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OBEL
SHATTERED
THE
PHANDELVER AND BELOW
CREDITS
ProjectLead:
Amanda Hamon Imaging
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| Spearing, Special
thanks
toT. Alexander
Stangroom andto thehundreds
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BrianValeza' ofplaytesters
whoseeffortsmadethisa betterbook.
Nino Vecia,TylerWalpole,JabariWeathers
ConceptArtists:KentDavis,
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productprovidedinformationand inspiration:
ProjectEngineer:Cynda
Callaway LostMineofPhandelver.
2014. &
ON THECOVER ONTHEALT-CoveR
Goblinswithpsionic
powersstealapiece
ofa mysterious A roilingarrayofsinisterelementssurroundsthetitular
obeliskfromthesleepy
townofPhandalin
inthis obeliskthat’satthecenterofthedoomthreatening
breathtaking
coverbyAntonio
JoséManzanedo. Phandalin inthisspectacularcoverbyDZO.
620D2434000001 EN . Disclaimer:Thefanaticsof Ilvaashcan neitherconfirm nor deny whether they plot to incorpo
ISBN: 978-0-7869-6901-2 ratethisbook's
owners
intoa mighty
newillithidempire.Anytransformations
incurred.upto
andincludingface tentacles,arestrictlycoincidental.
2023
First Printing: September
987654321 C TelluswhatyouthinkaboutPhandelver
andBelow:The
Shattered
Obelisk.
Takeoursurveyhere!
DUNGEONS & DRACONS, D&D,Wizards of theCoast,thedragonampersand,ForgottenRealms,Player'sHandbook,MonsterManual, Dungeon Master's Guide, all other Wizards of
the Coast product names,theirrespective
logos,andTheWorld’sGreatestRoleplaying
Gamearetrademarksof Wizardsof the Coast in the USA and other countries. All characters and
ve ee
CONTENTS
5
WelcometoPhandalin................cere RaiderCamp..... Mlithinoch Locations... .esecseeeeeee 148
Threats from Below CragmawCasile.. 160
Far RealinyRultesscscccsececessscsccesscsecesssssevee
tasessesoseenes
Aout TRIS:BOOK.occcccscossscsctecocercss 58 Far Realm Exposure........
General Features.....ccsscorrssrssersseressescees
AdventureSumMary ........cccesssssereeessseeeeee5 CragmawCastle Locations .....00 58 Far Realm Rifts Features......
Lost Mine of Phandelver..............ssss00000 63 Feeder Trenches Locations...
S “WIAs NOK sscsccessspscscscastisersssenssuspeastonseese
0 Bi Wikis Cilia Ci
The Obelisk csaasesaaesocescsaneasasonveasnnsasiDgOFST8709 i ccsncaiesoues65 Spawn Hollow Locations.........000+163
Running the Adventure...........s006 Running This Chapter... 65 164
Labyrinth of Eyes Locations..............
Using the Maps enosesccrsccvscssconsecse
peepee Wave Echo Caveccecsecessees 65 What's NOXte 167
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| lRODUC LION
TOPHANDALIN a
WELCOME
locations they must explore to bring the adventure
Af
ESTLED ONTHE NORTHERNSWORDCOAST,
between Neverwinter Wood and the Sword to a successful conclusion.
Mountains, is the town of Phandalin. Cen- This adventure presents Phandalin, the surround-
turies ago, Phandalin was a thriving settle- ing region, and the Underdark below, as a campaign
ment with deep ties to its neighboring communities. setting in which you can base adventures of your
But then bandits overran the town, and Phandalin own. All pertinent details about the setting are cov-
lay abandonedfor centuries. ered in this book, with room to add new locations
Only in the past few years havesettlers built a new and villains of your own design.
village on the ruins of the old. These townsfolk hope
to grow Phandalin through hard work, camaraderie, ADVENTURE SUMMARY
and the shared purpose of building a lasting home. This adventure is split into two halves:
Threatening their efforts and their survival are ban-
A Lost Mine. Chapters 1—4reimagine the beloved
dits, brigands, and monsters.
adventureLost Mine of Phandelver, originally
published in 2014 with the D&D Starter Set. The
THREATS FROM BELOW heroes begin chapter 1 at 1st level and end chapter
Unbeknowst to any townsfolk, three mind flayer 4 at 5th level.
fanatics lurk deep underneath the town and plot a The Obelisk. Chapters 5—8chronicle the mind
chilling course. flayer fanatics’ plot against the townspeople of
The fanatics worship Ilvaash, a godlet in the Far Phandalin. The heroes begin chapter 5 at 5th level
Realm, who is determined to reestablish a mind and end chapter 8 at 12th level.
flayerempire on the Material Plane. Ilvaash wants
this empire to stretch across Toril’s surface, starting Lost MINE OF PHANDELVER
with Phandalin as its capital. (For more information
When this adventure dawns, the characters embark
about Ilvaash, see chapter 8.)
on a simple mission to Phandalin, whether it’s help-
The mind flayer fanatics havediscovered pieces of
ing a dwarf patron or following another prompt (see
a shatteredobelisk of great magical power, left over
the “Adventure Hooks” section).
from the mysterious Nethereseempire that once
The mind flayer fanatics’ activities beneath Phan-
occupied part of this region. After retrieving the
dalin are invisible for most of this book’s first four
remaining fragments,the fanatics plan to infuse the
chapters. If your players don’t wish to delve into
reconstructed obelisk with Ilvaash’sunholy energy
themes of unseen horror, evil fanatics, or malevolent
and turn Phandalin’s population into mind flayers
elder entities, you can easily end the adventure at
loyal to their evil godlet.
the conclusion of chapter 4. If you do, replace the
This plot is a complex affair, but the mind flayers
psionic goblins in chapters 1—4with goblins from
beneath Phandalin have many allies. As petty ban-
the Monster Manual, and end the adventureonce
dits vie for control of Phandalin, the fanatics’ allies
the characters defeat Nezznar. (The “What's Next?”
quietly search for pieces of the shattered obelisk.
section at the end of chapter 4 provides more infor-
How successful those allies are—and whether Phan-
mation if you’re using this option.) There’s no need
dalin’s heroes can stop the will of an evil godlet—is
for the heroes to return to Phandalin and thus kick
exactly what you're about to find out!
off the eventsof chapter 5 and beyond.
A summary of each of the first four chap-
ABOUT THIS BOOK ters follows.
Phandelver and Below: The Shattered Obelisk is
a DUNGEONS & DRAGONSadventureoptimized for CHAPTER 1 SUMMARY
four to six characters. The player characters are the The adventurers are on the road to the town of
heroesof thestory.This bookdescribesthevillains Phandalin when they stumble into a goblin am-
and monsters the heroes must overcome and the bush.Theydiscoverthatthegoblins(whobelongto
the Cragmaw band) have captured the characters’
,
4 ~
. ——
Talhundereth. The third lies in Gibbet Crossing, an
THE OBELISK
abandoned Underdark crossroads.
If your players wish to continue the story past chap- Soon, the characters discover that a mind flayer
ter 4, they'll find a tale of ancient magic, a malevo- named Qunbraxel is coordinating the fanatics’ obe-
lentgodlet,and fanaticsobsessedwith transforming lisk retrieval efforts. The characters confront Qun-
innocentsintomindflayersfaithfulto Ilvaash.After braxel in Gibbet Crossing. The remaining kidnap
they wrap up chapters 1—4,the characters discover victims, however,are still unaccounted for.
thatpsionicgoblinshavecommittedcrimesof van-
dalism in Phandalin. Investigating the crime scenes CHAPTER 7 SUMMARY
revealsthatthegoblinsaresearchingfor pieces Once the heroes defeat Qunbraxel, they learn that
of thetitularshatteredobelisk.Chasingdownthe its fanatic overlords are based in an Underdark
goblins reveals their connection to a sobering plot locationcalled Illithinoch.Oncea strongholdfor
againstPhandalin. the long-fallen mind flayer nation, IIlithinoch is
The characters learn that mind flayers who serve a massive complex the mind flayer fanatics have
Ilvaash are behind this plot. These mind flayer fa- turned into a shrine to Ilvaash. The characters must
natics are renegadeswho hope to reconstruct and travel to Illithinoch and face its dangers to stop the
harnessthepowerof theobelisk.Usingtheobelisk ceremorphosis ritual. They come across rifts to the
to focus wicked Far Realm power, the mind flayer Far Realm that hint at the power the fanatics are
fanatics plan to enact a ritual to transform Phand- harnessing. Meanwhile, corruption falls over Phan-
alin’s townspeople into mind flayers. The characters dalin like a shadow. The characters find the fanatics’
must follow the mind flayers into their Underdark ritual space, only to discover that the mind flayers
stronghold and then into the Far Realm if they hope have fled into the Far Realm to complete the ritual’s
to save Phandalin from certain doom! final stages.
Summaries of the final four chapters follow.
CHAPTER 8 SUMMARY
CHAPTER 5 SUMMARY After opening a gatewayto the Far Realm, the he-
When the heroes return to Phandalin, they find that roes follow the mind flayer fanatics to the Briny
more goblins have been wreaking havoc. These vil- Maze, the terrifying home of Ilvaash. Thwarted but
lains, the Sawplee goblins, have kidnapped towns- not defeated,the Ilvaash fanatics seek to harness
folk and destroyed key landmarks. It’s up to the
characters to investigate.Once they collect enough
clues, a visiting dwarven sage named Gwyn Ore-
song can help them track these goblins to their base
THe Mysterious
of operations: an old duergar mining outpost called
NeTHERESE OBELISK AT THE
Zorzula’s Rest inside a mountain near Phandalin. Heart OF THIS STORY
There, the Sawplee goblins work at the behest of
their leader,a psionic goblin who calls himself Rux-
ithid the Chosen.
To keep the town safe, the characters must travel
to Zorzula’s Rest, defeat Ruxithid, and rescue the
kidnap victims. Once they do, the heroes discover
that Ruxithid was in psychic communication with
a much more powerful force that seeks to destroy
Phandalin. The force, three Far Realm—influenced
mind flayer fanatics, instructed the goblins to re-
trieve obelisk pieces. The characters rescue some
of Phandalin’s kidnap victims, but it’s clear that
others—as well as more obelisk pieces—await them
elsewherein theUnderdark.
CHAPTER 6 SUMMARY
Armed with knowledge from Ruxithid’s lair, the he-
roes race against forces allied with the mind flayer
fanatics to retrieve three shattered obelisk pieces.
One piece lies in Talhundereth, an ancient dwar-
ven temple that fell to mind flayers centuries ago.
The second lies in the Crypt of the Talhund, below
powerdirectlyfromthis unholycreature,whois POSTERMAP
a descendant of Ilsensine, a mind flayer god. The The double-sidedpostermapis meantto beshared
charactersmustnavigatethefleshyrealm’slaby- with the players.
rinth to reach the mind flayers and interrupt their One side of the poster map shows the
ritual. The difficulty of doing so depends on how Phandalin region, including prominent locations in
many pieces of the obelisk the fanatics have re- the Underdark where the characters will travel. If
trieved. Regardless, once the fanatics are defeated, the players don’t recognize these names yet, that’s
a refractionof thegodlet(detailedfurtherin thead- good! Once they learn in the game where they're
venture)surfaces to challenge the characters. headed, they'll realize they'veheard of the location
and can head in the right direction at will.
RUNNING THE ADVENTURE The reverse side of the poster map has
player-friendly maps of the town of Phandalin as
To run this adventure,you need the fifth edition core
well as recurring encounter locations.
rulebooks (Player's Handbook, Dungeon Master's
Guide, and Monster Manua!). NONDEADLY RESOLUTIONS
This adventure is full of encounters in which the
Textthatappearsin a boxlikethisis meantto be characters may wish to fight their foes. However,
readaloudorparaphrased whentheir
fortheplayers noncombat or another nondeadly resolution is an
orunderspecific
atalocation
firstarrive
characters equally valid way to resolve many enemy encoun-
asdescribedin thetext.
circumstances, ters. The characters might knock out enemies, in-
timidate them into running away,bribe them for in-
formation, or otherwise find creative ways to resolve
The Monster Manual contains stat blocks for most conflicts. Use your discretion, and if the characters
of the creatures encounteredin this adventure.The are looking for ways to resolve encounters without
remaining stat blocks can be found in appendix violence, roll with it if the story allows.
A, as indicated in the text,or in the encounters in
which they appear. USING THE STORY TRACKER
When a creature’sname appears in bold type,
This adventureusesa StoryTracker,a copyof
that’sa visual clue pointing you to its stat block as
which is included at the back of the book. The Story
a way of saying, “Hey, DM, you better get this crea-
Tracker is a note-keeping tool to help you and the
ture’s stat block ready.You're going to need it.”
players remember important information about the
Spells and equipmentmentionedin the adventure
characters and their accomplishments.
are described in the Player’s Handbook. Magic
items are described in the Dungeon Master's Guide THE FORGOTTEN REALMS
unless the adventure’stextdirects you to an item’s
description in appendix B. The world of the Forgotten Realms is one of high
fantasy,populated by elves, dwarves, halflings, hu-
USING THE MAPS mans, and other folk. The Realms are full of valiant
knights embarking upon ancestral quests, shifty
This book contains a number of interior maps and a
rogues prowling urban streets, clerics wielding
fold-out,double-sidedposter map. These elements
maces and spells in the service of their gods, and
are further described below.
wizards plundering the ruins of the fallen Netherese
INTERIOR MAPS empire. Heroes are scarce, and dangers—be they a
Maps that appear in this book are for the DM’s eyes dragon’s breath or a lich’s spell—are plentiful.
only. As the characters explore locations on a given This adventure takes place in a region called the
map, you can redraw portions of the map on graph Sword Coast, where daring souls delve into the
paper,a wet-erasemat, or other surface to help your wreckage of fallen strongholds and explore ruins of
players visualize locations that might have unusual long-lost civilizations. Underground, the history and
shapes or features.Your hand-drawn maps need dangers are just as rich. The Underdark here teems
not be faithful to the originals, and you can alter a with monsters and the remains of mighty civiliza-
map’s features as you see fit. Nor do your maps need tions, as well as unknown horrors.
to be painstakingly rendered.You can omit details The accompanying map shows the Sword Coast
that are not readily visible (such as secret doors and regionsurroundingPhandalin.Severallocationsof
other hidden features)until the characters are able interest are marked, including Underdark locations
to detectand interactwith them. key to this adventure’splot. Other parts of the map
remain unlabeled, and the adventures that charac-
ters find there are yours to design!
pt
CHARACTER CREATION ADVENTURE HOOKS
Beforestartingthis adventure,considerspending Players can inventtheir own reasons for visiting
yourfirstgamesession helpingyour playerscreate Phandalin,or theycanusethefollowingadventure
characters.Werethecharactersborn and raisedin hooks.Thecharacter hookstiedtobackgrounds
theSwordCoastregion,or dotheyhailfromdistant alsoprovidecharacters
withmotivationsfor visiting
lands?How longhavethecharactersknown each Phandalin.
other?What mightbring themto Phandalin? It’srecommendedatleastonecharacteruse the
“MeetMein Phandalin”adventure hookbelowso
CHARACTER BACKGROUNDS thatthepartyhas
a tietothedwarfGundrenRock-
ThePlayer'sHandbook containscharacterback- seeker,whoplaysa prominentrolein chapters1—4:
If
groundsthatarewellsuitedforthisadventure. MeetMe in Phandalin.You'rein thecityof Nev-
yourplayersarehavingtrouble outtheir
fleshing erwinterwhenyourdwarfpatronandfriend,
characters’backgroundswith detailsaboutthe Gundren Rockseeker,hires you to escort a wagon
from
SwordCoastregion,sharethesuggestions to Phandalin. Gundrenhas goneahead with a
HooksTiedtoBackgrounds
theCharacter table warrior,SildarHallwinter,toattendto businessin
with them. thetownwhileyoufollowwiththesupplies.You
will bepaid10gpeachbytheownerof Barthen’s
CHARACTER
HOOKSTIEDTO BACKGROUNDS Hermit You'vespent
a lotof timeinthewildsout-
Character
Background sideNeverwinter,butyou'vealwayskepta
Acolyte The frontiertownof Phandalinis resilient, homeinthecity.You’vedecidedto move
butorganizedreligious
resources
are somewhere rural,andPhandalinseemslike
scarce.
Yourtemplein Neverwintersent theperfectplace.
youto Phandalintoprayandoffercommu- Noble Yourfamilyisbasedin Neverwinterbut
nionwithlike-minded
faithful. ownsproperty theSwordCoast
throughout
Charlatan—_—-
You'veplanned
yourlatestget-rich-quick region.
Yourecentlyinherited
a cottagein
scheme.Thetownspeopleof Phandalin Phandalin
andmustinspecttheplacebe-
haveneverheard
ofwhat you'reselling,and foreyoudecidetokeeporsellit.
youhopetoestablish
a customer base. Outlander Youspentyouryouthwitha guardian who
Criminal You'rewantedforcrimesinNeverwinter, livedasimplelifeinthewildsoutsidePhan-
andperhaps you'reexiledfromthecity. dalin,butlateryoumovedtothecity.Now
Phandalin isa smallbastionofcivilization anadult,you've toreturnto the
decided
whereyoucanlielowandnoonewillbethe areawhereyoufeelmostathome.
wiser. Sage In theacademichallsof Neverwinter,you
Entertainer You'vespenttimein Neverwinter andlove studiedtheregion’s alliance
historical
performing foraudiences, butyouneed between P a
handalin nditsneighbors.The
newexperiences fromwhichtodrawinspi- fateofthelostmineof Phandelver hasal-
rationforyourart.Travelingto Phandalin waysfascinatedyou,soyou'retraveling to
will providenewmaterialfor yourwork,and Phandalintodiscoverwhether anylocals
holespromise
itswatering eagercrowds. knowrumorsaboutitsfate.
FolkHero Youmayhavehumbleorigins,butyou Sailor You'vesailedshipsalongtheSwordCoast,
madeyournameasa herointhewilds buta brushwithdeathmadeyourethink
Youneednewadven-
outsideNeverwinter. yourprofession.You'reheaded to
tures,soyou'vesetoffforthefrontierof Phandalintodecidewhat'snext.
Phandalin. Soldier Youarea member of theNeverwinter
Guild You learneda usefultradein Neverwinter, Guard,andyousuffered a terribleinjuryin
Artisan butthecityis hometotoomanyartisans thelineofduty.Youhealed,butyou'renot
withthatskill. Now,you’reheadingto Phan- readytoreturntoworkyet.Untilyouare,
dalin,whereyouhopetostarta lucrative you'retakingeasyjobsprotecting merchant
business. wagons headed to Phandalin.
—
effectswhenthecharactersare nearby.At your
Voidenergybeginto seepinto thecharacter's
discretion,theattitudesof creaturesmightchange
when they notice these mutations, depending on soulin oneofthe followingways,determinedby
rollinga d6:(1)Aberrationsviewthecharacteras
the nature of the change, the personality and back-
groundof thecreature,and the circumstances oftheir own;(2)itemstiedtotheFarRealm
one
of the
discovery. hum,glow,or vibratewhenthecharacteris
Game Effects. At your discretion, these transfor- nearby;(3)thecharacterdevelopsan unwanted
mationsmighthavein-gameeffects. craving,suchas for rawmeat,spoiledfood,
For instance, the voices that whisper to a charac- hair,orfingernails;
insects, oc-
(4)thecharacter
termightprovidea usefulclue.Or a charactermight casionallylooksdownto discoverwritingor draw-
hear a telepathic conversation between creatures ingsin theirhandwritingor style,butthatthey
who speak with their minds. A character might gain arecertaintheydidn’tcreate;(5)thecharacter
advantageon a Charisma check to persuade an Ab- sometimesinadvertently communicates telepath-
erration that sees the character’s transformations. icallyinsteadof howtheynormallycommunicate;
The possibilitiesareendless. (6)thecharactersometimesleavesblack,sludgy
handprintson thingstheytouch.
TRANSFORMATION
EFFECTS
connectionto theFarRealmhas
Thecharacter's
Stage Change
grownto theextentthattheynowwarpreality
1 The FarRealmreachesoutto thecharacterin one
within30feetof themin one
of the following
of thefollowingways,determinedbyrollinga d6:
ways,determinedbyrollinga d6: (1)creaturesno
(1)thecharacterawakensfromnightmares to an
longercastshadows;(2)portableobjectsnot be-
audible,
disturbing themandthose
voiceurging
ingwornor carriedchangeposition;(3)mirrors
aroundthemto goto a particularplaceor per-
don’tshowreflections;(4)animalsarespooked;
forma particularact;(2)thecharacterandthose
(5)perishablefood spoils;(6)thetemperature
aroundthemhearwhispersof bizarreconspir-
increasesor decreases.
acies or nonsense; (3) the character recognizes
disturbingwordsnowandthenin languages they
otherwisedon’tunderstand;(4)thecharacter
noticesstrangepatternsin everydayitemsand
events;(5)thecharacterdiscoversunfamiliar
objectsin familiarplaces;(6)thecharacteroc-
casionallyhearsanunfamiliarvoicecomefrom
theirthroatwhentheytryto speak.
2 Thepower of theFarRealmbeginsto alterthe
character’s of the followingunpre-
bodyin one
dictableways,determinedbyrollinga d4:(1)a
bodyparttemporarilymovesor turns360de-
grees; (2) the charactergrows one or more eyes
or mouthsthatarenotundertheircontrol;(3)the
characternoticesthatstrangeboneprotrusions
occasionally
rippleundertheirskin;(4)thechar-
picksup
actersproutsa tentaclethatoccasionally
Tinyobjects.
veered
eastalongtheTriboarTrail.You’vehadno : ae Rei
troublesofar,butyouknowthisterritory
canbedan-
gerous.
Bandits
andoutlaws
have
beenknown
tolurk
alongthisroad. To!Rhandalin
GOBLIN AMBUSH
Thehorses’saddlebags
havebeenlooted.Anempty
Severalhoursafterthe charactersturn ontoTriboar
leather
mapcaseliesnearby.
Trail (shownon the mapin the introduction),they
reachtheareashownon map 1.1.
Readtheboxedtextbelowto start the encounter: Four goblins are hidingin thewoods,two on either
sideof theroad.Theywait until someone
approachesthehorsesand thenattack.
You'vebeenontheTriboarTrailforabouthalfa day
The goblinsfightto thedeathuntil one goblin re-
a sideroadleadingsouthtoward
andarenearing
mainsalive;thatgoblinthenfleesand headsfor the
Asyoucomearounda bend,youstumble
Phandalin. goblintrail (seebelow).
uponthesceneofa recentbattle.Thewoodspress
and DEVELOPMENT
closetothetrailhere,witha steepembankment
In theunlikelyeventthatthe goblinstriumph,they
densethicketsoneitherside.Twohorseswanderthe
leave the characters unconscious, loot them and
effects.
personal
road,sniffingatransacked
>
oo.
r
ie
>
HIDEOUT
a
PFOA
Cre
trailendsatacaveinahillsidefivemiles
Thegoblins’ H3: KENNEL
fromthesceneoftheambush. A shallow streamflows
fromthecavemouth, whichisscreened bydense thecavemouth,
Justinside stonesteps
afewuneven
A narrow,
thickets.
briar drypathleadsintothecave ascendtoa small,dankchamberontheeastside of
ontherightsideofthestream. Thecavenarrows
thepassage. toasteepfissureatthe
farendandisfilledwiththestenchofanimals.Three
The streamis 2 feetdeep.It’scold and slow,and not chainedwolvessnarlandrattletheirchainsasyou
difficulttowadeacross.Thethicketin areaH2 is approachthecavemouth. Eachwolf'schainleadsto
impenetrable fromthewestsideofthestream. anironroddriven intothebaseofastalagmite.
Development. The goblinsin area H2 are sup-
posedtobewatchingthis area,but theyaren'tpay-
ingattention.
However,
if thecharacters
make
a lot TheCragmaws keepa kennelof foul-tempered
of noisehere—forexample,loudlyarguingabout wolvesthey'retrainingforbattle.
whatto do next,settingup camp,cuttingdown Three wolves are chainedto a single post. They
brush,andso on—thegoblins in areaH2 notice can'treachtargetsstandingonthesteps,butall
andattackthemthroughthethicket,which provides threewolvesattackanycreaturethat moves into the
three-quarterscover. room(see“Development”below).Goblins in nearby
cavesnormallyignorethe sounds of growling
H2: GOBLINGUARDPost wolves,butif thecharactersfightthe wolves, 1d4
When thecharacterscross to theeastsideof the goblins cometo investigatein 2 rounds.
stream,theycanseearoundthescreening
thickets A characterwho tries to calm the animals can
toareaH2. This is a goblinguardpost,thoughthe makea DC 15Wisdom (Animal Handling) check.
goblinshereareboredandinattentive. On a successfulcheck,thewolvesallow all the char-
actersto movethroughoutthe room. If the wolves
Ontheeastsideofthestream thatflowsfromthe are givenfood,the DC lowers to 10.
Fissure. A narrow openingin the east wall leads
cave mouth,asmallareainthebriarthickets
hasbeen
to a naturalchimneythatclimbs 30 feetto area
hollowedouttoformalookout post.Wooden planks H8. At thebaseof the fissure is rubbish that’sbeen
flatten
thebriars
andprovideroomforguards tolie discardedthroughtheopeningabove.A character
hidden andwatchthearea—including several
goblins attemptingto ascendor descendthe chimney shaft
lurking
thererightnow! mustmakea DC 10Strength(Athletics)check. On a
successfulcheck,thecharactermovesat half speed
up or downtheshaft,as desired.On a check result
Two goblins and onegoblin boss are stationed of 6-9, thecharacterstruggleswith the climb and
here.If thegoblinsnoticeintruders in areaH1, they takes 10minutesto ascendor descendthe shaft. On
openfirewith their bows,shootingthroughthe a resultof 5 or less,thecharactergetsa short way
thicketsandprobablycatchingthecharactersby up or downtheshaftbeforefalling, taking 3 (1d6)
surprise.If thegoblinsdon’tnoticethecharactersin bludgeoningdamagebeforelanding at the base of
areaH1, theyspot thecharacterssplashingacross theshaftwith thepronecondition.
thestream,and neitherside is surprised. Development. A goblinin this area can use an
Characters
movingcarefullyorscoutingahead actionto releaseonewolf from its chain.
mightbe ableto surprise the goblinlookouts.Have If thewolvesare goadedbyenemiesbeyondtheir
eachcharacterwho movesaheadmakea Dexterity reach,theyare driveninto a frenzy.Each round that
(Stealth)check.The lowestcheckis the DC for the anycharacterremainsin sight,the wolvesmake a
goblins’Wisdom (Perception)checksto avoidbeing singleDC 15Strengthcheck.On the first success,
surprised. theyloosentheiron rods securing their chains to
Thickets. The thicketsaroundtheclearingare the floor,and theDC drops to 10.On a second suc-
difficultterrain, but theyaren’tdangerous—just cess,theyyankthe rods loose,bendingthe rods so
annoying.They providethree-quarterscoverto crea- theirchainsarefreed.Theythenattackanyintrud-
turesattackingthroughthem. ers theycanperceive.
: ee
H4: STEEPPASSAGE the disusedpassagemust makea DC 10 Dexterity
From this pointon,characterswithoutdarkvision saving throw. Onafailed save, the creature takes 7
will needa lightsourceto seetheirsurroundings. (2d6)bludgeoningdamagefrom falling debrisand
falls with thepronecondition.On a successfulsave,
the creature takes half as much damage only.
Themainpassage fromthecavemouthclimbssteeply
upward,thestream plunging downits
andsplashing H5: OVERPASS
westside.Intheshadows, leadswest
asidepassage
acrosstheothersideofthestream. Thestream beyond
continues setof uneven
another
eastward.
stepsahead,bending burblesin
A waterfall
Charactersusinga lightsourceor darkvisioncan alargercavern aheadofyou.
somewhere
spot the rope bridge at area H5:
The goblinshaveseta bridgeguardwherea high
Intheshadows oftheceilingtothenorth,youcanjust tunnel passes through the larger cavern below. One
makeoutthedimshape of a ropebridgecrossingover goblin standswatchhereand is well concealed,
thepassageahead ofyou.Another passage20feet requiringa successfulDC 15Wisdom (Perception)
checktospotit. Like othergoblinsin the hideout,
abovethefloorappearstointersectthisone.
this guardis inattentive.If no charactersare using
light sources, any character can creep by without
Any character with a passive Wisdom (Perception) beingnoticedwith a successfulDC 12Dexterity
scoreof 12or higherandwhocanseethe bridgein
area H5 also notices a goblin guarding the bridge.
noticesthecharacters
The goblinautomatically
if theycarry anylightsourceor don’tusestealthas
they approach the bridge. The goblin doesn’t attack,
butinsteadattemptstosneakawaytotheeastto in-
form their companions in area H7 to release a flood
(see“Flood!”below).Any characterswhocansee
the goblin and have a passive Wisdom (Perception) THE CRAGMAWSKEEP
WOLVESTHROUGHOUT
scoreof 12or highernoticethegoblin’smovements.
THEIR STRONGHOLD.
Western Passage. This passage is choked with
rubble and blocked by steep slopes. Moving up the
slope requires 5 feet of extra movement.Although
this passageoffersa waytoavoidthegoblinin
area H5 or escapea flood, it’s more dangerous
than it looks. A giant poisonous snake is coiled
on the fragile ledge between the two escarpments.
It strikes at any creature that disturbs it, which
includes characters scrambling up the slope. A
climbingcharacterwith a passiveWisdom(Per-
ception) score of 13 or higher avoids being
on attack
surprised.The snakehasadvantage
rolls against any character who fights while
on the slope. A fight against the snake alerts
the goblin on the bridge.
The ledgeon whichthesnakeis coiledis
unstable.Vigorousmotioncan loosenthe
whole mass and send it tumbling to the east.
Whenever a character on the ledge tries to
move or make a melee attack in this space,
thatcharactermustfirstsucceedon a DC
10Dexterity(Acrobatics)checkor triggera
collapse. The triggering character, the snake,
and any other creature in the eastern half of
characters.
Rope Bridge. This bridgespansthe passage20
feetabovethestream.It's possibleto climb thecav-
ern walls fromthelowerpassageto thebridge.The
walls are roughbutslick, requiringa successfulDC
15Strength(Athletics)checktoclimb.
The ropebridgehasAC 5 and 10hit points,and
it hasvulnerabilityto fire and slashingdamage.If
thebridgeis reducedto 0 hit points,it collapses.
Creatureson thecollapsingbridgemust makea DC
10Dexterity savingthrowtodartacrossthebridge
safely.Ona failedsave,a creaturefalls,takes2d6
bludgeoningdamage,and has the pronecondition.
Flood! The largepoolsin area H7 havecol-
lapsiblewallsthatcanbeyankedoutofplaceto
releasea surgeof waterdown the main passage
of thelair. If thegoblinsin area H7 are warned
abouttheapproachingcharacters,theystart
knockingawaythewall supportsof one pool in
the nextround. In the followinground on the
goblins’initiativecount,watersurgesfromarea
H7 to area H1.
