron, created in five-pound ingots for storage and
transportation),
 Desmoylium (alloy of kaspalt and iron, created in five-pound ingots for storage and
transportation),
 Scaithil (alloy of kaspalt, silver, and iron used with Cosmic Trangtin in producing the Volatile
Guidance Diffuser),
 Moprite (alloy of yogroelium and mithril, used with Ra'gor Diffraction Steel in producing the
Dro'khar Diffraction Matrix)

Several Materials:
The following materials are referenced, and there are notations that the devils are waiting on delivery of
more of these materials. They seem very proud of themselves that they have pushed their slaves to
achieve production goals early, and they are awaiting shipments of more materials to use in assembly.
There are no schematics nor details on the function of these devices.

 Ra'gor Diffraction Steel (used in Dro'khar Diffraction Matrix),


 Cosmic Trangtin (used in Volatile Guidance Diffuser),
 Zra'lis Doppler Croalium (used in Anion Spin Apparatus),
 Kra'niar Distorted Mithril (used in Pendular Dislocation Magnetizer)

Several Devices:
Indications are that components for these devices (components listed in parentheses) are assembled
here from the alloys and materials that get delivered here. Notes indicate that there are several
locations (possibly in other parts of Toril or on other planes) where multiple components are assembled
and final production is done at the Githyanki base of operations. There are no detailed schematics or
notes on the function of these devices.

 Volatile Guidance Diffuser (Drift Surger),


 Pendular Dislocation Magnetizer (Collision Repeller),
 Anion Spin Apparatus (Velocity Splitter),
 Dro'khar Diffraction Matrix (Pressure Binder)

4. Forge

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Molten iron and adamantine from area 2 is hoisted into the northernmost of these two chambers,
where it’s cast into ingots. Some of the metal was worked into tools and replacement parts on the anvils
in the room, but most of the iron was moved to the treasury (area 6). Adamantine ingots were sent to
the southern portion of the forge, where the massive stamping hammer in the center of the room
pounded out impurities. The pounding sound heard throughout the forge comes from this machine-
driven hammer.

When characters arrive, four firenewt warriors are in the northern chamber, and six firenewt warriors
are working in the southern chamber under the supervision of a firenewt warlock of Imix. See appendix
D for the firenewts’ statistics.

Iron Lever. The hallway between areas 4 and 6 is featureless except for a heavy iron lever set into the
north wall 20 feet from the door to area 4. The lever is in the down position and can be lifted easily.
Doing so extends the walkway across the magma to area 6, if the trap there caused it to retract. Moving
the lever while the gantry is extended causes gears to grind for a few moments deep in the rock, but
nothing else.

5. Stores

In these chambers, the dwarves stored supplies of every kind, from food to leather aprons to protective
goggles to parchment and ink. The firenewts looted all of it. Now the chief features of these rooms are
“nests” of ancient dwarven clothing, insulated gloves, and other padded material that the firenewts
sleep on in shifts. The smell in this area is horrid, like burning hair mixed with burning rubber. A
disturbance in any of the chambers awakens and draws in all the firenewts in the storage area.

The items from the Armory have been moved to these areas, scattered haphazardly among the rooms
here. The arms and armor include six each of battleaxes, greataxes, mauls, morningstars, war picks,
warhammers, and heavy crossbows, plus two hundred crossbow bolts and four suits of dwarven half-
plate armor. If characters are led here by Sithi Vinecutter, she’s willing to let the characters take one
weapon apiece.

The northwest room is unoccupied. In the northeast room, three firenewt warriors play knucklebones
with dwarven knuckles. Four firenewt warriors sleep in a heap in the middle of the southwest room.
The southeast room contains two firenewt warlocks of Imix arguing quietly over whether to denounce
the warlock in area 4 for heresy against Imix. See appendix D for the firenewts’ statistics.

6. Treasury

Two suits of dwarven half plate armor stand on either side of an adamantine-banded iron door. These
suits of armor were beautiful once, but now they’re scarred by weapons, scorched by fire, and smeared
with filth. The door has two locks, one above the other.

The dwarves sealed their treasure vault before leaving Hrakhamar, and it’s remained sealed to this day.
Despite their best efforts, the firenewts have been unable to force the door or defeat the locks.

Locked Door. The door’s upper lock is embedded in an adamantine frame resembling a stylized form of
the dwarven rune for “beginnings.” The rune can be interpreted correctly by a character who reads
Dwarvish. The lower lock was originally embedded in a golden frame in the shape of a stylized dwarven
rune for “endings,” but the firenewts scraped away the gold and used it to decorate their shrine to Imix

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(area 7). Scarring on the door hints at what used to be there; it can be interpreted correctly by someone
who reads Dwarvish and makes a successful DC 15 Intelligence (Investigation) check. Each lock can be
picked with thieves’ tools and a successful DC 20 Dexterity check.

The lower lock is trapped. The trap can be spotted with a successful DC 13 Wisdom (Perception) check,
but it’s impossible to disarm or bypass. The trap is triggered if an attempt to pick the lower lock fails by 5
or more, if the wrong key is used in the lock, or if it’s opened by any means before the upper lock. The
trap causes the metal gantry between the treasury and the forge (area 4) to retract west, leaving a 40-
foot gap across the magma. The bridge can be re-extended only by lifting the lever in the corridor from
area 4. The lever is too far away to be manipulated with mage hand by anyone on the treasury side of
the magma river.

The keys to the treasury were within the firenewts’ grasp. However, they failed to recognize the keys for
what they were and incorporated them into a statue they built in the shrine of Imix (area 7).

Side Chamber. The solution to opening the door lies in a seemingly empty side chamber near the
treasury. Anyone searching this room turns up a curious box tossed into the corner. The box is made of
iron and resembles a book, and it opens from both sides, rather like the front and back covers of a book.
One side bears the dwarven rune for “beginnings,” the other bears the rune for “endings.” Opening
either side reveals the impression of a key in the iron plate. The original keys for the treasury were
stored in this box.

With all the tools of Hrakhamar at their disposal, copies of both keys can be made from these
impressions by a character who has proficiency with smith’s tools and who makes a successful DC 10
Intelligence check. Sithi Vinecutter has the needed proficiency if none of the characters do. Musharib
(see “Finding a Guide") also has the necessary skill. After three failed checks, the box’s impressions are
ruined, and the box can no longer be used to mold new keys.

Treasure. The treasury contains the stockpiled wealth of Hrakhamar. Thousands of iron and adamantine
ingots are neatly sorted, stacked, and crated. Each iron ingot is worth 1 gp and weighs 10 pounds. Each
adamantine ingot is worth 10 gp and weighs 1 pound. If she is present, Sithi Vinecutter allows the
characters to collect their reward, though she watches them closely to be sure no one takes more than
twenty ingots.

Resting atop one crate is a gauntlet made of gold and sized for an adult dwarf. The dwarves of Chult call
it Moradin’s Gauntlet, and it’s customarily worn by the overseers of Hrakhamar. It is finely crafted and
worth 2,500 gp, though a wealthy dwarf would pay twice that much to acquire it.

7. Imix Shrine

It’s unclear what the dwarves used this area for, but the firenewts converted it into a shrine.

The reek of sulfur and burning flesh assaults your nostrils as the tunnel opens into a small chamber. At
the northern end of the room is a five-foot-tall statue made of iron, copper, gold, and silver, crudely
hammered together into a form suggesting something vaguely humanoid but also fiery. Four firenewts
worship before it.

The worshipers are two firenewt warlocks of Imix and two firenewt warriors (see appendix D for the
firenewts’ statistics). They fight to the death.

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The statue weighs 150 pounds and represents Imix, the evil, fiery primordial at the center of the
firenewts’ militarized, theological society. The statue has little artistic merit (firenewts are passable
smiths but poor artists). If the gold and silver are separated from the other metals, they’re worth 20 gp
and 400 sp, respectively. An albino dwarf or a character skilled at smithing could smelt out the valuable
metals with the equipment in Hrakhamar in a few hours.

A character who makes a successful DC 13 Wisdom (Perception) check while examining (or smelting
down) the statue of Imix recognizes an object hammered into its flames as having once been part of a
key. It’s the only bit of adamantine on the statue, and only the toughness of adamantine prevented it
from being hammered out of all recognition. Once the adamantine fragment is picked out, a more
careful search turns up a second fragment of gold, so thoroughly hammered that it’s barely
recognizable. These keys once unlocked the door to the treasury (area 6) and are beyond repair; so little
of them remains that not even a mending spell can fix them.

8. Smoke-Filled Caverns

The size and shape of this area are impossible to determine. Clouds of roiling smoke sting your eyes, and
drifting embers burn your throat as you breathe. You can, however, barely make out what looks like a
lantern farther back in the smoke.

These linked caverns are the lair of two smoke mephits. What the characters perceive as a dim lantern
is a dancing lights spells cast by one of the mephits to lure the characters deeper into the noxious lair.

All of area 8 is heavily obscured. Characters can move 10 feet per round by following a wall with their
hand; moving faster than that means taking 1 bludgeoning damage from banging heads and shins into
stone protrusions. After 2 rounds in the smoke, each character must make a successful DC 10
Constitution saving throw at the start of each of his or her turns or gain a level of exhaustion. Those who
hold their breath won’t gain exhaustion for as long as their breath holds out; characters who tie wet rags
across their nose and mouth or take similar precautions have advantage on the saving throw for 10
rounds, but then the rag dries out in Hrakhamar’s intense heat.

The mephits aren’t interested in attacking adventurers directly, but they’ll gleefully loot the bodies of
anyone who collapses in the smoke. If cornered, they beg for mercy. They offer to trade information for
their lives if a character makes a successful DC 10 Charisma (Intimidation) check. They know the forge is
infested with firenewts, where the newts’ giant strider mounts are kept, and that two dwarf prisoners
are tied up in the cells due west of the mephits’ lair.

9. Cells and Passage to Wyrmheart Mine

Firenewts are notorious torturers and eaters of humanoid flesh. Prisoners are tied up, gagged, and
tossed here until the firenewts decide how to inflict the most intense and longest-lasting pain on them.
Most prisoners are dead within a tenday, but they wish for the end much sooner. Nonetheless, there are
27 human slaves in the cells here.

Dwarves are the exception. There’s much about the workings of Hrakhamar the firenewts still don’t
understand. Captured dwarves are tortured for hints about how the foundry’s tools and machines work.
There are seven albino dwarf warriors imprisoned here. The two luckless leaders of the dwarf prisoners
are tied, gagged, and blindfolded here when characters arrive. Their names are Laz Drumthunder and

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Malkar Stonegrist. Both are wounded and have 1 hit point remaining. They are also starving,
dehydrated, and suffering from 5 levels of exhaustion. Laz will recover normally with time and care, or
magical healing. Malkar has gone mad; he shudders uncontrollably and screams nonstop if his gag is
removed. A lesser restoration spell or comparable magic is needed to restore his sanity. If Laz and
Malkar are taken to Sithi Vinecutter, she and her companions look after them.

None of the prisoners can add to any information that the party was able to find through investigating
the documents in the office.

The tunnel winds southward 40 miles to Wyrmheart Mine, which has been taken over by the dragon
Tzindelor and her kobold minions (see “Wyrmheart Mine"). The tunnel is passable and the rail cart
tracks are intact for the full length, but encounters with carrion crawlers and giant spiders are
guaranteed. As characters get closer to Wyrmheart Mine, they might also encounter bands of kobolds.
The albino dwarves know where the tunnel leads but are quick to warn characters about the red dragon
that has taken over Wyrmheart Mine.

10. Mine Cart Bay

The dwarves parked their ore carts and flatbed rail carts here when they weren’t in use. Two of each are
still here, and both are in minimal working condition.

The firenewts use the area as stables for twelve giant striders (see appendix D). The giant striders are
tethered, but the tethers are meant only to keep them from crossing the westernmost line of cart tracks
and wandering through the tunnels. An angry or alarmed strider can easily break loose, and these
vicious creatures become both angry and alarmed when they see humanoids who aren’t their firenewt
masters.