When theflood happens,read or paraphrasethe
following:
SILDAR HALLWINTER
Medium
Humanoid
(Human),
NeutralGood
bee
Thepassage
fillswitha mightyroarasa hugesurgeof
ArmorClass16(chain
mail)
rushing
water
poursfromabove! HitPoints27(5d8+5)
Speed30ft.
be=
The floodthreatensall creaturesin the tunnel.(The STR DEX CON INT wis CHA
goblinon the bridgeis out of danger,as are any 13(+1) 10
(+0) 12(+1)10
(+0) 11(+0)10(+0)
oe
characterswho successfullyclimbed thecavern
walls.)Any creaturewithin 10feetof thedisused SavingThrowsStr+3,Con+3
SkillsPerception
+2
passageat area H4 or the stepsleadingto area H3
SensespassivePerception
12
mustmakea DC 10Dexteritysavingthrow to avoid LanguagesCommon
beingsweptaway.A creaturethatfails the Dexterity Challenge
1(200XP) Bonus+2
Proficiency
savingthrow mustmakea DC 15Strengthsaving bess
ae Mt ef
Development. If he is rescuedand healed,Sil- Klarg thebugbear shares this cavewith two gob-
dar remainswith the partybutis anxiousto reach lins (his“honorguards”)andhis mangypetwolf,
Phandalinas quickly as possible.He doesn’thave Thebugbear
Ripper. of
isfilledwithdelusions
anyweaponsor armor,but hecan takea shortsword grandeurandviewshimselfasa mightyking just
froma defeatedgoblin or use a weaponloanedto beginninghiscareerofconquest.He refersto him
him bya character.Sildar’s gearwas takentoCrag- self in the third person:“Who dares defy Klarg?”
mawCastle. and“Klargwill builda thronefromyour bones!”
Treasure. One goblinboss, Errk, wearsa belt Thegoblinsunderhiscommandresenthis inces-
pouch 21cp.Theotherboss,Yeemik,
containing santbullying.
carries a pouchcontainingthreeagatesworth 10gp Fire Pit. Thehotcoalsin thecentralfire pit deal
eachandapotionof healing. 1pointoffiredamagetoanycreaturethatenters
thearea,or 3 (1d6)firedamagetoanycreature
H7: TWIN POOLSCAVE thatfallstherewiththepronecondition.A creature
If thegoblinshavedrainedeitherpool to floodthe can takethelistedamountof damageonly once
passage,adjustthe followingboxedtextaccordingly: per round.
NaturalChimney.A nichein thewesternwall
Thiscavern
ishalf-filled
withtwolarge
poolsofwater. formsthetopofa shaftthatdescends30 feettoarea
A narrow
waterfall
highintheeasternwallfeeds H3. See thatareafor informationon climbing the
naturalchimney.
thepool,whichdrainsoutthewesternendofthe
Supplies. The piles of sacks and crates provide
chamber
toformthestreamthatflowsfromthecave
half coverto anycreaturefightingor hiding behind
mouthbelow.Lowfieldstone
wallsserveasdams them.Most are markedwith the image of a blue
holdingthewaterin.A wideexitstandstothesouth, lion—thesymbolof the Lionshield Coster, a mer-
whiletwosmallerpassages
leadwest.Thesoundof chantcompanywith a warehouseand trading post
thewaterfallechoesthroughthecavern,makingit in Phandalin.Linene Graywind at the Lionshield
difficulttohear. Coster in Phandalin seeksthesesacks and crates in
the nextchapter.
Hiddenamongthesuppliesis an unlocked trea-
Three goblins and two wolves guard this cave.If sure chestbelongingto Klarg (see“Treasure”be-
thegoblinswerewarnedaboutthecharacters,the low).Any characterwho searchesthe supplies finds
goblinshereareonguard.As soonasa fightbreaks thechest.
out here,one of thegoblinsfleesto area H8 towarn Development. |f Klarg was warned that the hide-
Klarg.Creaturesin areaH8 can’thearfightingin out is under attack, he and his allies hide behind sta-
this areadueto a noisywaterfall,nor can creatures lagmitesor pilesof supplies,hopingto ambush the
in this area hear fightingin area H8. characterswhentheyenterthe cave.Any character
Rock Dams. The goblinsbuilt thesesimpledams with a passiveWisdom (Perception)score of 14or
to controlthe flowof waterthroughthe heartof the higherisn’tsurprised.
complex.Ifa goblin from anotherarea called for the If Klarg and his allies were not warned aboutpos-
goblinshereto releasea flood,one or both pools are sibleattackers,thecharacterscan surprise them by
mostlyemptyand thestreamflows unimpeded. climbingthechimneyfrom area H3.
The goblinsand thewolf fightto the death.If all
H8: KLARG’sS CAVE
Klarg’s allies are killed, the bugbear attempts to
The leaderof theCragmawgoblins insists on keep- climbdownthechimneyto area H3 and flee the
ing thebulk of the raiders’stolengoodsin his den, complex.However,he mustsucceedon a DC 10
which containsplunderfrom about30 daysof raid- Dexteritycheckto wrigglethroughthe narrow
ing and ambushingcaravans. openingtoareaH3. Onafailed check,he has the
restrainedcondition.He can use an action to make
arepiledinthe
Sacksandcratesoflootedprovisions check;a successfulcheck
anotherDC 10Dexterity
southendofthislargecave.Tothewest,thefloor endstherestrainedconditionon him.
Treasure. The capturedstoresare bulky,and the
slopestowarda narrowopeningthatdescends into
will needa wagontotransportthem.If
characters
A largeropeningleadsnorthdown
darkness. a set
theyreturnthesuppliesto the Lionshield Coster in
offalling water
ofnaturalstonesteps,andtheroar Phandalin(seechapter2),theyearna rewardof 50
echoesfrom beyond.In the middleof thecavern,the gp and thefriendshipof Linene and her company.
coalsofa largefiresmolder.
~*~
—_ STYLES
KLARGTHEBUGBEAR
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In addition to the stolen provisions, Klarg has a Escort Sildar. If the characters rescued Sildar Hall-
treasure chest that contains 1,700cp, 150 sp, two winter, the wounded warrior would appreciate an
potionsof healing, and a jade statuetteof a frog with escort to Phandalin.
tiny golden orbs for eyes worth 40 gp. The frog stat- Seek NPCs. Other adventure hooks or background
uette can fit in a pocket or pouch. connections might prompt the characters to seek
out specific NPCs in the town.
WHAT'S NEXT?
It’s also possible that players might decide to do
Bis = are of the Sra ere place Py Phan- something different, such as striking out in search
Soe 3 eenaecty eee ave Dicaty OLTea: of Cragmaw Castle.If that’s the case, skip to
sons to visit the town: chapter 3.
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APTER 2
TROUBLE
IN PHANDALIN
omgran HE FRONTIERTOWNOF PHANDALINIS BUILT
WELCOME TO PHANDALIN
: on the ruins of a much older settlement.
When the characters first arrive in Phandalin, read
Hundredsof years ago, old Phandalin was a
the following:
thriving town whose people were firmly al-
lied with the dwarves and gnomes of the Phandelver
Pact. However,the same bandits who sacked the The ruttedtrackemergesfroma woodedhillside,and
mines at Wave Echo Cave attackedthe settlement, youcatchyourfirstglimpseof Phandalin.Thetown
and Phandalin was abandonedfor centuries. consistsof fortyor fiftysimplelog buildings,some
In the last three or four years, hardy folk from the
builton old fieldstonefoundations.Moreold ruins—
cities of Neverwinter and Waterdeephave begun set-
crumblingstonewallscoveredin ivyandbriars—sur-
tling atop the ruins of Phandalin. A bustling frontier
town has developedon the site of the old settlement. roundthenewerhousesandshops,showinghowthis
It’s home now to farmers, woodcutters, fur traders, musthavebeena muchlargertownin centuriespast.
and prospectors drawn by stories of gold and plati- Mostof thenewerbuildingsareseton thesidesof the
num in the foothills of the Sword Mountains. Unfor- carttrack,whichwidensintoa muddymainstreetas
tunately,more than a few ruffians and bandits have it climbstowarda ruinedmanorhouseon a hillsideat
settledhere as well, taking advantageof the fact that
theeastsideof town.
the area has no local authority to chase them off. A
As youapproach,youseechildrenplayingon the
gang known as the Redbrands has been hounding
Phandalin, extorting and bullying everyonein town. towngreen,andtownsfolktendingto choresor run-
The gang is led by a mysteriousfigure known to the ningerrandsattheshopsin town.Manypeoplelook
townsfolk only as “Glasstaff.” up andsmileasyouapproach,butall returnto their
businessasyougo by.
RUNNING THIS CHAPTER
In this chapter,the characters meet important
The characters can visit various locations in
townspeoplewho becometheir quest givers and
Phandalin and talk to the townsfolk.
friends throughout the adventure.By the time the
When he hired the characters, Gundren Rock-
mind flayer fanatics’ plot against Phandalin be-
seeker provided an overview of the town and its lo-
comes clear in later chapters,the characters’ attach-
cations to them. If the characters are using different
ment to one or more NPCs in town should encour-
adventure hooks, other people have told the char-
age them to save it. For now, consider portraying the
acters about the town. Either way, the characters
townsfolk as friendly and curious about the adven-
should have a rudimentary understanding of
turers to encourage these ties.
Phandalin’s layout.
CHARACTER ADVANCEMENT At this point, show the players map 2.1. The char-
acters arrive at Phandalin in the evening, so they
The characters should be 2nd level when the
have time to visit a few places before they must seek
chapter begins. The characters gain a level when
lodging for the night.
they finish exploring the Redbrand hideout under
Some locales the characters could visit include the
Tresendar Manor.
following:
Barthen’sProvisions. If thecharactershavethe
wagonload of supplies from the “Meet Me in Phan-
dalin”adventurehook,they'remeanttodeliverit
to this shop.
Lionshield Coster.If thecharactersretrievedthe
stolengoodsfrom theCragmawhideout,they
mightwantto returnthemto therightful owner.
AN ae: a
ayaa ill!lIAné
essgtonehllInng,2
4
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ae
‘. ms
ry vei es
a Of ,) ]_ a:
y : grower 5, | : .
Bi scntiog
Coster, bps
ys
Mape2.1: PHANDALIN
ELMINA’SNEWS
If the charactersask Elmina for newsof thetown,
the shopkeeperreluctantlyadmitsthatthe Red-
brands are making it hard on everyone,shaking
down local businessesand floutingthetownmas-
ter’sauthority.She knows thattheRedbrandsfre-
quentthe Sleeping Giant taphouse.
EDERMATH ORCHARD
Daran Edermath is a retireddrow adventurer.He
lives in a tidy little cottagebesidean appleorchard
that grew wild long ago,and he is workingtoclear
out the underbrush and cultivatethe orchardagain.
Daran is well over five hundred years old, and he
hasworkedasa marshalandheraldformanyyears
in the lands of the Dragon Coast,far tothe south.
re-
Upon retiring,he returnedtotheNeverwinter
gion, his original home.
Daran is a memberof the Order of theGauntlet,
a group of faithful seekersof justice who protect
others from the depredationsof evildoers.The or-
der is always vigilant, readyto smiteevil, enforce
justice, and enact retributionagainstanywho try
RECOVEREDGOODS
If the characters return the stolen goods recovered
in areaH8 of the Cragmawhideout(or if theyleft
thegoodsbutrevealwheretheycan be found),
Linene offers a reward of 50 gp and promises to
ORDER OF THE
GaunTcLertPIN
help the adventurers any way she can. She warns
the characters that the Redbrands are trouble and
advises them to avoid the Sleeping Giant tap house.
ALDERLEAFFARM -
Qelline Alderleaf is a wise and pragmatic halfling
farmerwho seemsto know everything that goes on
in town.She is a kind host and is willing to let th«
characters
stayin herhayloftif theydon’twantto
stayat the Stonehill Inn.
Carp’s STORY
Qelline’sson,Carp, is a spirited and precocious
halflinglad enchantedby the idea of being an adven-
turer.Hewasplayingin thewoodsnear Tresendar
Manor when he founda secrettunnel in a thicket.
A coupleof “bigscary bandits”came out of the
tunnelwhenhewas thereand met with a pair of
Redbrands.They didn’tsee him, but it was close.
Carp thinks thebanditshavea secret lair under the
old manorhouse.He also saw some strange goblins
with “glowinghands”duck into the tunnel. Carp can
ZHENTARIM PIN takethecharactersto the tunnel if asked, or he can
givethemdirectionsto the location.The cave leads
to area R8 in the Redbrands’hideout.
FINDINGCRAGMAWCASTLE
HALIA’SJOB OFFER
Qelline is a longtimefriend ofa druid named Rei-
If thecharactersask aboutthe Redbrands,Halia de-
doth.If Qelline realizes the charactersare looking
scribes how the ruffians loiteraround the Sleeping
for specificsitesin thearea,such as Cragmaw
Giant tap houseand havea baseunder Tresendar
Castle,she suggeststhe charactersvisit Reidoth
Manor, on the eastedgeof town.She thenoffers the
and ask for her help,“sincethere’snot an inch of
characters100 gp to capturethe Redbrands’leader,
the land thedruid doesn’tknow.”Qelline tells the
whom the outlawscall “Glasstaff,”and bring her any
charactersReidothrecentlyset out for the ruins of a
correspondencefoundin his quarters.
town called Thundertree, just west of the Neverwin-
The charactersare wise to be cautiouswhen deal-
terWood.The ruins are aboutfifty miles northwest
ing with Halia. She doesn’treveal thatshe wants to
of Phandalin,and Qelline providesdirections so
takeoverthe Redbrandsherself.A successfulDC
thecharacterscan easilyfind the place.If the party
15Wisdom(Insight)checkindicatesHaliahasulte-
pursuesthis quest,see“Ruins of Thundertree” in
rior motivesfor removingthe Redbrands’leader.
chapter3.
SLEEPINGGIANT
This run-downtaphouseis a dirty,dangerouswa-
tering hole at the end of Phandalin’s main street. It
is frequented by Redbrands and operated by a surly
orc namedGreska. If thecharacterschoose to visit
theplace,see the “RedbrandRuffians”encounter.
TOWNMASTER’S HALL
Phandalin has no functioninggovernment,but the
villageelectsa “townmaster”eachyear.The town-
master serves as a judge in minor disputes and
keepsimportantrecords.The current townmaster
is a human banker named Harbin Wester, a cheerful
and well-liked,but timid leader.Completelyintim-
idatedby the Redbrands,Harbin initially claims
Harrers PIN
el ee ek ee
thatthey're“justa mercenaryguild,andnotall that
muchtrouble,really.”
The townmaster’s hallhasa smallbutserviceable
jailwithtwocells.Harbineventually
admits
tothe
charactersthattheRedbrandsshouldbecaptured
so theycanstandtrialandpotentially
besentto
Neverwinter forimprisonment.
DANGEROUS TRAIL
Harbinpostsofficialnoticesona boardbeside
thedoorof thetownmaster’s hall.He’slookingfor
someonetoheadeastontheTriboarTrail,where
maraudershaveattacked severalcaravansnear
WyvernTor.The mostrecentvictimsreportedthat
at leastone strangegoblin accompaniedthema-
rauders,whoconsistofatleastanogreandsome
bugbears.Harbinis offeringa 100gpcontractto
anygroupthatcandrivethemarauders andany
goblin companionsaway.If the party pursues this
quest,see“WyvernTor”in chapter3.
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Thesixskeletonsareanimatedandunderordersto
Threehumanbandits,all members oftheRed- attackanycreaturethatcomeswithin 10feetof the
brands,arerestingin thisroom.If theyhearnoise doorleadingtoareaR5 or thedoor leadingtoarea
in area R1 (includingloud voicesor barrelsbeing
R6.Theydon’tattacka creaturewearingthe scarlet
rolled around),theypreparethemselvesfor afight cloak of the Redbrandsor that speaks the password
and try to surprise intruders. “Illefarn”(thenameof an ancientelvennationthat
The barrels herecontain similar provisionsto
once spreadacross much of the Sword Coast).
those in area R1. The stonelid of each sarcophagus is carved to
Treasure.All threeRedbrands wearbeltpouches depictthe person entombedwithin: two human men
holdingtreasure.The firstholds16spand7 gp;the and one humanwoman, all dressed like nobles. If
second holds 12sp and 5 gp;and the third holds 20 opened,the tombscontain mostly moldering bones
cp, 11ep, and two garnetsworth 10gp each.Addi- and scrapsof clothing,but see “Treasure” below.
tionally,threedirtyscarletcloaksthataretheRed- Development. Fighting in this room alerts the
brands’uniformhangfromthebunks. Redbrandsin area R5 that trouble is on the way.
Treasure. A jeweled gold braceletworth 140 gp
R3: TRAPPED HALL
lies amid the bones in the sarcophagus containing
This area was part of Tresendar Manor’soriginal
the femalehuman remains.
cellars.The Redbrandsdugoutthedirt beneaththe
stone floor, creatinga hiddenpit trap. R5: HOLDINGCELLS
For months,the Redbrandshavebeen capturing
Thickdustcovers
theflagstones
ofthis somber
hall- travelersin the area and holding them until theycan
be ransomed.
way.Thewallsaredecorated
withfauxcolumnsevery
tenfeet,andthedoubledooratthewestendofthe
hallissheathedincopper
plate,nowgreenwithage.A Thislongroomis partitionedintothreeareas,with
reliefcarving
ofamournfulangeladorns
thedoor. ironbarswallingoffthenorthandsouth.Filthystraw
doorsof
ofthosecells,thehinged
linesthefloors
whicharesecured a
bychains A pairof
ndpadlocks.
Trap. The pittrapin themiddleof thehallwayis
humanwomenareheld in the cell to the south, while
hiddenunder afalse floorconsistingof loosestone
timbers.Thetilesandtim- a humanboyisconfinedto thenorth.
tileslaidatopbreakaway
berscollapseunder100or morepoundsofweight.
A charactersearchingthehallfortrapscanspot Three Redbrand ruffians (seeappendixA) stand
the coveredpit with a successful DC 15Wisdom guard here,thoughtheyspend most of their time
(Perception) check. A successfulcheckalso reveals tauntingthe haplessprisoners (see“Captives”
narrowledgeson thenorthandsouthsidesof the below).If theyhear fightingin area R4, theytake
pit. A creature attemptingto skirt the pit using one positionsagainstthe wall near the door, then try to
of theseledgesmustsucceedona DC 10Dexterity surprise intruders.The captivesare too intimidated
(Acrobatics) check. to shoutwarnings or call for help.
A creature that triggersthe trapor fails the Dex- Cell Doors. The cell doors featuresimple locks
teritychecktoskirt theedgeof thepitmustmake requiring thieves’tools and a successful DC 10
a DC 15Dexteritysavingthrowtocatchtheedge. Dexteritycheckto pick. The doors can also be
Onafailed save,thecreaturefalls20feettothedirt wrenchedopen by bruteforce with a successful DC
floor of the pit, taking 2d6 bludgeoningdamageand 22 Strength (Athletics)check.
landing with the prone condition.
a
CHAPTER 2 | TROUBLE IN PHANDALIN
a neat
Development. If two ruffiansare defeated,the herband alchemyshop, insidewhich is an emerald
third tries to fleeand warn the restof thecomplex. necklacein a case hiddenbeneatha section of stor-
He might revealthe secretdoor leadingintoareaR7 ageshelves.She neverdared return to retrieveit.
in his effortto escape. The shopwas in the southeastpart of Thundertree.
Captives. The three humancommoners impris- (If thecharactersdecideto explorethe ruins of
onedhereare Mirna Dendrar and her teenagechil- Thundertree,see chapter3.)
dren, thirteen-year-oldNars and eighteen-year-old
Nilsa. A coupledaysago,the Redbrandsmurdered R6: ARMORY
Mirna’s husband,Thel. (His corpsecan befoundin The door to this room is locked from the outside.
area R8.) The gangwas thengoingto kill his family, Across from the locked door is a secret door that
but Mirna promisedthatwealthyrelativesin Never- leads to area R7.
winterwould paya substantialsum for herand her
children’ssafereturn.The Redbrandshavekeptthe Racksofweapons linethewallsof thischamber,
Dendrarsherewhile theydevelopa ransomplan. spears,swords,crossbows,
including andbolts.A
The Dendrarsare gratefulto thecharactersfor dozendirtyredcloakshangfromhooksbythedoor.
rescuingthem,buttheycan’tprovidemuchinforma-
tion aboutthe hideout.All theyknow is thattheboss
is a wizard (thoughtheyhaven'tmethim anddon't The Redbrandshaveambitiousplans to expand
know his name), and that he has “tall, furry mon- their numbersin the nearfuture,so they’vebeen
sterswith big ears”(bugbears)working for him. stockpilingarms and armor.
Mirna’s Heirloom. Thoughshe has nothing Treasure. The weaponracks hold twelvespears,
immediatelyto offeras a reward,Mirna tellsthe six shortswords,four longswords,six light cross-
characters that she might know where a valuable bows, and eight quivers holding twenty crossbow
heirloomis hidden.When shewas a younggirl, she boltseach.Three of theweaponsare especially
and her familyfledfromthetownof Thundertree well made:a shortswordwhose pommeland guard
after undead overran the place. Her family had an are set with semiprecious stones, and two matched ee
fk iAF A, eseS ay 2
R7: STOREROOM
ANDWoRKAREA
In this chamber,the Redbrandstake stockof their
stolenwares, eithershippingthemout through
thecaverntothesouthor packaging
themfor
storagein thestronghold.
Thisareaisthenorthendofalargenatural
cavern,
butithasbeenfinishedwithdressed
stoneblock
wallsandaflagstone
floor.Several
barrels
arestored
against
thewallshere,alongwithemptycrates,
straw
forpacking,
hammers,prybars,andnails.
Thecaverncontinues
forsomedistancetothe
south.
Youcanmake
outseveral
passages
thatopen
offthelargercavern,
andwhatlookslikea deeppitor
crevasseinthefloor.
R8: CREVASSECAVE
The characterslikely arrive hereby oneof three
routes:the tunnel from area R1; thestoreroomat
area R7; or the rough-hewnpassageto thesouth,
meat.Ssarnak is untrustworthybut loyal enough,
which continuesoff the map for aboutone hundred
for themoment.
feetand emergesfrom a cavein thewoods southof Ssarnak normallylurks near the west ends of the
Tresendar Manor. The southernpassageis an ex- two bridges.If it noticesintruders entering the cave,
cellentway to smugglepeopleor goodsin and out of it hidesbehindoneof the largestonecolumns and
Phandalin. If the charactersspoketo Carp Alderleaf watchesthem,attemptingto use its Weird Insight to
(seethe “AlderleafFarm” section),he will leadthem discerntheintruders’secrets.
to the tunnel entrancebut won't follow theminside. Ssarnak communicatesvia telepathy.If detected,
it prefersto negotiateand will betraythe Redbrands
A coldbreezesoftlysighsin thislargenaturalcavern, for theright incentive,suchas the promise of food.
flesh.Acrevasse The nothicknows everythingthe Redbrands know
thefaintscentofdecaying
carrying
(seethe“Whatthe RedbrandsKnow” section).
withslopedwallsdividesthecavernandis flankedby Bridges. Thesebridgesare madeof wooden
tworoughstonecolumnsthatsupportthetwenty- planksandhaveno rails. The southernbridge is
foot-highceiling.Two arched,wooden bridgesspan riggedtocollapsewhena creatureweighing more
the chasm. than 50 poundsmovesacrossit. A characternext to
thebridgecan spottheriggedconstructionwith a
successfulDC 10Wisdom (Perception)check. Any
A subterraneanmonsterthathungersfor flesh—a creature,includingSsarnak, can dislodgeone end
nothic namedSsarnak—guards this cave.Luredby of eitherbridge,droppingit into the crevasse,as an
fromthecrevasse,
a faintmagicaleffectemanating action.A creaturethatfalls into the crevassetakes 7
whenGlasstaff
thecreaturewasoccupyingthearea (2d6)bludgeoningdamage,has the prone condition,
with the mon-
movedin. Glasstaff struck a bargain and lands in a jumble of rubble that counts as diffi-
the sone in
ster, convincing it to help guard cult terrain.
occasional gift of fres
change for treasure and the
Dead Goblins. Underneath the southern bridge Mirna Dendrar in area R5 of the Redbrand hideout
are corpses of two psionic goblins (see appendix can identify the pendant and body as her husband's.
A). These goblins have elongatedskulls and are Treasure. The nothic keeps its hoard in a battered
dressed in filthy, haphazard rags. An examination of wooden chest hidden in a cubbyhole at the bottom of
the bodies reveals that a pair of vicious claws killed the crevasse, under the northern bridge. The chest
the goblins. can’t be seen from the edge of the crevasse but is
While they were looking to sow mayhem in the obviousto anycharacterwho descendsinto the
hideout, the goblins fell to the nothic before they fissure. The chest contains 160 sp, 120 gp, five mal-
couldgetanyfarther.It’sclearthatthesegoblinsare achite gems worth 12 gp each, a potion of healing, a
different than the ones the characters encountered potion of climbing, and a potion of growth.
in chapter 1.The characters will learn more about The chest also holds a +] longsword in a dusty
these goblins in later chapters. silver-chased scabbard. The sword is inscribed
Crevasse.This steep-sidedfissureis 5 to 10feet with the name “Talon,” and its hilt is worked in the
wide and 20 feet deep. Its rough walls are easily shape of a bird of prey with outspread wings. It once
climbedwithouta check. belongedto a greatknightnamedAldith Tresendar,
The bottom of the crevasse feels unnaturally cold. known as the Black Hawk. A character who suc-
When viewed with a detectmagic spell, the area em- ceeds on a DC 15 Intelligence (History) check recog-
anates a faint necromantic aura. The magic causes nizes the sword and recalls this lore.
all organicmatterin thecrevassetoageanddecom- Sir Aldith died fightingoff thebanditsthatat-
pose at half the normal rate. tacked through the hidden caverns below his manor.
Heaped at the bottom is the skeleton of Thel Talon was lost here until Ssarnak found it.
Dendrar, the woodcarver of Phandalin who was
murderedbytheRedbrands.Ssarnak haspicked R9: GUARD BARRACK
the bones clean, but the body is wearing a carved A character who listens at this door and succeeds
wooden pendant shaped like a unicorn’s head. on DC 10 Wisdom (Perception) check hears several
CHAPTER 2 | TROUBLE
if
IN PHANDALIN
gruffvoicesissuingcommandsin theGoblin He doesn'trememberthe location of Cragmaw Cas
tongue.Evenif thecharacterdoesn’tspeakGoblin, tle,butheknowsit’sup north(in the forest).
it’sclearthecommandsarecruel. Treasure. Nosk carries a belt pouch containing
13sp and somesemipreciousstones worth 50 gp.
He also has an iron keythat locks and unlocks all
Thisbarrack
contains
fourroughly
builtwooden
thedoors in the Redbrands’hideout.
bunks,withheaped
blankets
anddirtydishesscat-
teredabout.A strongsmellofunwashed
bodiesand R10: COMMONROOM
rotten
meatfillstheair.Fourtall,furryhumanoids
are This room is theheadquartersand meeting room
lounging
inthemess, barking orders atagoblin.
Your for the Redbrands.When thereis no official busi-
nessto discuss,it doublesas a common room where
suddenappearance
causesthegoblintofaint.
guardscanrelaxwhile offduty.
thestronghold
A characterwho listensat the door and succeeds
Four bugbears andonegoblin are present.The on a DC 10Wisdom (Perception)check hears the
goblin,Droop,is at thebugbears’mercy.He faintsat Rattling
villainsplayinga gameof knucklebones.
thesightof theparty,butanothercreaturecan use soundsare followedby shoutsand groans, and then
an actiontowake him. Otherwise,Droop has the a gabbleof voicesas wagersare paid. If the charac-
unconsciousconditionfor 1d10minutes. ters burstinto theroom,theysurprise its occupants.
The bugbearswork for the Spider andweresent
hereto helpGlasstaffkeepthe Redbrandsand
thecitizensof Phandalin in line.The leaderof the
group is namedNosk.
The bugbearsare theonly onesin the Redbrands’ IlaRNO
hideoutwho know the locationof WaveEcho “GLASSTAFF”
Cave.Theywon'twillinglydivulgethisin- ALBREK
formation,since theyfear theSpider more
thantheyfearthecharacters,
thougha
charmperson spell mightcoax theinforma-
tion from one of them.
The bugbearsalso know the location
ofCragmawCastle,butagain,theywon't
sharethisinformationwillingly.
The bugbearsavoidthe human membersof the
Redbrands.If the charactersare wearing scarlet
cloaks, the bugbearsassumetheyserveGlasstaff.
Clever charactersmight evenpersuadethe bug-
bears to helpdeal with “traitors”or “impostors”
elsewherein the dungeon.
Roleplaying Droop. The goblin, Droop, is nota
threatto the party.He is a memberof the Scrap-
tops,a goblin clan known for its scavengingand
tinkering.Droopwanderedintothehideoutlooking
for parts for a wagon he’srepairing back home.
The Cragmaws are demandinghe join their band,
but the terrified Droop just wants to go home.
When combat breaks out, Droop hides and avoids
the fight.
Droopknowsthegenerallayoutof theRedbrands’
hideout,as well as the location of its secret doors
andtraps.If asked,herevealsas muchas he
can remember.
Droopasksthe
aredispatched,
If thebugbears
party to protect him while he escapes the hideout.
IN PHANDALIN
a
CHAPTER 2 | TROUBLE
_—
Books andNotes. Glasstaffis a wizard of mid-
Several around
worntablesandchairsarescattered dling skill, and he is trying to master the art of
thislargeroom.Woodenbenches aredrawnagainst brewing potions and concocting useful alchemical
wallsdecoratedwithbrown-and-red and
draperies, mixtures.The booksand notesscatteredaround
severalalekegsareproppedupandtapped. theroomare basictextson alchemy.Any character
humanwarriorswearingscarlet proficient in Arcana or alchemist’s supplies can tell
Fourtough-looking
theapparatusis setup to brewa potionof invisibil-
cloaksaregatheredaroundoneofthetables.A stack
ity—buttheprocesshas beenunsuccessfulso far.
ofcoinsandtrinketsisheapeduponthetabletop Among the books is a tome written in Dwarvish.
them.
between The journal of an adventurernamedUrmon,it de-
scribesthehistoryof thelost mineof Phandelver
and theForgeof Spells.(Sharetheinformationin
Two Redbrand ruffians (seeappendixA) andtwo
thefirst and secondparagraphof thebeginningof
humanbandits, all membersof theRedbrands,are
chapter1 if youhaven'talreadydoneso.)
playingknuckleboneswhenthecharactersenter.
The gameisn’tfar fromturningacrimonious.The eS
Po ce
dice are loaded, and the bandit to which they belong IARNO “GLASSTAFF” ALBREK
is winning big. All four are intoxicated. Humanoid
Medium LawfulEvil
Wizard),
(Human,
The Redbrandsrecognizecharacterswearing
of defense)
ArmorClass12(16withmagearmorandstaff
scarlet cloaks as impostors. However, fast-talking 22(5d8)
HitPoints
offas newre-
charactersmightpassthemselves Speed30ft.
cruits, especially if they offer tojoin the game.