As soon as a non-firenewt enters area 10, the giant striders begin stamping, growling, and straining at
their tethers. Beginning on the following round, 1d3 giant striders break loose each round and attack or
join in an ongoing battle. They don’t attack firenewts, and a firenewt can hop onto a giant strider and
ride it as a mount using the standard rules for mounted combat.

Travel to Wyrmhart Mine


Travel from Hrakhamar to the Mine will be handled as a Skills Challenge. Because it’s a 40-mile trek and
the published adventure suggests there may be encounters, the Skills Challenge will be modified from a
win-loss binary outcome to a multi-tier outcome based on the ratios of successes to failures.

Skills Challenge
Format: Regular Skills Challenge Rules (successes and Failures, rotating skills from turn to turn and round
to round) and we will play out 25 skill uses over five mini-challenges.

Barok Clanghammer and Chindler Deron will not take part in the Skills Challenge. However, you gain two
benefits from them being with you:

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 Because Chindler is along, you will get one extra re-roll. This is because of the Knight’s ability to
give advantage to an ally during combat a limited number of times per day. The players will
choose when this ability gets applied.
 Because Barok is along, you will get two automatic successes—when you fail a skill check, you
choose to succeed instead. This is because of the dragon’s legendary resistance feature. The
players will choose when this ability gets applied.

Round 1: Firenewt Lunch Break


The fire newts plan to turn a group of slaves into lunch. Can you stop them? DC = 20

Round / Turn Succes Failure Scenario


s
1/1 You come upon a firenewts that are getting ready to attack a
group of exhausted slaves.
1/2
1/3
1/4
1/5

Success – Each party member can add +1 to their initiative in the fight at the mine (below)

Failure – Expend one hit die that you could normally use to recover HP in a short rest.

Round 2: Githyanki Tunnel Patrol


You come across a group of Githyanki patrolling the tunnels. Can you elude detection or make sure they
never get back to their base? DC = 21

Round / Turn Succes Failure Scenario


s
2/1 Some Githyanki Warriors are on patrol. Can you elude detection
or be sure they don’t get back to base alive?
2/2
2/3
2/4
2/5

Success – the DC for Round 4 is reduced by 2.

Failure – Expend one hit die that you could normally use to recover HP in a short rest.

Round 3: Kuthrik Hive Hatching

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You encounter a group of rocky spheres near some odd-shaped tunnels that seem to burrow into the
walls of the main passage. As you near, they begin to tremble and they crack apart, revealing terrifying
monstrosities inside that scuttle out and swarm across the tracks before you. And then an enormous
Kuthrik Hive Lord breaks through the side wall of the tunnel and attacks! DC = 22

Round / Turn Succes Failure Scenario


s
3/1 Kuthriks attack! Can you make it past them without becoming
baby food?
3/2
3/3
3/4
3/5

Success – Each party member can add +1 to their initiative in the fight at the mine (below)

Failure – Your hit points are now at your bloodied value. We will take a short rest, and you can use HD
and/or any other spells or healing resources to replenish them to full.

Round 4: Githyanki Tunnel Patrol


You come across a group of Githyanki patrolling the tunnels. Can you elude detection or make sure they
never get back to their base? DC = 20 (or 18 if Round 2 was a success)

Round / Turn Succes Failure Scenario


s
4/1 Some Githyanki Warriors are on patrol. Can you elude detection
or be sure they don’t get back to base alive?
4/2
4/3
4/4
4/5

Success – The DC for Round 5 is reduced by 2.

Failure – The DC for Round 5 is increased by 2.

Round 5: Outer Perimeter Sentries

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You come across the Githyanki sentries on the outer perimeter. Can you eliminate them so they can’t
raise a warning to the rest of the Githyanki stationed here? DC = 21 (19 for R4 success / 23 for R4
failure)

Round / Turn Succes Failure Scenario


s
5/1 It’s the Githyanki perimeter sentries. Eliminate them so they can’t
raise an alarm!
5/2
5/3
5/4
5/5

Success – Each party member can add +1 to their initiative in the fight at the mine (below).

Failure – Reduce your current hit point total by 6 going into the fight at the mine (below).

Wyrmhart Mine
A clan of shield dwarves operated this iron mine (map 2.14) up until forty years ago, when it was
conquered by a young red dragon named Tzindelor. Tzindelor amassed a following of kobolds, who call
her Tinder. When the Githyanki came, they killed about half the kobolds and enslaved the rest, and they
have left a small force to see that the kobold and remaining human slaves keep up the work of mining
ore and sending it to Hrakhamar for the firenewts to refine.

Approximately once per month, a small Githyanki astral vessel returns to the area of the mine and
collects the refined ore to take it to their base on Toril in the far-away land of Osse. So small are the
trace amounts of both rare metals found and smelted into mithril and adamantine that they are only
able to produce approximately one thousand pounds of alloy every month.

The dragon occasionally leaves to hunt but spends most of her time sleeping at the bottom of the mine.
The kobolds rig their shared lair with numerous traps. Many parts of the mine still show signs of the
dwarves’ battle against Tinder, including the scattered and charred bones of those who died.

The dwarves left three ore carts in the mine, all in working order or repairable. The cart track circling the
main shaft is quite steep; not as steep as stairs, but steeper than most ramps. The ore carts are built so
that the downhill end (the front) is higher than the uphill end (the back). This allows them to sit level on
the sloping track, but they look odd on level ground. A heavy draw rope and harness are hooked to the
back of each cart so that a trained dinosaur could pull the heavy load up the track. A stout, lever-
operated brake controls its descent.

Carts can be shunted onto the side passages if the tracks are switched using a crowbar (one is stashed
near each siding). When characters arrive, the tracks are set to bypass all the sidings and run straight
through to the bottom.

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Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control
round and round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart
when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
before the cart hits takes half damage, based on how far the cart descended before they jumped, but
each creature must also succeed on a DC 10 Dexterity saving throw or tumble over the edge of the track
and plunge to the bottom of the shaft.

1. Office

This building has walls made of closely fitted stone with large windows, and a wide, overhanging tile
roof. It’s now overgrown with vines and creepers, but the structure is still solid.

The door is swollen shut and must be forced open with a successful DC 12 Strength (Athletics) check, but
the windows can be climbed through easily. Startled lizards and birds flee through the windows when
anyone enters.

The building’s contents have all rotted. Ledgers mildewed into slime long ago. Tables and cabinets are
covered with creepers, bird droppings, and the bones of small animals. Stools collapse if any weight is
put on them. There’s no information and nothing of use here.

2. Supply Shed

This building is made from closely fitted stones and has a tile roof, but no windows. Portions of the wall
are crumbling where tree roots are pushing the stones apart. Gouges and scars show where someone
tried to hack through the heavy door with axes but gave up after making little headway.

The axe marks are only a few feet off the ground (having been made by kobolds). The door can be
forced open with a successful DC 10 Strength (Athletics) check.

Dozens of crates and barrels are stacked inside. Several have been toppled over by tree roots growing
beneath them. Stored food and water is inedible, but the other supplies are mostly still usable, even if
they won’t be especially useful to adventurers. They consist of tools for mining, stone-working, and iron-
working, shovels, lanterns and candles, miners’ helmets, heavy gloves, spare wheels, axles, and brakes
for ore carts, grease, thick rope, tar, brushes, brooms, and so forth.

3. Ore Cart

An ore cart sits on the tracks at the entrance to the mine, held in place by a block under the wheels.

The cart’s metal box is still solid, but one of the axles is broken and the other screeches horribly. The
supply shed (area 3) contains the parts and grease to get it rolling again. The old brake looks solid, but
each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who
inspects the brake and makes a successful DC 10 Intelligence check. The brake can be repaired with
spare parts from the supply shed.

4. Upper Shaft

Inside the mine, the cave opens into an enormous, 250-foot-deep pit. The dwarves left a stout stone
column in the middle to support the roof, and they built a wooden walkway to span the pit from south

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to north. Despite many broken or missing planks, the walkway is fundamentally solid. Tracks for the ore
carts descend around the walls of the pit in a clockwise fashion. Enough daylight filters through the mine
opening to create dim illumination to the bottom of the shaft.

The kobolds living in the mine believe (correctly) that this upper level is haunted by dwarven spirits. The
kobolds avoid the upper level of the mine except when they must exit or enter. They use the wooden
bridge exclusively and never walk along the cart track past area 5.

5. Haunted Forge

This was the dwarves’ forge and workshop. Many of the miners retreated here when Tinder attacked,
but the dragon incinerated their barricades and then burned them out with her breath. The entire area
from the bottom of the steps to the backs of the chambers is scorched and black. A dozen or more (it’s
difficult to sort them out) charred skeletons litter the chambers. One dwarf skeleton is more recent than
the others (the body has been dead for three years) and not charred; it lies near the base of the steps, in
a face-down, head-down position that implies the dwarf died while scrambling down the steps. This was
a member of Hew Hackinstone’s expedition who fell victim to the haunted forge.

Six specters haunt the forge, three in each chamber. They are all that’s left of the mine’s dwarven
defenders. The first character to enter either chamber is attacked by the specters in that chamber, and
those from the adjoining chamber arrive 2 rounds later. The specters can’t leave the forge.

Treasure. Most of the dwarves’ possessions were burned or melted by dragon fire, but one skeleton
wears a mithral breastplate that survived the flames.

6A. Ledge

This platform is lit by a torch in a wall sconce. It appears that kobolds used to stand guard here, but it
seems this is abandoned except for whoever occasionally patrols and re-lights the torch. Rough-hewn
steps descend to area 6B.

6B. Egg Nursery

Seven small reptilian humanoids guard this room, the walls of which have niches carved into them. Each
niche is lined with moss and holds a brown egg the size of a small orange.

Seven kobolds guard this room, which serves as the kobolds’ egg nursery. These kobolds protect their
eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs.

6C. Rolling Stone Trap

A tripwire stretches across the mouth of the tunnel where the lower passage joins the cart track. It can
be spotted with a successful DC 13 Wisdom (Perception) check. If the tripwire is missed, each character
who passes through the tunnel mouth has a 50 percent chance to trip it and trigger two mechanisms.
The first mechanism is a spring-loaded wooden contraption resembling a claw that swings out from the
wall of the mine shaft up-slope from this tunnel to snap across the tunnel mouth. Whoever triggered the
trap must succeed on a DC 13 Dexterity throw or take 7 (2d6) bludgeoning damage from the claw. One
round later, the second mechanism releases a 5-foot-diameter stone sphere that drops into the cave
(marked T on the map) and rolls into the wooden claw across the tunnel mouth, which is demolished by
the sphere’s impact — but not before diverting the sphere onto the cart tracks. The sphere careens

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down the tracks until it reaches area 11, where it derails and smashes into the urds’ living quarters. (The
urds easily hear it coming and get out of the way.) Everyone in the sphere’s path must succeed on a DC
13 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. Instead of
being hit by the sphere, a character who fails the saving throw can opt to leap off the tracks and fall to
the bottom of the shaft; this succeeds automatically. The sphere can’t be slowed down by Strength
checks because of the steep incline of the tracks.

7. Upper Landing

Two kobolds stand guard near some old crates. One keeps an eye on the cart track, while the other
watches the stairs to the south. If one kobold falls, the other flees down the stairs to warn its kin in area
8.

Ore Cart. The ore cart north of this area appears to be in working condition, though its brakes have a 10
percent chance to fail each time they’re used.

8. Main Living Quarters

The north passage connecting this chamber to the cart track is trapped with a swinging log studded with
spikes. A character moving through the passage has a 50 percent chance to trip the trigger wire, which
can be spotted with a successful DC 13 Wisdom (Perception) check. Each creature in the passage when
the log swings through must make a successful DC 13 Dexterity saving throw or take 10 (3d6) piercing
damage and be knocked prone.

A fire smolders in a pit in the middle of the chamber, with lizards, bats, and quippers slowly roasting on
sticks propped around it. The fire illuminates the cave’s kobold occupants.

During daytime, this room contains 2d6 kobold slaves, 3d10 human slaves, and two Githyanki Warriors;
at night, that number swells to 6d6 kobold slaves, 7d10 human slaves, and three Githyanki Warriors. Day
or night, all the occupants except the Githyanki are noncombatants—the slaves are worked to a state of
continual exhaustion and will not pick up weapons to defend their Githyanki overlords or even
themselves. Unless some loud disturbance has awakened them, the slaves sleep piled atop one another
on mounds of reeds that are infested with small lizards and other vermin.

Shrine. The chamber to the east is a shrine to Tiamat. It contains two empty barrels, atop one of which is
a 3-foot-tall statue of the dragon deity assembled from bits of metal, glass, wood, and stone. Offerings
of food are piled around the base. None of the statue’s components are valuable, but it would be worth
10 gp to any curio collector in Port Nyanzaru. The statue weighs 15 pounds. Other than the statue of
Tiamat, there is no treasure. Everything the slaves find of value is surrendered to Tinder or the
Githyanki.

9. Githyanki Warriors’ Quarters

This area has been outfitted with bunks and military-style footlockers for the five Githyanki Warriors
who have been ordered to remain on guard in the mines to keep the slaves working. One is always
sleeping here during the day, and two at night. During the day, two Warriors

10. Big Smash

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A boulder is precariously balanced on a ledge above the cart track at this point. A rope tied round the
boulder passes through an iron ring on the central pillar and through another near the kobolds’
chambers. If the kobolds hear an ore cart rumbling down the tracks, four of them race out and prepare
to yank this rope, timing it so the boulder smashes down on the cart. They make an attack roll (+4 to hit)
against the cart’s AC, which depends on its speed. Rolling at top speed (no brakes), the cart has AC 16. If
occupants are using the brakes to control its speed, the cart has AC 8. If the cart’s occupants engage or
release the brake when they see the kobolds pulling the rope, to change the cart’s speed, it has AC 12.

If the boulder hits, every creature in the cart takes 5 (1d10) bludgeoning damage. Roll a d6 to determine
what happens to the cart and its occupants:

1–2. The cart continues down the track unhindered.

3–5. The cart derails into area 11. Each creature in the cart is thrown out, lands prone, and must succeed
on a DC 12 Dexterity saving throw or take 5 (1d10) bludgeoning damage.

6. The cart tumbles off the track and falls 125 feet to area 12. A creature in the cart can make a DC 12
Dexterity saving throw to leap out before the cart goes over the edge and falls. On a successful save, the
creature lands prone on the cart track. On a failed save, the creature goes over the edge with the cart
and takes damage from the fall, as normal.

11. Slavemaster’s Quarters

Once used as a secondary work and storage area for the dwarven miners, this cave now serves as living
quarters for the Githyanki Hungerer (shadar’kai Soul Monger) that is the commandant of the mine, the
Githyanki Gish who acts as the lieutenant commander, and the three Githyanki Knights that act as their
bodyguards.

Ore Cart. The ore cart on the siding below this area appears to be in working order, but the brake handle
will snap off the first time it’s used.

12. Bottom of the Shaft

The floor at the bottom of the shaft is littered with charred dwarven skeletons. A 60-foot-high waterfall
pours out of the north wall, forming a large pool about 10 feet deep. All you can hear is the sound of
crashing water.

A dozen charred dwarven skeletons litter the floor. Eight of them are ancient and covered with calcium
deposits, but four are fresher (they’re from Hew Hackinstone’s ill-fated expedition three years ago). The
kobolds stripped them of anything valuable.

An underground stream pours out of the north wall 35 feet above the cart track (60 feet above the floor)
and plunges through the trestle before splashing into a pool on the mine floor. It’s only a thin curtain of
water, but it makes a lot of noise and it raises enough mist to keep the bottom of the shaft perpetually
damp. The pool is home to 2d6 quippers. A fishing net is rolled up nearby.

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Passage to Hrakhamar. An elevated cart track enters a tunnel in the north wall and continues northward
(more or less) for 40 miles to the firenewt-infested smelter and forge of Hrakhamar. It’s passable and
the tracks are intact for the full length, but encounters with kobolds and other monsters are likely.

13. Audience Chamber

This cave looks out over a much larger cave. Hanging from pegs at the back of the overlook are four
ferocious-looking wooden masks and four capes made of scaly dinosaur hide dyed bright red.

When the kobolds have tribute for Tinder or need the dragon’s advice or approval, they send their
fawning, groveling emissaries to this ledge overlooking the dragon’s lair. The kobolds don the
ceremonial wooden masks and capes before addressing their overlord.

If characters put on the masks and capes before peering into area 14, and they make themselves seem
kobold-sized, they have a chance to fool the dragon into believing they’re kobolds, but it’s easy to slip
up. First, the kobolds speak only Draconic to the dragon. Second, they fill their speech with flattery and
overblown honorifics such as “your titanic, blazing majesty” and “thou unquenchable, unendurable
furnace.” Third, they never, ever question the dragon’s proclamations or judgments. Whenever one of
these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’
Charisma (Deception) checks to see through the ruse. If additional characters are hiding on the overlook
during a conversation with the dragon, each must succeed on a DC 19 Dexterity (Stealth) check (with
advantage if they’re completely out of sight from area 14) to evade notice.

14. Tinder’s Lair

Tzindelor, a female young red dragon better known as Tinder, spends most of her time here, dozing atop
her treasure hoard. Tzindelor has been reduced to a virtual prisoner (pampered and indulged to the
extreme to be sure) in her own lair since the arrival of the Githyanki. They have long experience dealing
with red dragons, and they slowly curried favor with Tinder by the introduction of a young male red
dragon named Boituoy. By positioning themselves as allies and servants of the dragon (after all, they
have greatly increased her treasure hoard), they earned enough trust that they have been able to build
up numbers to the point that they hold a tactical and arcane advantage over the dragons, and they
could, in fact, kill or enslave Tzindelor if they wish. But she has been so flattered by their praise and their
gifts and so distracted by the romantic interludes with the male dragon that she has failed to realize she
is no longer the one calling the shots here.

Otherwise, she’s out hunting and terrorizing her neighbors. Characters have improved chances to sneak
up on her from area 12, thanks to the loud waterfall there (either they have advantage on Stealth checks
or Tinder has disadvantage on Perception checks, whichever is more appropriate to the situation). The
dragon can’t be surprised if kobolds triggered the boulder trap in area 10, and she can’t miss the sound
of an ore cart rolling down the tracks or a loud spell going off anywhere in the complex.

The dragon is inclined to kill anyone she doesn’t recognize but might converse with adventurers who
have something interesting to say. Being young, she still has much to learn about the world. If flattered
and offered a sufficient bribe (offerings worth at least 500 gp), she can even provide basic directions to
any landmark within 100 miles of Wyrmheart Mine.

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The dragon doesn’t hold back when it comes to using her breath weapon; she loves watching her prey
scream and burn in the flames. In a desperate situation, she’s confident she can fly up the mine shaft
and escape faster than any intruders can pursue.

Treasure. The dragon’s hoard contains 9,300 gp, 30,000 sp, 125,000 cp, a gold-embroidered scabbard
(25 gp), a dragon-shaped medal and chain fashioned from gold (50 gp), a copper mug with jade inlay
(100 gp), and a potion of greater healing.

Old crates and barrels near the south wall contain 1d12 each of dwarf-made breastplates, helmets,
shields, warhammers, and battleaxes. One of the dwarf-made battleaxes is actually a +1 battleaxe that
floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks made to
swim. Etched into the haft of the battleaxe are Dethek (Dwarvish) runes that spell the weapon’s name:
Bob.

The Battle for Wyrmhart Mine


When the party comes to Wyrmhart Mine from Hrakhamar, we will have a modified hero battle here.
The dragons will fly up the shaft at area 12 to the outside, while the party are attacked by Githyanki (5
warriors, 3 knights, one Gish and one Githyanki Hungerer – see Shadar-Kai Soul Monger stat block). The
Soul Monger will be reskinned to look like a Githyani, and the only change in build will be the exchange
of one 7th level spell. In addition to Finger of Death (xdy damage), the Githyanki Hungerer will have
Plane Shift. Also, the abilities of the Soul Monger that deal necrotic damage will deal psychic damage
instead to match the thematic nature of Githyanki. Finally, when the Hungerer shows up, Chindler will
shout a warning to the PCs. It will be clear that he has faced this kind of monster before, and it will be
clear that the Hungerer recognizes Chindler’s regalia and targets him as a significant threat (Chindler will
be the target of the Hungerer’s Finger of Death spell).

 The Githyanki Hungerer will have used its Seeming spell to transform itself and all the other
Githyanki into the form of human slaves. Some of the slaves will rush to the party and beg them
to help them escape, saying they have not seen the Githyanki overseers in some minutes (this is
true) and they do not know how long it will be until they return.
 The Githyanki will appear as some of the more exhausted and slow-moving slaves who are
further away from the party.
 The Githyanki Hungerer will use its Wave of Weariness (only 5d8 damage … roll in Roll20) attack
on the party before any of the other disguised Githyanki rush in and begin their attacks.
 Then in the first full round of combat, the Hungerer will attempt to use its Chain Lightning attack
if it can target at least three PCs.

Aurinax will be unable to contain his rage upon seeing Tzindelor and he will immediately attack her. For
her part, the female red dragon will fly up the shaft and draw Aurinax away from the Githyanki. The
Githyanki Knight who has trained and raised Boituoy will attempt to restrain him, but the red has
developed a deep romantic affection for the female dragon, and will fly up the shaft after Aurinax. If the
Knight manages to grab onto the reins and saddle that are on Boituoy, the dragon will smash the
Githyanki against the wall of the shaft high above, and send him falling 150 feet to what is almost certain
death below (this will remove 1 Knight from the fight with the PCs).

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The dragon fight will take place entirely offscreen and will be narrated at Initiative count 0 of every
round.

Round 1:

Aurinax attacks (1d20+14) Tinder - claw (2d6+8), claw, bite (2d10+8) (3 hits for 47 damage)
Aurinax Legendary (2d8+8) 1 vs. Tinder (hit for 18 damage)
Aurinax Legendary (2d8+8) 2 vs. Tinder (hit for 19 damage)

Tinder 178 - 47 - 19 - 18 = 94 hp

Boituoy 178 - 0 = 178 hp


Boituoy attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (3 misses)

Tinder attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (2 hits for 28 damage)

Aurinax 256 - 28 = 228 hp

Round 2:

Aurinax attacks (1d20+14) Tinder - claw (2d6+8), claw, bite (2d10+8) (3 hits for 41 damage)
Aurinax Legendary (2d8+8) 1 vs. Tinder (hit for 16 damage)
Aurinax Legendary (2d8+8) 2 vs. Tinder (hit for 18 damage)

Tinder 94 - 41 - 16 - 18 = 19 hp

Boituoy 178 - 0 = 178 hp


Boituoy attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (3 misses)

Aurinax 228 - 13 = 215 hp

Tinder attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (2 hits for 23 damage)

Aurinax 215 - 23 = 192 hp

Round 3:

Aurinax attacks (1d20+14) Tinder - claw (2d6+8), claw, bite (2d10+8) (2 hits for 31 damage)
Aurinax Legendary (2d8+8) 1 vs. Boituoy (hit for 15 damage)

Tinder 19 - 31 = dead xxxx dead

Boituoy 178 - 15 = 163 hp


Boituoy attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (3 misses)

Aurinax 215 - 0 = 215 hp

Round 4:

Aurinax attacks (1d20+14) Boituoy - claw (2d6+8), claw, bite (2d10+8) (3 hits for 43 damage)
Aurinax Legendary (2d8+8) 1 vs. Boituoy (miss)

Boituoy 163 - 43 = 120 hp


Boituoy attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (1 hit for 15 damage)

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Aurinax 215 - 15 = 200 hp

Round 5:

Aurinax attacks (1d20+14) Boituoy - claw (2d6+8), claw, bite (2d10+8) (3 hits for 40 damage)
Aurinax Legendary (2d8+8) 1 vs. Boituoy (Hit for 24 damage)

Boituoy 120 - 40 - 24 = 56 hp
Boituoy attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (3 hits for 45 damage)

Aurinax 200 - 45 = 155 hp

Round 6:

Aurinax attacks (1d20+14) Boituoy - claw (2d6+8), claw, bite (2d10+8) (2 hits for 32 damage)
Aurinax Legendary (2d8+8) 1 vs. Boituoy (Hit for 18 damage)

Boituoy 56 - 32 - 18 = 6 hp
Boituoy attacks (1d20+10) Aurinax - claw (2d6+6), claw, bite (2d10+6) (2 hits for 26 damage)

Aurinax 155 - 26 = 129 hp

Round 7:

Aurinax attacks (1d20+14) Boituoy - claw (2d6+8), claw, bite (2d10+8) (1 hit for 14 damage)

Boituoy 6 - 14 = dead xxxx dead

Round 8:

Aurinax drops the severed heads of Tinder and Boituoy down the chimney onto the treasure hoard, then
flies down to confront any enemies left.