Treasure. The wealth in the room is all on the STR DEX CON INT wis CHA
table, having been bet in the game.(Knocking over 9(-1) 14(+2)11(40) 17(+3)12(+1)11(+0)
the table or mixing up all the enemies’ loot is a great
SavingThrowsInt+5,Wis+3
way to distract them for a short time.)The total SkillsArcana+5,History+5
amountsto 75cp,55sp,22ep,15gp,anda gold SensespassivePerception 11
earring set with a tiny ruby worth 30 gp. LanguagesCommon, Draconic, Dwarvish,Elvish
1 (200XP)
Challenge Bonus+2
Proficiency
R11:WIZARD’sWORKSHOP
Faint bubbling and dripping sounds can be heard SpecialEquipment.Glasstaffwieldsa staffofdefense
(see
through either door of this room with a successful appendix B).Withthestaff in hand,hecanuseanactionto
DC 15Wisdom(Perception)check. castthemagearmorspellandusehisreactiontocastthe
shieldspell.
ofscarlet
cloth.Thefurnishingsinclude
a smallwrit- fortheoccasionof theirvisit.Beneath
tertainment
ingdeskwithmatching chair,
a comfortable-looking his genteeldemeanor,however,Glasstaff is just as
bed,andawooden violentand arrogantas any of the Redbrands.
chestatthefootofthebed.
whilein captivity,Glasstaffre-
If heis questioned
all of whichis true:
latesthefollowinginformation,
If Glasstaff is surprised, add:
Drow Villain. The Spider is a drow.
Fearsome Brigands. The Spider sent four bug-
Sittingatthedeskisashort,dark-bearded human bearsto helpGlasstaffkeepthe population of
maninrobes,studying atome.Hewears a princely Phandalinundercontrol, but the Redbrands have
mantle ofermine,andhisboots,gloves, so far managedwithoutthem.
androbes
Known Route. The bugbearsknow the way to Wave
aretrimmed inthesamefur.A dusky glassstaffleans
Echo Cave.(Glasstaffdoes not know the route.)
against hischair,
withineasyreach.
Etched intothe Magical Forge. The Spider is searching Wave Echo
staff'slengtharestylized
feathers. Cavefor theForgeof Spells, a magical forge that
was usedbydwarvesand gnomesin bygonedays
to fashionpowerfulmagicitems.
If the quasit in area R11 warns Glasstaffthattrou-
Unknown Betrayal. No other membersof the
bleis approaching,
hegrabsthescrollsfromhis
Lords’Alliance know of Glasstaff’sbetrayal.
chest(see“Treasure”below)andfleesviaa secret
door in the northeastcorner of the room. In his Development.Variouspapersand notes are
haste,Glasstaff leavesbehind a letterfrom the stackedneatlyon thedesk,mostlyconsisting of
Spider (see“Development”below)and neglectsto Glasstaff’swrittenordersto apothecariesand alche-
properlyclose the secretdoor. Charactersgain ad- mistsin nearbysettlementsfor more materials for
vantageon ability checks madeto find the slightly his workshop.However,thecharactersalso find a
ajar secretdoor. letterrolledupandsealedwitha waxsymbolin the
If he managesto escape,Glasstaff fleesto area R1 shapeof a spider.
(viaareasR7 andR8)andgrabsthesatchelhidden
in thecisternif it is still there.If thenothicis still
alive in area R8, Glasstaff instructs it to waylayany
pursuers.If thecharacterscatchupto Glasstaff,and
44 CHAPTER
2|TROUBLE
INPHANDALIN oe Sb ce
> eh
sty
om Ee
Lord Albrek, WHAT’S NEXT?
Myspiesin Neverwinter are
tellmethatstrangers If Glasstaffis takeninto custody,Sildar Hallwinter
Theycouldbeworking for arrangesto havethe wizard incarceratedin the
duetoarrivein Phandalin.
townmaster’shall until he can be safelytransported
them
Capture
thedwarves. if you
if you can,killthem
backto Neverwinter.At somepoint, Glasstaff stands
must,butdon’tallowthemto upsetourplans.See trial for his crimes. If your playersare interested,
thatanydwarvenmapsintheirpossessionaredeliv- consider running a short roleplayingscenein which
eredtomewithhaste. their charactersgive testimonyabout Glasstaff’s
I’m countingon you,larno.Don't disappointme. actionsand whatthe partyfound in the Redbrands’
hideout.Or you can skip thetrial, as its detailsare
immaterialto this adventure.Once Glasstaffis
Treasure.At thefootof thebedis a sturdy,un- foundguilty,Sildar takeshim to Neverwinter,where
lockedwoodenchestholdingthebest pickingsof heserveshis lengthyprison sentence.The Spider
the Redbrands’loot overthelast fewmonths.It con- is too preoccupiedto meddlein the wizard’sfate,so
tains 180sp, 130gp,and a silk pouchwith fivecar- Glasstaffcan forgoany hope of a rescue.
neliansworth 10gp eachand two peridotsworth 15 At this point,it shouldbe clear to thecharacters
gpeach.It alsocontainstwoscrollsthatGlasstaff thattheymustfind WaveEcho Cavein the wilds out-
broughtwith him from Neverwinter:a spellscroll of side Phandalin.
holdperson anda spellscroll of fireball.
Glasstaffalso wieldsa staffof defense(see
appendixB).
a
HEBANSHEE
AGATHA
BROOKS
NO
_
WREATS IN HER H
ea
ae
Ps
ae
CHAPTER 3
| WEB
THESPIDER’S
HAVEDEALTWITH
NCETHECHARACTERS RUNNING THIS CHAPTER
- Jarno “Glasstaff” Albrek, they'll likely
This chapter takes place in the wilds surrounding
want to find Wave Echo Cave and confront
Phandalin,a regionknown as theTriboar Trail. The
theSpider.So far,thecharactershaven't
area is composed of foothills and rolling, sparsely
learned the cave'slocation, but they have several
wooded plains that extend between the Sword
leads that point to the wilderness outside Phand-
Mountains to the south and Neverwinter Wood to
alin.The charactersmayalsocompleteanyquests
thenorth.The areagainsits namefroman old trail
they received from townspeople in Phandalin.
that runs from the distant town of Triboar to the
The characters can’t learn much more in town,
east, winding westward about one hundred miles
andwith theRedbrandsdefeated,Phandalinisn’tin
through the abandoned village of Conyberry, then
immediate danger. The heroes must enter the for-
running north of Phandalin on its way to the High
ests and hills surrounding the town to uncover the
Road along the coast.
larger plots they'recaught in.
CHARACTER ADVANCEMENT
THE STORY SO FAR The characters should be 3rd level when the chap-
Depending on which townspeople the characters ter begins. The characters gain a level when they
met in Phandalin and which quests they completed confront King Grol and learn the location of the lost
or clues they gathered,they might know some or all mine of Phandelver.
the following information:
UsING THE OVERLAND MAP
The Banshee. Sister Garaele wants the characters
to find the banshee Agatha and ask her about In this chapter, the characters travel from one point
Bowgentle’s spellbook (see “Conyberry and Ag- of interest to another. As shown on the regional map
atha’s Lair”). in this book’s introduction, some of these areas are
Old Owl Well. Daran Edermath wants the charac- forty to fifty miles apart, requiring several days of
ters to discover who is exploring the ruins at Old marching overland to reach the next adventure site.
Owl Well (see“OldOwl Well”).
Thundertree. Qelline Alderleaf suggestedthe TRAVEL TIME
characters go to the ruined town of Thundertree Assume the party travels twenty-four miles per day
and consult with the druid Reidoth (see “Ruins of overa periodof tenhours.The charactersmustrest
Thundertree”). for eight hours per day,with the remaining six hours
Wyvern Tor. Townmaster Harbin Wester wants available for making and breaking camp, preparing
the characters to head east on the Triboar Trail meals, and foraging or hunting.
ee
Ie
4:Q and chase away raiders near Wyvern Tor (see
WILDERNESS ENCOUNTERS
“Wyvern Tor”).
CragmawCastle.Sildar Hallwinterwantsthechar- The wilds of theTriboar Trail arenotespecially
acters to stop the Cragmaw goblins’ attacks and safe.As theheroestravelthroughoutthis area,they
search for Gundren Rockseeker, and he encour- mightstumbleacrosshungryanimals,greedyban-
ages them to explore Cragmaw Castle (see “Crag- dits, or vicious monsters.
maw Castle”). Checkfor randomwildernessencountersonce
during the day and once at night by rolling a d20.
The characters can rest and purchase supplies in
an encountertakesplace.Rolla
On aroll of 17—20,
Phandalin as their funds allow. When they’redone,
d12 and consult the Triboar Trails Random Encoun-
so their
ask theplayersto picka leadto investigate
terstableto determinewhatthepartymeets.
characters can head to the appropriate destination.
>.
This 10-foot-by-10-footshelter is the lair of Agatha If the charactersask aboutBowgentle’sspellbook,
the banshee. If the characters exercise caution and Agathatellsthemthatshe tradedthe book to a nec-
remember what they'vecome here for, they won't romancernamedTsernoth from thecity of Iriaebor
haveto fighther.As such,no mapis provided.Ifa morethana hundredyearsago.She doesn’tknow
fight breaks out, any forest map with a small struc- what becameof thebook afterward.Her answer is
ture will do. truthful,and it’sall the informationSister Garaele
When the characters enter the shelter,read the needsfor theHarpers to resumetheir search.
following: The charactersmightinsteadchooseto ask Ag-
athaaboutsomethingelse—forexample,the loca-
tionof CragmawCastle,thelocationof WaveEcho
Ahomeofsortsisshelteredwithinthedomeof
Cave, the identity of the Spider, or Hamun Kost’s
It issparsely
wovenbranches. withchests,
furnished question about Old Owl Well (see that section, be-
shelves,a table,anda chaiselongue,all of it old and low).Agathais well informedand a capablediviner,
ofelvencraft. so she can answer almost any single question per-
tainingtothe adventurethatthe playersthink to
have their characters ask. However, the banshee
Agathasensesthecharacters’intrusionand appears warns the characters that she will answer only one
shortly after they enter her home:
question,so theyshouldchooseit carefully.
OLD
OWL
WELL
heis willingtostrikea dealthatadvanceshis inte
estsatthesametimeit helpsthecharacters.
Hamunstaystight-lipped aboutthereasonfor |)/
presencein theregion.He is, however,willing to
providethe informationtheparty needs in exchany.
for a favor.If thecharactersgiveHamun some in
dicationofwhattheymightwant(forexample,the
locationof CragmawCastleor Wave Echo Cave), hi
sharesone or both requests:
» He wantsthemaraudersatWyvern Tor to leave;
they'vescoutedouthis campand seem inclined to
cause trouble.
» HewantstoaskAgathathebansheethenameof
thewizard who built thetowerat Old Owl Well.
Hamun won'trisk thebanshee’sanger,but the
characterscouldask thequestionfor him. (Agatha
knows thename:Dresina.)
‘TREASURE
Hamun’stentcontainsa comfortabletraveling suite:
a cot,a chair,a writing desk,supplies,and a chest of
clothes.In thechestis a leatherbagcontaining 35
sp, 20 ep,20 gp,and5 pp;fivesmall agatesworth
10 gp each; a potion of healing and a spell scroll
ofdarknessin a bonetube;anda Tinyjeweledbox
1Square
«8Feet# worth 25 gp.
The jeweledboxcontainsthe Red Wizard’s most
Map3.1:OLo Own Weir interestingdiscoveryso far:a ring of protection
from ancientNetheril.The ring is madefrom a
followingold footpathsor scrambling up the slope singlepieceof mysticalgreenglass that’sstronger
and findinga gapin the surrounding walls of rubble. than steel.It hastheaddedpropertyof making the
Twelvezombies lurk inside the crumbledshell of wearerless likelyto drop or lose anything held in
theold watchtowerand can'tbe seen from outside. thehandthering is on.The wearerreceivesa +4
However,anycharacterwho succeedson a DC 15 bonusto savingthrowsor checksmadeto avoid
Wisdom (Perception)checksmells a deathlyodor droppingor beingdisarmedof anyitem held in
waftingfrom the tower'sdirection. thathand.
When charactersapproachthe tower or the
tent,the zombiesshamblefrom the tower.If a DARAN EDERMATH’S QUEST
battlebreaksout, Hamun Kost, a human mage, Learning abouttheRed Wizard's presenceat Old
emergesfrom his tentand asks, “What is the mean- Owl Well completesa questgivento the party by Da-
ingofthis?” ran Edermath in Phandalin, The characters should
Hamun is a Red Wizard—a spellcasterfrom a land meet with Daran in Phandalin to receive their re-
called Thay,far to the east.His is a red-robedfigure ward of bootsof stridingand springing.
with a shavedscalp and a tattooon his forehead.
A characterwho succeedson a DC 10 Intelligence RUINS OF THUNDERTREE
(Arcana)check recognizes Hamun’s tattooas a Near theplacewherethe NeverwinterRiver
necromanticsymbol.A successful DC 15 Intelli- emergesfromNeverwinterWood standsthe aban-
gence(History) checkverifies the wizard’s garb as donedvillageof Thundertree.It was once a prosper-
belongingto Thay, a land of necromancers where ous community,wealthyfrom thework of its wood-
wizards patterntheir flesh with tattoos.The tattoo cuttersand trappers.Thirty years ago,the eruption
on the head representsa wizard’s school of magic of Mount Hotenowtothenorth devastatedThunder-
specialty,Hamun’sbeing necromancy. tree.In thewakeof thenaturaldisaster,a plague
If any characterattemptsto talk to Hamun, even of strangezombiessweptoverthe area,killing or
bycallingouta greetingor answeringhis questions driving offthosewho survivedtheeruption.
during combat,he temporarilycalls off his zombies. Though mostof thezombieshavelong since
The Red Wizard is not particularly aggressive,and crumbledtodust,strangemagicpermeatingthe
“——_
CHAPTER 3 | THE SPIDER’S WEB
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. oe
5 U8 = 13
; fe Te
U5
troll
intonewand
areahas mutatedthelocalvegetation Reidoth placed the sign to discourage treasure seek-
dangerous forms. Few people dare to venture into ers from stirring up the monsters in the area.
the ruined village now, and those who do so seldom
stay long—with two notable exceptions. The druid GENERAL FEATURES
Reidoth (see area U4) visits Thundertree from time Many of Thundertree’s buildings have crumbled in
totime,keepinga waryeyeon its dangers.Some the years since the town was abandoned, and nature
cultists also arrived recently (see area U13) to treat threatens to swallow what remains.
with a dragon that claims Thundertree as its do-
main (see area U7). BUILDINGS
As the party approaches the ruined settlement, A building in Thundertree is either ruined or intact,
read the following: as shownon map3.2.
Ruined buildings are empty shells with stone
walls 5 to 8 feethigh.Their roofsare gone,leaving
Gradually,thetrailbecomesanold,overgrown lane
piles of debrisinsidethewalls. The debrisis diffi-
windingbetween dilapidated choked
buildings with cult terrain.
vinesandbrush.Inthemiddle of thesettlementrises Intactbuildingsare rundown,ramshacklestone
a steephill,uponwhichstandsastonetowerwitha cottagesthatare otherwisestill standing.Their
partially
collapsed roofandanadjoining
cottage.A wooden doors are stuck and require a successful
dirtroadhugsthebase ofthe hillandwendsitsway DC 10Strengthcheckto forceopen.The windows
of anyintactbuildingare 2 feetwide andcovered
betweenold stonehouses,manyof whichareroofless
bywoodenshutterscontaining6-inch-widearrow
ruins.Otherbuildings appear
intact.Thewholeplace
slits.Creatureson onesideof an arrow slit gain
iseerilysilent. three-quarterscoveragainstattacksfrom theother
A woodensignis nailedtoa postnearby.
It side.Dustyfurnishings,suchas simplewooden
reads:“Danger! Plantmonsters
andzombies! Turn chairs and tables,remainin mostintactbuildings.
backnow!”
Theseruined,side-by-side
cottageslookasthough
theymighthavebeenthehomesof prosperous
shopkeepers
orwell-offfarmersintheirtime.All that
remains
arecollapsedwallsandpilesof debris.Sever-
alyoungtreeshavegrownwithintheruins.
A weathered
signboard
bythedoorofthis largebuild-
ingshowsthefadedimageofa workhorseholdinga
flagon
ofale. Thebuilding is sagginganddilapidated,
butit is moreintactthantheruinsacrosstheroad.
wwe
en
U4: Druip’s WATCH POsT
thanthedi-
Thissmallhouseis inbettercondition
structures
lapidated Thedoors
nearby. arereinforced
withheavyironbands,andthickshuttersprotectthe
windows.
ee
Basedonitswidechimney of fire-
andtherottedpiles Thisruinedshopisclutteredwithsaggingstorage
building
woodjumbledoutsidethewalls,thissagging shelvesandbrokenfurniture.Shardsof glassand
a smithyinitsday.
wasprobably piecesof glintintheweeds
pottery andrubblenextto
rottedbooksandcasks.
Four ash zombies (seethe“AshZombies”sidebar)
are slumpedon thefloor.When thecharactersenter, This was an herband alchemyshopbelongingto the
themonstersclimbto theirfeetand lurchforward familyof Mirna Dendrar,nowa residentin Phand-
toattack.Once thezombiesseethecharacters,they alin (seearea R5 in the “RedbrandHideout Loca-
pursue the characters relentlessly. tions”sectionin chapter2).
A varietyof old tools—tongs,bellows,hammers, All the reagentsand concoctionshere havelong
anda pair of iron anvils—arescatteredaroundthe since spoiled, and the books are unreadable masses
interior of this building. of rot. However,a small woodencase is hiddenin a
Treasure. A batteredold cabinetis half buriedbe- compartmentbeneaththe storageshelves.A char-
neaththepartiallycollapsedroof.It containsa large actersearchingthroughthe wreckagecan find the
leathersatchelfilledwith strange,diamond-shaped casewith a successfulDC 10Wisdom (Perception)
platesof a brown-goldcolor.Each is abouthalf the check.The checksucceedsautomaticallyif Mirna
size of a human hand, light in weight, and as tough sentthe partyto find the heirloom.
as iron. The platesare brassdragonscales,which Treasure. The case is worthless but contains
can be sold to an armoreror anotherinterested a goldnecklacewith a fine emeraldpendant
buyerfor 75 gp total. worth 200 gp.
of wreckage
Heaps ofthis ruin.In
littertheinterior
one cornerstandsa brokenloom.
of thissmall,
yard
Debrisis strewnaboutthemeager
dragon (whose name he doesn’t know). If the charac-
dilapidatedfarmhouse.
ters express a similar desire, Favric suggests an alli-
ance.He actuallyplansto offerthecharactersto the
The doors to this cottageare barredfromtheinside, dragonas part of his tribute,andif a fightensues,
requiring a successfulDC 20 Strengthcheckto thecultistssidewith thedragonagainstthe partyin
force open. The shutters are also barred from inside the hope of earning its trust.
and can be forced open with a successful DC 15 Treasure. In addition to what he carries, Favric
Strength check. has a small coffercontainingtributefor the green
Six humancultists hidein thehouse.Four stand dragon:six lustrousamethystsworth 50 gp each.
guard at a time (two in each room) on eight-hour He also carries a potion of flyingin a stopperedvial
shifts, while the others rest in the larger chamber. aroundhis neck.
The cultistswear blackcloakscuttoresemble
dragonwings and blackleathermaskswith stylized WYVERN [TOR
dragon horns. In addition to Common, the cultists
This cragis a prominentlandmarkin the rugged
speak Draconic. hills northeastof the Sword Mountains,and it
The interior of thehouseis dustyandstrungwith is easilyvisiblefrom twentymiles away.People
cobwebs.The onlyfurnishingsare a smallstove, travelingalongtheTriboar Trail in thevicinityof
a table, two chairs, and a bunk (which the cult-
Conyberrycatchglimpsesof WyvernTor to the
ists share). southas theygo.The tor was formerlythehomeof
Development. The cultistsaren’tinterestedin a largeand dangerousnestof wyverns,buta band
fightinganyoneand prefertobeleftalone.The of boldadventurersdealtwith the monstersyears
leaderis an ambitiousyoungmannamedFavric, ago.Though thewyvernsneverreturned,other
who hopesto rise throughtheranksquicklyby creatures lair here from time to time—including a
earning the allegianceof thegreendragonin area bandof raidersthatset up campa coupleof months
U7. His fellowcultistsdon’tshareFavric’sambition ago. Led by an orc named Brughor Axe-Biter, these
and fleeif he’scapturedor killed. raidersnoticedthe Triboar Trail’s increasein traffic
If the characterstalk to thecultists,Favricex- and havebeenambushingtravelersand stealing
plains that they’ve come to treat with the green
f =5Fe =
1Square Bi ! 5 a - . P tr 5 ha
+ . , ‘ & ue. i! Y Y
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r =
cg % “
Ce CS 7 ; i Ci 4 y Z C14 pe Ke
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y a PIS . ne . 1 3 < * rs
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C4) te pail
l3 ee:
Sa
C10 2
-
CASTLE| El
= CRAGMAW co
"Mia eg
The castlehassevencrumblingtowers
of different siz- C2: TRAPPED HALL
es and heights,buttheupperstoriesareall in varying
statesofcollapse.
A shortflightofstepsascends
toa Doorsstandclosedtothenorthandsouth,witha
terracein frontof the mainentryway.Pastthewreck- crumblingmoundof rubblepartiallyobscuringthe
ageofa pairofsundered
doorsliesashadowed
hall. southern
hall.Totheeast,abroad
corridor
endsin
Roundtowersloomovertheentranceway,
witharrow twomoredoorsleadingsouthandeast.Thecorridor
slitsfacingtheterrace. isclutteredwithdustyrubbleandfallenplasterfroma
partialcollapse
ofthe ceiling.
The main gatesbetweenareasCl andC2 are made
of bronze-covered wood, but they are corroded and
If thegoblinsentriesin areaC3 raised the alarm,
collapsed.No monstersdwellhere,butthegoblin
thenthegoblinsand hobgoblinsin areasC4 and
sentries in area C3 are supposed to be keeping
C6 run throughthenorth and southdoors at the
watch.They glanceonlyoccasionallythroughthe
same time. They attack from both directions, trying
arrow slits, however, so characters who move qui-
to overwhelmthe adventurersand drivethemfrom
etlymightbe ableto creeppastthem.Haveeach
the castle.
character make a Dexterity (Stealth) check. The low-
Trap. The dusty plaster and rubble before the
est checkis the DC for thegoblins’Wisdomchecks
door leadingto areaC8 conceala coppertripwire
to noticethe party.
connectedto linchpinshidden in the ruined ceiling.
.
Development. If the goblins spot the characters Spotti ee ;
(or if the charactersapproachopenly),thegoblins eee . wah eo sis k
z shootarrows throughthearrow slits. However,they isdom (Perception)check.
: Oncespotted,thetripwire is easilyavoidedand dis-
can’tfire directlyat enemieswho hohhavereached
h or iy
armed(noabilitycheck required).y
gonepastthe brokengate.The goblinsalso shout
i
Development.|f combateruptshere,thecrea- down the door,whether successful or not, aler(:
tures in areaC9 cannotbesurprised. creaturesin areasC7, C8, C9, C12, and C13.
Treasure.Thestonebraziercontainsa mound Arrow Slits. Any character who pauses and |is
of coal, underwhich is burieda goldstatuette
of an tensnearthearrowslitshearsnoisefrom are, (7
elf worth 100gp,wrappedin crimsoncloth.A gob- theoccasionalclatter of crockery and angry goblins
lin hidthefigurinehere,hopinghisfellowgoblins arguing thedishesneedcleaning.The
overwhether
wouldn'tsteal it. goblinsaren'tkeepingwatchfrom these arrow slits.
A detectmagicspell revealsthatthe statuetteis butif thecharactersmakea gooddeal of noise,the
imbuedwith divinationmagic.A non-evilcreature goblinswill comeandlook.If theysee intrudersoy
grasping thestatuecan ask it a questionandreceive side,thegoblinsshoutan alarm.
a telepathic
response,
asthoughthecreaturehad
cast augury.Once a creaturehasaskedits question Cll: RUINED TOWER
and receiveda response,it can neveractivatethe
statuetteagain. Thistowerhasalmost
completely
collapsed,
although
C9: GOBLIN SHRINE thegroundfloorstillhasa littleopenspace.Rotting
The Cragmawshavebeenusing this placeas a cratesandancientbarrelsshowthatprovisionswere
shrinetoa made-up
godtheycalltheJaggedTooth. oncestoredhere.
A heavy
curtain
obscures
acrumbling
areatothe
Thischamber occupies thenortherntowerofthe south,andanintactdoorleadseast.To the north,
castle.A stonealtarstandsinthemiddleoftheroom, ashortpassage
through
therubbleendsbeforea
coveredwithbloodstained blackcloth.Goldritual screen
ofcanvas.
implements—achalice
andacenser—are
carefully
arranged
atopthealtar.
Twoarchways
tothesouthare Dusty canvashides the northern entrance to this
covered
withheavycurtains. area,blendingin with the surrounding stonework
and rubble.A characterwho succeeds on a DC 15
Wisdom (Perception)check spots a footpath leading
This shrine is hometo a goblin boss namedLhupo,
to the hiddenentrance.If the characters actively
whostylesherselfasa priest,andher“acolytes,”
searchthe outsideof the castle for a hidden en-
a pair of goblins. They all wear robesovertheir
trance,theycan make a DC 10Wisdom (Perception)
armor,butnoneof thempossessdivinepowers.If
checkto spot the hidden entrance. Otherwise, this
the goblins heard the charactersfightingthe grick
areacontainsnothing of interest or value.
in areaC8, theyhidebehindthealtarandattempt
to
surprise the characters;otherwise,all threegoblins C12:GUARDQUARTERS
are kneeling beforethe altar,praying.
A bloodstained cloth coversthe stonealtar,the
FourarmoredHumanoidsstandarounda stonebra-
sides of which are engravedwith imagesof the
same gods reflectedin thedecorfoundin areaC8. ofthis small
zierfullofcoalsthatglowsinthemiddle
Treasure. The chaliceand censerare art objects Fourstrawpalletslinetheeastwall.Thewall
barrack.
worth 180 gp and 150gp, respectively.Lhupo de- to the south hascollapsed,but a boarded-up door in
cided the itemswere of suitablequalityfor her un- A doorinbettercondi- |
isstillstanding.
thatdirection
named rituals. west,whileacurtain
tionleads hangsinanarchway to
C10: POSTERN GATE thenorth.
Onthesouthsideoftheoldcastle,
anovergrown
path Four hobgoblins stand guard in this room. They
keepwatchfrom the arrow slit, so any characters
thatclimbsintothewall.A large
leadsto a passage
creepingaround outsidethe east side of the castle
fromdirectoutside
irondoorstandshere,sheltered
are likely to be spottedand attacked.The hobgob-
Arrowslitstenfeetabove
attack. overlook
theground linsaresmart,tough,andloyalto King Grol. At the
thepath. startofcombat,onehobgoblinrunstowarn the
king in area C14,then returns 2 rounds later to re-*
join the fray.
The iron door is locked.It can beopenedwith
This areawas oncea parlor for the castle’s orig-
thieves’tools and a successfulDC 15Dexterity
inal occupants,thoughits rotted furnishings were
check or forcedopenwith a successfulDC 25
brokenup by theCragmaws and used for firewood.
tobreak
Strength(Athletics)check.Anyattempt
a =e
C13: HAUNTED TOWER King Grol is a fierceold bugbear. He rules the Crag-
The door to this room is boarded up from the north maws throughpure intimidation.His fur is streaked
side. It takesa few roundsto removetheboards, with gray,his shouldersare stooped,and he wears a
whichthecharacters
shouldtakeasawarningthat setof jeweledsilver teethover his own rotting fangs.
dangerlies beyond. He’sagile and strong,demandingand vindictive,
The arrow slits hereare shuttered,leavingthe and no Cragmaw dares to cross him.
room dark. The boxedtextassumesthatthecharac- Grol is attendedbyhis petdire wolf, namedSnarl,
ters havedarkvisionor a lightsource. and a specialguest:a doppelganger disguised as
a drow woman.The unconsciousGundren Rock-
seekerlies nearby(see“UnconsciousDwarf”). The
Theupperfloorsofthistowerhavecollapsed tocreate doppelganger, Vyerith,is a messengerfrom the
a hollowsilothirtyfeethigh.Theupperreaches of Spider, come to transport Gundren Rockseeker and
theroomarelostin shadows. It'sclearthatthisarea themapto WaveEcho Cave.Grol wantsto sell the
hasn'tbeenusedfor sometime.Dust,rubble,and mapinsteadof surrenderingit, and he and Vyerith
and
brokenglasscoverthefloor,andoldworktables are negotiatinga price.Vyerith first wantsto ques-
halfoftheroom.
clutterthesouthern tion Gundrento determineif anyoneelse knows the
bookshelves
locationof the mine.Then the doppelgangerintends
to betraythe Spider bykilling Gundren and destroy-
The Cragmawsbelievethis toweris haunted,but ing the map.
they'rewrong.The areais thelair of a grell, a hid- If thevillains havebeenwarnedthatan attack
eousflyingmonster.It canworm its waythrough is imminent,Vyerith hides behindthe door to the
thewreckageof theupperfloorstoleavethe castle northeast, leaving it open a crack in the hope of at-
when it wantsto hunt,butbetweenexcursions,it tackingintruders from the rear.Grol holds Gundren
lurks in theshadowsof thehollowtower.When hostage,readyto kill thedwarf if the characters
thegrell noticesintrudersin thelowerportion don’tbackoff.
of its tower,it silentlydropsfromtheshadows Arrow Slits. The arrow slits are 15feetabove
and attacks. the groundoutside,and the creaturesherearen't
This roomwas oncea libraryandworkshop,but keepingwatch.They're unlikelyto noticeintruders
nothingof its originalcontentsremainsintact. movingaround theexteriorof the castle.
Treasure. The grell’snestin theupperpartof the Northwest Room. This partially collapsedcham-
towercontainsa batteredwoodenchestthemonster berwas oncea comfortablebathroom.It still con-
foundin thewreckageof theroombelow.The chest tainsa largetile tub,unusedby the castle’scurrent
can’tbe seenfromthefloor,andit takesa success- occupants.
ful DC 15Strength(Athletics)checkto climbup to Unconscious Dwarf. Near the southwestcorner
the ledgeuponwhich it rests.The chestis unlocked of theroom is Gundren Rockseeker,a dwarf
and contains90 ep, 120gp,a potionof healing,a commoner. He is unconsciousbut stableat 0
spell scroll of silence, and a spell scroll of revivify. hit points.
A
63
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MeO tart eee Fig, en
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MINEINWaveEcno Cave,
tHeyWAD
NOIDEASUCH
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LCL EVIL
Te ee eR See) at «s
eT paar
CHAPTER 4
CAVE
ECHO
WAVE 5
e
WAVE
IFTEENMILESEASTOFPHANDALIN,
Echo Cave lies in the deep vales of the Sword
WAVE ECHO CAVE
Once a thriving mine bustling with activity, Wave
Mountains. The rich mine of the Phandelver
Echo Cave is now a dangerous place overrun
Pactwaslostfivehundredyearsagoduring
with monsters.
bandit attacks that devastatedthis area.
Whether the characters follow Gundren’s map or
In the centuries since, countless prospectors and
receive directions to Wave Echo Cave from another
adventurers have searched for the lost mine, but
source, their initial approach leads them to a narrow
none succeeded until the three Rockseeker brothers
tunnel whose entrance is hidden within the Sword
found the entrance a month ago. Unfortunately,the
Mountain foothills (area W1).
dwarvesdidn’trealizetheywerebeingfollowedby
spiesworkingfor NezznartheSpider,andtheRock- WANDERING MONSTERS
seekers inadvertentlyled the villain to their prize.
If the characters spend a long time in an area, you
The Spider and his followers captured the two
brothers who were guarding their find, then ar- can check for wandering monsters by rolling a d20.
ambush.After On a roll of 17-20, an encounter takes place. Con-
rangedforGundrenRockseeker’s
versely,if the players seem restless, you can decide
learning of the adventurers’ involvementwith Gun-
that an encounter occurs.
dren, or of their exploits in and around Phandalin,
the Spider issued orders for the characters to be Roll a d12 and consult the Wandering Monsters
dealt with. He then began exploring the depths of table to determine what threat the party meets.
Wave Echo Cave.
WANDERING MONSTERS
The drow is searching for the Forge of Spells,
where the human mages of old Phandalin en- d12 + Monsters
chanted dwarven weapons and gnome gadgets. 1-3 2d4stirges
However,the Spider’s exploration has been hin- 4-5 1d4ghouls
dered by the dangerous monsters that lurk in Wave 6 = 1d4gricks
Echo Cave.
7-8 1d4bugbears
The adventurers now have the chance to aid
9 1d6skeletons
Gundren, find his brothers, and end the nefarious
schemes of the Spider. Additionally, the abundance 10 1d6zombies
of powerful magic rumored to be hidden in the 11-12 1ochrejelly
mines is a rich prize.
WAVE ECHO CAVE FEATURES
RUNNING THIS CHAPTER The mine is cold, damp, and drafty. A noticeable
This chapter kicks off once the characters venture
breeze blows from area W1 toward area W16.
into Wave Echo Cave, shown on map 4.1.The char-
Features of Wave Echo Cave are described below.
acters need not face significant dangers on their way
to the cave. If you'd like to make thejourney more CEILINGS
interesting, consider rolling on the Triboar Trail Tunnels are 10 feet high unless noted otherwise.
Random Encounters table in chapter 3. Reroll a re- Roomshave20-foot-highceilings,while natural
sultof “Cragmawgoblinband”sincethecharacters cavernshave30-foot-highceilingsdottedwith
dealtwith thegoblinsin thatchapter. stalactites.
reg ayy %
BooMING WAVES
GoblinBody.Slumpedatthebottomof the )),
of a strangegoblinwith an elongate
is thebody
Therhythmic
thunder
ofpounding
waves
echoes
throughout
themine—loud
enoughtomakethestone skull and greenstreakson its skin. Any inspecticy)
underfoot
vibrate.
Thewaves
comeabouttwominutes of thebody,which is dressedin filthy rags, reve.
apart,
growing
louder
toward
thenortheast. thatit is nota Cragmawgoblin.The characters « .\;) a
.
WaveEchoCaveis nowherenearanocean,buta learnanythingfurthernow,butthis is the body«|
water-filled
caverndeepinthemineconnects toan a psionicgoblin.This goblinwaspartof a smal!
underground hotspring.Thespringboilsovercontinu- scoutinggroupthatstumbledacrossthe mine.
ously,producing
asurgethatslamsintoanarrow fun- Finding thecavedevoidof obelisk shards, the res) of
nelandsoundslikebreaking surf.Describe
thissound
toplayersonoccasion;itshouldpiquetheircuriosity thegoblinsleftthearea,leavingtheir companion’s
andlurethemtowarditssource—and consequently corpsebehind.
drawthemdeeper intothemine. Treasure. Thardenwears a cloak of protection,
= - whichtheSpideroverlooked
in his hasteto explore
WALLS therestofWaveEchoCave.
The walls are hewnstoneandare 3 feetthick.In
W2: MINE TUNNELS
a fewareas(W14,W15,W19,andW20),theyare
dressedwith well-fittedstoneblocks.
Thisareaconsists
of numerous
intersecting
passages.
FLOORS Theceilings
hereareonlysixfeethigh,andseveral
of
All floors are smooth, natural stone.
thepassages
endinpartially
excavated
rockfaces.
LIGHT
None.The boxedtextassumesthecharactershave This mazeof passagesis an old section of Wave
lightsourcesor darkvision. Echo Cave'’soriginal mine site.
STALAGMITES Lurking in onedeadend is an ochre jelly. (You
candecidethejelly’sexactlocation.)When the ae
Found in manyof the naturalcaverns,theserock
partyentersthis sectionof the mine, thejelly begins
spirescan providecover.
stalkingthegroup,instinctivelywaiting for an op-
CAVE LOCATIONS portunitytoattacka lonetarget.
Low Ceiling. Becauseof the low ceiling in this ;
The followinglocationsare keyedto map4.1.
area,Mediumand largercreatureshave disadvan-
W1: CAVE ENTRANCE tageon meleeweaponattackrolls exceptwhen
fightingwith lightweapons.
Theentrance
tunnel
leadsintoalarge
natural
cavern W3: OLD ENTRANCE
supported
bya pillarof rock.Inthewesternpartof
thecave,behindthe pillar,arethreebedrollsanda Fourtunnelsintersect cavern.
atthisthirty-foot-high
heap
ofordinary
supplies:
sacks
offlour,bagsofsalt, Thewallsarecarvedwithsimple dwarf
reliefsshowing a
casksof saltedmeat,lanterns,
flasksof lampoil,pick- andgnomeminersatwork.Nearlytwodozenskele-
axes,shovels,andothergear.Amidthesupplies,
you across
tonsinrustedscrapsofarmorarescattered
seethebodyof adwarf,deadforatleastaweek. thecavernfloor.Somearedwarfskeletons,while
sectionofthecavernhascol-
Thenortheastern tobetheremains
appear
others individuals.
oflarger
twenty-foot-deep
lapsed,formingaten-foot-wide, Halfadozen standinniches
unlitbrasslanterns
large,
oneofthree
hempropeistiedaround
pit.A sturdy around
oronledges thecavern.
intothepit.
inthecavernanddangles
stalagmites
The tunnelthat runs southwas the original en-
Thedead
campsite.
ThiswastheRockseekers’ tranceto WaveEcho Cave,but it was buried by
dwarf is Tharden, Gundren’'sbrother,who was thedestructionthatwrackedthe mines centuries
killedbytheSpider.Gundren’s otherbrother,Nun- ago.A pitchedbattlewas foughthere when bandits
dro,is theSpider'sprisonerin areaW20. stormedthemines.Thedeadstill lie wheretheyfell.
usefulbut Six stirges cling totheceiling. The monsters find
The dwarves’suppliesarepotentially
scantliving preyin themines and are ravenous.
notparticularlyvaluable.
Sincethecharactersareprobably lookingattheskel-
OpenPit. A tunnelatthebottomof thepit
etonsonthefloor,thestirgesarelikelyto getthedrop
leadsnorthwesttowardareaW2andeastto-
onthem.Anycharacter whoisn’twatchingtheceiling
ward areaW3.
: 66 CHAPTER4 | WAVEECHOCAVE
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ieee
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that some morsel of marrow remains. Eayer for a The skeletal remains are inanimate. However, five
freshmeal,theghoulsattackimmediately, ghouls lurk in the shadowson thewestern ledge.
Any character with a passive Wisdom (Perception)
W7: RUINED STOREROOM score of 12 or more notices the ghouls. The ghouls
noticeany lightor noiseelsewherein the caveand
Theeasternwallofthischamber hascollapsed
into quickly bound down to attack. They are hungry and
a massofrubble.Tothenorth,a doorstandsajar, fightuntildestroyed.
The escarpments are 10 feet high and require
leading
toagood-sized storeroom.Dustykegsand
a successful DC 12 Strength (Athletics) check to
tunsaretuckedneatlyagainstthewalls,allof them
climb. A creature that falls or is knocked from the
splitopenfromage. topofa ledgetakes3 (1d6)bludgeoningdamage
and lands with the prone condition.
It’s not terribly comfortable, but the storeroom W10: DARK POOL
makes a secure resting place for the party. No mon-
sters come this way. Moreover, the storeroom door
is in goodshapeandcaneasilybe blockedor barred A stillpoolfillsmuch Thewateris
of thiscavern.
from the inside. dark,revealing littleofwhat might The
liewithin.
The contentsof thebarrelsandtunshavelong shoreofthepoolconsistsofathinlayerof broken
evaporated. shellsfromstrange, palemussels.A fishyodorhangs
W8: FUNGI CAVERN intheair.
A passage leadssouthfromthisarea,anda setof
stepsclimbstotheeast.A sluggishstreamflowsfrom
Densecarpetsof weirdfungicoverlargesectionsof
thecavetothenortheast.
Thegrowthincludes
thefloorinthiscavern. puffballs
afootacross,weirdshelffungusgrowing onsta-
lagmites,andlargestalksandcapsagoodfivefeet Small fish swim along the edge of the water, but the
tall.Someofthepuffballsglowwithaneeriegreen pool is also inhabitedbya larger creature:a giant
constrictor snake. If the characterspass through
phosphorescence.
this area, the snake slithers from the water and at-
tacksthecharacterat the backof the party.
Twoviolet fungi lurk here,onein themiddleof the Pool. The pool is 20 feetdeepin the middle.
central fungi patch and one in the northern patch. The stream to the northeast is 3 feet deep, and the
They are hard to notice with all the other fungi ceilingof thepassageis 2 to 3 feetabovethewater.
around them. Each character can attempta DC 15 Characters can easily wade through the stream
Intelligence (Nature) check to spot the violet fungi to areaW18.
beforemovingwithin theirreach.Characterscan A character who explores the pool finds an old
safely avoid the fungi by staying close to the south- skeletonlying on the bottom,10feetfrom the shore
ern and eastern walls. andunder 10feetof water.These are the remains
The green-glowing fungi are harmless, but they of a humanwizard from old Phandalin who died de-
allow creatures to see the entire cavern without the fendingthemines againstbandit attackers.Several
aid of darkvision or a light source. arrows remainlodgedin the skeleton’sribcage.
This cave has hindered the Spider's explorations. Treasure. The skeletonof thewizard wears three
Nezznar suspects that the mine’s magic workshops jeweledgold rings (150gp each)and clutchesa
are nearby,buthe’sreluctanttorisk facingthedan- wand of magic missiles in its bony fingers.
gerousmonstershere.
W11:NORTHQUARTERS
W9: GREAT CAVERN The eastern door is barricaded from inside the room
and requiresa successfulDC 20 Strength(Athlet-
ics) check to force open. A character who listens at
Steepescarpments dividethislargecavernintothree
eitherdoor and succeedson a DC 10Wisdom
sections:
highledgesateitherendandalowersection
(Perception) check hears gruff voices speaking Gob-
inthemiddle.Carvedstonestairsclimbtotheledges. lin andtalking abouthow hungrytheyare.
Twolargetablesstandinthemiddlesection, along
A smaller
a pairofold braziers.
with tablestandson
Theskeletal
ledge.
theeastern of
ofdozens
remains
ofthe fighting
deadwarriorsattesttothefierceness
thattookplacelongago.
Dust,ash,wallsblackenedbyfire,andheapsofdebris
The sphericalmonsterthatguardsthis room is
beneaththesaggingceilingshowthatthisroomwas
a spectatorthatspeaks Common.One of the hu-
damaged a destructive
by blast.Thefurnishings—
manwizards who workedin the Forge of Spells
beds—arecharredor
tables,chairs,bookshelves, summonedthecreatureto guardthe magicitems
A scorched
splintered. ironcheststandsnearthefoot created and stored here. The spectator was slated
ofoneofthebeds.Theadjacent closetonthesouth to servefor 101years.When the minewas sacked,
wallisfullof rubble. thebanditsdisturbedthe delicatemagicin the area,
erodingthespectator’sgrip on reality.It believes
the mine is still in use, ignoring all evidence to
This room contains the restless spirit of the last wiz- the contrary.
ard to die here, Mormesk the wraith. Mormesk was The wraith (areaW14)wantsto eliminatethe
a powerfulmageuntil hemethis endin thespell spectator,butso far,thecreaturehas easilyhandled
battleat theclimaxof thebanditattack.Centuriesof theassaultsof Mormesk’szombiesand ghoulswhile
angerhavepoisonedhis soul,transforminghim into seeingnothingstrangeaboutUndeadroamingthe
a hate-filled apparition.
mine. With a successful DC 15 Charisma (Decep-
MormeskleadstheUndeadthathauntWaveEcho tion) check, a character can convince the spectator
Cave.The wraith spendshis timeherebecausethe thatoneor morepartymembersare wizards or
treasurehe hadamassedin life lies in thescorched dwarveswho work for theownersof WaveEcho
chest.No longercorporeal,hecannottouchor pos- Cave,sentto terminatethespectator’semployment
sess thewealthheenjoyedin life. (therebyreleasingit from its obligations).If the
This room servedas a guesthouseforvisiting deceptionsucceeds,the spectatordisappearsand
wizards workingin theForgeof Spells(areaW15), returnsto its homedimension.
mostof whomwerehumansfromnearbycities.The If thepartyattemptsto removeanythingfrom this
furnishingsare all sizedfor humans. area, the spectator attacks.
Treasure. The scorchedchestis unlockedand Brazier of Green Flame. A successfulDC 15
contains1,100cp, 160sp, 100ep,fivemalachites Intelligence (Arcana) check identifies the brazier as
Ao Gs :
CE SAN eM eas Ct Te eyae
WITHIN THE FORGE OF SPELLs.
as
we
_
the source of the magic that suffusesthe surround- Breastplate. This breastplatehas a gold dragon
ing caverns. This magic has wanedovertheyears motif workedinto its design. Created for a human
and can no longer be harnessedto permanently hero of old Neverwinter named Tergon, it grants
enchant magic items. However,any nonmagical its weareradvantageon saving throws against the
weapon or suit of armor bathedin the greenflame breathweaponsof Dragons.
for at least 1 minute becomesa +/ weaponor a suit
of +1armor, respectively,for 1d12hours. W16: BOOMING CAVERN
Removing the brazier from the Forge of Spells
douses the green flame and foreverdeprivesthe bra- a largecavernthathous-
A narrowledgeoverlooks
zierof its magical power.
esasurging,seething of water.The rhythmic
body
Northern Room. This small room was a sepa-
boomingheardthroughout theminesis louderhere.
rate workspace where items being preparedfor
afreshsurgeofwaterfunnelsinto
intervals,
Atregular
enchantment were polished, painted,lacquered,and
otherwise finished. Like the main workshop, it is thischamberandslamsagainstthewalljust below
heavily damaged. thatthiscavemightbe
theledge.Theechosuggests
Treasure. On the worktable in the southeast onearmofa muchlargercaverntothenortheast.
corner of the room are the items the spectatorwas
chargedto protect:a +]maceanda +1breastplate. The soundof poundingsurf that gives Wave
These magic items have some additional properties Echo Caveits namecan be traced to this
that are described below: water-filledcavern.
was
Mace. This weapon,knownas Lightbringer, The ledgethathugs the south wall is 15 feet above
dawn. waterlevel.However,when water surges into the
made for a cleric of Lathander, the god of
The headof the maceis shapedlike a sunburst caveevery2 minutes,it raises the water level by 10
and is made of solid brass. The mace
glows as feet.After 1 minute,thewater level returns to its
commands. normal depth of 20 feet.
bright as a torch when its wielder
1d6radi- This floodedcaveis hometo a giant octopus that
While glowing,themacedealsan extra
is attractedtoanylight abovethe surface of the
ant damageto Undeadcreatures.
es er cree t ih =
A SHOWOOWNWITH NEZZNAR THE
SPIOER IS INEVITABLE.
If they'reexpectingtrouble,thebugbearshide ArmorClass11(14withmagearmor)
behindpillars,and Nezznarcastsinvisibilityon HitPoints
27(6d8)
Speed30ft.
himselfandstandsnearthetable.Makea Dexterity
(Stealth) check for the bugbears;the lowestroll is STR DEX CON INT wis CHA
the DC of the Wisdom (Perception)checkthe char- 9(-1) 13(+1)10(+0)16
(+3) 14(+2) 13
(+1)
acters must make to avoidbeing surprised.
Statue. The statue in the room depictsDu- SavingThrows Int +5,Wis +4
Skills Arcana+5,Perception+4, Stealth +3
mathoin, the dwarven god of mining. Any character Sensesdarkvision
120ft.,passivePerception14
proficient in the Religion skill recognizesthe depic- LanguagesCommon,Elvish,Undercommon
tion. The statue is beautifullycarved, and its emer- 2 (450XP)
Challenge ProficiencyBonus +2
ald eyes appear to be worth 5,000 gp each.
A character can climb the statueand pry loosea Nezznarhas
SpecialEquipment. staff (see
a fullychargedspider
appendixB).
gem with a DC 10 Strength check.If eithergemis
removed,the character must succeedon a DC 12 Nezznarhasadvantage
FeyAncestry. on savingthrowsto avoic
orendthecharmedconditionon himself,andmagiccan’t put
Dexterity saving throw or the six pillars thatline the
himto sleep.
walls crumble, triggering a ceiling collapse.Every
on attackrolls
Nezznarhasdisadvantage
SunlightSensitivity.
creature in the room must make a DC 15Dexterity
whileheor histargetis in sunlight.
saving throw. A creature takes 11(2d10)bludgeon-
ing damage from falling rubble ona failed save,or ACTIONS
half as much ona successful one. Any creaturestill Multiattack. Nezznar makestwo Poison Blast attacks.
in the room 1 round later is buried and killed as the PoisonBlast.MeleeorRanged SpellAttack:+5to hit, reach5 ft.
chamber fills with stone,at which point the area be- or range120ft.,onecreature.
Hit:9 (2d8)poisondamage.
comes impassible.
Spellcasting.Nezznarcasts oneof the following spells, using
Table. The tableis strewnwith notesandmaps ability(spellsaveDC 13unless
asthespellcasting
Intelligence
showingNezznar’seffortsat exploringthemineso otherwisenoted):
far. There is also a sack of treasure amid the papers lights,magehand,spiderclimb(fromspider
Atwill:dancing
(see“Treasure”below). F staff),web(from
spider
staff;
saveDC15)
Roleplaying Nezznar. Even though he inten Ss 1/dayeach:darkness,faeriefire, invisibility,mage armor, magic
being
to kill the characters, Nezznar can't resist
suggestion
missile,
cc
W20: PRIESTS’QUARTERS
The door to this room is locked, requiring thieves’
tools and a successful DC 15 Dexterity check to
open. Nezznar (area W19) carries the key.
Unless the characters are being stealthy,any
activity at the door attracts the attention of Nez-
znar and his allies in area W19, prompting the
Spider to sendhis bugbearsto investigate.
ofthis
of redandgoldadornthewalls
Dustydraperies
room,whichalsocontainsa bedandbrazier.A badly
disheveleddwarflies boundandunconsciouson the
cold stonefloor.
Cy APTER
o€PERIL
PATHS
a A HENTHECHARACTERS
RETURNTO - The characters gain a level when they defeat Rux-
he _. Phandalin after their adventuresin ithid and learn ofa larger, more sinister plan.
Wave Echo Cave, they find the town in aa
to 7th level and no further. Advancementis handled have been hidden around Phandalin for ages. (More
BOL
4
NE
SOS
as follows: about the mind flayers’ story can be found in sub-
sequentchapters.)It is the hunt for the shards that
+The charactersgaina levelwhentheydiscoverthe serves as the impetus for the goblins’ crime spree.
location of Zorzula’s Rest and determine that they However, many of the goblins are taking the oppor-
must confront Ruxithid the Chosen and the Saw- tunitytowreakhavocacrosstownsimplyfor the
plee goblins there. fun of it.
TTOWNMASTER’S
PLIGHT pan
over,and
i sts gt etegee
ealling
someof my friendsare missin’!”
When the characters return to Phandalin following . An annoyedelf pene a baker'sapron says,
the confrontation in Wave Echo Cave,read the fol- “If I seeone moreof those gremlins come near
lowingaloud: myshop,I'mhittingthemwitharolling pin.|
can'ttakeit!”
of anagitated
Therumbling crowd yourjourney
greets human
- A frazzled thetoddlerin
womansoothes
onlyamoment
backintotown.Ittakes tolocatethe nae It ni = vee ea ae just
sourceofthis cacophony: of townmaster
thehome Se eee ee,
; - A humanman holds up a sketchof an orc woman
HarbinWester. hasgathered,
of townsfolk
A gaggle andyells,“Mywife'sbeenmissingfor days!Do
someshoutingfor Harbinto comeoutsideandothers something,you coward!Stop this!”
A fewDol cuasinthecrowd
hisleadership.
decrying ithe Flaxtinteticnieedie
ahumacleranieat
displayminorinjuries,andall seemanxiousand harried townmasteryanks open the door and
frustrated. hurriedlypulls thecharactersinside. Harbin is
frazzled,with flushedcheeksand dark bags heavy
. : beneathhis eyes.
The crowd's displeasure stems from the crimes Harbin tells thecharactersthe following:
happeningaround town.Characterswhohavea pas-
siveWisdom (Perception)scoreof 13or highercan '
from
pickout thefollowingsnippetsof conversation “Iunderstand butdotheyexpect
angry,
thatt hey're
the crowd: metotakecareof everything?| can’ttakeon a gaggle
sl ; f no-goodruffiansbymyself.| can’tstopanyone
. ‘ omplains, “I thoughttheRed $
A ae who'sdetermined andsteal- |
buildings
frombreaking
brands were bad, but at least they never smashed
” Absurd!
ingthings.
. 7 ad |
thebar.Who does that?
GWYN ORESONG
Gwyn is a neutral good,dwarf acolytewho hails
from the city of Neverwinter.She'svisiting Phand-
alin for a few monthsto spendtimewith her sister
Elsa, who works as a bartenderat the Stonehill Inn,
and to do field researchin the surrounding area.
Gwyn has heard aboutthevariouscrimes from
her sister and recognizesthe charactersas the
group taskedwith puttingan end to the crimes.
Though she admits she can’thelpfightvandals,
Gwyn offers to assist the party.She asks the charac-
ters to bring any clues to her so she can helpthem
investigatethe crimes.
Gwyn knows a wealth of informationaboutthe
history of the wilds around Phandalin, and she
specializes in knowledge aboutempiresof thepast.
Dwarven history is the focusof her scholarship,but
she’s also fascinatedwith goblin history and culture.
Gwyn
This knowledge will helpthe characterslater.
freely shares her knowledgewith the characters
when they need it (thoughshe has a propensityto
them deter-
ramble), and she is a great ally to help
the town.
mine why the goblins are attacking
Gwyn ORESONG
ye. b? ‘ . Saree" ;
. os (a ae
Rest. Nervous about what the goblins intend to do
with the stolenshards,Gwyn urgesthecharacters +e f '
§, Oe fe. AAS
If thecharactersfind fewerthanfourcluesand ;
Mh tA etl fat:
ask for Gwyn’shelp,Gwyn agrees,buthernotesare ART
hee
| eee
.
*
in disarray. A character can make a DC 15 Intelli- he esp SP
gence(History)checkto helpGwynorganizeher 4
a2
4 ye
=p '
research.On a successfulcheck,Gwyn locatesher
re f
noteson Zorzula’sRest.Gwyn thensuggeststhat
the outpost might be a good place to search next.
Ona failedcheck,Gwyn can’tfindtherelevantre- a)
tee
ee 7
search.The charactersmustuncovermorecluesto =5 Feet ° A eeees cy
ENCOUNTER:WELL CAVERN
Should thecharacterswish to pursue the goblins
or investigatethe source of the well’s blockage, a
charactercan use rope to climb down into the well
with a successfulDC 10 Strength (Athletics) check.
If thecharactersdon’thave rope, Ander lends them
somefrom the store’sstock. On a successful check,
a characterclimbs the 20 feet into the cavern below
thewell (map5.1).On a failed check, a character
falls,takes7 (2d6)bludgeoningdamage,and has
GOBLINS DESTROYEDBartHeEN’sWELL thepronecondition.
WHENTHEY STOLEAN OBELISKSHARD When a character enters the cavern below the
FROM THE WINCH.
well, reador paraphrasethe following:
# " = i
co %
THE DESTRUCTION OF THE CORNERSTONE WEAKENED =
F
SAAMI Ne
Neopet
ENCOUNTER: GOBLIN CAMP Interrogatingthe Goblins.lf any of the goblins
The goblinsthat attackedthe Miner'sExchangeare arecapturedor charmed,the characters can take
campingin a clearingaboutan hour'swalk from thegoblins to Phandalin for questioning. Sec the
Phandalin.Theuninjuredgoblinsreturned
toZor- “What the Goblins Know” section under “Town
zula’sRest with theshardin tow,while theothers master’sPlight” for the different pieces of infor
stayedat thecampto patchthemselvesup. mationthecharacterscan glean from the goblins.
The makeshiftcamp,shownon map5.2,consists Whathappenstocapturedgoblins is up to you and
of a fewtentsand a small fire.The campis situated theplayers.If the characters ask, Harbin Wester
in thecenterofa smallclearing.
As thecharacters holdsthegoblinsin thejail cells at the
reluctantly
approach thecamp,theyoverhear oneofthegoblins Townmaster’sHall until the characters can uncover
complaining abouttheirleaderin Common: what’sgoingon.
SHRINE OF LucK
“Hopetheothers
made
itback,
elseRuxithid’s
gonna
haveourheads!” Built from materialscavenged from the surround.
ingwilds,theShrineof Luck consists of a strange
assemblage of rocksandstones.Unbeknownst
Currently,threegoblinpsi brawlers(seeappendix to the townspeople,one such stone in the shrine
A) remainatthecamp.A character canavoidthe originatedfromtheobelisk.This small, obsidian
goblins’noticebysucceeding ona DC 16Dexterity shardwas a centerpiecein the shrine’s archway for
(Stealth)check.Otherwise,thehostilegoblinsde- yearsuntil a band of goblins came in the wee hours
tectany creaturethatenterstheircamp.If oneof the ofthemorningandpluckedit from its perch. This
goblinsis killed,theotherstrytosurrender. causedtheentire arch to collapse atop the shrine,
The Clue. Eavesdroppingon the campedgoblins damaging
it.
revealsthat thegoblin leader’snameis Ruxithid.
This is a clue thatcan helpthe charactersor Gwyn CRIME SCENE
Oresong discoverthe truth. When the charactersinvestigatethis crime scene,
readthefollowing:
Once
astriking cairnof colorfulrocksand offeringsto
Tymora, thisshrinenowlooksprecarious.You seetwo
figuresattemptingto movesome
of the shrine’slarger
rocks:
theelf SisterGaraele
anda humangirlno more
thantenyearsold.
2
iS 8i es a Se
Tamaraknows the followingpiecesof
information:
c al ; ih
‘ “ae Dhatt 4h “hl leh i r 4 RegularWorship.TrilenaandTamaravisitedthe
pal HAs) 7, wale F shrine atdawnto maketheir weeklyoffering to
ii % M am, fy. Nel ]
Tymora,only toseetheshrine suddenlycavein.
* ! -
nN és Small Shadows. Both Trilena and Tamara saw
c :
¥ SS
vo.
es
Ce
i
threesquatshadowshurry awayfrom the shrine
PAN ea ne ite : ex fe, Seale
afterit fell.Tamaraswears she also hearda
/ : . ar, as 7 dupe gaggle of shrill voices just before it fell, though
: ef SiStera a Nerd ° 40 pe
pat
Sophy ee shedidn’tunderstandthe languagethevoices
Ppa caraele:s
a 0 Peee Se werespeaking.
g Bac
x ‘ — feo,/
. ; = ‘ aes "yy ,. i i Stolen Centerpiece. Basedon how the stonesfell,
i sig SS es é
BS Tamarafiguresthat someonemusthavetakenthe
a are nn 0"
. 3| Sere f centerpieceof theshrine’srock archwaywithout
sTSOeRe
co) SE,
YF
replacingit. She remarksthatthe stonewas a very
fe 5 pretty,shimmeryblackcolor.
Being worshipersof Tymora,bothTrilena and Ta-
maracan explaintheshrine’ssignificanceand tradi-
tions to thecharactersif theyaren'tyet aware.
oe ft? ;
mats eee
bay|e bess gee
Shrinelofes
SUCK:
GIANT
SLEEPING
With theRedbrands’operationcurtailed bythe
. a c "4 © g characters, the Sleeping Giant is no longer a meet-
Ee ing placefor criminals. Most townsfolkare still
bP ate
i ' ies a ~
wary of theplace,thougha few havestartedcoming
«1Square=5Feet §==~‘ to the tavern for cheaper drinks.
Mae 5.3: PHANDALIN ALLEYS
TALKING TO TAMARA
Tamara, a precocious ten-year-old,is focused on
rebuilding the shrine. A character can convince her
to answerquestionswhile she’sworkingbysucceed-
ing on a DC 14 Charisma (Persuasion) check. Once
the shrine has been repaired, Tamara answers the
characters’questionsfreely.
2Me \
(, ROOFTOP
STASH makesit clear thatshe despises Harbin and his
attempts
togovernthetown,but she wants the crim.
herbarbroughttojustice.She
inalswhodestroyed
givesthecharactersfree rein to poke around the
: +10)Feet tavernasnecessary.
The only otherindividual in the Sleeping Giant is
thebartender,a nervoustiefling named Whee!-of-
Fortune,who is a new arrival in Phandalin.
H Melons InvestigatingtheBar. The bar is in splinters,
+10Feet| andthetavern’s lockboxhasbeenbroken open and
COT ae looted.Characterswhoinvestigatethe bar spot
crudelycarvedpiecesof graffitiunder the counter.
oda hel DORs LT: ; The Clue.Thelegiblepartsof the graffiti read,
“Zorzws here.”This is intendedto say,“Zorzula
washere,”andthegoblinsleftthegraffiti in refer-
enceto Zorzula’sRest. The graffiti is a clue that can
Sleeping\Giant +1O)Feet helpthecharacters
or GwynOresong pinpoint the
goblins’lair.
Fr ea i ) “Ge. InvestigatingtheKitchen. The Sleeping Giant's
; elk} ‘ne kitchenareasufferedless damage than the bar, but
manyof thebarrelsand crates of foodstuffs have
A beenransacked.A characterwho succeeds on a
; DC 15Wisdom(Perception)
checkwhile scanning
+10)Feet x Mh
thekitchennotices a trail of stray copper and silver
Fe Qh
pieceson theground.These coins, stolen from the
tavern’slockbox,spilled from the goblins’ bag as
Map 5.4: RooFrop Stasw Grista chasedthemaway.