If the fight goes badly for the PCs (when two or more are reduced to 0 hp and if there are more
Githyanki remaining than PCs), the cavalry will arrive. This will take the form of a group of 30 Albino
Dwarf Warriors led by an additional 5 Albino Dwarf Spirit Warriors, who will rappel down the shaft from
the surface and join the fight to help the PCs. The dwarf leaders have been led by the nature spirits to
expect a sign of liberation, and seeing Aurinax fighting two red dragons is the what they take to be that
sign. They have been watching and preparing for several weeks, knowing the force of Githyanki is small,
and taking advantage of the red dragons being attacked by their ancestral ally to do what they can to
attack the Githyanki.

This overwhelming number of reinforcements will be enough to overwhelm the Githyanki warriors and
to cause the Githyanki Knights, Gish and Hungerer to Plane Shift away.

If the fight goes in the PC’s favor, then the Githyanki Gish and Hungerer will each Plane Shift away if they
are bloodied and they are outnumbered, and any Githyanki Knights left alive at that time will also Plane
Shift away (the Knights will not Plane Shift away before the Gish and Hungerer, even if it means they are
killed).

If the party comes to Wyrmhart Mine from the surface (area 1), the first kobold fleeing from area 6B
above will alert the Githyanki in area 8, who will in turn rouse the Githyanki in areas 9 and 11, and they

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will call on Tzindelor to aid them. The dragon does not dare defy the Githyanki, and if she learns a gold
dragon is here, she will fight with terrifyingly ferocious intensity to try to destroy the other dragon.

Once Aurinax wins the battle, his draconic flaws are in full view. He is exceedingly jealous and greedy
when it comes to defending what he already sees as HIS treasure. He makes it very clear that he
considers every copper piece in the hoard as his own treasure, and he expressly forbids the PCs from
touching any of it or taking so much as a claw, a scale, or a tooth from the corpse of Tzindelor. If they
even act like they are going to try to take part of the treasure or the defeated dragon’s corpse, Aurinax
will use every means necessary to intimidate, threaten, or frighten the PCs into fleeing the mine. If any
of the PCs insist on trying to defy the dragon, he will use physical attacks as a last resort, but he will
avoid unleashing his fire breath weapon on the PCs unless they attack him.

Aftermath of the Battle for Wyrmhart Mine


When the battle is finished, Aurinax takes a long time to cool down from his anger. He spends an hour or
so marching around the battlefield inside the mine tearing open the coin purses of the fallen Githyanki
and finding the specific gold pieces that had been stolen from what he considered his treasure.

Shortly thereafter, he demands to speak to the leader of the Albino Dwarves. He tells him that he smells
the stink of kobold and that they should go through and purge the upper levels of the mines of any
kobolds and free any slaves they find. He also gives jobs to the PCs, and it’s clear that this is now a full-
blown, arrogant, greedy, entitled gold dragon calling the shots, and not the friendly companion who
traveled from Waterdeep with the party. Let the party know they are now seeing up close (maybe closer
than they ever wanted to be) just how far above everyone else dragons can set themselves when they
feel like there is a job to be done and they are the only ones who know how to do it.

PC Jobs
 Galabar is sent with some dwarves to go deal with the kobolds. If any enemies are trying to set
up defenses, Galibar is to smash them and teach the enemies of Aurinax a lesson about what it
means to be on the wrong side of an angry dragon.
 Adamant is sent with some other dwarves to go deal with the slaves. He is to use his healing
magic and spells. Aurinax would also be grateful to Adamant if he can consecrate any areas that
may have been defiled by the red dragon or the Githyanki or the kobolds (if there have been any
shrines set up like the one they found in Hrakhamar).
 Oyohusa and Thardram are asked to go with yet more dwarves that will be sent out on the
surface to track any activity of the Githyanki and the kobolds. See what they can learn about the
comings and goings of the Gith who bring supplies and take back materials to any other bases.
Look for anything like teleportation circles or landing zones for the Githyanki ships and help the
dwarves start generating ideas to destroy those or set traps for the Gith when they come again.
 Zandri is asked to stay near Aurinax and the Albino Dwarf leaders. If she chafes against that
(which the DM expects that she will), Aurinax will explain that for some reason he is afraid for
her, and he wants to keep her nearby until the Blackstaff comes so that he can protect her.
DM NOTE: It’s not total bullshit and an insight check will reveal that to be the case. Aurinax
senses that Zandri is on the verge of a monumental change, and somehow he is thinking that

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means she is in great danger. In reality, he is sensing the growing and impending manifestation
of Sune’s power in her, and he will recognize that as soon as he sees it.

What follows is a series of short vignettes that the PCs will experience.

Galibar – Galibar goes with the dwarves to the upper levels. They find that both humans and kobolds (as
well as a small number of dwarves) have all been enslaved and are nearly dead from exhaustion and
overwork that the Githyanki taskmasters put on them. The kobolds will admit they came here to serve
the red dragon Tzindelor and that they once had places of honor as her servants. But since the Githyanki
came, they have been enslaved like the other humanoids.

The dwarves have memories about being driven out of this place by the red dragon and her kobold
allies, and they have little to no pity on these beings. They also genuinely fear the wrath of Aurinax if
they do not kill every kobold they find. When they reach the level of the nursery, they find the only
kobolds who offer any resistance, as those (also weak and somewhat malnourished) look to guard the
eggs of the kobold group. These are the only kobolds who put up a fight against the dwarves or the PCs.

Adamant – The group of dwarves that Adamant travels with goes along with Galibar’s group for the first
part of the journey until they reach the first slave pens, where they find kobolds on one side and
humans mixed with a few dwarves on the other. All three races of slaves are mistreaded, malnourished,
dehydrated, exhausted, sick, and close to death without some sustained care.

The dwarves make it clear to Adamant that they intend to follow the orders of the dragon with respect
to letting the kobolds die (or helping them into death) and tending only to the needs of their kin and the
humans who have been enslaved here.

Oyohusa and Thardram – It is easy to follow the tracks of the Githyanki and the slaves that have trekked
through the jungle within about a mile of the surface-level mine entrance. About a quarter-mile away is
a platform that has been constructed of flat stones, and a large (25-foot diameter) teleportation circle
has been inscribed there. Then less than a mile further is a clearing that has been created—one large
enough for a ship the size of Lord Dagult’s Gift to land.

There are all kinds of trees and boulders and other materials around, and the dwarves ask Thardram and
Oyohusa for their ideas on how to set traps at the landing site or along the path back to the mine
entrance in case the Githyanki return. They hope to be able to bring at least the seed of an idea back to
Aurinax, and they realize it will take days, if not a tenday or more of work to fortify the mine against
more attacks, but they say that word has been sent out to the Albino Dwarf villages across Chult, and
they expect that within a tenday their numbers may grow to as many as 200 or more hearty dwarves
that are ready to both defend and reopen the mines to make Wyrmhart a vibrant and living place once
again.

Zandri – Zandri finds herself suddenly being treated like the queen that these dwarves have never had.
The dwarven leaders take Aurinax at his word, and they believe that he wants Zandri to advise them on
how they should organize their culture and the protocols that Aurinax demands they follow in dealing
with him. They don’t treat her like she is a secretary or receptionist; they believe that Aurinax has
brought her here to install her as the new ruler of this place (second only to himself of course) and that
she speaks with the authority of the dragon in all matters.

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During this time, there is a collapse of some materials and one of the dwarven leaders is gravely
wounded—in fact, he will die if he doesn’t receive nearly immediate medical aid. In that moment, Zandri
hears a woman’s voice in her mind. It says, “Daughter, go to him—I am with you!” As she nears him and
reaches out to the fallen dwarf, she feels a warm heat in her hands, and to Zandri’s eyes she can see a
soft, reddish glow making something like a web around her fingertips. And when she touches the fallen
dwarf, she feels what she knows to be Sune’s power flowing through her. It feels like a molten river
through her veins and her fingers cramp as though they have been frozen in a block of ice. She shudders
as the power flows through her, and the dwarf inhales deeply and sits bolt upright—every scrape,
bruise, and broken bone in his body instantly healed.

The dwarf who was healed stares at her, his mouth agape, and then he drops facedown to the floor and
says, “My lady—my life is yours to command. Tell me how I may serve you.” And as Zandri looks around,
still feeling both the heat and the chill of Sune’s power having flowed through her the first time, she
sees all the other dwarves nearby drop to their knees and put their heads to the floor, holding their
arms outstretched toward her as though they have suddenly found themselves in the presence of a
living deity.

It’s only after this event happens and when word comes back to Aurinax about it that the dragon’s mood
suddenly softens. Hearing about this, he immediately recognizes that this is what his dragon sense was
trying to tell him about a change coming to Zandri. He thought it meant that she was in danger, but he
realizes now that it meant her life was suddenly going to take on a very new direction.

After this event happens, if Adamant or Galibar want to approach Aurinax about the disposition of the
kobold slaves, he will be more willing to listen to reason.

Returning to Waterdeep
Two days after the battle, the party receives a sending from the Blackstaff. “Be ready. I am coming.
Please inform Aurinax—I do not want him spooked by my arrival.”

She arrives, and she is wearing a Heward’s Handy Haversack. She takes off the Haversack and removes
three small chests from inside, and she presents these to Aurinax. The first is filled with 500 platinum
coins. The second is filled with jewelry that looks like it could buy a title of nobility in Waterdeep. And
the third is filled with all different colors of gems—amethysts, sapphires, emeralds, rubies, diamonds,
and more that are every color of the rainbow. Each must be worth at least 100 gp and there are
probably 100 or more in there. Aurinax immediately plucks one out and pops it into his mouth, working
it around in his gums and over his tongue as though he is sucking on a piece of hard candy. He gives a
thrilled purr of delight and something like a shiver courses down his spine.

She tells Aurinax that this is a token of the friendship and respect that he has earned in Waterdeep, and
she says that by unanimous vote (the only unanimous vote in twenty years) the Masked Lords of
Waterdeep have all voted to make it illegal for any Open Lord or Masked Lord of Waterdeep to compel
any metallic dragon into a binding oath ever again. They do not want any future leaders to be able to
repeat the sin of Dagult Neverember in conscripting a dragon into the service of the city. She also
delivers the message that Aurinax is welcome in Waterdeep at any time—as an honored guest and a
valued friend.

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Then she gives the party a brief opportunity to say their goodbyes to the dragon and the dwarves, and
she casts Teleport to take them with her back to Waterdeep.

The allies in Waterdeep have learned that the Githyanki have erected a currently-impenetrable magical
barrier around a section of central plateau in Osse, they believe that with the help of their Ravnican
contacts they know a way to build an arcane drill platform that can be employed to penetrate that
barrier. But it will take several months to construct, and it will require arcane materials that are not
available on the Material Plane, meaning someone will have to travel to other worlds and planes of
existence to get them.

Both Barnabus and the Blackstaff have concluded that this may be a good time for the PCs to visit
Ravnica to see what they can learn from that culture. Perhaps some training and exposure to the exotic
weapons and advanced military tactics of the Ravnicans can help with their quest. They are now
convinced that the primary goal of the Ravnicans is keeping Tacinda Verlasen alive and safe and away
from those who can use the knowledge that was separated from her for great evil.