There is a totalof 5 sp and 7 cp. Following the
BeyonditsconnectiontotheRedbrands, the trail of coinsleadsto the tavern’sfireplace, through
SleepingGiantis knownfor itscollectionof cu- whichthegoblinsfled.Checking out the roof trig-
rios, amassedfrom travelersvisiting Phandalin. gersthe“Encounter:Rooftop Stash” section.
Onesuchcuriowas embedded
in thebaritself:a
near-sphericalpiece of glittering obsidian. Local TALKING TO WHEEL-OF-FORTUNE
mythsays it is a piece of the petrifiedgiant that Wheel-of-Fortunetries their best to help the charac-
gavethe tavernits name. In reality,this is an obe- tersandoffersthecharactersfree drinks. If a char
lisk shard. acteracceptsa drink from Wheel-of-Fortune, read
Duringthenight,a bandof goblinsbrokeinto or paraphrasethefollowing:
the Sleeping Giant, smashed the bar to extractthe
obeliskshard,andransackedthekitchen.Thebar's grabsa clean
Inasmoothmotion,Wheel-of-Fortune
owner,a dwarf named Grista, chased the goblins mugandfillsittothebrim.Before
handing
ittoyou,
away,but not before the tavern sustained signifi- totapthemugagainstthecounter,
thetieflingmoves
cant damage. andblushsheepishly.
onlytostopmid-motion
CRIMESCENE
When the characters investigatethis crime scene, explainsthatthere used to be a
Wheel-of-Fortune
read the following: large shard of black stone embedded in the counter,
butit’sbeenmissingeversince the raid occurred.
Giantisquiet,savefor The stonesupposedlybroughtgood luck, and every
ofthe Sleeping
Thetaproom
time they served a drink, Wheel-of-Fortune would
thunkoftankard
theoccasional table.Thebar
against
tap the mug against the stone.
itself is in shambles, the wooden stiles smashed to A characterwhosucceedson a DC 12 Wisdom
splinters aa
andthetopsplitinhalf.Nevertheless, (Insight)checkintuitsthatWheel-of-Fortune is
purple worksbehind
tiefling thebroken dil-
counter,
watchful
igentlycleaningmugsandplatesunderthe
Grista.
eyeofthesurlydwarfowner,
TALKING TO GRISTA
Grista grudgingly shares the following information:
Awakened Rudely. Grista awoke to the sound of
woodbeingshattered.Whenshefinallyclimbed
downstairs, she saw a group of five small
creatures destroying the bar and ransacking
the kitchen.
Churlish Children. Grista initiallymistookthecrea-
tures for misbehaving children due to their stat-
ure, but then she noticed their long, flat ears and
sharpened teeth. They also all carried weapons.
Damaged Bar. Much to Grista’s surprise, the crea-
tures didn’t steal much food; instead, they focused
on destroying the bar.
Fled When Chased. She chased the creatures from
the bar with a broom. When she did, several of the
creatures fled through the fireplace and climbed
up the chimney.
Grista didn’t recognize the creatures as goblins. If
asked about the black stone once embeddedin the
counter, Grista claims it has no special properties. The goblin holding the sword and the sack is a gob-
lin psi commander, and the other two goblins are
ENCOUNTER: ROOFTOPSTASH goblin psi brawlers (see appendix A for both stat
When the goblins fled, they accidentally dropped blocks). All three goblins attack once spotted.
the bag of stolen coins on the roof. Now, three of the During the ensuing combat, the goblins do their
goblins have returned to retrieve the bag. Use map best to stay on the roof of the two-story tavern, using
5.4 for this encounter. the high ground to their advantage.
If a character follows the trail of coins to the roof, Once one of the goblins has been defeated,the re-
or when the characters decide to finish their investi- maining goblins flee, ditching the bag of coins.
gationat theSleepingGiant,reador paraphrasethe Treasure. The bag contains most of the tavern’s
following: weekly profit: 10 gp, 14 sp, and 17 cp. If the charac-
ters retrieve the bag from the goblins and return it
to Grista, she is grateful. She offers the characters
A shrillshriekechoesfromtheroofoftheSleeping
free meals for a week for their help, though the food
Giant.Youseethreegoblinfiguresstandingatopthe
isn’t the greatest.
building,musclestensedin surprise.Greenenergy
crackles The
aroundthefistsoftwoofthegoblins.
thirdwieldsa bladeofthesameenergyandheftsa
largeclothsackover hershoulder.
“oust LeveL
op fy elf ==) Il ad
ae By pt ees IP
eC era Ee Serer |La
| Gia| aPte ioe
Pop ho Wika
Fin.iat erie“Oe ae —— a
y eget Le
Z4: BUNKS
Dimbluelightbathes humid
theoutpost’s as
interior Thedoortothebunksis unlockedand ajar.
risealongthisarea’s
spiralstaircases walls.
northern
Distantly,
youhearthefaintsoundofchatter and Snoringfillsthisroom.Numerousmessybunkbeds
utensils ondishes.
clattering linethewalls, A darkopening
crumpled.
theirsheets
inthewestwallreveals anemptyshaftframedwitha
a thinspiral
On eithersideof thedoorstands truss.
metal |
‘
staircase,whichascendstooneof thearrowslits
guarding the entrance,as describedin areaZ1.The At anygiventime, 1d6goblin psi brawlers (see
parapetthat runs underneaththe arrow slits in- appendixA) sleepin the bunks. Characters who
cludesa leverthatopensthedoubledoor.The lever ciieritic raninieesticeeeton a DGAT Dextexly
is directlyabovethedoors. checktoavoidwakingthegoblins.
(Stealth)
If awoken,thegoblins in the bunks flee and call
for help.However,a character who succeeds on a
DC 16Charisma(Intimidation or Persuasion) check
can convincethegoblins to be quiet and not men-
tion the party’spresenceto others—on the condition
thatthe charactershelp the goblins by defeating the
5 7 monstersin theforge(area Z7).
x a
fs
De Le ai ccieaa - ea i
TM A a
If asked about Ruxithid, the goblins statethat Once repaired, the lift continuously moves be-
he’s probably in the blue room communing with the tweenthebunksand theminingtunnels,with a
mighty gods that gave him and the other psionic stopateachlocation.
1-minute oar
goblins their powers. This refers to the Indigo
Sanctum, which is across the bridge (area Z19).The Z5: LATRINES
goblinsaren’tawareof anymoredetailsregarding
Ruxithid’sgrandplan. Thereekofwastewaftsfromtheselatrines.
The
Mine Shaft. The gapin thewestwall opensintoa wallsherearelinedwithlongwoodenbencheswith
shaftthatdescends30 feet.This shaftoncehelda
equidistantholes,whichemptyintoa largetrench.
magical lift that the duergar miners used as trans-
port into the mining tunnels, but the lift has since Inthecenter
of theroomisa longtroughfilledwith
fallen into disrepair. murkywater.
A character who inspects the lift and succeeds on
a DC 10Intelligence(Investigation)
checkuncovers The wastefromthelatrineshas stagnatedhere.
thelift’s brokenmechanismsaswellas its former
Secret Door. Characterswho havea passive
powersource:a dull andcrackedshardof irides-
Wisdom(Perception)scoreof 13or highernoticea
centcrystalthatoccasionallysparkswith magical
slightdepressionin thelatrine’snorthwestcorner.
energy. Any character proficient in the Arcana
Pushing on this depression reveals the entrance
skill can tell that the crystal can be recharged by
intotheoutpost’shiddenhotspring (areaZ6).
touchingit and expendinga spellslotof 1stlevelor
higher. The mechanisms in turn can be repaired
with a successfulDC 16Intelligence(Arcana)
check;if thecharacterhas proficiencywith tinker’s
tools,this checkis madewith advantage.
SSS ae
Z6: HoT SPRING BucketConveyor.The bucketshanging from the
forge’sceilingarepartof a conveyorsystembuilt
A large,
oretotheforgefromtheminingtunnels
totransfer
natural
poolbrimming withturquoise
water
below.The conveyorsystem is currently broken.
burblesatthecenter
ofthischamber.Steam coils A characterwho inspects the area and succeeds
offthewater's
surface,
risingtoaventinthecave ona DC 10Intelligence(Investigation) check un-
ceiling.
Thewateritselfsparkles
withaninviting, coverstheconveyorsystem’sbroken mechanisms
glow.
tranquil aswellasitsdullpowercrystal.This crystal is the
samekindastheonein areaZ4, and it and the bro-
kenmechanisms canberepairedin the same ways.
The hot spring has magicalrestorativeproperties
Anycharacterproficientin theArcana skill can tel]
thatwereusedbytheancientduergarwhoinhabited
thata crystalcan be rechargedby touching it and
theoutpost.Theentrancewassealedawaybythe
a spellslotof 1stlevelor higher.
expending
mindflayers(whodespisedthehotspring),butthe
Once recharged,the bucketscontinuously move
goblinshavesinceunearthedit,thoughtheentrance between
theforgeandtheminingtunnels’storage
is still hiddenin area Z5.
chamber(areaZ18).A character attempting to climb
The hot spring is 15feetdeep.For every10min-
up and ride themovingbucketsmust succeed on a
utesa creaturespendssubmergedin the hotspring,
DC 15Dexterity
(Acrobatics)
checkor fall 20 feet
thatcreature regains3 (1d6)hit points.
to forge’sfloor,taking 7 (2d6) bludgeoning damage.
Vent.Located40feetabovethehotspring’ssur-
The forgehasa tall stepladderused to access the
faceis a ventin the mountainside,which allows the
buckets’contents.
steamto escape.Characterscan use this ventas an
Treasure. Numerousweapons and armor pieces
alternateexit from or entranceto Zorzula’sRest.
are scatteredaboutthe forge.A character who suc-
A successfulDC 18Strength(Athletics)
checkis ceedson a DC 13Intelligence(Investigation) check
neededto climb towardand intothevent.
findsoneofthefollowingitems.If thechecksuc-
Z7: OVERLOOK FORGE ceedsby 3 or more,the characterfinds two items,
The Sawplee goblins havebarricadedtheentrance instead of one. You can choose which item a char-
totheforgebecausethey'reafraidofthemonsters acter finds:
lurking there.Characters who havea passiveWis- « A longsworddecoratedwith shimmering filigree,
dom (Perception)score of 12or higherhear a low worth 200 gp
moaning sound and shufflingfootstepsright out- +A bronzebreastplatestuddedwith quartz,
side the door. worth 500 gp
A charactermust succeedon a DC 12Strength +A gold-tippedjavelin of lightning
(Athletics)check to removethe barricade. +Aset of delicatesilverbracersof archery
Z8: KITCHEN
Floor-to-ceiling
glasswindows
overlookachurning
lavasea.Threelarge,
blackened
anvils
standinarow,
driedmeatandherbsdangle
Stripsofunidentifiable
andarmorlitter
andunfinishedpiecesofweaponry
A squatironstove
fromtheceilingofthiskitchen.
theroom.Above, conveyor
astationary ofbuckets
totheside,itsinsides
stands withstill-smol-
glowing
castsominousshadows theforgefloor.
across
deringcoals.Burlapsacksfilledwithgrainandvegeta-
iswhatappears
ateachoftheanvils
Standing tobe
blesarescattered aboutthefloor.
anashenhuskofagray-skinned Allthree
dwarf. pan-
echoesfromaroundthecorner,and
A faintsnuffling
Asthey
in eeriesynchronization.
tomimemetalwork its facehungrily
burrowing
youseeahulkingbadger
you,theybrandish
turntoward ofblack
sharpchunks looksatyou,snorts
intoasackoffood.Thebadger
rock.With gasping,angrycries,thefiguressurge andreturnsto its meal.
friendliness,
withhappy
forward.
Pe:
oT ee. ¢
3 if
CHAPTER 5 | PATHS OF PERIL
Thesepersonalquarterscontaina large,plush,
four-posterbedcoveredin silksheets.Stoneshelves
bearingbooksandornamental jarslinethe
ceramic
dust-covered
wallsalongside embroidered
banners
with Dwarven runes. In one corner stands an elegant
mahoganydesk,on topof which is a mapandseveral
crumplednotes.
CHAPTER 5 | PATHS OF
Thetunnelopenstoatwenty-foot-high, cylindrical
chamber.Thecavern looksliketheinsideofa geode,
thewallsencrustedwithcrystalsthatsparkandglow.
A minecarttrackspiralsaroundthecavernbefore
plungingdeeperintothemountain.
Stacks
of cratesfillthischamber.
Someare Thethickheatofthechurning over
washes
lavabelow
half-covered
bydustytarpsthatbarely
hidetheore Atthefarendis anobsidianpyra-
thestonebridge.
within,whileothersarenailedshut.Thecreakofmet- mid.Itsfacesbearreliefcarvingsof ancientdwarves
alechoesfroma conveyor ofbuckets thatrunsfrom andtendingtotheirinjured.Its
celebrating,
feasting,
thefloorofthecaverntoa holeneartheceiling.
A set arecarvedwithintricate
vertices geometricpatterns
of minecarttrackspassthroughthenorthwestendof doubledoorstands
inlaidwithsilver.A recessed
thecavern. beforethepyramid. Thedoor’sfacesareadorned
A massive,
conicalirondrill,itsinsidesroaring withrunesandcircularchannels glowingfaintlywith
alightwithblazingredfire,charges
towardyouwitha energy.
green
screech.
piercing
The bridgeand ledgebeforethe sanctum’sentrance
The iron drill is a fiendish auger(seeappendixA),a are both20 feetabovethe lava.
remnantof the ancientduergarminingoperation.It Sanctum Door. The door to the sanctumelevator
attacksthe characterswho enterthechamber. is sealed.The circular engravingson thedoor form
Treasure. In total,thevariousopencratesaround a magicallock thatcan be openedonly with psionic
the chamberhold 30 poundsof unrefinediron ore. energy.A characterwho studiesthedoor and
Characterscan takethis ore to thesmithin Phan- succeedson a DC 15Intelligence(Arcana)check
dalin, who can refinetheore intoseveniron ingots discernsthe natureof thedoor’slock; if a character
worth 25 gp each. can readDwarvish, thecharactermakesthis check
Additionally,threesmaller,sealedcratesaresit- with advantagesincethedoor’s magicalrunes are
uatedaround thechamber.Each cratecanbepried of dwarvenorigin.
openwith a successfulDC 12Strength(Athletics) The lock is a Small magicalobjectthat has AC 12,
check.These cratescontainthefollowing: 30 hit points,and immunityto all damageexcept
psychicdamage.As damageis dealtto the lock, the
- Atranslucent, light-bluecrystalshardveinedwith engraving’sglowinggreenenergysteadilybecomes
indigo light (gemof brightness) brighter.When thelock is reducedto 0 hit points,
- Four largechunksof bluequartz,worth
the door to the sanctum slides open. The lock and
30 gp each
doorsremainopen for 10minutes,after which they
- A fist-sizedamethystworth 250gp
seal again.
Bucket Conveyor. |f thecharactersrepairedthe If thecharacterscan’tdeal psychicdamageto
bucketconveyorsystemin theforge(areaZ7),they thelock,theycan attemptto convincea goblin
can use thebucketsto movebetweenthemining psi brawleror goblinpsi commanderto do so by
level and the outpost level. A character attempting to succeedingon a DC 12Charisma (Intimidationor
ride the buckets must succeed on a DC 15 Dexterity Persuasion)check(ortheycan bribe or charm the
(Acrobatics)checkor fall 10feettochamberfloor, goblins).Theycan also openthe lock with a success-
taking 3 (1d6)bludgeoningdamage. ful DC 18Dexteritycheckusing thieves’tools.
Mine Carts. The minecart trackruns through The lock anddoorscan be easilyopenedfrom the
the storagechamber.The minecartsautomatically inside.The doorsleadto a 15-foot-diameter circular
slow—butdo notstopcompletely—when theyenter stoneplatformthatautomaticallymovesbetween
the chamber, allowing materials to be loaded safely. thesanctumcrossingand thesanctumitself.The
platformascendsand descendscontinuously,with a
1-minutestopateachlocation.It takesthe platform
30 secondsto travelthe 30-footverticaldrop be-
tweenthecrossingand thesanctuminterior.
Thedoorsofthe liftopentoreveal
a massive sanctum
Lift
builtofobsidian
stone.Twowaterfalls
of lavacascade
Zorzula’s
downeithersideofthesanctum’sentrance,casting
eerielightonthevaultedceiling.At theoppositeend
ofthesanctum
loomsa toweringstatueof a dwarven
woman.Cracksracealongherarms,andhalfher
faceissmashed,
butthefaintimage
of a kindlysmile
remains.
ee | emma
peculiarway Ruxithid’seyesroll backintohis head
as he speaks: a telling sign that the goblin is having
a second conversation within his mind, and that the
words he speaksaren'tentirelyhis own.
SANCTUM SHOWDOWN
If the characters show no signof joining Ruxithid,
or if anyof themthreatenviolence,Ruxithidbe-
comeshostile. Reador paraphrasethefollowing:
GreenlightpulsesfromRuxithid’s chestandraces
tothemassive dwarven statue.Likea parasite,the
shattered
lightburrowsintothestatue’s face,seeping
throughitscracks.Thestatuelurches f orward,still
ittokillyou.
commands
smiling,whileRuxithid
ArmorClass15(chainshirt)
ACTIONS
HitPoints
88(16d8
+16) Multiattack.
Ruxithid
makestwoPsi-Charged
Scimitarattacks.
Speed30ft.,fly30ft. (hover) Psi-ChargedScimitar.MeleeWeaponAttack:+7to hit,reach5
ft.,onetarget.Hit:11(2d6+4)slashingdamageplus7 (2d6)
STR DEX CON INT WIS CHA psychicdamage.
14(+2) 19(44) 12(41) 18(+4) -15(+2)12
(+1)
Bonus ACTIONS
SavingThrows Int +7,Wis +5
SkillsInsight+5,Perception
+5,Stealth
+10 BrainTendrils
(Recharge
5-6).Ruxithid
unleashes
a flurryof
DamageResistances psychic crystallinepsychictendrilsfrom his brain,targetingone crea-
Sensesdarkvision60ft.,passivePerception
15 turethathecanseewithin30feetof himself.
Thetargetmust
Languages Common,Goblin,telepathy60ft. succeedona DC15Dexteritysavingthrowortake9 (2d8)psy-
Challenge 5 (1,800XP) Proficiency
Bonus+3 chicdamage andhavethestunnedconditionuntilthestartof
Ruxithid’s
nextturn.
Legendary
Resistance
(2/Day).WhenRuxithid
failsasaving CombatCommand.Ruxithidcommandsone alliedcreature
throw, he can choose to succeedinstead. hecan seewithin60 feetof himselfto strike.The creaturecan
immediately
useitsreactionto makeonemeleeweaponattack
against
atargetwithinitsreach.
ae eee eee El_—————— eee
~ps e TA we
—— ae aes
A DISTURBING TRUTH REVEALED
If Ruxithidis slain,readthefollowing:
Ruxithid
fallstotheground,andhiscrystalline
brain
splitsasunder.
Thesanctum
fillswithacacophony,
likethousands
ofvoicescryingatonce.Threevoices
emerge, speaking
indiscordantunison.
“Soyouhave
succeeded.
Good.
Thefourshards
shall
arriveheresoon.Nowthreeremain tobefound.You
knowyourtask,littleone.Collecttheshardsfrom
Talhundereth,theCryptof theTalhund,andGibbet
Crossing,andbringthemtous.Youshallbereborn
greaterthanyoucanimagine,
andPhandalinshall
becomeours.”
|
The mind flayerfanaticspsionicallychargedthe
crystal and used it to telepathicallycommunicate
with Ruxithidas wellasstoreimportantmessages
for him.Afterthemessage playsaloud,thecrystal
losesits lightandbecomes mundane.
The messagethatplaysforthecharacters upon
Ruxithid’s demiseis themind flayers’lastcommand
to him: find and deliverthethreeotherobelisk
shards hiddenwithin Talhundereth,theCryptof
can recallonly a few things about their time as
the Talhund, and GibbetCrossing(moreinfor-
prisoners:
mation abouttheselocationscan be foundin the
next chapter). Stone Pillar. The goblins were fixated on reass«
Any characterwho hearsthemessagecan makea blingsomekind of stonepillar.
DC 13 Intelligence(Religion)check.On a success- Victims Elsewhere. More victims were here at «
ful check, the characterrealizesthatthemessage’s point. However, those victims were taken som
tone as well as the meansof communicationare un- whereelseby thegoblins for a “special purpos:
like any known divine tradition—thisis someother War Room. Ruxithid used the east wing of the s
kind of powerful entityor groupof entities,posing tum as his war room.
as gods to accomplishtheir malignends. War Room. The eastwing of the sanctum ser
Key. Ruxithid carries a keyto his personalquar- as Ruxithid’swar room,where he arranges the \
ters (area Z10 in Zorzula’s Rest). ous expeditions to retrieve the obelisk shards.
Hostage Room. The goblinsusedthewestwing A characterwho investigatesthis room finds a
of the sanctum to hold theirkidnapvictims.Most crudelydrawn mapof the region on the central
of the victims were transportedelsewheretoserve table,with messyarrows and scrawled labels rea
as “offerings for the gods”(or foodfor themind
flay- ing “GibbetCrossing,”“Crypt of the Talhund,” at)
ers), but some victims were deemed unfit andleft to “Talhundereth.” (See the Goblins’ Map handout !!
starve within the sanctum’s depths. chapter6 for a representationof this map.)
There are three hostageshere,andall usethe Acharacterwho succeedson a DC 15 Intelli
Grint, a gence(Investigation)checkalso discovers a roug!
commoner stat block. They are Dareth
human farmer who is Townmaster
Harbin Wester’s sketchofa brokenobelisk madeof dark stone. Fo!
secondcousin;PaulinaPrevine,a
humanstable- of thebrokenchunks in the drawing are crossed
hand who occasionally works at
the Stonehill Inn; out,while threeare circled. This is a sketch of th
apothecary,
Rollins,a gnome Nethereseobelisk,with the four crossed-out pieces
andTumblewick
and the correspondingto theshards found in Phandalin a!
They are sickly and barelyconscious,
they
goblinsdidn’texplainmuchtothem.Thus,
pa ie A
i
ek i a ‘y
aR
7
:
e*4 be
meal ’ f
Ff}
Lh
ol
eae
Se
ee
ee
ee
UU
7a
te
e
are
Deeb sg ivaoe 7baba | a ceaRa =
HEROES UNDERGROUND
EVEN
zi MORETERRIFYING . {<1} cranes
was
THANTHEYMIGHTIMAGINE, >et
———
cy mm
iS :
2 ote —_— _ Lee 2,
- a
rhe _ ona? -”
THE
SHATTERED
OBELISK
>
IAPTER 6
RUXITHID,
HAVEDEFEATED
quem?HE CHARACTERS andresearch,themind
Aftermuchcommuning
the Sawplee goblin leader who collected flayer fanatics determined that the Netherese obe- |
fragments of a Nethereseobelisk. However, lisk can power their ritual. Long ago,this obelisk
Ruxithid
an unsettlingtruthhasemerged: wasbrokenintofragments thatarenowscattered
actedat thebehestof muchmorepowerfuloverlords aroundtheregion.The mindflayerfanaticsneed
who wanttheobeliskpiecestoimposesometerrible andrebuildtheobelisk
tocollectthesefragments
fate upon the town. as completelyas possibleso the ancient objectcan
ve The charactersdiscoveredRuxithid’smap,which powertheirritual. — |
Pi shows the locations of the remaining obelisk pieces. o |
(This map is shown on this page;you should feel
free to distribute it to your playersas a handout.)
Further,sometownspeoplearestill missingand THeSawPLee Map
GOBLINS’
could be captives at one of these locations.To save “
-—_—= ai
OE
TT
ate Phandalin and its missing inhabitants,the char-
acters must collect the remaining obelisk shards
before the overlords do. Along the way,the heroes
learn more about the shadowy threatlooming over
Phandalin.
ray
information, see chapter 7.) a
Mind flayer activity in the area around Phandalin _ s
THE RITUAL
The mind flayers seek to enact a dreadful ritual that
will transform the entire populationof Phandalin
oe
ge
ole intomind flayers.
As if that brutal process weren't terrifying enough,
the ritual would work from a significant distance—
even from the Far Realm itself, as described in
chapter8—andwould affectindividualsona large
; scale. However, the fanatics learned from Ilvaash © ©2023 Wizards LLC. Permission is granted to photocopy
fromafar
that transformingbeingsintomindflayers
map for personal use
a
ke g requiresa powerful sourceof magic.
_ he
<<
A YOUNG BOY NAMED Pip FOLLOWED SOME STRANGE MONSTERS DEEP
INTO THE HILLS, AND THE CHARACTERS MUST BRING HIM SAFELY HOME.
a
ahead - <<
a ae ——— ~~
The characters gain a levelafter facingthe frag- Examining the map further, Gwyn points at Gibbet
ment guardian in either Talhunderethor Gib- Crossing and continues:
bet Crossing.
- The characters gain a levelonce theyovercome
“GibbetCrossingis nearthetemple,butit’smuch
the guardians of all three obelisk fragmentsin
deeperunderground.
It wasa tradinghubthatgrew
this chapter.
wherewidetunnelsmet.Theysaythatdeepgnomes,
RETURN TO PHANDALIN drow,andduergaronceworkedtogetherthere.
they
Beforethecharacterstraveltoanydungeons, “They'reallgonenow.Historytellsus thatmind
should return to Phandalin from Zorzula’sRest. If flayerssurgedthroughtheUnderdarkcenturiesago
they don’t immediately seek her out, thedwarven likeaterribletide,consumingor oppressingeveryone
sage Gwyn Oresong invites the characterstojoin theycameacross.GibbetCrossingfell.Talhundereth
her at the Stonehill Inn. fell.Legendssaythatthemindflayersevenbreached
Gwyn arranges for food and drinks. Over the theCryptof theTalhund.
meal, she asks the charactersabouttheir recent
“Themindflayerssoonabandoned thesesites,
exploits and where they might go next.The Sawplee
goblins’mapsurprisesher.Sheaskstolookatit andallthreelocationshavesincefallento ruin.Only
andthensaysthefollowing: monstersandghostsremain.Sometimes,followersof
Dumathoin
attempt
toreclaim
forgotten
treasures
or
purifythedespoiledsites.Nonehavereturned.”
“Theseold nameshavesadstories.Talhundmeans
‘hidden gifts.’ It relatesto priests of Dumathoin,the
of secrets, mining,andgemstones.
dwarvengod Gwyn believesthat answers about the goblins’
wasagreat
“Talhundereth templetoDumathoin, mysteriousoverlords must exist in these dangerous
places.She urges caution and suggests that Talhun-
werelaidtorestinthe
priests
andmanyimportant
derethmight bea better place to start than Gibbet
postulate
Cryptof theTalhundbeneathit.Academics Crossing, if only because she knows more about
bya greatseal
thatthe crypt’sentrancewasprotected Talhundereth.Gibbet Crossing is more distant, and
priestswould
or doorwayandthatonlyDumathoin’s its dangers are unknown. Ultimately, the characters
know the secret to unlock it.” can choose their course of action.
eiaanY
6 | THE SHATTERED OBELISK
106 CHAPTER
wherethepsionicgoblinsstoppedto restwith a
pieceof theobelisk.The cloverinfectedDaisy with a
disturbingmalady.
While thecharactersare in Phandalin, several
townspeople describe a strange, greenish glow em-
anatingfrom EdermathOrchard.If the characters
askGwyn aboutit, she expressesconcernthat the
same strange power the Sawplee goblins wielded
mightbeat worksomehowhere.In fact,Daisy is the
sourceof theglow.Tentaclesoccasionallyslither
fromDaisy'sbody,flail about,and retreatinto her
skin without leaving a mark.
Daisy’s Consumption. Beforethe characterscan
headtotheorchardto investigate,thecow totters
clumsilyintotheTown Green.As soonasa char-
acterapproacheswithin 5 feetof her,Daisy vomits
forthfour psychicgray oozes.The oozesuse Mind
Blast as often as they can and fight until destroyed.
AfterDaisyvomits,theglowaroundherandherten-
tacles permanently disappear.
Quest: MISSINGMINERS
Halia Thornton at the Miner’s Exchange needs to
findsomemissingminers.She first approachesany
character she recruited into the Zhentarim, but she
needs thejob done regardless.
Halia’sJob. Determinedto finda siteas lucrative
as Wave Echo Cave, four miners recently scouted
Daisy tHE Cow
the Sword Mountains about 15 miles southwest
of Phandalin. One of the miners, a human named
MSP VernoTharbun,returnedwith talesofa “walking
Sige a
shrub with strange powers” that lured old Wallin
‘a Kreeve into a cave.The other miners—Wallin’s
! + Badly wounded by a creature he describedas daughter,Elise, and a quiet dwarf named Karthim
“roiling heapsof tentacles,”
Marthungrimre- Humblepick—followed him, but Verno rushed to
turned here. His last entry describes his wounds town instead. Halia points at a map where this en-
getting worse. counter occurred. She says Verno insists the shrub
If the characters share thejournal’s information has probablykilled the other miners by now, but
with Gwyn, she recalls heroic tales about Mar- Halia wants to know for sure.
thungrim the Valiant. With the gemmulesdefeated, TheMiners’ Fate. A shambling mound con-
Marthungrim’s former home might be a goodbase sumed a careless psionic goblin and gained some
of operations for those who would carry on his leg- of the goblin’spowers. The shambling mound stum-
acyof doinggood.It couldbea goodplacetostore bled upon the miners in the mountains and thought
obelisk fragmentsas well. they'dbe an easy meal. The shambling mound cast
Reward. If the characters bring Pip home,the charm person to lure Wallin into its clutches, but it
Stonehills offerthecharactersfreeroomsandboard was surprised when the other miners ushered Wal-
lin into a chamber that’stoo narrow for the sham-
at their inn for as longas they'rein thearea.The
bling mound to enter.The miners are now trapped
charactersmightgaina greaterrewardforcom-
by the relentless plant monster.
pleting Marthungrim’s mission, as describedin the
Trapped in the Cave. Halia suspects that Verno’s
“Crypt of the Talhund” section later in this chapter.
tale occurred at Hardyhammer Mine, an early site
QuEstT: THE Opp Cow whose owner died with no heirs to claim the mine.
The peopleof Phandalinaren'ttheonlyonessuffer- Hardyhammer Mine isn’t difficult for the characters
ing from the Far Realm’s creeping influence.Daisy, to find based on Halia’s directions.
a cow thatescapedfromOld Narth’sfarmjustnorth Use map 6.2 for Hardyhammer Mine.
of Phandalin, ate some clover thatwas growing
er - > hd + sin 4 ~ TB
i.ee Pere
17
so eSPA
: a "
w Me}. | $s See wo ah -
eset Ses)
an ‘ .
estar ks te
ij sg
a oi
cS - ‘ on st
2 “} ‘¥ Jn “ine . Q ;
j
; HM
* Tew
oer i
t. "
hes
2
be a ;
i. ” ‘ 'o ve “324 et > x ;
Wye.