They are also continuing research along with their new ally from the Izzet League into exactly which
planes hold the materials that they will need to construct the arcane drilling device. Another delegation
from the Azorious Senate and the Boros Legion is expected in Waterdeep in two days’ time. The party is
welcome to stay with Lady Silverhand or elsewhere in the city, and they are asked to return to the Great
Hall of the Castle at 9:00 am in the morning in two days’ time, when the Ravnicans are expected to
arrive.

There is only one scripted scene the DM would like to complete during this time (hopefully we can get
through it on February 9). There will be a ceremony at the Temple of Sune where Zandri is “examined”
in a theological sense to gauge her dedication to Sune’s church. This is like a formal ordination
ceremony, but halfway through something very unexpected happens.

Zandri’s double-bladed scimitar begins to glow, and then it rises on its own as sparks of red-golden
energy arc from its blades. The haft of the weapon glows first red and then gold. Then it flashes with
red, gold, and white light crackling along the blades and the haft of the weapon. The scimitar floats to
the large statue of Sune that looms above the main sanctuary of the temple. The statue’s arms move
forward, palms upturned, and the weapon comes to rest laying across them, right in front of Zandri.

It’s clear this is something that is unique. It’s a sign that nobody in Sune’s temple has ever seen before.
As the weapon comes to rest all the glowing ceases and everyone sees that the haft and blades bear fine
etchings that include familiar symbols of Sune and several designs that nobody has ever seen before, all
seemingly traced in mithril or gold.

Finally, the high priest will go rigid, her eyes go blank, and a voice that sounds both faraway and yet very
powerful speaks through her. It utters the following:

“Zandri Etherstar, daughter of Alexis and Zau Vi’ir, know that you are this day a chosen champion of Our
Lady Sune Firehair—a… the first Justicar chosen by our goddess to blaze a new path that others of the
faith may one day follow in service of Our Lady. Daughter, your path will lead you to many worlds and
into the teeth of many perils. Take up your weapon, and may it be both a sign of your faith and a
reminder of your call to serve the goddess. Walk always in her ways, and may the blessings of Sune
enfold you and guide you.”

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With that, the priest collapses and the room falls completely silent. When Zandri takes up her double-
bladed scimitar, a red and gold glow will surround her, and golden sparks will flash from her. At that
moment, her class will change, and she will become a Level 6 Justicar of Sune.

The Next Phase of the Journey


What follows is the next phase of the journey.

Accompany the Ravnicans


If the party decide they want to go with the Ravnicans (or if they are defeated in the fight after failing
the skills challenge), they will be instructed to gather, along with Jarlaxle Baenrae, and thereafter be
teleported to Ravnica… but they won’t end up where the Azorians and Boros Legionnaires expect. Here
is a link for a lot of D&D monsters from Ravnica: https://www.dndbeyond.com/sources/ggtr/welcome-
to-ravnica#IndexofStatBlocks%E2%80%94MonstersandNPCs

A Dimir Agent
One of the wizards involved in teleporting the Ravnicans and their guests back to Ravnica is, in fact, a
House Dimir agent. They have maneuvered things so that they will be in charge of teleporting the
Waterdeep visitors with them. Their intent is to go to a Dimir safe house, but there is some interference
in the teleportation magic, and they don’t wind up there. Instead they wind up in Area B2 of The Felicity
Triskelion module map. The area differs from the published description (see below for homebrew
customization).

Ravnica Adventure: The Felicity Triskelion


This adventure is located in the DMs Guild folder under Community Content for 5e.

Getting to the UndercIty


The gateway into Brobourg is located in the lower reaches of Precinct Four, half a mile northwest of
Nivix and about a quarter mile east of Tin Street. Heading to the gateway requires the adventurers to
move through the streets of Precinct Four. Dungeon Masters seeking to spice up the journey may
generate random encounters during the journey by rolling on the People on the Street — Precinct Four
table in Guildmasters’ Guide to Ravnica.

Brobourg
A1. Undercity Entrance

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This 15 foot wide pothole in the street has a small ledge creeping along the northern edge. The ledge
descends downward 15 feet into area A2. Read or paraphrase the following: The warm smell of fungus
softly wafts from a large hole in the pavement. Peeking into it shows only a moss-covered ledge and
darkness, complete and utter darkness. Some noises also climb their way to you, dripping of what you
hope to be water, the buzzing and clicking of insects, but no conversations, birds or machinery.

A2. Undercity Entrance

Two winged kraul warriors stand guard here. They do not initiate violence, instead asking the
adventurers their reason for visiting. If the adventurers mention Peren, the felicity triskelion, the Orzhov
or the Rakdos, one of the kraul offers to escort the party down to speak to Kakerlake (the resident kraul
death priest.) If the party makes up any other excuse/reason for being there the warriors insist that they
buzz off. If combat breaks out here, one of the warriors stands to fight while the other attempts to
escape and warn the others.

A3. Rot Pit

This pit is filled with black rotting ichor. Any creature falling in must succeed on a DC 11 Constitution
saving throw or contract sewer plague as described in the DMG. Beneath the filthy surface of the water
lurks a black pudding. The pudding does not leave the pit unless it is disturbed. If disturbed it will slink
out of the pit, chasing whoever disturbed it and fighting until it is reduced to 20 hit points or less, at
which point it attempts to retreat back into its pit.

A4. Awakened Door

The door here is made from two awakened shrubs. These shrubs are trained to remain inert for one
minute if anyone approaching them utters the kraul word for “open.” Characters who pass through the
doorway without speaking this word are attacked by the awakened shrubs. The shrubs are attached to
their hinges and can only attack a creature passing through the threshold of the door. Each other door in
this neighborhood functions the same way.

The Streets
B1. Main Thoroughfare

Whatever material was used as the walls for this street is hidden beneath layers and layers of fungi,
moss and skeletons that seem to have been rotting here for many years. The street is empty and dark.

B2. Courtyard

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This is where the party will appear when they are teleported into the area with the House Dimir spy.
This open stone courtyard has a staircase that leads up toward the Upper Tier. There is an entrance to
residence D1 in the northeastern corner of the courtyard.

When the party appears, several figures are standing on the stairs above. One is the Kraul death priest
(https://www.dndbeyond.com/monsters/kraul-death-priest), Kakerlake. The death priest has 2 winged
kraul warriors (adventure PDF p. 15) and a rot grub swarm
(https://www.dndbeyond.com/monsters/swarm-of-rot-grubs) attending her. Kakerlake wears a
necklace with a carved bone figurine worth 5 gold zinos. Two undercity necrolisks (adventure PDF p. 17)
like the ones in area C3 are here. As soon as the party teleports in, Kakerlake points her staff at the
Dimir spy and says, “Danger! Protect me!” and the necrolisks attack the wizard.

The wizard cries out and desperately starts casting a spell, but the necrolisks catch the wizard in their
gaze and the wizard makes a horrible saving throw. Before the party’s eyes, wizard’s body seems to
wither and rot within seconds, and then it falls over as a dead husk. Immediately the two necrolisks leap
at the fallen corpse and begin tearing chunks of rotted and decaying flesh from it.

The necrolisks ignore the party as long as they don’t attack, and Kakerlake calls out, using Thaumaturgy
if need be, for the PCs to stand down as they are in no danger from her, her companions, or her
guardian necrolisks. She will explain that their coming was foretold and that it was revealed to her they
would be accompanied by a wizard who meant to harm them. She introduces herself and invites them
to seek shelter before they continue on their quest for the artifact that brought them here.

Kakerlake - The Death priest of Brobourg is quite young. She’s unsure about herself and has trouble
making decisions without the approval of her peers or superiors. Unlike most Kraul, Kakerlake is not
particularly fearful of surface dwellers. She has never had a bad experience with them and is more likely
to be friendly than standoffish. Ideal: Surface dwellers and the ones living in the Undercity should all get
along peacefully. Bond: I care about this neighborhood and will do my best to keep things as they are.
Flaw: I think I rose to death priest too soon; I need guidance because this is a responsibility too big for
me to handle.

B3. Kraul Outpost

Two kraul warriors stand guard here, watching the doors to area B4. They attack creatures who enter
the area without a kraul escort. From the moss of the walls some fungi were grown to serve as weapon
racks, and 3 spears dangle from it. There is also a tree stump in the middle, about 6 feet tall. The stump
has several marks and punctures that reveal its usage as a training dummy.

B4. Sewer Access

The floor of this room is covered by a large metallic hatch. The hatch is rusty requiring a successful DC 15
Strength (Athletics) check to open. Opening the hatch reveals an entryway into the deeper sewers of the
Undercity.

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The Upper Tier


C1. Upper Tier Foyer

This raised platform allows access to the upper tier of the neighborhood. In the north-east corner stands
an elevated wooden box. Inside there are several papers, ranging from notes on the caretaking of the
root garden to letters to the residents of the neighborhood.

C2. Rot Garden

Read or paraphrase the following: This area looks like an underground garden. Some fungi emit soft
light, illuminating the area in a faded blue and yellow glow. These lights shine on the plants and flowers
present in the garden. The colored leaves rest peacefully on the rotting corpses that feed them.

There are several useful items within the rot garden, which serves as the primary source of food and
medicine for the neighborhood. Characters who spend five minutes or more foraging in the rot garden
may make a DC 10 Wisdom (Survival) check. If successful, this foraging yields 1d6+2 pounds of food and
1d6 gallons of potable water. Foraging characters who are proficient with an herbalism kit may
exchange 1 pound of food and 1 gallon of water for the appropriate ingredients to brew an antitoxin, or
2 pounds of food and 2 gallons of water for the appropriate ingredients to brew a potion of healing.

C3. Necrolisk Pen

Two undercity necrolisks live in this region and viciously maul any non-kraul who enter the area.
Undercity necrolisks are four legged, flesh-eating undead reptilian creatures whose deadly gaze drives
the life force from their victims. They will obey the kraul death priest’s commands. Their nest is in the
northwest corner and is made of soft green moss.

The Residences
D1. Kraul Den

This area is home to eight kraul who live and work in this neighborhood. The floor of this entire room is
covered by the remains of an enormous kraul corpse. Some of the shattered remains are large enough
to be used as beds, and it is clear that the kraul living here are doing so. A bed in the south east corner
of the room is clearly made from an enormous kraul skull. Dark green moss hangs from the ceiling to the
floor, working as curtains and dividing the room down the middle from north to south. There will be two
winged kraul warriors here if the meeting did not take place in the courtyard.

D2. Kakerlake’s Home

The home of the death priest has a quite unique ceiling decoration. Hanging from it dangle skeletons
from several different species. A minotaur skull stands out by size alone. All the skeletons are hanging by

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carefully braided green moss. It looks like the same type of moss as the one used as curtains in the Kraul
den. In the south west corner, a massive claw is being used as a bed. And in the center of the room a
mushroom was grown to serve as a desk. On this desk stands a vase of beads and semi-precious gems. A
successful DC 15 Intelligence (Investigation) check correctly appraises the collection of jewels at 15 gold
zinos.

D3. Peren’s Home

Two kraul warriors stand guard at the door here. Kakerlake has ordered the place sealed until “the
strangers foretold” can assess what is going on with the strange creature who has taken up residence
there and the strange artifact it has. Read the following: The inside of this home is spattered with blood
and gore. A creature is within. The creature may have once been humanoid, but is now a hideous,
misshapen wretch: Lumpy, twisted flesh bloats in some areas while sagging in others. Its limbs have
become malformed tentacles and its torso and head are covered in fleshy nodules. It no longer bears
even a passing resemblance to a humanoid and is driven entirely by fear and pain, lashing out at any
living thing that approaches it.

DM NOTE: The creature (Rogad’s transformed form – adventure PDF p. 16) will fight to the death. The
creature within is the mutated thing that Rogad turned into upon touching the still active felicity
triskelion. The creature seeks to mindlessly consume any living thing it contacts, absorbing the biomass
into itself. Contact with the Felicity Triskelion has warped Rogad’s body into a hideous mockery of a
horror. If/when the creature is killed, Rogad Nar’s spirit can be contacted via speak with dead. A DC 13
Intelligence (Investigation) on the corpse is enough to discover an Orzhov charm between the masses of
flesh. On the following sunrise or sunset after the creature is killed, Rogad Nar’s soul awakens in a space
occupied by the creature’s body as an indentured spirit. Shortly thereafter, he is magically summoned to
Orzhova.

The Felicity Triskelion

The Triskelion is not a cursed item, but it does have an effect on one of the party members. In addition
to its gold and platinum, it has rubies inlaid where the interlocking circles described on the item meet.
Oyohusa is fascinated by and drawn to the triskelion, and he very much wants to hold it.

As soon as he touches it, he must make a DC 20 Intelligence check to try to solve the Triskelion. On a
failure, he is compelled to keep it on his person (as though it were a cursed object) and he will not
willingly give it to anyone else for any reason. Every 24 hours, he must make a DC 18 Charisma Save to
avoid being compelled to try to solve the mystery of the object again. If there is no combat going on, he
will pull the Triskelion out and examine it for a minute, ignoring everything around him until he can
make a DC 20 Intelligence check.

On a successful Intelligence check, he discovers the right combination of mystic motions or actions
(leave that up to the player) to unlock communication with the triskelion. He then starts talking to the
triskelion, and he must make a DC 20 Wisdom check to tear himself away from it. Otherwise, he is
compelled to continue talking with the object until he is attacked. He will ignore others, forego sleep,
food, or water. He will only fight when he is attacked. He can attempt another DC 20 Wisdom check
every minute to tear himself away from conversation with the device.

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The triskelion tells Oyohusa that it offers a gift to everyone who learns to speak with it as he has. Most
of them are “like that other guy,” and the triskelion does not find them worthy, so it punishes them. But
it likes Oyohusa, and it thinks it knows something Oyohusa would really like to have. So it has decided it
will guide Oyohusa to this something. “Don’t thank me now, pal,” it tells him. “You’ll thank me when we
find it.”

The Triskelion has the following properties:

 Once per day, it will tell Oyohusa some random fact about its creator, Sardior (player’s choice
what that fact is… lets him build his knowledge and share what he is learning with the rest of the
PC as he decides he wants to).
 Three times per day, it can identify a magic item (as the spell).
 Once per day, it can cast Cure Wounds at 2nd level. It will only cast Cure Wounds on Oyohusa,
and it will only cast it on him if he is bloodied. It uses Sardior’s spellcasting modifier (CHA 29,
+9), and it heals him for 2d8+9 HP. Oyohusa cannot activate this ability, it is only activated on
the whim of the Triskelion, and it doesn’t always activate. It seems to be a moody and
unpredictable device. The triskelion almost always complains that Oyohusa should learn to fight
better every time it has to heal him.
 One time each day, the Triskelion will reveal one more fact about the “gift” it wants to lead
Oyohusa to find:
o That it’s a weapon
o That it’s magical
o That it’s a magic sword
o That it was forged by Sardior, the same entity that made the triskelion
o That Oyohusa had better hope Sardior finds him worthy, or Oyo will not like what
happens when he picks the weapon up.

DM NOTE: I plan to introduce Oyohusa’s weapon at 7 or 8. It will have the properties of a rare item.
When the party hits tier 3 (level 11), it will gain the properties of a very rare item. When the party hits
tier 4 (level 17) it will gain the properties of a legendary item.

The Story of Rogad Nar

Rogad Nar was a Dimir spy whose ambitions far exceeded his capabilities or station. He was assigned to
infiltrate the Orzhov and had risen to the rank of Syndic, acting as an enforcer. It was in this capacity
that he was entrusted with the duty to collect overdue payments from a guildless curio collector named
Peren.

Based on the language and demeanor of the priest who assigned Rogad the task of collecting from
Peren, he assumed that this was of vital importance to the Orzhov (it was) and an opportunity for
advancement within the guild (not so much). Rogad became obsessive and reckless as he pursued
Peren. The Devkarin proved remarkably elusive, always remaining one step ahead of Rogad’s efforts to
track him.

When Rogad discovered that Peren had taken a recent audience with the Cult of Rakdos performer
Ophyira aboard the Palace of Pain’s Pleasures, he saw an opportunity to close the gap and collect some

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actionable intelligence on his quarry. To provide a distraction, Rogad sabotaged an Izzet laboratory
whose supervisor had offended the Orzhov by refusing to permit his workers to ever enter their debt.
The events of this sabotage and its consequences are detailed in the adventure Off to a Weird Start.

With the Rakdos cultists of Ophyira’s palace distracted by the berserk galvanice weird Rogad released,
Rogad snuck aboard the palace and stole notes pertaining to Peren’s meeting with Ophyira, his current
address, and the strange item known as the felicity triskelion. Armed with this knowledge, Rogad snuck
into Brobourg with the intention of confronting Peren in his home.

Much to his dismay, Rogad found Peren’s home unoccupied. The inside of the home looked like a grisly
murder scene with blood and other bodily remnants scattered and splattered across virtually every
surface in the domicile. Rogad began investigating the area to try and determine what had become of
the Devkarin, when he found the felicity triskelion lying on the floor, glowing and pulsing with arcane
light. Rogad figured that the strange device might be worth something, possibly enough to settle Peren’s
debts and render the task complete, so he collected the device. This was a mistake that cost him dearly.

Upon touching the felicity triskelion, Rogad was exposed to the corrupt magics of the extradimensional
space within the device, and the bizarre Horrors that inhabit it. Though the connection to this space was
in the process of closing, and Rogad’s exposure was only for a brief moment, the ordeal was sufficient to
shatter his mind and warp his body into its current state. If Rogad is killed and subsequently contacted
via speak with dead or some other means, his soul still carries damage from this encounter, in the form
of indefinite madness. He suffers from the flaw, “I can’t take anything seriously. The more serious the
situation, the funnier I find it.” This is a reaction to the sheer futility of existence and the madness of
order in contrast to the revelation of the existence of the eldritch Horrors within the felicity triskelion.

Attempting to interrogate Rogad Nar’s spirit requires a calm emotions or dispel good and evil spell in
order to temporarily suppress his madness enough that he can communicate anything other than
maniacal laughter and gibberish. Nothing short of a greater restoration spell can cure this madness. If
the madness is suppressed, Rogad can convey his story to any who listen. Once his story is told, Rogad
begs the party to save him from his fate as an indentured spirit under the Orzhov Syndicate’s control.

D4. Crixizix’s Home

The home of a guildless goblin who just wants to be left alone. He knows that something’s wrong in
Peren’s home, but nothing besides that. Crixizix just wants to live peacefully in Brobourg, tending to his
mushrooms. He tried giving anonymous tips to the Azorius so that whatever happened In Peren’s home
can be fixed faster, but other than that he has no stake in it. His home is small and messy. Gardening
tools are scattered everywhere, so are harvested mushrooms, and the squeaks of a trapped mouse can
be heard from somewhere underneath the mess.

Crixizix This old goblin has lived far past his prime. A former Boros soldier he was kicked out for being
too cowardly for the legion. Now he lives a peaceful life in the Undercity. Crixizix has developed a liking
for growing mushrooms and his skills are recognized by the Kraul living in Brobourg. Ideal: I want every
day to be calm and quiet. Bond: I’ve grown fond of every plant in the Rot Garden, I care about them
deeply. Flaw: Besides the plants in the Rot Garden I don’t care about anyone.

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D5. Empty Home

The door to this residence is not like all the others in the neighborhood, featuring a steel locked door, it
requires a DC 14 Dexterity (Thieves tools) to be quietly opened, or a DC 18 Strength (Athletics) check to
be forced open. At the moment the house will be empty, but traces of its inhabitant are clear. 3 hyper
realistic statues stand ominously in this room. Two scared humans and a cocky looking minotaur whose
horns reach the ceiling. A DC 12 Intelligence or Wisdom check is enough for the adventurers to realize
that this house must belong to a Gorgon. There is also a bed and an empty desk. Under the bed there is
a backpack containing 10 rations and a waterskin. A DC 13 Wisdom (Perception) check is needed to find
it.

Aftermath
During the adventure, one or more of the PCs will receive a sending from Arcanum Engineer Xander that
verifies they are safe and in Ravnica. Once he realizes they are OK, he says he will eventually send
someone around to collect them, but they should feel free to use the time to explore and just try not to
get themselves killed. He tells them that Senator Galya and General Blayse are beside themselves with
embarrassment and chagrin over the fact that the party was not delivered to the diplomatic guest
residence as expected.

It won’t be long after the party recovers the triskelion that a detachment of General Blayse’s men show
up with a transport in order to bring the Waterdeep diplomatic envoys back to the accommodations
that were prepared for them.

DM NOTE: This is the original text of the aftermath, which we will not use… After dealing with the
creature in Peren’s room the adventurers must figure out what to do with this newfound device.
Depending on how their interactions with the kraul went, they may seek the help of the Golgari swarm
in dealing with the strange artifact, they may seek to return it to Ophyira, who is as close to a rightful
owner as the triskelion has as near as they can tell. If they spoke to Rogad, they may choose to hand the
triskelion over to the Orzhov in payment of Peren’s debt and to seek favor. Whichever choice they
make, the party can leave Brobourg and go on with their lives, seeking adventure elsewhere and
considering the events of this initial trilogy closed, if the Dungeon Master so desires.

If the Dungeon Master wants to continue following the plot of this campaign, the party emerges from
Brobourg to find an experienced, well-armed, and highly motivated group of 20 Azorius arresters
traveling with two lawmages (https://www.dndbeyond.com/monsters/lawmage), and two precognitive
mages (https://www.dndbeyond.com/monsters/precognitive-mage). This force has been issued a
warrant to arrest the party, confiscate their possessions, and deliver them to a holding cell in the
Precinct Four Arrester Station. As an alternative, the Dungeon Master may give the party a small
reprieve of downtime to get out of the neighborhood, deal with some personal business and return to
some semblance of normalcy. This illusion of calm is subsequently shattered when the group is rounded
up, one by one, and arrested. The events of this campaign continue in Assault on Precinct Four, coming
soon to DMsGuild. Regardless of which of these scenarios the Dungeon Master chooses, the party has
been through quite an ordeal. As such, they are entitled to experience points. The DM may either grant

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experience points to the party for each creature defeated or simply allow the party to gain a level upon
completing the events of this adventure.

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Adventuring in Ravnica and Beyond


During this part of the campaign, the PCs will have some free time and will get to make contact with the
guilds that they chose for their characters back during character creation.

We will also run a few Ravnica-based modules where the party will be following up on known former
associates of Tacinda Verlasen from guilds outside the Boros Legion and the Azorious Senate.

Following is a tentative outline for where the party will go in the next few levels.

Level 5 – Chult – Before leaving Hrakhamar, Barok Clanghammer will return to dwarf form and will lead
Thardram to the Vault where he will show the dwarf Moradin’s Gauntlet, and will suggest that he may
be the first dwarf Barok has met who is worthy of this item. He says that the item is not his to give, and
that it will choose whom it will allow to wear it. As a true-blood dwarf, Thardram should try the gauntlet
on and see if it fits.

Then the party will travel to Wyrmhart Mine where there will be a big battle with the Githyanki.

When the adventure in Chult is concluded, the party will return to Waterdeep with the Blackstaff.
Several things will happen.

The party will learn that the Blackstaff Tower and their Ravnican allies in the Izzet League will need to
develop some materials to break the Githyanki shield over their stronghold in the heart of Osse. In the
meantime, the Izzet League has identified several planes where shards of Tacinda Verlasen’s memories
were shunted.

Lady Silverhand, Barnabus, and the Blackstaff all suggest that the heroes should travel to Ravnica as a
diplomatic envoy from Waterdeep. They will receive some training and they will be able to pursue some
of the memory shards while the high arcane sages are working on the puzzle of breaking the Githyanki
shield.

Lastly, they will all be able to level up. Most of the level up situations will happen offscreen (player’s
choice) except for Zandri’s. There will be a ceremony at the Temple of Sune where Zandri is “examined”
in a theological sense to gauge her dedication to Sune’s church. This is like a formal ordination
ceremony, but halfway through something very unexpected will happen. Her double-bladed scimitar will
begin to glow, and then will rise on its own as sparks of red-golden energy arc from its blades. The haft
of the weapon will glow first red and then gold and then flash with red, gold, and white light as it moves
to the large statue of Sune that looms above those in the ceremony. The statue’s arms will move
forward, palms up, and the weapon will come to rest laying across them, right in front of Zandri.