Bix ui 1Square=5Feet
ia «./°°":
a ee or 5 , si
=.286),
Map 6.2: HaroyHAmmMER
MINE
ThecaveHaliaindicated
islocated
alonganisolated TALH UNDERETH
stretch
ofthemountain,
obscured
byfallenrubble
and Talhunderethis a subterraneantemple to Du-
toughbushes. mathoin,thedwarvengod of buried secrets. Mill:
nia ago,Talhunderethwas a vibrant and populou
templevisitedby manyworshipers of Dumathoin
The shamblingmoundlurksjustwithintheeastern Talhunderethwas built abovethe sacred Crypt o!
cave,unable to attackthe miners in thewestern theTalhund,wherethe most ardent priests of Du
chamber.The shamblingmoundhas thefollowing mathoinwereentombed.
additional action option: Talhunderethwas as busyas the Crypt of the T:
Spellcasting
(Psionics).
Theshamblingmoundcastsone
ofthe hundwaspeaceful:miners, merchants,and pries'
following
spells,requiring
nospellcomponents
andusingIn- alike cametoTalhunderethseeking wisdom, po-
telligenceasthespellcasting
ability(spellsaveDC 8): liticalalliances,secretmartial training, and hints
At will:minorillusion atwhereto findwealth.Eventually,however,the
1/day:charmperson(already
cast) passagesto Talhunderethgrew dangerous and th«
templesawfewervisitors.
Rescuing the Miners. When the charactersres-
A few centuries ago, Talhundereth was abandon:
cue the miners, Karthim thanks the charactersand
byall buta fewvigilantdefenders.Mind flayers too:
saystheminerswereluckytheydidn’tstumbleinto
advantage of Talhundereth’sdepletedstate to atta‘
one of the older dwarvenruins around here.“Places
during this invasion, a collapse rocked the temple
Karthimsays.
like thatarereallyunlucky,”
andcryptalike.Both the mind flayerinvaders and
Karthim isn’ta follower of Dumathoin,but he’s gaveupTalhunderethas lost,
guardians
thetemple
heard of great treasuresin Talhundereth’svault thoughthemindflayers’psychic stain remained.
andthesacredcryptbeneaththetemple.Hecan Since thatattack,various bandits and monsters
pinpoint the locationon a map,which corresponds havesquattedin theabandonedtemple. Sometime
to the location the charactersdiscoveredin the pre- afterthemindflayers’reign, aspiring lore-seekers
vious chapter. broughtonepieceof the shatteredobelisk into Tal-
Treasure. The miners weren'tidle in their captiv- hundereth’schapeland anotherinto its crypt, hop-
ity.While trying to excavatean escaperoutein the ing thatstudyingthepiecesin close proximity migh!
back of the cave,theydiscovereda lucrativevein revealmoreabouttheobelisk’sprevious powers.
of silver. If the charactersdispatchthe shambling That groupwastwistedby the psychic magic reso-
mound, the miners offera shareof their stakeas lostall interest
Thelore-seekers
inthecrypt.
nating
to250gpeachmonth
thanks.Thisshareamounts in scholarshipandabandonedthe fragments.
for the next year, payableatthe Phandalin Min-
er’s Exchange.
OTete. IS oo a
jtee
x
te
att Ee P * on
eli wt
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“Agr 5
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TALHUNDERET
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7
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T4: PRIESTQUARTERS
Mostofthissmallroomcollapsed longago,forming
anarrow passage t
through heearthintothearea
beyond.A stonebeddraped withfursistheonly
heretohavesurvived
furnishing thecollapse.
HONNA
A lesser priest charged with tendingthechapelre-
sided here long ago; it’s now where Honna sleeps.
The collapse formed a narrow passagebetween
this area and the vault (area T8). Small or smaller don’tattackanyonewho clearly surrenders and
creatures can traverse the passagenormally.Me- leavesthe room, though they'll attack if the char-
dium or larger creatures can traversethe passage acterswho surrender return. The suits don’t leave
after spending 8 hours clearing bouldersaway(i- this room.
theronepersonclearingbouldersfor8 hours,four
people clearing boulders for 2 hours, or any equiva- QUARTERS
T6: TRAININGMASTER’S
lent combination).
T5: SPARRING CHAMBER This bedroomcontainsa stone desk, a stone bed, and
a metaldisplayholdinga single,batteredgreataxe.
chamber’s
Oldweaponracksarealongthissparring
westandnorthwestwalls,whilethreestandshold Over theyears,manytraining masters lived here.
inthe
variouspiecesofarmortothenorth.Gouges A training masteroversawall the sparring in the
adjacentroom.
wallsindicatethatthis roomoncesawmuchuse.A
Treasure. The greataxeon display isn’t magical,
smalldoor leadseast. but it has an immovablerod as its shaft. The button
to control the rod is within easy reach of anyoneus-
Peoplewho usedthis chamberdidn'tonlysparwith ing the greataxeas a weapon.
eachother;theyalso testedtheirprowessagainst T7: ARMORY
threesuitsof magicallyanimatedplatearmorsized
for dwarves. These constructs still standreadyto
Oneis ahelmedhorror;theother
fightintruders. Otherthan shields
a fewbroken crossbow
andwarped
two are animated armors. When a character shelvesandhooks,nothingremains
boltson battered
spends more than a few moments in this room,the inthisroom.
helmedhorror utters,“squadtacticsroutine”in
Dwarvish and all three suits of armor attack.They
. ei:
Wiles:
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The intellect snare lurks in an alcove behind the This kitchen has a few enchantments that remain
stack of metal chests. It amplifies the psychic echoes active.The sink replenishesitself with fresh water
in this room to show a sceneof a wailing mind flayer every hour using create or destroy water, first elim-
atop the table, struck so hard by an armored dwarf’s inatingwaterandthenconjuringcleanwaterto
hammer that the stone table cracked. The image of replace it. The oven maintains a constant tempera-
the dwarf retreats toward the stacked chests with a turesuitablefor cooking.Thesefurnishingsare too
triumphantcry, beckoningtheviewertofollow.As heavyto be moved.
soon as a creature gets within the range of the in- The only people who have used this kitchen re-
tellect snare’s Cacophony of Minds, it slithers forth cently are the drow explorers camped in the reading
and attacks.It follows foeswho retreatandfights room (area T14).
until slain. Treasure. One drow explorer left a backpack here.
Treasure. Most of the metalchestscontainnoth- It contains 100 feet of silk rope, three daggers, a
ing but dust or battered dishes, but one holds an blank book, a calligrapher’s kit, and a silver medal-
alchemyjug beneatha fewmugs. liondisplayinga lizard’sheadwith a quill behindit.
The medallion is worth 15 gp.
T12: KITCHEN
T13: PANTRY
The goods once stored on the shelves in this old
Thislargekitchencontains asinkof
s tonecounters,
pantry are long decayed,leaving nothing other than
clearwater,andanovencontaining e mbers.
orange a fewemptycasksandboxes.
A rackof k
dullmetal itchenimplementshangsfrom Secret Door. A character who searches the pan-
theceiling. try shelvesand succeeds on a DC 15 Wisdom (Per-
ception)check finds a secret door to the librarian’s
room (area T15). Pushing on the door causes it to
swing outward.
Thisroomhasawidebedsurroundedbytallbook- Shelvescoverthestonewallsofthisroomfromfloor
sortthroughscat-
Twodrowpensively
shelves. Sagging
toceiling. booksthathavebeenreducedto
teredpapers. littlemorethanscrapsanddustfilltheshelves,al-
thoughafewbooksboundin metalhavesurvivedthe
longyearsofabandonment.
roe
114 CHAPTER 6 | THE SHATTERED OBELISK
te Sy
A MEMBER OF THE CULT OF THE OBELISK
NAMED MALINIA DEFACESA STATUE.
rts
at
The drow explorers perused the surviving books This room, once at the end of the Deepening Hall
in this library but found nothing of use. Most of the (areaT2),is 30feethigh.
survivingbooksdescribeDumathoin’s faith,gem The Cult of the Obelisk labors to transform this
cuttingsecrets,or forgottenmines.Thebooksare statueof Dumathoin into the likeness of the enceph-
writtenin Dwarvish. alon cluster that guards the obelisk fragment they
The Granite Ledger. Oneof thebooksthatthe revere.The plinthis 15feethigh,andthestatue
drow haven'tyettouchedhasmetalpagesanda atopit is another 10feet tall.
covermadeof thin platesof granite.This book A Humanoid mutate named Malinia is defacing
is The GraniteLedger,a compendium ofTalhun- thestatue.Maliniais perchedon thestatue’swide
dereth’s secrets. An ancient protectiveward remains shoulders,20feetabovethefloor.Four encephalon
on the book; when the book is touched,two earth gemmules (seeappendixA for both stat blocks)
elementals rise from the floor and attemptto smash occasionallygnawonchipsof stonethatfall from
anyonein theroomwho isn'topenlywearingDu- Malinia’swork.The cultistis quicktosendthegem-
mathoin’sholysymbol. mulesintobattle,supportingthemfromherhigh
The ledgerlists thoseburiedin theCryptof the perch with Nightmare Blast attacks.
Talhund.It also providesinstructionsin Dwarvish
T18: CLEANSING CHAMBER
for how to openthecrypt'sentrancein areaT20.
ee i ie Ge eee
Worshipers
ofDumathoin
approaching
theworship Thedial servesasa lockto theentranceof thx
hall (areaT21)cleansedthemselvesin thesebasins. Cryptof theTalhund.Fourteencarvings cross the
Thisroomis nowthedomainoffourHumanoid dial, which has a fixedarrow pointing downward
mutates(seeappendixA) whoare membersof the atits top.The indentationin the dial’s middle is a
Cult of theObelisk.Oneof themis Ontharyx,thefa- magicalkeyholethatrequires the insertion of a fac-
therof thebrothersin areaT15. He has thestatsof etedgemstone.
a Humanoid
mutate,
buthealsohasDeception
+4. Dumathoin Knows. Any character who wor
The otherthreemutatesare namedChals, Harralie, shipsDumathoin
realizeshowto open the lock,
andPaulam. as describedbelow.The Granite Ledger in area
The cultistsare happytoseepeopletheycan kill T16 includesinstructions in Dwarvish for open-
andfeedtothemonster in theworshiphalltothe ing the lock.
south(areaT21).They'veseenthedrowexplorers UnlockingtheCrypt.The dial’scarvings depict
lurkingaboutandareeagertofight.Theyutter a facetedgemstonein various stages of completion,
phraseslike“Foodfortheobeliskis foodforthe rangingfroma handfulof marksto a completed,
brain!”and“Yoursoulswill twistin theFarRealm!” emerald-cutstone.As with a combination lock, the
If thecharactersexpressa desireto talk with On- dial mustbe rotatedin the correct order. The cor-
tharyx,hemakes a bigshowofcallingoffhiscult- rectcombinationbeginswith the least finished gem-
istsandlisteningtowhatthecharacters havetosay. stonecarvingandproceedsin order,endingwith
Heofferstotalk,butnotif it meansleavingsightof the mostfinishedcarving.
theothercultists.This eagernessto talk is a ruse; After thecharactersrotatethe dial to the correct
Ontharyxhasnointention
ofleavingTalhundereth combination, a gem must be placed in the center
justbecause
hissonsare“tooignoranttoseethat socketto openthe lock. Any of the gems in the vault
theobeliskis a keyholeto impossibletruths of the (areaT8) suffices.
Far Realm.”If Ontharyxcan use a pretenseof diplo- A characterwho succeedson a DC 13 Intelligence
macytosplitupthecharacters,
getoneor bothof (Arcanaor Investigation)check realizes how to open
his sonsalone,or anysimilar advantage,he attacks. thelock.Once the lock is open, the characters can
Any characterwho succeedson a DC 14Wisdom openthedoor to the Crypt of the Talhund.
(Insight)checkpredictshis impendingtreachery. An Incorrect Solution. If the characters insert a
The Spigots. Only the fungus-chokedspigotre- gemafterthey'vedialed the wrong combination, 4
mainsoperational.The fast-growingfungusis edi- rumblingsoundrolls through the room. Creature:
ble,andthewaterpassingthroughit is surprisingly in theroom mustmakea DC 14Constitution saviiig
nutritious.The cultistssubsiston both,thoughthe throw,taking 22 (4d10)thunder damage onafaile«!
fungusis taintedwith Far Realm energyand con- save,or half as muchdamageon a successful on¢
tributesto thecultists’mutations. This protectivemeasuretriggers only once. Aft«
it’striggered,the characterscan try additional sol.
T19: PROCESSIONHALL tions until thelock opens.Once the characters ha\«
spent1 hour trying to openthe lock, they acciden
thispillared
within
Columns hallbear
procession tallydial thecorrect combinationand realize they
needto insert a geminto the indentation.
holdingminingpicks.
of piousdwarves
images
An Alternate Solution. The mind flayers who
attackedTalhunderethlong.agofound a different
Theseimageswereoncebrilliantly painted,butonly solutionto thepuzzle.The center indentation can
thepaintaroundtheeyesocketsand claspedhands withpsychicmagic,regardlessof th:
beoverloaded
of thedwarvesremains,leavingan impressionof positioningof thedials. Dealing at least 20 psychic
sicknessandsuspicion. shattersandopens the
damagetotheindentation
lock.Characterswho succeedon a DC 14 Intelli-
T20: CrypT ENTRANCE gence(Arcana)checkrealize this solution. At your
discretion,Ontharyxor other Humanoid mutates
anelaborate mightsuggestthis solutionif interrogated.
Thewestendofthislongroombears
ofa mountain
carving Onthe
filledwithgemstones.
The
in simplercarvings.
westwallis adialcovered
hasafaceted
dial’scenter likeasocket
indentation,
“Onlya com-
fora gem.Abovethedialis a phrase:
pletegiftopensthecryptbeyond.”
re
Se an a “toe
These hauntingsaredisturbing,andthefifth and dé Haunting
THE PROCESSION
HALLLEADINGTO THE CRYPT OF THE
are eT
ae) RED STATUES OF OWARVES.
i
at
Pp
THE
OF
~CRYPT
~
<;TALHUND
3 ak
: See
~1Square=5 Feet
i ¢ ‘i “ee
CHAPTER 6 | THE SHATTERED OBELISK 119
te & iia ON i a eS Pe Sh Ge
THE RUINSOF THECarverOF THETALHUND
NOWSERVEASLAIRSFORMANYMONSTERS,
eae eeOPC ryt ht Te
Thesoundofsplashingwater
echoesfromthe Specially trained attendantsprepared deceased |
westend
ofthis longhallway.
Thenorthwallhas hund in theseconnectedrooms:
threedoors,andthesouth
wallbears
anelaborate
East Room. Attendants here washed the bodies a!
carving
of a procession
ofdwarf
priestscarrying stitched up any wounds. The basin is empty excep!
wrappedbodies. for a few pumice stones.
Center Room. Attendants here placed a sanctified
gemstonewithin the corpse’s chest. The basin
There is a crypt hauntingin this somberhall (see
oncehelddozensof sacredgemstones,butthe
“Crypt Hauntings” in the “Crypt Features” section).
mind flayerstook the gems when they vanquished
Returningthehalltosilencebydefeating
or driving
this place’sdefenders.The basin is now empty.
offthecreaturesin thewateryroomattheendofthe
West Room. Attendants here dressed and armored
hall (areaP5) putsthehauntto rest.
the preparedcorpses. The basin holds several
jumbled pieces of armor; see “Treasure” below.
2 ie Soe a
re —- Te
Thewallsofthisroomarecarved withimagesofopen
Thepages
books. writ-
ofeacharefilledwithcramped
withtheimageof
iscarved
ing.A simplesarcophagus
anoldermaledwarfholdingaquillandabook.
Totheeast,a metalleverbuiltintothewallstands
A frailgnome,hisshoulders
inthe“up”position. bent
thelever.
withage,ponders
.
PT TESntheSO RD i eS
in the Crypt of the Talhund.He wantsto recovera containsa singledwarfskeleton
—
Thesarcophagus
chip of this emeraldas a sacredrelicandreturnit (see the accompanying stat block). This was the
to other worshipers of Dumathoinbeforehedies, influentialpriestwho first receivedDumathoin’s
Return. Rivibiddel knowshe can'tsurvivethedif. visionfor Talhunderethand who oversawits initial
ficult swim to leavethe wayhe came.He needs construction.As fourteenTalhund assistedher,the
some other routeand wouldbe happytostayin number fourteen became important throughout Tal-
Phandalin for the timebeingif showntheway. hunderethandthe crypt.
Even though Rivibiddelhas beenin areasP5 If the characters have put the crypt’s haunts to rest
through P11 only,he sharesinformationaboutthe (seethe “Purifyingthe Crypt” section),the skeleton
Crypt of the Talhund fromhis ownscoutingand remainsat restwhenthe charactersenter.Other-
from He of the Hidden Gemstone: wise,the skeletonpushesopen the sarcophaguslid
toattackwhenanyoneenters.If a characterspends
Blessed Site. Talhunderethwasonce a significant an action,invokesthenameof Dumathoin,and suc-
holy site for followersof Dumathoin.Generations ceedson a DC 14Intelligence(Religion)check,the
of their priests,called theTalhund,wereburied skeleton stops attacking, though it attacks the char-
in the Crypt of theTalhundbeneaththetemple. actersagainif theyreentertheroom.
The crypt was onceoneof Dumathoin’s mostsa- Treasure. The dwarfskeletonhas a gemstone
cred places. worth 100gp in its ribcage.The sarcophaguscon-
Crypt Invasion. Many generations ago,mindflayers tainsthefounder'sring of theorator(seeappen-
took over a significantportionof theUnderdark, dix B),whichfell off her fingerwhenshe became
including Talhundereth.Theymusthaveinvaded a skeleton.
the crypt because there are so many restless Un-
dead and haunts.Rivibiddeladds,sadly,thatthe Pll: VALIANT APPROACH
sanctityof thecryptwasbrokenlongago.
Dangers. There is a hydraandsomesortof elemen- of
Thisroom’seastwallis barestone.Carvings
tal in the pool to the south, a dangerousgolem
dwarves giants,orcs,andotherenemies
battling
to the northwest,andsomedwarfskeletonsand
ghosts to the north. Rivibiddel believesthe entire adorntheotherwalls.A statueof a dwarfwarrior,axe
crypt is filled with deadlydangers. standsinthemiddleoftheroom.
raised,
Emerald. The massive emerald Rivibiddel seeks is
likely hiddenin an innersanctum,asbefitsDu-
mathoin’s lore. Secret doors are common in Du- DWARF SKELETON
mathoin’sholyplaces.Rivibiddelhasn'tdiscovered Medium
Undead,
LawfulEvil
any in the crypt yet.
Lever. The lever here in this crypt probablyhas AC 13(chainshirt)
something to do with revealing the crypt’shid- Hit Points 26 (4d8+8)
Speed25ft.
den sanctum, but Rivibiddel can't getthe leverto
move. He’s done enough tinkering to realize that STR DEX CON INT WIS CHA
the leveris tied tosomevastclockworkmecha- 16
(+3) 10(+0)15(+2)6(-2) 8(-1) 5(-3)
nism that must cause entire rooms in the crypt
to shift. The lever is locked in place becauseit’s Damage Vulnerabilities
bludgeoning
connected to another lever somewhereelse in the Damage Immunitiespoison
Condition
Immunitiesexhaustion,poisoned
crypt. He’sconvincedthatbothleversmustbe Sensesdarkvision
60ft.,passivePerception
9
pulled at the sametime.(If thecharacters
want Languagesunderstands Dwarvishbutcan’tspeak
Rivibiddel to help with pulling levers,he’shonored Challenge
1/2(100XP) Proficiency
Bonus+2
to do so, but the crypt guardians mayattackhim,
as described in area P15.) Sure-Footed. Theskeleton
hasadvantage onStrength andDex-
teritysavingthrowsmadeagainsteffectsthatmakeit havethe
P10: FOUNDER’S TOMB pronecondition.
ACTIONS
Images of thetemple adornthewalls
of Talhundereth Battleaxe.MeleeWeaponAttack:+5to hit, reach5 ft., one tar-
inthisroombears
of thiscrypt.A sarcophagus the get.Hit:7 (1d8+3)slashingdamage,
or8 (1d10+3)slashing
alargering. damage if usedwithtwohands.
carvedimageof adwarfwoman wearing
ek
aia
There is a crypt hauntinghere (see“Crypt Haunt- intotheceiling,turning areas P11 and P15 int
ings” in the “Crypt Features”section)that manifests onebig room.
immediately. Treasure. Eachof the fourteen dwarf skeleto
Four dwarf skeletons (seeareaP10) lumberfrom hasa gemstoneworth 100 gp in its ribcage. Any
area P12 as soon as anyoneentersthis room.Two characterwho stealsa gem can’t benefit from th
more dwarf skeletonscome from areaP12 atthe Blessingof Dumathoindescribed in the “Purify
start of each subsequentround until all fourteen theCrypt”sectionearlier in this chapter.
dwarf skeletonshaveenteredthe fray.Any skeletons
already ina fight pursue fleeingfoes.The skeletons Pl]1A:NARROW CORRIDOR
fight until destroyed. This longhallwayconnectsareas P5 and P11.
If a characterspendsan action,invokesthename Secret Door. Characterswho search the corri
of Dumathoin, and succeeds on a DC 14 Intelligence dor’seastwall and who succeed on a DC 16 Wis
(Religion) check, one skeletonstopsattacking.The dom (Perception) check discover a secret door. S!
characterscan temporarilystopall theskeletons, ing a wall carving of a mountain peak causes the
thoughall such skeletonsattackthe characters door to swing open to area P4.
againif theyreentertheroom. P12: VALIANT DEAD
Defeatingall fourteenskeletonsor temporarily
stoppingthem as described aboveputsthis area's
haunt to rest. This roomhasfourteenstone slabs, each with an
Words carvedabovethe doorway leadingtoarea indentationwherea dwarfwarrior would rest. The
P12 read“thevaliantdead”in Dwarvish. wallsarecarvedwithimages
ofvaliant dwarfwar-
thisroomand
SlidingWall.Thewallbetween priestssmitingenemies
withglowingaxesand blasts
area P15 is movable.When the leversin areasP9 ofradiantfire.
andP13arepulledatthesametime,thewalllifts
nn 2 wm owe © .»~ si y
southerndoorwayis carved with “the digging dead"
in Dwarvish.
Secret Door. The secret door in this hallw, Its
Architectural
designs
arecarvedintothewallsofthis
—
of the
thechambersandpassages
room,showing
crypt.A statueofa gloweringdwarfstandsprotective-
lyoverasarcophagus
witha crackedlid.
o
<9 a egy
Ssfoe al * a Oe rma
was put to rest.These miner-priestswereamong andwereindividually
oneanother
fightalongside
the most revered of the Talhund, as theyhadlived annihilated,
theexperienceof Dumathoin’steachingsbefore Onlymonsterslivein thecrossroadsregiontoday.
hearingthe call tojoin theclergy. Humanoidsrarelytravelthroughthearea,as cave-
Obelisk Fragment. A wizardcastpasswallto ins andfloodinghavemadeit inconvenientas a
bypass most of the crypt, which allowed themto thoroughfare.
placetheobeliskfragment
hereintheminingcart A group of thieveswho recently obtained an obe-
for safekeeping.The wizard neverreturnedtoclaim lisk fragmentcametoplunderan abandonedvault
it. The obelisk fragmenthasbeenhereforyears, in GibbetCrossing.The obelisk’smagicactivateda
amplifyingthepsychicechoesresonatingwithin nearbyforgottenmagic item, trapping the thieves.
thecrypt.See the“ObeliskFragments” sectionat They died with their treasures.
thebeginningof this chapterformoreinformation Recently,the mind flayer fanatics sent one of their
about the fragment’s properties. mostpowerfulagents,a mindflayerwarlocknamed
When the obeliskfragmentis touched,thedwarf Qunbraxel, to secure the obelisk fragments. Qun-
spirits within thewalls emergetodefendit,unless braxel knows that one of the fragments is hidden
thecharactershaveputthecrypt’shauntstorest in GibbetCrossing,andthemindflayer
somewhere
(seethe “Purifying theCrypt”section).In thatcase, has grimlock minions searching for it.
thespirits don’temergefromthecarving. Reaching Gibbet Crossing is normally a daunting
Initially, four specters emergefrom the carvings. affair,as Underdark dangers deter most travelers.
At the beginning of each round, anotherspecter Qunbraxel has killed or driven away the dangerous
emerges from another carving until the fragmentis creaturesthatnormallylurk in theareaso thegrim-
removed from the room or until all sevenspecters lockscancomeandgowithease.The dangersof
are summoned into the fight. GibbetCrossingitselfhaveprovenhardertouproot,
The specters attack the characterson sight. If a but Qunbraxel has an idea where the obelisk frag-
character spends an action, invokes the nameof ment is located,so the mind flayer hasn’t neededto
Dumathoin,and succeedson a DC 14Intelligence clear the old crossroads.
(Religion) check, one specter stops attacking.The When the characters travel to Gibbet Crossing, it’s
characters can temporarily stop all the specters up to you whether they face any random Underdark
from attacking,thoughthespectersattackthechar- monstersor threats. Narrating the dauntingjourney
acters again if they reenter the room. to this subterraneanarea could bejust as effective
If the Characters Fail. If thecharacters
are asrunningrandomencounters.
defeated by the specters, the mind flayerfanatics
send minions into the crypt to recoverthe obelisk GIBBET CROSSING FEATURES
fragment.Recordif thefanaticsgetthefragment,
as Gibbet Crossing consists of three areas separated
it alters how the characters confront the mind flayer by wide, natural tunnels smoothed for easier travel.
fanatics in chapter 8. The duergarworkshop is to the west, the svirfneblin
Development. Once the charactershaveexplored enclaveis to the northeast,and the drow trading
Talhunderethand theCryptof theTalhund,they halls are to the southeast.
shouldheadto GibbetCrossingif theyhaven't
done
so already. ILLUMINATION
Continual flame spells still illuminate the natural
ee
a
eee
ee
GIBBET CROSSING tunnels after manyyears, but the chambers are unlit
and the current denizens rely on darkvision to see.
Gibbet Crossing is a forlorn place.It was oncea
Descriptions of unlit areas assume that the char-
crossroadsof the Underdarkwheredrow,duergar,
actershavea light source or some other methodof
and svirfneblin communities lived in uneasypeace.
seeingin the dark.
The duergar had a lucrative business making col-
lapsible cages (their well-crafted hangingcages Doors
gave the crossroads its name),and the duergar Doors throughoutGibbet Crossing are madeof
cameto relyon mithralthatthesvirfneblinsup- 2-inch-thickslabs of stone.Any door opening into
plied.The drow providedtheduergarwithsecurity a natural tunnel has grooves to place a reinforcing
in exchangefor inclusionin svirfneblintradecon- bar,but the bars are nowhere to be found, exceptin
tracts, while the drow simultaneouslynegotiated the passageto Talhundereth (area G11).
fair prices for duergargoods.Tensionsbetween
the three groups were always present.When mind
flayers attacked the area long ago,the groupsdidn’t
nok
Sha
"a
oe
Se
ee me W/) of’ ,
Crs
est
Sig ae
Wal :
‘ofall by fet
Ve i Paid Y \
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JS
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ins
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ies
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ft
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Shelvesand racksin this storeroomholdironbarsof Ashes and burn marks on the floor indicate past
campfires. Remains of wooden chairs in the al-
variouslengths.
cove to the south appear to have been broken up
for firewood.
The heavy bars were raw materials for the duergar The longhallwayto thewestincludesdoorsto
workshop, left here once the duergar started relying the showroom (area G5) and the depleted mine
on mithral from their svirfneblinneighbors.The (area G9).
bars are badlyrustedandvalueless.If a dwarfchar- Treasure. A shredded backpack contains a set of
acteror a characterproficientin theHistoryskill cartographer’stools, six pints of oil, an illustrated
inspectsthe bars, theyidentifymarkingsindicating bookaboutropers,an emeraldworth 250gp,anda
they are of duergar make. A character proficient lanternofrevealing.
in History also realizes the duergar clan that once
by
used thesemarks is longgone,overwhelmed G5: SHOWROOM
mind flayersmanygenerationsago.
Thisroomisempty,butcrumbling wallcarvings
show
G3: CAGE WORKSHOP
aduergarunfolding
a spikedcagestepbystep.
Stampsandlatheslinethewallsof thislargework-
The duergarwouldshowoffcollapsiblecagestopro-
a darkforge,strik-
shop.Foureeriefigurestoilbefore
spectivepurchasers in this room. The chain devil in
ing metalthat isn’tthere.Severalstonetablesbear the adjacentprison (area G6) comes here to investi-
oldtoolsandmetalrodsadorned A cage
withspikes. gateany sounds of intruders.
spikes.
cornerbearsinward-pointing
inthesoutheast
ce is,
<p,*
_
The fissure at the north end of this room leads to
area T1 in Talhundereth (see map 6.3). The svirf-
neblinworkedhardtolimit this accessto Talhun-
derethandkeptwatchhere.Theyweren'texpecting
a mindflayerattackfrom Talhunderethand were
quickly dispatched.
Adoubledoorinthenorthwestcornerofthis room
hasbeenknockedoffitshingesandliesonthefloor.
asthoughseenunderwater.
Theroomisblurry,
to rely on traders from Talhundereth to get mithral, The svirfneblin stationed at this outpost shared
eventhoughthis cut deeplyintotheirprofits. rooms. Anyone stepping into one of these rooms
Treasure. Each roper has consumed four ame- has a momentary flash of dread, as though being
thysts, each worth 30 gp. The xorn in area G14 is awoken by a warning of an ambush occurring
desperate to recover these amethysts.
nearby.This is a psychic remnant from the mind
Gll: TALHUNDERETH PASSAGE flayerattack.
Breaking into this roomfromareaG10is difficult, G14: TOPPLED TOWER
as the door is barred.A charactercanremovethe
bar from the othersidebysucceedingona DC 15
Dexteritycheckusing thieves’tools,or bysucceed- Theeastsideofthisroombearsastrange,angled
ing on a DC 21 Strength(Athletics)checktoshove structure,
asthoughasquattowertippedsideways
thedoor hard enoughto breakthebar.Qunbraxel andfellthroughthewall.Muddyknobsprotrude
and
rightlybelievesa passagetoTalhunderethis behind retract
fromitsirregular
surface
inaslow,hypnotic
thedoor,so the mind flayersentgrimlockstoin- motion.Nearthe structure,two rockycreaturesand
vestigate. The door bears marks from Qunbraxel’s
athree-legged,
three-armed,
egg-shaped
monster
grimlocks. The ropers fromareaG10atethegrim-
locks beforetheycouldgetthroughthedoor. withawidemawonitsheadchatter
inagrunting
language.
An irregular
tunnelleadsfrom
afissure tothenorthto
a reinforced
doortothesouth. A xorn named Zoklork lairs here with two earth
elementals.Theyare discussingthetower
in Terran.
“RCI, eS
x»,dildecetenice te. ee
a —~. t Ye
OBELISK
132 CHAPTER 6 | THE SHATTERED
5 . Mak a ew” 4. ‘nttieee
The carving abovethearchwayreads“trustno “Azfadiel”in Elvish.A characterwho is proficientin
one”in Dwarvish. theHistoryskill, or whois a drow,remembersthat
HouseAzfadielwasa drowtradinghousethatwas
G16: NEGOTIATING CHAMBER bymindflayersgenerationsago.
exterminated
chairs,but
The metalframesusedtobecomfortable The yochlol Zuluthl was summoned by the priests
everything other than the frames has rottedaway. of House Azfadiel, and it has remained here ever
The carved script reads “distrust all strangers” since. The demon knows that the Azfadiel drow here
in Elvish. werekilleda longtimeago,butthefightwasover
too quickly for the yochlol tojoin. Although Zuluthl
G18: Drow PASSAGE doesn’tneed to remain here, the yochlol considers
itself on an extendedbreak from the chaotic machi-
nations of the Demonweb Pits. It enjoys the solitude
intoapassageway
Naturalstonestairsdescend flood-
and reactsviolently to intruders.
edwithdarkwater. Theupperhalfofadoorprotrudes Command Word. The table contains several slate
abovethewateronthewestsideofthepassage. tabletsfilled with notes in Undercommon. Review-
ing them revealsthat the writer was eavesdropping
This wide passageleadstoterritoryin theUn- onconversationsbetweenduergaranddrow.Apart
fromdulltradeinformationaboutsharingresources
derdarkonceclaimedbydrow.Twodrowtrading
to getmore moneyfrom traveling customers, the
houseskeptoutpostson eachsideofthepassage
duergarwere seeking a command word to activate
(areasG19 and G21).
a magicalstonetower.The drowclaimedignorance.
The lowestpointof this passageis floodedwith
The notesindicatethatthedrowalreadyresearched
dark water about 2 feet deep.
the commandword and were separately negotiating
G19:AZFADIELRECEIVINGROOM withthenearbysvirfneblinaboutsharingit with
‘he door leadingfrom thewidetunnelbearsa them.The drow hoped to be paid twice for the same
commandword.Characterswhospendatleast10
symbolof a coin with spiderlegsandthename
.
\ '] .
\ a,
; fay \\
i. oF
‘ Ay “ i
F \ =< j
" i \ i a.
Ul
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Pat
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as
QUNBRAXEL, LEADER OF THE
GRIMLOCKSIN GiBBeTCRrossiNG,
:
SITSONA THRONE.
=lS >
é 2 - sa
Csi ers
ae
pe
ae oe a|
surprise or fear. Other than the basilisk, thesearc
petrified Underdark travelerswho ran afoulof Qun QUNBRAXEL
braxeland themindflayer’sminions.Thegrimlocks LawfulEvil
(MindFlayer,Warlock),
MediumAberration
disfigured each statue enough to preventthevictims
ArmorClass12(15withmagearmor)
from being restored to life.
Hit Points112(15d8+45)
The characters can acquire a handfulof gravel Speed30ft.
from the smashed statues to shrink themuds/ick
tower if they've learned to do so. STR DEX CON INT wis CHA
11(40) 14(+2)«17(43) «19.
(+4)«15(+2) 19(+4)
G22: MOLDY ROOM
SavingThrowsInt +8,Wis +6,Cha+8
+8,Insight+6,Perception
SkillsArcana +6
+6,Stealth
This once-opulentdiningroomis floodedwithmore Senses darkvision 120ft., passive Perception 16
Languages ft.
DeepSpeech,Undercommon,telepathy120
thana foot of darkwater.Metalrodsthatonceheld ProficiencyBonus+4
9
Challenge (5,000XP)
tapestriesnowsupportsheets ofmold. Sixchairssur-
round crusthasformed
a largetable.A moldybrown Qunbraxelhasadvantage
MagicResistance. on savingthrows
e
spellsandothermagical
against ffects.
on thewaterin onecorner.
ACTIONS
A 10-foot-widepatch of mold to thesouthis brown Multiattack.Qunbraxelmakestwo EldritchBolt attacks,or one
mold (see the Dungeon Hazards sectionof the EldritchBoltattackandoneTentacleattack.
Dungeon Master’s Guide) and has chilled thewater Tentacle.MeleeWeaponAttack:+8to hit, reach5 ft., onecrea-
enough to create a thin crust of ice. +4)psychic
ture.Hit:15(2410 If thetargetis Medium
damage.
or smaller,it hasthegrappledcondition(escapeDC 16)and
G23: KILLING HALL ona DC16Intelligence
mustsucceed throworhavethe |
saving
condition
stunned ends.
untilthegrapple
hall.
ofthis twisting Eldritch SpellAttack:+8tohit,range120ft.,one
Bolt.Ranged
Narrowslitslinethewestside
+4)forcedamage.
Hit:20(3d10
target.
5 ft., one
ExtractBrain.MeleeWeaponAttack:+8to hit, reach
The arrow slits provide three-quarterscoverto crea- Humanoidwiththestunned whoisgrappled
condition byQun-
tures in area G24. braxel. damage.
piercing
Hit:55(10d10) reduces
If thisdamage
Qunbraxel and the grimlock minions haveoc- thetargetto 0 hit points,Qunbraxelkills it byextractingand
cupied the adjacent guard room for thepastfew itsbrain.
devouring
weeks. The grimlocks are likely to hearor smell 5-6).Qunbraxel
MindBlast(Recharge magicallyemitspsychic
intruders in the hall through the arrow slits.The ina60-footcone.Eachcreature
energy inthatareamustsuc-
grimlocks don’t have ranged weapons, but Qun- savingthrowortake26(5d8+4)
ceedona DC16Intelligence
psychicdamageandhavethestunnedconditionfor 1 minute.
braxel might attack through the narrow openings.
A stunned canrepeat
creature thesavingthrowattheendof
Blocked Hall. The top of themudslicktower
eachofitsturns,endingtheeffecton
itself ona success.
blocks the end of this hall exceptfor gapsonlya
few inches wide between the battlementsalongthe Spellcasting
(Psionics).
Qunbraxel
castsoneofthefollowing
spells,requiringno spellcomponentsandusingCharismaas
toppled tower’s roof. It churns with muddyknobs
thespellcasting
ability(spellsaveDC16):
that emerge and collapse into the tower,just like the
Atwill:detect
magic,
detect
thoughts,
levitate,
magearmor(self
tower’s base in area G14. Two grimlocks diligently
only),magehand(thehandis invisible),prestidigitation
work to batter their way through the tower.They've 2/dayeach:confusion,
sending,
telekinesis
made no progress, as any lapse in theirwork allows 1/dayeach:dominate
monster,
planeshift
(self only)
They
thetowerto magicallyrepairthedamage.
don’t stop their work unless enemiesgetclose.
haveal-
If the Tower Is Gone. If thecharacters
ready shrunk the mudslick towerand openedthe
way to the vault, the grimlocks hereand all the
denizensof areaG24 haverelocated tothevault
(areaG25).There,Qunbraxel s tudiestheobelisk
fragmentto determinehowtobesthelpthemind
flayerfanatics.
Theeastwallof thisroombearsseveralarrowslit
wallcontains
Thesouth anenormous mapdrawn
withnumerous
charcoal, arrowsandannotations
throne
stone thewestwall.
sitsagainst
Qunbraxel(seetheaccompanyingstat block)is an
mindflayerwarlock.Qunbraxelis either
arrogant
seatedon the stone throne or reviewing the intricate
mapdrawnon thewall. Qunbraxel is always at
tendedbyfourloyalgrimlocks. They swap this duty
withothergrimlocksnearby,although Qunbraxe|
canhardlybe botheredto tell one grimlock minion
fromanother.
Qunbraxelusesthegrimlocks as front-line com-
batants.While Qunbraxelfights, the mind flayer
beratesthe characters with dire warn-
telepathically
ingsandpredictionssuch as the following:
- “Theritualwill devastatePhandalin! You bear
witnesstotherise ofa new illithid empire on
thesurface!”
- “Thereis powerin the Far Realm for those daring
enoughtoseizeit.And I dare!”
- “Thechosenonesare preparing the ritual whi
younatterabout!”
“Theobeliskfragmentswill bolster the ritual,
andI willjoin thechosenones when my minio
deliverthefragments!”If the characters tell the
mindflayerthatthey’vealreadysecured one or
moreobeliskfragments,Qunbraxel responds, “ \o
matter!I shalladdthosethat I can recover to t!
goblins’fragments,and my place among the ch
senonesis assured!”
+“Thoseyoucare aboutin Phandalin will be tra:
formedintoillithids—if theysurvive at all!
- As themindflayeris defeated,Qunbraxel boast
“Theritualcan’tbe stopped.The chosen ones
knowall aboutyou.The Far Realm will twist you:
bodyandshatteryour sanity!”
TheIlvaashFanatics’Mission. The mind flaye:
fanaticsmanipulatedtheinsufferablyarrogant
Qunbraxel with vague promises to bring Qunbraxe!
intotheirinnercircle.Cut off from any elder brain
Qunbraxelconsidersworthy,the mind flayer hopes
tojoin theIlvaashfanaticsand receive power and
insightfromthe Far Realm.
The mindflayerfanaticshad little intent on wel-
coming Qunbraxel into their fold, but they’ve been
happyto exploitthesycophant’sefforts. They
told
Qunbraxelto relocateto Gibbet Crossing
because
itwasnearPhandalin.
TheyhopedQunbraxel
would acquire the fragments, but Qunbraxel was If Qunbraxel tothis
andthegrimlocksrelocated
more interested in establishing a court of grimlocks vault,thegrimlocksare happilypickingtheir teeth
and turning GibbetCrossingintoa lair,Oncethe withboneswhileQunbraxelexaminesthe obe-
Sawpleegoblinssucceeded atfindingtheobelisk lisk fragment.
shardsin Phandalin,thefanatics
commanded Qun- The bonesaretheremainsof threedrow thieves.
braxelto hurry with collectingtherestoftheobelisk Theydiscoveredtheobeliskfragmenton theirway
fragments. to plunder this vault.The magic churning in the obe- |
Qunbraxelguessedthatthenearbyfragment was lisk fragmentprovedtobetheirdoom,however,as
somehow connected to the toppled towerthat’s thenearbymudslicktower,blockingthe
it activated
blocking the wayto theold drowvault.Qunbraxel vault’sonlyexit.Unableto batterthroughthestone
orderedthe grimlocksto bashthroughit,deter- tower,the thievesstarved to death amid the trea-
mined to eventuallyovercomethetower'sregenera- sures theysought.
tive protections. Qunbraxel isn’t aware of themud- Obelisk Fragment.The obeliskfragmentrests
slick tower’s nature, or even that it’s a magic item nearthepile of bones.See the“ObeliskFragments”
wedged into the stone. section at the beginning of this chapter for more in-
Qunbraxel is less certain about the locationsof formation about the fragment’s properties.
the otherfragments.The mindflayerknowsthe Treasure.Eachdrowthiefhada setof thieves’
Sawplee goblins acquired the smaller fragments toolsthatis still intact.The shelvesherecontain
scatteredthroughoutPhandalin.Qunbraxelbe- 5,900gp, 14,050sp,ajeweleddaggerworth 200gp,
lieves a fragment in Talhundereth is guardedby an elevenjacinthsworth 90 gpeach,a wandof magic
encephalon cluster, as the mind flayerhas caught detection,and a Heward’s handy haversack.
psychic glimpses of the creature. Qunbraxel knows If the CharactersFail. If thecharactersare
another is in the crypt beneathTalhunderethbut routedfrom this room before acquiring the obelisk
doesn’t yet know where in the crypt to find it. fragment,Qunbraxel or other servants of the fanat-
The Map. The map drawn on the wall shows the ics immediatelyremove the obelisk fragment. Re-
obelisk reassembled with all sevenparts.Three cord if this happens,as it alters how the characters
stylized mind flayers surround it, sequesteredin an confront the mind flayer fanatics in chapter 8.
underground stronghold deep beneathPhandalin
that is labeled “Illithinoch.” WHAT'S NEXT?
Wavy lines emanate up from these mind flayersto In the best case scenario, the characters recover all
a sketch of Phandalin, miles aboveIIlithinoch. Tiny three obelisk fragments and put the dangers in the
Humanoid figures in the town that are touchedby Starmetal Hills to rest.
the wavy lines appear to be transforming into mind Yet there are still leads for the characters to pur-
flayers. Several mathematical formulas calculate sue.The characters haven'tfound any more missing
the percentage of people who will transforminto townspeople.Perhaps more concerning, they’ve
mind flayers. Variables in this equationproduce learned about the mind flayer fanatics lurking
different outcomes, from as few as three in tento as deeperunderground ina place called Illithinoch,
Many as seven in ten people transforminginto mind and the characters now know how to get there.
flayers. The ritual painfully kills anyonewho doesn't In any case, the characters’ next step is to return
transform. If the characters haven'talreadyfigured to Phandalin to rest and learn what they can about
it out,share theinformationin the“TheSinister the mind flayerfanatics.
Truth” and “The Ritual” sections at the beginningof
the chapter.
Jeweledknives,stacksof coins,andothertreasures
restonshelves
liningthewalls
ofthis vault.
A large
chunkof blackstonerestsonthefloornearajumble
of bones.
a
,
Se |
ry s '
: :
oo
|
1
i7
Fade
WNT mere
rg HASBECOMEEVENMOREaL A RR a tt olan
TS a ai re a7) 1)
ae Cy
re yoes ;
*
ee
o
Ri€t$IN REALITY
K A f HILEHUNTINGOBELISKFRAGMENTS
IN CHARACTERADVANCEMENT. *
v | [7 the previous chapter,thecharacters
The charactersshould be 9th levelwhen the chapter 7
learned of the fanatics’headquarters:
begins.The charactersgain a levelafter opening the
a mind flayerenclavecalled Illithinoch
gatewayto the Far Realm.
deep in the Underdark below Phandalin. In this
chapter, the characters learn more aboutthefanat-
ics and rescue the kidnap victims from Phandalin.
SHADOWOVERPHANDALIN
However, doing so—as well as stoppingtheritual The mind flayerfanatics haven'tbegun their ritual
that threatens to turn Phandalin’s townspeopleinto in earnest,but ripplesof Far Realm energyhave
mind flayers—will be far more harrowingthanthe infectedsome residentsof Phandalin. Those who
characters realize. spentsignificanttime around the obelisk shards ab-
sorbedsome latentNetheresemagicand are suffer-
RUNNING THIS CHAPTER ing strangemaladies.Three of these people—Sister
Garaele,Ander, and Halia Thornton—havebecome
The characters start this chapterknowingthata trio
angry,violent,and verymuch not themselves.A
of mind flayers are preparing a ritual to transform
fourth,the tiefling Wheel-of-Fortune,is on the verge
surface-dwelling Humanoids into mind flayers.
ofa similar transformation.
The ritual will certainly affectPhandalin,and it
might wash over other small populationpocketsin INFECTED TOWNSPEOPLE
the region. The exact parametersof theritual are
Shortly afterthecharactersreturn to Phandalin,
up to you.
theycome across a noisycrowd gatheredat the
If you decide that the charactersare tooeasily
recentlyrepaired Shrine of Luck. You can use the
vanquishing this adventure’schallenges,youcould
Phandalin Alleys map (seemap 5.3 in chapter5) for
decide that the fanatics’ ritual is nearlycomplete,
this encounter.
urging the characters to press aheadwithoutresting
and resupplying. If this adventure’sthreatshave
significantly challenged the characters,youcould ThreefiguresscuffleonthegroundbeforetheShrine
tell them they have a comfortableamountof time theacolyteof theshrine,fends
of Luck.SisterGaraele,
before the fanatics can finish their ritual,and thehe- offguildmasterHaliaThornton,whiletheyoungclerk
roes can rest and resupply as needed.Either option of them.
fromthegeneralstore,Ander,clawsatboth
is viable.
The characters’ best option is to return to Phan-
witha
dalin and sharewhatthey'vediscovered In this state,Sister Garaele, Halia, and Ander all
knowledgeable ally, such as Gwyn Oresongor use theberserker statblock, but replacetheir
Rivibiddel. Greataxeactionwith the following:
Shortly after returning to Phandalin, thechar- 5 ft., one
PsychicSlam.MeleeWeaponAttack:+5to hit,reach
acters discover a passage beneaththetown that target.Hit: 6 (1d6+3) damage
bludgeoning plus3 (1d6)psy-
leads into the Underdark and to IIlithinoch. They chicdamage.
setoff throughtheUnderdarktoreachthedeterio- The townspeoplein the crowd quickly back away,
ratingmind flayerstrongholdof Illithinoch,facing leavingthecharactersto handle the situation.The
threatsalongthe way.In Illithinoch,thecharacters townspeoplebegthe charactersto subduethe un-
learnthatthe mindflayerfanaticsalreadyescaped violentvillagers,hopingthethree
characteristically
througha gatewayintotheFar Realm.Topursue will cometo their senses.
them, the characters must explorethree Far Realm
' rifts scattered around Illithinoch and collectkeysto THE FOURTHINFECTION
open the gateway. Once the fightends, the townspeoplerestrain any
survivingmembersof the trio so they can’tdo more
a
CHAPTER 7 | RIFTS IN REALITY
A ick: Ane
ios «
JOURNEY THROUGH ADDITIONAL CLUES
Map 7.1 shows several locationsalong thewayto encounter.If the party is using a light source,crea-
Illithinoch. The following featuresare commonin tu res that encounterthem almost certainly know
these areas. arecomingandsetupanambushor
thecharacters
ot herwise preparefor the fight.
NATURAL TUNNELS
The chambers and the tunnel are all rough,nat- TUNNEL ENCOUNTERS
ural stone. d20 Encounter
Dim LIGHT 1-2 1d4grellshuntforfood.
Patches of pale, phosphorescentfungusilluminate 3 1d6gibbering
mouthers
lieinwaitforprey.
the tunnel and chambers with dim light. 4 thein-
inhabitsa quaggoth;
Anintellectdevourer
tellectdevourerseeksanotherhost.
CEILINGS
5 Alost andangryfomorianwandersthe
The tunnel varies between 10and 15feethigh.
Chambersare 20 feethighunlessotherwise Underdark.
indicated. 6 1d4+1hookhorrorsclimbonthetunnelceiling.
7 1d6quaggoths ledbya quaggoth
thonotare
TRAVERSING THE TUNNEL searchingfora missingtribememberwho'sbeen
The winding tunnelbetweenPhandalinandIIlithi- actingstrangely.
directions
nochis 12mileslong,curvingin different 8 —_1d6 arelookingfora
anda barlgura
troglodytes
as it descends 2 miles beneaththe town.The tunnel fight.
has a gentle but continuous slope.The entirejour- Apatchof 2d4shriekers blocksthewayahead;
9
ney takes about 14 hours if the characterswalk at iftheyshriek,roll1d8onthistableto seewhat
normal speed.
cometoinvestigate.
creatures
RANDOM ENCOUNTERS 10-20 No encounter.
After each hour the charactersspend in thetun-
nel, roll 1d20 and consult the Tunnel Encounters
tableto determinewhetherthepartyhasa random
CE
e
a
eee
e,
i a cn hee onles
Behir Lair
TUNNELS
OFTHEDEEP wt
1Square=5 Feet
To Phandalin
Ya Grell Caves
%. Sve,
, .
ky
Pets. >
Tolllithinoch -
wer Ry
O 1/4 1/2 ae
Mile
J5: BLASTEDINTERSECTION
A widepassage
leadssoutheasttoareaJ6. Nearthe
ceiling,a naturalopening only a few feetin diameter
Thiswidecave
isbarely
fivefeettall.Lurking
here
thatlooklikefloating
monsters
arethree with
brains Thesoundoriginatesfromthegibberingmouthers
in the nextcavern,although creatures in the tunnc!
thenorthwallliesamoldy
Against
beaks. backpack.
are too far awayto be confused by the babble.
: GROTTO
Two grells lair herewith their leader,a grell psy- J9: GIBBERING
chic (seetheaccompanyingstatblock)named
Vundru.Vundru usedto lurk muchcloser to IIlithi- Thefloorofthissunkencavernis filledwith a repul-
noch,wherehe becameinfusedwith minor psychic sivepoolof mudandgore.Gobsof fleshbearingeyes
oftheFarRealmand
Hehasnoknowledge
abilities. andteeth inthemud.
float of theroom
Thefaredge
oa ae to learn more; he’s interested only in moe containsanotherexitwith a naturalstaircase ascend-
ing safely. M
whichthey
theirbehirneighbor,
Thegrellsrespect thepool.
ingfrom
referto as a “Great Eater.”The grells don’tinvolve
themselvesin a fightbetweenthe charactersand Six gibbering mouthers lurk in the pit, all but indis-
thebehir. If the characterswin, the grells confer tinguishablefromthe flesh gobbets.
themselves
among debating
forafewminutes, thegibbering
encounter
Ifthecharacters
whetherthose who kill a Great Eater are themselves mouthersand thenretreatfrom this room with-
GreatEaters.Unlessthecharacters this
interrupt gibbering
themall,thesurviving
outdefeating
debatebyentering aftera
thislair,Vundrudecides combine
mouthers intoasinglefleshmeld(see
fewminutesthathecanbecomea GreatEaterby A)thatarisesfromthe muckthe next time
appendix
the characters pass through.
inthisroomareall
andstalactites
Thestalagmites
bentas thoughmadeof clay,fillingtheroomwith
thickhooksfromthefloorandceiling.Anenormous
monsterwithfleshywingspatrolsthisroom.A short
toothymaw.
skeletondanglesfromthecreature's
GRELL PSYCHIC
Medium Aberration, Chaotic Evil
ArmorClass12(15withmagearmor)
Hit Points66(12d8+12)
Speed10ft.,fly30ft. (hover)
ACTIONS
and
attack
Multiattack.ThegrellpsychicmakesoneTentacle
oneBeakattack.
Beak.MeleeWeapon Attack:+5tohit,reach5ft.,onetarget.
Hit:10(3d4+3) piercingdamage.
othertargets.
against
attacks
Tentacle Whenthegrellmoves,
Tentacle.MeleeWeaponAttack:+5to hit, reach10ft.,one anyMedium moveswithit.
targetit is grappling
orsmaller
must
andthetarget
target.Hit:8 (1d10+3)piercingdamage,
(Psionics).Thegrellpsychiccastsoneofthe fol-
Spellcasting
succeedon a DC 11Constitutionsavingthrowor havethepoi-
andusingCha-
nospellcomponents
lowingspells,requiring
it
sonedconditionfor 1minute.Whilethetargetispoisoned,
thesav- rismaasthespellcastingability(spellsaveDC 12):
alsohastheparalyzed Thetargetcanrepeat
condition.
of its turns,endingtheeffecton
ing throw at the end of each magearmor,magehand(thehandis
At will:detectthoughts,
itself on a success.The targetalso hasthegrappledcondition invisible)
thegrellcan’tmake
thetarget, 1/dayeach:confusion,fear
(escapeDC 16).Whilegrappling
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MIND FLAYER FANATICS Voalsh.\1 « desperatebidtoreclaimtheirauton-
omy,theothermindflayersof Illithinochambushed
The three most ruthless, domineering, and cunning
Voalsh. kight beforethe momentof her death,
mind flayersin Illithinoch spenttheirearlylives
Ilvaash grantedher wings, which unfurled from
scheming against one another. A few decadesago,
her back like enormous, writhing tentacles.Voalsh
they each realized the potential in working together
vanquished
herfoesfromabovein shortorder.Ever
and swiftly dominated Illithinoch’s other mind flay
since, she regularly takes to the air to investigate
ers. Once theybecamemastersof thestronghold,
herparanoidsuspicionsthatherenemiesmight
thesethreemind flayersengagedin increasingly attackatanytime.Voalshhasfashioneda magical,
bizarre and esotericritualswith theweakened floatingdisk thatshe often uses to hover abovethe
elder brain. eyelevelofanyoneelse,unfurlingherwingstoem-
The three mind flayerseventuallyhearda strange phasizeherintimidatingandotherworldlynature.
psychiccall from a Far RealmgodletcalledIlvaash,
the Dissonant Psyche.Singing a sirensongmade PURSUINGTHE FANATICS
up of profane and alien whispers, Ilvaash invitedthe The fanaticsaren'tpresentwhenthecharactersar-
threemind flayerstojoin thegodlet’spsyche—much rive.Theyrecentlyretreatedthrougha gatewayinto
like mind flayersnormallyjoin a hivemind—and the Far Realm, taking the Nethereseobelisk pieces
leavebehindanyrelianceon Illithinoch’sdiseased andPhandalinprisonerswiththem.The gateway
elder brain. Ilvaash also promised the three mind closed behind them,but the characters can open the
flayersvastpower,butonlyif theywouldcarryII- gatewayagain by exploring three Far Realm rifts
vaash’sworship intotheirworld.The mindflayer around Illithinoch. (The rifts are in areas X4, X5,
fanatics agreed, embracing their new Far Realm andX10,andtheyarefurtherdescribedin the“Far
godletand in turn adoptingnewpersonalitiesthat Realm Rifts” section later in this chapter.).The char-
set them apart from their ilk. acterscatch up to the fanatics in chapter8.
The fanatics’plan hingeson thetransformation
ritual, as it promises to provide the beginnings of ILLITHINOCH FEATURES
anew mind flayer empire on the surface—onethat The featuresdescribed below are common through-
will spreadIlvaash’sinfluenceandcrushanycrea- out Ilithinoch.
tures who would resist.
CEILINGS
THE FANATICS Ceilings throughout Illithinoch are 14feet high.
The threefanaticsare Chishinix,Hashutu,and
Voalsh(seechapter8 for theirstatblocks).Each Doors
considersthemselfthe group’sleaderandIIvaash’s Illithinoch’s heavystone doors lack handles or
secret favorite. Although most mind flayersreject latches.When a creature looks directly at a door
thenotionof havingindividualpersonalities,
the for more than a few seconds, it swings open and
fanatics have embraced their own unique qualities, assails the creature opening it with a jarring mental
each hoping to become Ilvaash’smost beloved. pulse that sounds to the creature like the clashing
Chishinix. Chishinix is a powerfulpsychicand of cymbals.This pulse deals no damage,but all
sees flashes of future events.In return for this creaturesotherthanmindflayersfindit unpleasant.
power, Ilvaash created a severed headthat looks No one else within Ilithinoch can hear this mental
just like Chishinix’s.The mindflayer’spsychicpow- pulse exceptfor the infectedelder brain in area X15,
ers are tiedto this severedhead,whichChishinix which uses it to keep track of movementthrough the
must keep by her side. The severedhead,in turn, stronghold.An open door swings shut after 1 min-
readsChishinix’s thoughts,ensuringshestays uteunlesssomethingis in thedoorway,in which
loyal to Ilvaash, and demands frequenttreats.The caseit swingsshutoncethedoorwayis clear.
severed head constantly leaks a greasypurple ichor
that stains Chishinix’s clothing. INCAPACITATED CHARACTERS
Hashutu. Hashutu was paranoid that enemies The infectedelder brain at Illithinoch’s center
waitedaround everycornerandprayedtoIlvaash (areaX15) remains aware of the characters moving
for morepower.The Far Realmgodletanswered, throughout thestrongholdduetoitsCreatureSense
offering to trade Hashutu’s hands for tentaclesthat ability.If a characterhastheincapacitated
condition
could warn him of incoming attacks. Hashutugladly in Illithinoch, the infectedelder brain establishes a
tookthe gift,and nowhis armsendin writhingten- Psychic Link with the character and determines the
taclesthatalert Hashutuof anymovement or other character'sintentions.
threatthat mightlurk nearby.
3 sila i ee
Sr .
ILLUMINATION
Illithinochwas originally lightless, but pir 0
eeriegreenlight from the Far Realm now (
thestronghold,casting it in dim light.
QUALITH
Roomsin Illithinoch the mind flayer fanatic
claimedas their own (areas X3, X7, X8, and 1)
are inscribedwith messages in Qualith, a fors) of
tactilewriting. Mind flayers use their tentacle« «
readQualith, which is composed in four-line s\an
zas indecipherableto other creatures. A creature
thattouchesa Qualith inscription, however, can
receivefragmentaryinsight into the multilayered
thoughtscontainedin it.
A non-illithidwho wants to understand aQualith
inscriptionin Illithinoch can make a DC 18 Inte!
ligencecheck to interpret the inscription. A failed
attemptresultsin a crushing headache and requires
thecreatureto succeedon a DC 13 Wisdom sa\ ing
throw.The creature takes 17(5d6) psychic damage
ona failedsave,or half as much damage ona su
cessfulone.A comprehendlanguages spell provides
understanding of the inscription roughly equivalent
towhata mind flayerwould get from it.
- a ILLITHINOCH LOCATIONS |
boa. SO + etl Thefollowinglocationsarekeyedto map7.2.
ARE SLIMY AND FOREBODING.
X1: GATES
Thelongtunnelendsatanimmensedoubledoor.An
eeriegreenlightemanates
fromtheseam.
Lee The psychiclink remains until the creature
a shakes it off,as describedin the infectedelder
ES brain’sstatblock,or until the linked creatureleaves The door is normally sealed with a complicated
Illithinoch (includingby passing through the Far lockingmechanism,but the fanatics have left it
Realmrifts). unlockedtolettheirminionsbring theNetheres:
obeliskfragmentsto them. It opens as described in
SMOOTH SHAPES the “Illithinoch Features”section.
Mind flayersprefer the aestheticsof sweepinglines Once the charactersopenthis door and trigger its
to sharp angles,and they'vehad generationsto mold jarring mentalpulse, the infected elder brain in arca
Illithinoch to their preferences.Most corners are X15 takes noticeof their arrival.
rounded,eventhosebetweenfloorsandwallsand
betweenwallsandceilings.This makesthestrong-
holdfeelunsettlinglyorganicto mostcreatures.
SIGILS OF ILVAASH
Ilvaash
The fanaticshavecarvedsymbolssacredto
I
on thewalls and doorsthroughout Ilithinoch.
blood-
These are most often knots of tentacles,
lines reminiscent oFjaws.
soaked brains, and jagged
vieweda
These symbolsall moveslightlywhen ,
writhe, eee =
more than a moment:tentacles
ceasesif 1
the
and jaws gnash. This movement
fected elder brain is destroyed.