It’s clear this is something that is very unusual and a sign that nobody in Sune’s temple has ever seen
before. As the weapon comes to rest all the glowing ceases and everyone will see that the haft and
blades bear fine etchings that include familiar symbols of Sune and designs nobody has ever seen
before.

Finally, the high priest will go rigid, her eyes will go blank, and voice that sounds both faraway and yet
very powerful will speak through her. It will utter the following:

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“Zandri Etherstar, daughter of Alexis and Zau Vi’ir, know that you are this day a chosen champion of Our
Lady Sune Firehair—a… the first Justicar chosen by our goddess to blaze a new path that others of the
faith may one day follow in service of Our Lady. Daughter, your path will lead you to many worlds and
into the teeth of many perils. Take up your weapon, and may it be both a sign of your faith and a
reminder of your call to serve the goddess. Walk always in her ways, and may the blessings of Sune
enfold you and guide you.”

With that, the priest collapses and the room falls completely silent. When Zandri takes up her double-
bladed scimitar, a red and gold glow will surround her, and golden sparks will flash from her. At that
moment, her class will change, and she will become a Level 6 Justicar of Sune.

Level 6 – Ravnica
Learn about the culture, make contacts with their Ravnican Guilds, survive some attacks by elements
who want the enemies of civilization to succeed. Oyo will receive the triskelion object that will lead him
to his sword here.

Party Monster Max. Examples


Level CR No.
6 2 11 Goblin Banneret, Haazda Marshal, Healer’s Hawk, Hired Poisoner
6 3 8 Burglar Rat, Child of Night, Dimir Spybug, Fresh-Faced Recruit
6 4 6+ Beamsplitter Mage, Blade Instructor, Blood Operative, Bounty Agent
6 5 4 Bartizan Bats, Boros Challenger, District Guide, Erstwhile Trooper
6 6 3+ Arclight Phoenix, Attendant of Vraska, Centaur Peacemaker
6 7 2+ Barging Sergeant, Beast Whisperer, Charnel Troll, Dimir Informant
6 8 2+ Conclave Cavalier, Cackling Drake, Garrison Sergeant
6 9 2 Dream Eater, Gatekeeper Gargoyle, Murmuring Mystic
6 10 1+ Affectionate Indrik, Citywatch Sphynx, Douser of Lights, Kraul Foragers

Level 7 – Innistrad – return to the birthplace of Tacinda Verlasen to chase down a shard of her stolen
memories. Galibar will receive his item here. This will be a greataxe.

Level 8 – Kamigawa – go to Kamigawa to find an arcane component for the drill rig that they need to
construct. In this place they will also find Oyohusa’s sword. They will also find Adamant’s item (a very
special animated shield).

Level 9 – Unglued – the conflict that the party is involved in is a manifestation of a larger conflict that
threatens the stability of the multiverse itself. As they attempt to return to Ravnica to check in, they are
shunted into the realm of the Unglued, where they begin to see the fabric of the multiverse being frayed
and pulled apart.

Level 10 – Arabian Nights – the fractured portal that should take the party back to Ravnica leads them to
Arabian Nights instead. They are met here by one of their Ravnican allies, who informs them that there
is another shard of Tacinda’s stolen memories here, and that they can also find one of the arcane
materials they need for the drill rig.

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Level 11 – Urza Block – arcane components

Level 12 – Masques – memory shards

Level 13 – Mirage – components and memory shards

Level 14 – Unhinged – Repairing part of the rift in the fabric of the universe, but it hurls them into a
temporal eddy that spits them out into an unstable flow of time that threatens to separate them from
their allies forever.

Level 15 – Time Spiral – They are spat through three different temporal planes in rapid succession; each
one draws them toward a shard of Tacinda’s memories and an arcane component they require. The
planes they pass through are Zendikar Rising, Fallen Empires, and Shadowmoor.

Level 16 – Faerun – This is the level where they return to Waterdeep to assemble the arcane drill rig and
accompany their allies to Osse to breach the arcane shield and free Tacinda Verlasen. Furthermore, they
have recovered enough key shards of her memory that when she re-absorbs them, she remembers
everything that has happened to her.

Level 17 – Planechase – They travel with Tacinda to chase down the antagonist of an imminent threat by
a known entity that has been in the leadership chain of the organization that includes the Githyanki who
attacked Waterdeep way back at Level 4.

Level 18 – Explorers of Ixalan – Based on intelligence they learned in Planechase, they go to uncover the
True Name of the Power that is behind the entire plot that has driven the action of the campaign. They
know that once they uncover this True Name they will be able to have a final showdown.

Level 19 – Unstable – Together with Tacinda, the party must address the most critical point of fracturing
occurring in the multiverse. Once they heal and repair this breach, they will have weakend the forces at
the heart of the conflict that has driven the whole campaign enough that mere mortals can deal it a
lethal blow, sealing it out of the multiverse.

Level 20 – Greyhawk – The final confrontation occurs in the heart of the Tomb of Horrors. Acererak is
merely the first enemy they face, after which several successive enemies appear. After the third one, a
portal is revealed and they are able to pass through into a vast rolling plane where a stone circle stands
in the distance. Moving to the middle of the stone circle they speak the True Name they have been
given, and an earthquake results as their enemy rises before them, complete with its army of arrayed
forces that range from undead skeleton armies to enormous dracolich generals and a naval force of
skyships. Tacinda summons several powerful casters, who help her gate in armies on their side and the
final battle consists of a number of “how the other half lives” scenarios with infantry, draconic battles,
skyship battles, and arcane conflicts. The outcomes of these will either give the enemy advantages or
give the party advantages in the coming final conflict. Ultimately once the outcome of those battles is
decided, the party will face off with the ultimate antagonist in a battle to decide the fate of the
multiverse.

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Appendix A: What Has Tacinda Done?


When the PCs first met Tacinda, it was clear that something had been done to her. Her memory had
been purged, and she was somehow bound to the Natural World so that she could not leave this plane.
But why would someone do that to her? And who would have done it?

The answer is that it was a ruling of the Azorious Senate. And the crime that Tacinda Verlasen
committed is that she was the architect of the Precognitive Criminal Enforcement Program of the Lyev
Column.

Once she gained her Planeswalker Spark, Tacinda traveled across the planes and quickly began focusing
her arcane studies on how to divine future criminal activity before it happens—not just crimes
committed by humanoids, but crimes committed against humanoid societies such as the devastating
attacks in her own home realm of Innistrad that resulted in the death of her sister and her family and so
many people from her village. Had it been possible to know the true nature and goals of the forces that
corrupted some of the people of her village and her beloved sister, so much death may have been
prevented.

Eventually, Tacinda’s travels led her to Ravnica, an advanced society with an incredibly vast array of
arcane resources and a highly structured government and defense force. These resources were exactly
what Tacinda needed in order to further refine and perfect her research. And with the willing aid of the
Lyev Column of the Azorious Senate, after twelve years of long hard study and painstaking research,
Tacinda was able to perfect the ability to tell who would commit a crime within a full calendar year
down to the second it would take place.

While this was a great boon to the Ravnican government, it also meant Tacinda became a huge problem.
Since she knew how the system had been developed and how it worked, she also knew all the potential
ways it might be compromised or defeated. There was also a concern that criminal organizations might
be able to bribe Tacinda to help them put precognition to work in order to find out exactly where and
when to most easily find assassination targets or know the exact best moment for a heist of a treasure
due to otherwise unforeseeable distractions or disruptions to those guarding it.

In response to this problem, members of the Lyev Column contrived an assassination of an important
delegate of the Azorious Senate. Just enough information was leaked so that Tacinda would be led to
focus on studying the criminal who would carry out the assassination, and she quickly began informing
all those with whom she worked that the delegate was in mortal danger. But so cleverly concealed from
even those working with her that they did not fully comprehend that they were accomplices in the plot,
and crucial information was never passed up the chain of command and given to people that could
protect the delegate from the assassin. Tacinda had known exactly what the assassin would do and that
the assassin would be invisible, but what she could not know (for it was not a criminal act) is that a
conspirator would take on the illusionary form of Tacinda herself and be seen and heard moments
before the assassination making threats against the delegate’s life.

Since Tacinda had perfect foreknowledge of every detail of the crime, once the assassin’s weapon struck
home, Tacinda was arrested and charged with the murder. Her stories of precognitive criminal
investigation sounded preposterous to all those who had not been privy to the work of the highly secret
project. Once the trial started was sent to jury, it took little time for the verdict of guilty to be returned.

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Between the reams of evidence presented against Tacinda concerning her detailed study of the habits
and movements and foreknowledge of the exact itinerary and travel path of the delegate on the day of
the murder, and the even more damning incriminations from Tacinda’s own lips describing every minute
detail of the crime, there was no choice but to find her guilty.

Execution was the prescribed punishment, but Tacinda had so many allies across the Azorious Senate
and the Boros Legion that they prevailed to have the sentence changed to exile with irreversible
memory purge. So Tacinda’s crime was developing the perfect method to detect and foil criminal
activity and turning this over to the Ravnican government.

Why do the Gith Want Tacinda?


The Githyanki want Tacinda in order to achieve the very thing that the Azorious Senate hoped to avoid
by taking Tacinda’s memories from her. They want to exploit the ability for foretell future events in
order to gain an advantage over their Githzerai enemies, gain a step against the horrible illithid and
Elder Brain tormenters that still sometimes try to subjugate and control Gith settlements, and plan
larger, better, and more successful raids against other humanoid cultures and civilizations that the Gith
harvest for slaves and plunder for treasure.

Within the Gith organization there are many “masters”—when one talks about their master it simply
refers to their commander. However, there is one Master behind the Gith plan… it is a mastermind of
madness that would love nothing more than to see all civilizations boiled away in chaos and anarchy,
and thus believes the Gith to be the perfect unwitting tools to carry out his plan. This Master is none
other than Demogorgon, the Demon Prince of Madness.

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Appendix B: Campaign Theme Music


Now that we have Groovy installed on the server there is important theme music to consider for the
game.

Campaign Theme: “Twilight Zone” by Golden Earring

Tacinda’s Theme: “Like a Rolling Stone” by Bob Dylan

Xanathar’s Theme: “The Eye in the Sky” by the Alan Parsons Project

Barnibus Blastwind’s Theme: “Blinded by the Light” by Manfred Mann’s Earth Band

Zhentarim’s Theme: “Gangsta’s Paradise”

Volo’s Theme: “Dat Booty” by Tropkillaz

Durnan’s Theme: “Sultans of Swing” by Dire Straits

Githyanki’s Theme: “Come Sail Away” by Cartman/Chef/Styx (https://www.youtube.com/watch?


v=ZJwqT7QVymg)

Party Theme: “Dirty Deeds Done Dirt Cheap” by AC/DC

Oyohusa’s Fighting Music: “Spirit of Radio” by Rush

Zandri’s Theme: “The Bitch is Back” by Tina Turner (Elton John cover)

Lunacea’s Theme: “With or Without You” by U2

Thrandar’s Theme: “I Don’t Feel Like Dancin” by Scissor Sisters

Minos’s Theme: “White Rabbit” by Jefferson Airplane

Adamant’s Theme: “Frankenstein” by The Edgar Winter Group

Epic Battle (Waterdeep Fight on Three Fronts) Theme: “Gimme Shelter” by The Rolling Stones

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Appendix C: Oyohusa’s Ninja/Warlock Sword


Oyohusa wants a sword. He doesn’t want it to be a typical ninja sword like a katana. I have long been
thinking I want this to be a sword from Magic: the Gathering. Here is the final choice:

 Tatsumasa, the Dragon's Fang (from Champions of Kamagawa):


https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=75291

This sword is both a perfect Ninja-style sword and can easily be tied to Oyo’s preferred Warlock
patron, the Ruby dragon Sardior. https://forgottenrealms.fandom.com/wiki/Sardior

Oyohusa will first get this sword in Tier 2, at around level 7 or level 8. I believe the party will find the
Triskelion at Level 5 or 6 in Ravnica, and then it will play a role in leading them on the next stage of
their journey as it tries to lead Oyo to his sword.

As a powerful artifact, the sword Tatsumasa, the Dragon’s Fang will have several properties, and will
go through several stages of growth as the party reaches new tiers.

Sword Description: Tatsumasa, the Dragon’s Fang, is a weapon forged with a mithril hilt, scabbard,
and crossguard. The hilt and scabbard are wrapped in leather made from the skin of a kraken that
Sardior once slew after the monster attacked a cult of Sardior’s humanoid devotees. The battle with
the kraken was mighty, and the monster shattered one of Sardior’s smaller teeth. When Sardior
forged the hilt, he placed shards of his shattered ruby tooth into the hilt, and he forged the blade
from crystals taken from one of his thanes, Seradess.

The kraken had discovered Sardior’s worshippers by beguiling and convincing Seradess (the Obsidian
dragon) to betray Sardior, and for that Sardior punished the Seradess by shattering his thane into
10,000 shards and scattering them across the planes where she must reflect on betrayal for ten
millennia before he will accept her back as a thane again.

Thus, the blade of Tatsumasa, the Dragon’s Fang, is made from fragments of Seradess that the Ruby
dragon forged into a single blade of pure obsidian. When the blade is unsheathed and is turned in
the light, the depths of the black gemstone blade appear to ripple alternately with the fires of the
obsidian dragon’s breath and the ruby red of Sardior’s anger at his thane’s betrayal.

Tatsumasa, the Dragon’s Fang, is a magic weapon. It always has the following properties.

 First, it requires attunement to a non-evil character that Sardior has interest in studying.
 Tatsumasa, the Dragon’s Fang acts as a one-way conduit from the wielder to Sardior, allowing
the Ruby Dragon to passively witness and (if he so chooses) sense the thoughts of the wielder.
 If an evil character touches Tatsumasa, the Dragon’s Fang, it must make a DC 20 Wisdom save
or take 6d12 psychic damage (half the damage on a successful save).
 If a nonevil character that does not interest Sardior attempts to attune to the weapon, he or she
will become convinced that it is not a real weapon at all, but an art piece. Because of its
craftsmanship it is obviously valuable and can be sold to a collector who will pay 6,000 – 15,000
gp for it (1000 x 1d10 + 5000).
 Tatsumasa, the Dragon’s Fang strikes as a +1 magic weapon with respect to damage immunity
or resistance of other creatures.

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 Once a wielder is attuned to Tatsumasa, the Dragon’s Fang, he or she gains the following
benefits as long as they are wielding or carrying the weapon (in their hand or on their person).
o Freedom of Movement: The wielder ignores difficult terrain, and magical effects can't
reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape
from nonmagical restraints or being grappled.
o They gain advantage on all skill checks that rely on Charisma. Furthermore, they can
apply double their proficiency bonus to all Persuasion and Performance checks.
o The wielder can cast Augury once per long rest without expending a spell slot (even if
the wielder is not a Cleric or does not have the Knowledge domain). Tatsumasa, the
Dragon’s Fang is the focus for this spell. The wielder cannot use this feature again until
completing a long rest.
o The wielder can read, write, speak, and understand Draconic.
 Tatsumasa, the Dragon’s Fang gains additional properties as the character rises to a new tier of
experience.

Tier 2 (level 5 – 10)

In addition to the properties described above, Tatsumasa, the Dragon’s Fang gains the following
properties.

 Tatsumasa, the Dragon’s Fang communicates with its wielder in dreams, showing images of
places, people, or items that it would please Sardior for the wielder to go, meet, or acquire
(sometimes for the wielder, sometimes for a cleric of Sardior, or sometimes for a third
party).
 The wielder can cast Divination once per long rest without expending a spell slot (even if the
wielder is not a Cleric). Tatsumasa, the Dragon’s Fang is the focus for this spell. The wielder
cannot use this feature again until completing a long rest.
 Tatsumasa, the Dragon’s Fang grants its wielder Darkvision to a range of 120 feet.

Tier 3 (level 11 – 16):

In addition to the properties described above, Tatsumasa, the Dragon’s Fang gains the following
properties.

 Tatsumasa, the Dragon’s Fang strikes as a +2 magic weapon with respect to damage
immunity or resistance of other creatures. Furthermore, Tatsumasa, the Dragon’s Fang deals
1d8 psionic damage on top of its normal weapon damage on every successful hit.
 Tatsumasa, the Dragon’s Fang functions as a Dancing Sword. The wielder can activate this
ability as a free action with a thought, and the wielder does not need to hold Tatsumasa, the
Dancing Blade to activate this ability. Upon activation, Tatsumasa, the Dragon’s Blade simply
teleports to an unoccupied space within 30 feet and makes an attack. It functions like a
Dancing Blade until the end of the fourth round, whereupon it teleports back into its
scabbard.
 The wielder can cast Commune once per long rest without expending a spell slot (even if the
wielder is not a Cleric). Tatsumasa, the Dragon’s Fang, is the focus for this spell. The wielder
cannot use this feature again until completing a long rest.

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 Tatsumasa, the Dragon’s Fang communicates with its wielder telepathically. It is a sentient
weapon with an Intelligence of 26 and has the following skills Arcana (+15), History (+15),
Religion (+15).

Tier 4 (level 17 – 20):

In addition to the properties described above, Tatsumasa, the Dragon’s Fang gains the following
properties.

 Tatsumasa, the Dragon’s Fang strikes as a +3 magic weapon with respect to damage
immunity or resistance of other creatures. Furthermore, Tatsumasa, the Dragon’s Fang deals
1d8 fire damage on top of its normal weapon and psionic damage on every successful hit.
 Tatsumasa, the Dragon’s Fang can speak aloud to the wielder or anyone within the sound of
its voice in fluent Common or Draconic.
 The wielder can cast Foresight on itself or on another creature once per long rest without
expending a spell slot (even if the wielder is not a Cleric). Tatsumasa, the Dragon’s Fang, is
the focus for this spell. The wielder cannot use this feature again until completing a long
rest.
 Once per day, if the wielder utters the name Seradess while holding Tatsumasa, the
Dragon’s Fang, the weapon transforms into a Young Obsidian Dragon (use Young Red
Dragon stat block) for one minute. The Obsidian Dragon will fight as an ally of the wielder
and has its own initiative. At the end of one minute, or when the dragon suffers lethal
damage, the Young Obsidian Dragon transforms back into Tatsumasa, the Dragon’s Fang,
and the sword teleports back into its scabbard.

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Appendix D: Zandri’s Epic Double-Scimitar


The Godsend - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380426

Zandri’s epic weapon will be based on the double-bladed sword called “The Godsend” from the Journey
into Nyx set.

Description: At first glance, the double-bladed scimitar is recognizable to Zandri as the handiwork of the
Valenar elves.

(From D&D Beyond: “The double-bladed scimitar is the signature weapon of Valenar
elves. A haft of fine wood supports a long, curving blade on either end. Forged with
techniques honed over centuries, these blades are strong, sharp, and remarkably light.
Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an
expensive weapon (100 gp) — few though ever have the opportunity to purchase one. A
Valenar blade in the hands of a non-elf is generally assumed to have been stolen or
looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or
challenge the bearer to prove they’re worthy to wield it.“
https://www.dndbeyond.com/equipment/double-bladed-scimitar)

However, on closer inspection, it’s clear to Zandri that something has changed about her old weapon
since she last saw it. The haft is etched with fine flowing lines that evoke the long strands of Sune
Firehair’s locks, and the holy symbol of the goddess is reflected in the guards that sit at the base of each
scimitar blade.

In addition, there is a subtle difference in the blades. When they catch the light of the sun or a flame,
they reflect a slightly reddish hue, evocative of the tresses of the goddess Sune Firehair. And when the
blades are spun, they seem to almost sing with a note that brings a smile to the face of the wielder and
her allies.

The Godsend, is a magic weapon. It always has the following properties.

 First, it requires attunement to a worshipper of Sune (not necessarily clergy, but a devout
follower).
 The Godsend acts as a holy symbol of Sune for divine casters or as a focus for arcane casters,
thus eliminating the need for mundane material components for any spells. If there is a gold-
piece value assigned to a material component, that component must be used in addition to the
focus or holy symbol.
 If an evil character touches The Godsend, it must make a DC 20 Wisdom save or take 3d10
radiant damage (half the damage on a successful save).
 If a non-evil character that does not worship Sune attempts to attune to the weapon, he or she
will be unable to attune to the weapon, and they will lose one point of Charisma every time they
attempt to attune to the weapon. This loss of Charisma lasts as long as they keep the weapon in
their possession. As soon as they give up the weapon, their Charisma will be restored at the rate
of 1 point per sunrise until it returns to its previous score.
 The Godsend strikes as a +1 magic weapon with respect to damage immunity or resistance of
other creatures.

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 Once a wielder is attuned to The Godsend, he or she gains the following benefits as long as they
are wielding or carrying the weapon (in their hand or on their person).
o Shield bonus. While wielding The Godsend, the character gains an AC bonus as if they
were using a Shield, +1.
o Charming Presence. The wielder can apply double their proficiency bonus to all
Persuasion and Performance checks as long as they are attuned to The Godsend. They
need not be wearing or holding the weapon.
o The wielder can cast Calm Emotions once per long rest without expending a spell slot
(even if the wielder does not have the spell on their spell list). The Godsend is the focus
for this spell. The wielder cannot use this feature again until completing a long rest.
o The wielder can read, write, speak, and understand Celestial.
 The Godsend gains additional properties as the character rises to a new tier of experience.

Tier 2 (level 5 – 10)

In addition to the properties described above, The Godsend gains the following properties.

 The Godsend communicates with its wielder in dreams, showing images of places, people, or
items that it would please Sune for the wielder to go, meet, or acquire (sometimes for the
wielder, sometimes for a cleric of Sune, or sometimes for a third party).
 The wielder can cast Motivational Speech once per long rest without expending a spell slot
(even if the spell does not appear on their spell list). The Godsend is the focus for this spell.
The wielder cannot use this feature again until completing a long rest.
 The Godsend functions as a Weapon of Warning.

Tier 3 (level 11 – 16):

In addition to the properties described above, The Godsend gains the following properties.

 The Godsend strikes as a +2 magic weapon with respect to damage immunity or resistance
of other creatures. Furthermore, The Godsend deals 2d4 radiant damage on top of its
normal weapon damage on every successful hit.
 The Godsend grants its wielder a casting Bless at 4 th level at the beginning of each combat.
The wielder can cast this spell as a free action without expending a spell slot (at 4 th level, the
Bless spell can affect up to six creatures).
 The wielder can cast Hold Monster once per long rest without expending a spell slot (even if
the spell does not appear on their spell list). The Godsend, is the focus for this spell. The
wielder cannot use this feature again until completing a long rest.
 The Godsend communicates with its wielder telepathically. It is a sentient weapon with an
Intelligence of 21 and has the following skills Arcana (+14), History (+14), Religion (+14).

Tier 4 (level 17 – 20):

In addition to the properties described above, The Godsend gains the following properties.

 The Godsend strikes as a +3 magic weapon with respect to damage immunity or resistance
of other creatures. Furthermore, The Godsend deals 2d8 radiant damage on top of its
normal weapon damage on every successful hit.

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 The Godsend can speak aloud to the wielder or anyone within the sound of its voice in fluent
Common or Celestial.
 The wielder can cast Crown of Stars on itself once per long rest without expending a spell
slot (even if the spell does not appear on the caster’s spell list). The Godsend, is the focus for
this spell. The wielder cannot use this feature again until completing a long rest.
 The Godsend inflicts Banishment on an enemy you strike with the weapon in battle. This is a
free action for you, and it does not require your concentration. The Banishment uses the
weapon’s statistics (WIS 24), and a successful DC 21 is required to avoid the Banishment
effect. You can attempt the Banishment no more than one time per round.

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Appendix E: Adamant’s Epic []

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Appendix F: Galibar’s Epic []

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Appendix G: Thardram’s Epic []

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