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| RIFTS IN REALITY
150 CHAPTER 7 “a eu
os
celle »
a Rs GG) het cat SARE Oe
rr
goblins tried to block the rift with two lab tables, A red slaad and a blue slaad have been on guard
notrealizing thatgrells fromtheFeederTrenches herefornearlya week.The slaadicamethroughthe
(see the “Rift in Reality” section below)could simply rift froma Far Realmsitetheycall SpawnHollow.
float over the obstruction. Thedenizensof IIlithinochdon’thavemuchinterest
The small chamberto thenorthis a supplycloset. in thisroomandthusleavethe slaadialone.The
It containssome spoiledreagentson highshelves. slaadimistakethisindifferencefor cowardiceand
It also holds a scatteringof emptybottlesthatonce havecometothink thatnoonedarestocontesttheir
held spoiled reagents, but which the goblins drank claim.Theytrytobullyanyintrudersintoleaving
in a recentgame
of drink-or-dare. thisroomandattackif notmetwith immediate
Rift in Reality.The riftleadsintotheFarRealm compliance.
to a location called the Feeder Trenches. The The mindflayersof longagodidn’tlimit their
FeederTrenches are describedin the“FarRealm conqueststotheUnderdark.Theyalso planned
Rifts” sectionat theendof thischapter. subsequent invasionsof otherworlds.This orrery
showsan unfamiliarsolar systemthemind flayers
X5: COSMOLOGIUM of Illithinochplannedtoconquer.The stronghold
fellintoobscurityandinfightingbeforethe illithids
its
of thisroom,
fillsthecenter
ironorrery could prepare their invasion, but the massive orrery
A massive
still functions.The slaadihaven'tfiguredouthow
numerous armsspinningslowlyastheyholdupsuns,
tobreakit, butthey'vecarvedgougesintotheiron
planets,andcomets.Thechamber’swestwallchurns
spheres with their claws.
riftaboutfivefeetacross
witha green-and-silver Dead Tadpoles.Far Realmenergysustainsthe
showinga corridorintersectionbeyond. Desiccated slaaditadpolesin SpawnHollow withoutthe usual
includingmutated
Creatures, tadpoles,lieonthefloor needfor Humanoidhosts.The first fewtadpolesthe
nearthe rift, wheretwo hideous,frog-likebipeds— slaadibroughtintothis roomquicklyshriveledand
died.A characterwhoexaminesthecorpsesand
Oneredandoneblue—stand.
succeedsona DC 10Intelligence(Investigation)
.
“4
'
ry Aye
comeslaadi.
be-
willeventually
checkrealizesthetadpoles
ive
3.
‘ +, —_—
1 pe om
va
152 CHAPTER 7 | RIFTS IN REALITY
os
ee Cee ell ms
"} Tid “ier Ot he oh 2 EE
"9
Oshundohasadvantage
MagicResistance. on savingthrows
against
spellsandothermagical
effects.
ACTIONS
OshundomakestwoChillingGrasporArcane
Multiattack.
Boltattacks.
| ChillingGrasp.MeleeSpellAttack:+8to hit,reach5ft.,one
target.Hit:14(4d6)colddamage, andOshundoregains14hit
pointsif thetargetisacreature.
| ArcaneBolt.Ranged SpellAttack:+8to hit,range120ft.,one
Ps target.Hit:28(8d6)forcedamage.
Spellcasting.
Oshundocastsone of the followingspells,re-
quiringnomaterial components andusingIntelligenceasthe
spellcasting
ability(spellsaveDC16):
Atwill:dancing
lights,detectmagic,detectthoughts,disguiseself,
magehand,prestidigitation
.; 1/dayeach:dominate monster,globeof invulnerability,
invisibility,
modify memory, planeshift(selfonly),wallofforce
Thundering
Blast(Recharge
5-6).Oshundoemitsa waveof
domineering
energyin a60-footcone.Eachcreature in that
areamustsucceedona DC 16Intelligence
savingthrowor take
22(4d8+4)thunderdamage andhavethestunnedcondition
for1minute.
A stunnedcreaturecanrepeatthesavingthrow |
- attheendofeach
ofits turns,endingtheeffectonitself on
‘ a success.
) REACTIONS
NegateSpell(3/Day).Oshundotargetsonecreature it canper-
ceivewithin60feetofitself thatis castinga spell.If thespellis
3rdlevelor lower,thespellfails,butanyspellslotsor charges
aren'twasted.
de \
CHAPTER 7 | RIFTS IN REALITY 153
oF ay “ x
SPR obey ao ae 9
Bev, Puri. * At Ss 4meld NS
ae OO Te
2: : tes
e
Oshundodefendsitself if attacked,butthe alhoon worth4,000gp to a hist sian
antiquescollectively
prefersto engagein conversationlongenoughto de- or collector.
terminewhy the charactersare here(and,hopefully, areon goodtermswith ©» itindo,
If thecharacters
toascertainwhich characteris thesmartestand thealhoonmightgivethemthemapsonce it=done
therefore
likelytohavethetastiestbrain). withthem,althoughOshundokeepsits cryst:\|
Oshundois an insufferablyarrogantconversation- At the DM’s discretion,the maps might contin
alist,butit freelysharesthe following: hintstofurtherquestsor treasurehunts for (/\
BegrudgingGuest.Oshundois a guestofVoalsh, characterstopursueafterthis adventure.
oneof the mind flayerfanatics.The alhooncan
X8: VOALSH’S
QUARTERS
describeeach fanatic(as mentionedin “The Mind
The door to this room from the hall bears smal! dots
FlayerFanatics”sectionearlier),butOshundo
thatread,in Qualith, “Chambers of Voalsh, whose
doesn'tregardthemveryhighly.
fearsome
wingsshallflyherto the Dissonant Psy-
Fanatics’Problem.The fanaticsretreatedtothe
Far Realmtocommunewiththeirnewfound che’sside.”
god
andperformtheirritual.Oshundoknowstheyhad
some troubleerectingtheir gateto the Far Realm Awriting
deskstands
opposite
anemptystonetub.
anddoesn’tknowhowtheysolvedthatproblem— Twopaddedchairsarestackedin onecorner.
likelybybuttressing
theirgateusingsmallerrifts
to the Far Realm.
JadedElder. Oshundolivedin Illithinochatthe Voalsh fanciesherselfas the greatest diplomat
heightofthemindflayerempiremanycenturies amongthe fanatics,but her domineering nature
ago,butOshundowasdrivenoutforpracticing makesher littlemorethan a bully. The tables are
arcanemagic.It’s obviousthat this rejectionstill coveredwith half-finishedmissives in Undercom-
stingsOshundo,whoreferstoIllithinoch’slong- mon.These missivesare all addressed to leaders
deadleadersas “ignorantfools” who are “closed of otherUnderdarkcommunities:kuo-toa religious
to the flexibilityand power of arcanemagic.” leaders,drow matriarchs,duergar leaders, and
ObeliskEnthusiast.Oshundoworkedwiththe others.They are from a writer named Voalsh. Each
fanaticstoidentifywheretheNetherese letteris writtenin a familiar tone,as though to a
obelisk
fragmentswere likely to be found.If the charac- friend,butthey’refilled with demands for tribute,
ters managedto keepobelisk fragmentsfrom the obliqueinsults,and threatsabout domination from
an incipientmind flayerempire.The friendship in
fanatics,Oshundo is amusedand tries to castde-
thelettersis obviouslyfalse.
tectthoughtsto find out where the fragmentsare.
The stonetubis a sleepingpod with slime in it
Unexpected Discovery. Oshundo returnedto II-
thathelpedconnectthe mind flayers to the elder
lithinocha few months ago to collect somemind
brain.The connectionhasn’tdone anything in
crystals.Oshundo was surprised to find Illithi-
decadesexceptimpartthe infected elder brain's
noch’selder brain to be a sickly,paranoidshell of
obsessionandmadnessinto those who rest here.
its formerself.
The infectedelderbrain can automatically establish
UninterestedParty. Oshundoclaimstocarelittle
a PsychicLink (seeappendixA) with a creature that
aboutthe transformation ritual becausepsychic if the creature doesn’t have the
lies in thegoo,even
magicboreshim,andOshundocaresevenless incapacitated condition.
aboutthe divine entity the fanatics discovered,be- The chairsare stackedto the side because Voalsh
causegodsdon’tconcernOshundo. neveruseschairs, insteadpreferring to hover vigi-
Oshundois nofriendof thefanatics.Thealhoon lantlyon guardagainsther foes.
comparesthem to the insufferably self-absorbed Treasure. The deskholds an amber inkwell
Illithinoch leaders of old. If the charactersare forth- worth 280 gp.
rightwith Oshundoandif theyagreeto givethe X9: PRISONER PENS
alhoon any mind crystals they'vefound, Oshundo
becomesa grudging ally. The alhoon doesn’tleave
thisroomin anycase,as it wantstofinishtranscrib- metalbarsdividethisroominto two
Floor-to-ceiling
ing his maps into the orangecrystal. Adooroftwisted
cells.
large access
ironbarsprovides
is
Treasure. Each of the four crystal pitchers toeachcell.
orange
worth25gp,buttheyare fragile.Oshundo’s
numerous
crystal is not just a storage crystal with
mindcrystal There aren't any prisoners here when the characters
Underdarkmaps,butan empowered
arehistorical arrive. The cell doors are each secured with a heavy
(seeappendixB). Oshundo’smaps
A. it gp £ Bik
REE
Cage, 1S SI" a 77
; sire
aneee
lala ibd ele tee aTiLae TYtata ye
a i 7 IN TERRIFYING EXPERIMENTS
Se e.
Mos y a
he dt eS Wik ee
~* a - > ge eed nar
a} - ee to SIRS jm ee
the Far Realm and giveup his humanity,so Duoro Duoro converts Larnon to Ilvaash’s worship aft
is lecturing him about Ilvaash. 1d4hours. Larnon succumbs to the Far Realm and
This pair fights anyonetheybelieveto be intrud- becomesan aberrantzealot, just like Duoro. They
ers. Duoro fightsto thedeath,butLarnon attempts both hunt down the characters and punish them {or
to fleeif Duoro is slain. their intrusion.
Ersatz Believers. Duoro is easyto fool,as he’s Pool. The pool is empty except for a thin scrim
eagerto believethat thecharactersare mind flayer of mold,as the infectedelder brain hasn't seen fit
minions, or convertsto thevenerationof Ilvaash or to share its fluid with anyoneother than the min:
theFar Realmitself.TrickingDuororequiresa suc- flayercultists for manyyears.
cessful DC 12 Charisma (Deception)check.
If Duoro believesthe charactersare allies, he X12: SLEEPING Pops
shares the following:
= ay.
a
ow , —
psychicdamageandhavethestunnedcondition
untiltheend case,Gulguushquicklyattackstogainfurtherfavor
ofits nextturn. with the fanatics.
The slime in these sleeping pods helpedconnectthe Gulguush’s Book. Gulguush's unfinished prayer
mind flayers to the elder brain, but the connection book,calledProstratebeforetheDissonantPsyche,
hasn't done anything in decades exceptimpart the is written in Undercommonand compiles every-
infectedelder brain’sobsessionandmadnessinto thingthemindflayerknowsabouttheFar Realm
those who rest here.The infectedelderbraincan godlet.Eventhoughthefanaticshaven'tincluded
automatically establish a Psychic Link (seethe in Gulguush in their communion with Ilvaash, the
fectedelder brain’sstatblock in thischapter)with cannyGulguush has piecedtogetherseveral facts
a creature that lies in thegoo,evenif thecreature aboutthedeity’srealm.In particular,theprayer
doesn’thavethe incapacitatedcondition. book notesthe following:
Treasure. One pod hasn'tbeenusedin a long Divine Heir. I|vaash was formed from the remains
time and its goo has a thincrust.Just visiblebe- ofthemindflayergodIIsensine,theGod-Brain.
neath this crust is a distantmindcrystal(seeap- When IIsensine left the Far Realm to establish a
pendix B). Recoveringthecrystalfromthegoois a divinedomainelsewhere,piecesof theGod-Brain
simple but unpleasantaffair. sloughedawayandawoketo sentience. This is
Ilvaash,theDissonantPsyche,whichGulguush
X13: LECTURE HALL
considerstobetrueheir totheFar RealmandI]I-
sensine’sdivinity.
Stairs
podium.
Severalbenchessurrounda speaker’s Godlet’sLair. Ilvaashtakesphysicalformin a Far
tothewest.
ascendto a highbalcony RealmplacecalledtheEndlessVoid.The Endless
Voidliesbeneatha deeppoolof brineandcerebral
fluidattheheartof a locationcalledtheBriny
When Illithinoch was part of theold mindflayer Maze.Directionsareficklein theFar Realm,
empire,its mind flayerdenizenssharedknowledge buttheEndlessVoidis located“beyonda light-
and plans with their minionsin thislecturehall lessstar.”
(theyonly rarely sharedknowledgewitheachother ProtectiveMaze. The BrinyMazeis designedto
here,relying insteadon theelderbraintosharenec- trapthosewhocometostealIlvaash’sknowledge
essary knowledgeamongmindflayers).Itsonlyuse
or slay the godlet’sminions. Many powerful inter-
recentlyhas beenas a placewherethefanaticscan lopershavebeendefeated in theBrinyMazeand
bully the stronghold’sdegenerate denizens.
absorbedintoits fleshywalls.
X14: CHISHINIX’S ROOM UltimateRuler. Dangerousthingsdrift withinthe
The door to this room bears small dots that read, EndlessVoid.Ilvaashdid notcreatethem,butthe
in Qualith, “Chambersof Chishinix,blessedwith DissonantPsycheis masterof themall.
foresight,who was gifteda headthatknowstheDis- Treasure.A robein thearmoirehas two
sonant Psyche’swill.” potionsin an innerpocket.One
identical-looking
is apotionofgrowthandtheotheris apotion
A thick wall dividesthis roomin two.Onehalf of poison.
around
sigilsareinscribed
flowing
Strange, theedge
Chishinix isn't here,buta mind flayerprophet(see ofanenormous withbrine.In
stonepoolhalf-filled
appendixA) namedGulguushis waitingherealong brainis
thepool’scenter,anenormous,slime-covered
with its homunculus.
covered inpulsing Thebrainoozesoverthe
pustules.
Gulguush has beenChishinix’sardentfollower
withgrimeandmold.
pool’slip,whichiscoated
for manyyears. Gulguush believesitselftobethe
fanatic’ssuccessor and,just as Chishinixcarries
arounda severedhead,Gulguushkeepsitsho- Illithinoch’sinfectedelderbrain (seetheaccom-
munculus nearby.Unless themindflayeris aware panyingstatblock)squatsin thefluidremainingin
that intruders are activein Illithinoch,Gulguush this pool, occasionally running its tendrils across
is sitting at the desk,composinga bookofprayers themold-crustedrim anddwellingon its obsessions
to Ilvaash. The homunculusperchesonthebackof withIlvaashandtheFar Realm.
Gulguush’s chair watchingfor trouble.If it believes The mindflayerfanaticshaveskillfully manip-
an attack is likely, Gulguush instead hides behind ulatedtheelderbrain,instillingparanoiaand
Chishinix’s chair to ambushintruders.In either
— ty
. -
me OP “a - >»& »
obsessionwhile withholdinggenuinepower.
These X16. RITUAL CHAMBER
obsessionskeepthe elderbrain from bringing
its
full telepathicmight to bear,orchestrating
defenses
within the stronghold,or respondingto A shallowalcoveon this room’s north wall contains
anyone
other than the fanatics. onlybarestone.Faintlyglowingrunessurroundthe
For all its weakness,the elderbrain still
perpetu- alcove,
eachofthemSputtering andslowlyfading.A
ally tracks creaturesin Illithinoch with its
Creature table
of jarsandbowlsstands
against
thewestwall.
Sense ability.It likely knows thatthe characters
are coming and which denizensthey’ve Theeastwallis flatbutcoveredin a dizzyingarrayof
dispatched
beforearriving. Once the characterscometo lines,shapes,and formulas.
its
privatechamber,the infectedelder brain fightsto
the death. As themind flayerfanatics ramped up their plans
The elder brain formerlyfloatedin a pool theyspentnearlyall their time in this ritual room
brim-
ming with vital fluids, butthe briny fluidis ata in theadjacentroom containing the infected elder
dangerouslylow level.The elderbrain is unableto brain.When theyfinally realized how to turn the
remain entirely covered,and its perpetualdesicca- alcovehereinto a gatewayto the Far Realm, they
tion contributesto its agitation. didn’thesitateto use it.
The fanatics carvedsacredsigils to Ilvaash Thefanaticstooknearlyeverythingof use or valu
aroundthepool.The carvedsymbolsslowlytwist with them.The jars and bowls on the table hold
and move around the rim. The infectedelderbrain somealchemicalreagentsand crumbled crystals,
can't help but idly caress the carvings,thoughthis noneof which haveany value. Several metal disks
only stokes its fixation. beara carving ofa blood-soakedbrain, a symbol
Treasure. Three magicalcrystalshavesunk to sacredto Ilvaash.The back of one of these disks
the pool’s bottom.One is a quickenedmindcrystal has the words, “We come to you, Ilvaash!” written
in
and the other two are extendedmind crystals(see Undercommon.
appendix B for both).
Armor Class 10
Hit Points 189 (18d10+90)
Speed5ft., swim10ft.
CreatureSense.Theelderbrainisaware of creatures
within1
mileof itself thathaveanIntelligence
score
of 4orhigher.It
_ knowsthedistanceanddirectiontoeachcreature, aswellas
eachone'sIntelligence score,butcan’tsenseanythingelse
aboutit.A creatureprotected byamindblankspell,a nonde-
tectionspell, or similar magiccan'tbe perceivedin thismanner.
Magic Resistance.The elder brainhasadvantage
on saving
throwsagainstspellsandothermagical
effects.
TelepathicHub. The elder braincan useits telepathy
to initiate
and maintain telepathicconversationswithup to tencreatures
ata time.Theelderbraincanletthosecreatures
telepathically
heareachotherwhileconnected inthisway.
ACTIONS
Multiattack. The elder brain makestwo Tentacleattacks.
Tentacle.Melee WeaponAttack:+6to hit, reach30ft.,one
target.Hit: 15(3d8+2)bludgeoning damage. is
If thetarget
a Hugeor smallercreature,it hasthegrappledcondition
(es-
damage atthestart Bonus ACTIONS
capeDC 14)andtakes9 (1d8+5)psychic
ofits turnsuntilthegrapple
of each ends.Theelderbraincan withtheinca-
Link.Theelderbraintargetsonecreature
Psychic
haveupto fourtargetsgrappled ata time. pacitatedconditionthattheelder brainsenseswith its Creature
Sense apsychiclinkwiththetarget.Until
traitandestablishes
5-6).Creatures
MindBlast(Recharge choice
ofthe elderbrain’s
thelinkends,theelderbraincanperceiveeverything thetarget
within 60 feetof itself must succeedon a DC 17Intelligence
senses.Thetarget b aware
ecomes thatsomethingi s to
linked
savingthrowor take32(5d10+5)psychic
damage
andhave condition, and
itsmindonceit nolongerhastheincapacitated
the stunned condition for 1 minute.A stunnedcreaturecanre-
theelderbraincanterminatethelinkatanytime(noaction
ofits turns,
throwattheendofeach
peatthesaving the
ending
required).Thetargetcan usean actionon its turn to attempt
effectonitself on a success. DC 17Charisma
tobreak thelink,doingsowitha successful
Spellcasting (Psionics).The elderbraincastsoneof thefollow- check.Ifthetargetbreaksthelinkthisway,thetargettakes
ing spells, requiring no spell componentsandusingIntelli- 10(3d6)psychic damage. Thelinkalsoendsif thetargetand
gence
asthespellcasting
ability
(spell
save
DC17): theelderbrainaremorethan1mileapart.Theelderbraincan
formpsychic linkswithuptotencreaturesatatime.
Atwill:detectthoughts,
levitate Eee
Atte:
~
ee NO ee
ae
rn>
ae
160 CHAPTER 7 | RIFTS IN REALITY
TRENCHES
Pc.FEEDER a
44
+ Ey
—_—-
SC ee
Arunegrowsa newgnawbleonedayafterits Naruvcan eathere but ar:
fromFeedkeeper
gnawble is plucked,creatingan endlesssupplyof allowedin areaF3 or F4. The grells consici
them,althoughthecharacters needonlyonefrom non-grells
tobespecialmorselsand immedi... |,
eachrift. attack
them.
| Thecharacters aren'tlikelytogetintocombatwith Thesludgehereis bitterbut nutritious,bui
t agnawblebut,if necessary,it hasthestatisticsof character
whoconsumesmorethan a mouth!
aweaselwitha speedof0 feet.It doesn’tneedto mustsucceedona DC 12Constitutionsaving| !irow
breathe,
drink,eat,orsleep. orhavethepoisoned
condition
for 10minute:
Gnawblesaresimilartopetsthatalternate be- Thecirclein theceilingis a 3-footwide aperture
tweenaggression andaffection.
A gnawblethat’s thatgrellsusetotraverseotherparts of the Fa:
pickedchewsor nuzzlesthecreaturethatholdsit Realm.Theapertureirisesopenwhen touchedby
untilit’sputdownagain. a livinggrell’stentacle.
The Far Realm lands on the
FEEDER TRENCHES LOCATIONS othersideare beyondthe scope of this adventure.
Grellsthroughout
theFar Realmcometothe F3: PRIVATE EATERY
FeederTrenchesforthestrangeanddelicious(to
them)
fluid
preparedbyagrell named
Feedkeeper Awaterfall
ofviscous
purplesludge
dribbles
from
a doing eee ne ae r anopening
highabove
thefloor.
Thesweet-smelling
grellssup. g i sludge
fillsabasinthatfeedsintoatroughthatruns
Cautiousofriskingthewrathofanunknown thelengthofthisroom. Twoenormous creatureswith
numberofgrellsdeprivedoftheirgastronomic danglingtentacles
slurpthesludgefromthetrough.
satisfaction,
themindflayerfanaticstradedsome
change
ora
wepaoe
erm
Golteancune When
he
characters
arrwgels
o are
fee
ing fromthetrough.One grell is the host of the
ihe charactersGailaccesstheheeter ieetenee FeederTrenches,FeedkeeperNaruv. Naruv speaks
fromareaX4 in Illithinoch.
: Thefollowinglocations Soneen
enragedatves yocaeea
theinterruptionof rae aoe ee meal, but
their private
arekeyedto map 7.3. nonemoreso than Naruv.
Fl: SLUDGE GROOVES Thepassageway
toareaF4 is 12feetabovethe
floorandonly 5 feethigh. Grells can navigate the
high passageeasily,butit might pose a challenge
Twogrooves
rundownthecenterofthiscavernbefore for thecharacters.
disappearinginto separatetunnels.Palepurplesludge The sludge here is bitter but nutritious, but any
flowsslowly
through
thegrooves
fromtwopassages character
whoconsumes
morethana mouthful
therift.A bitter
opposite sugar
likescorched
smell mustsucceed Constitutionsavingthrow
onaDC 12
fils thereon or havethepoisonedcondition for 10 minutes.
Treasure. A small chesttucked in the bottom o!
thebasincontainsspecial paymentsNaruv has re
Thesludgeis flavorless,
nonnutritive
runofffromthe ceivedovertheyears.Mostof theseare odd,worth-
troughs
intheadjacent
rooms.
Itsmellsterrible
but lessitemslikebrain-shaped
rocksor bottlesof
isn’tharmfultoeat.It drainsthroughtinyventsin rancidperfumes,
butthechestalsocontains
a silver
thefloor,dribblingintootherpartsoftheFarRealm. tiaraworth1,200gpanda quickenedmind crysta!
(seeappendixB).
F2: COMMONEATERY
F4: FooD SOURCE
F Threelongtroughsfilledwithburblingpurplesludge
; fillfroma poolatthebottomof a steeppassage.A Threeshallowpoolsinthisroomcontainburbling
fromtheviscousflu-
delicious,sweetsmellemanates fluid.Thecorpse floatsface-down
ofa spikycreature
id.Threeenormous,beaked withdangling
creatures ineachpool.Channels away
draining fromthepools
Adarkcircleinthe
feedfromthetroughs.
tentacles purplesludge.A ball
arefilledwithasweet-smelling,
skin.
likescarred
iswrinkled
ceiling thesizeandshape hangs
ofacoconut afaint
from
runedrawninanalcove.
} ~
Naruv’s recent feast derives from three nothics cautiouslyexplore the feeder troughs clockwise (to
floating in the pools. Naruv’sstrangepreservative areaF1,thenF3, thenF4),lookingfordanger.
methodsslowly drain thenothicstoaddtastetothe BolsteringRune. The runein thealcoveis too
flowing sludge. fadedfor characters to determine its original shape.
The purple fluid is tastelessandharmless.It’s The fuzzy orb hanging from the rune is palm sized
merelya base substancewhichNaruvflavorswith and bears a mouth with sharp teeth.If plucked, it
creatures dumped into thevats.The purplesludge animatesasa gnawbleas describedin the“Gnaw-
flowing from the vatsis her latestculinaryoffering. bles”section earlier in this chapter.
Two nothics are dead,butthethirdnothic is still
alive.This nothic, a pettyandspitefulcreature SPAWNHOLLOWLOCATIONS
named Bashudu, is in no condition to fight.Bashudu Many slaadi reproduce by implanting Humanoid
speaks Deep Speech as well as Undercommon hostswitheggsthattransformintoslaadtadpoles.
and has telepathyto 120feet.Bashuducommuni- In the weird dimension of the Far Realm, however,
catesonly if its headis liftedfromthepoolor if the biologytakes strange turns. Slaad explorers re-
creature is rolled over. Bashudu can explain how a placewheretadpolescangrow
centlydiscovered
the three mind flayerfanaticswhotookoverthe cham-
ontheirown,albeitslowly.The quasi-organic
stronghold traded it and theothernothicsto Naruv bers of this region emerge from a whirlpool and
to scribe their bolsteringrunehere.Bashuduis irate disappearinto a nearbyvortex. This motion is inex-
at the betrayalbut has lost toomuchof itsvitales- orablebut takes several weeks; it was a while before
sence to Naruv’s ritual. Bashududiesa fewminutes theslaadievennoticedit.Althoughthewalls,floor,
after meeting the characters. andceilingslooklike toughskin,theyareas dense
If the charactersdisturb anyof thenothicsor asstoneandrotquicklyif slicedoff.
touch the sludge,the grellsin theFeederTrenches Theslaadicall thismysteriousareaSpawnHol-
immediatelynotice thechangein taste.Anygrells lowandguardit fiercely.Theyknowabouttherift
remaining in area F3 comehereto investigate. The and worry that the mind flayers of Illithinoch might
grells in area F2 wait a fewminutesforNaruvto trytoexpelthem.Theydon’trealizethatthemind
explain the flavorchange.Whenshedoesn't,they
au
~
© a Bee an gl LS. ea i ~ ae BS eee se ae
re
flayerfanaticsplacedtheirbolsteringrunebefore Thischamberis whereChalaag,the gray : i
theslaadiarrived
anddon'tcareaboutreturning. explorerwhodiscoveredSpawn Hollow, si:
The characterscan access Spawn Hollow from ip
themigratingfleshby trackingits warts. (|
areaXSin Illithinoch.The followinglocationsare is a ganglyslaadthatspeaksCommon anic! p
‘ tomap7.4,
keyed Speechin additionto Slaad, and can cast ¢ of
wardingonceper dayin addition to its othe: Ils.
Sl: ENTRY CAVERN
Unlessthecharacterstriggeredtheg/yp/i
wardingin areaS1,Chalaagis engrossed 11)
Thewalls,floor,andceilingofthischamberaresoft workandhasdisadvantage on its initiative « k.
butrough,
likewarty
skin.Twopassages
leadfromthe Onceit’sawareof intruders,however,the sla. is
right,onetoyourrightandtheotheron thefarside quick to attack.It does its best to kill all but o
ofthechamber.
Echoes
ofsquelching character
soit canexperimentwith implanting both
andsplashing
issue
fromthepassage slaadtadpolesandwartyfleshinto the survivor to
onyourright.
replicatethis region’sstrange effect. Chalaag ex-
plains its plan in grisly detail while it fights.
Becauseof the motionof the fleshysurfaces,ev- Into the Vortex.The vortexis about4 feetacross
erythingin this room is slowly pulling awayfrom and appearsto consist of warty flesh slowly falling
areaS2 and towardarea S3. This movementis into its center.Any objector creature entering the
so
gradual
thatthecharacters
don'tnoticeit without vortexis lostwithin the Far Realm for 2d6 hours
spending
atleast1hourhere,or bysucceeding
ona beforereappearingin the whirlpool in area S2. A
DC 15Intelligence(Investigation)or Wisdom creatureor objectsubjectedto this fate doesn’t expe-
(Per-
ception)
check. riencethe passageof time until it reappears.
Both passagesare protected.The slaad overseer,
Chalaag,
casta glyphof wardingspell(saveDC 12) S4: RUNE ALCOVE
of theexplosiverunes variety in each passage.The
explosiverunes deal thunder damage.If the glyph Thisalcoveiscompletely
freeof warts.A palm-sized
activates,Chalaagcasts invisibility on itself and fuzzysphere
grows
from
a faintrunemarkedon the
investigates.
fleshywall.
S2: CRYSTAL PIT
The fleshin this alcoveis the only part of Spawn
Thefloorofthisfunnel-shaped
chamberis covered Hollow thatdoesn’tmove,as it’s caught in an eddy
withwarts. in thefleshflow.
Awhirlpoolattheroom'slowestpoint
Bolstering Rune. The rune in the alcove is too
swirls
aroundacrusted
ridgeofwartyflesh.A bipedal, fadedfor thecharactersto determine its origina!
gray-scaled,
reptiliancreature
loomsoverthepool. shape.The fuzzyorb hanging from the rune is
palmsizedand bearsa mouth with sharp teeth. |!
Twelveslaad tadpoles cavortin the pit, climbing in plucked,it animatesas a gnawble as described in
andoutof thewhirlpool. A single red slaad care- the “Gnawbles”sectionearlier in this chapter.
fullywatchesover them,giving them a whack when
LABYRINTH OF EYES LOCATIONS
theynip at eachother.The slaadi are eagerto attack
intrudersto getsome fresh meat. The Labyrinthof Eyes has been the lair of the be
The whirlpool is about 5 feetacross and 5 feet holderGolcuusfor decades.Recently, the fanatics
warped the once-proud Golcuus into a miserable
deep,with verysalty water.The whirlpool is the ori-
creaturecalledan oculorb (seeappendix A). With
gin of thewarty flesh that movesthroughoutSpawn
Golcuuslessdangerous,the fanatics secured access
Hollow and ultimatelydisappears into the fleshvor-
to themaze’sfarthestchamberand inscribed their
texin area S3.
bolsteringrune.
S3: FLESH VORTEX CHAMBER The characterscan accessthe Labyrinth of Eyes
fromareaX10 in Illithinoch. The following locations
are keyedto map7.5.
Chalklinesconnectthewartsalongthewallsof this
room.The chalkand warts becomedensertowarda
vortexneartheceilingin analcove.
af Aa
~ i
>LABYRINTH:
'*~
a
OFEYES.”
A
ky e
=5Feet
Square
i cheers
;
7 os
ae: (S
OF
ee Tae ‘tt
a,ees ais
o>
“LABRYNTH o t {ui 1a
EYES"8
ty 8OF KLS
a, ay "
s we Le
‘Bolstering
Rune wo 7q
q Oe ‘ -
. L3 ‘ iar +
ar * A af
, Se
a
. mt ° . , < “%
wa oF ; 1 tT Y ‘Be
. ] : Xt Ley L3 _ :
rN . 7 A .
ae at >
rh,
b L dilate!
ve L2 oe a
$ - .
7 L4 : : >-
pe * hehe - 4
AR , :
a :
4 Cea
x . ~
ae
4 ~ ae
Pe 411 rt eS
_" e . ee
hs 3
=5Feet
1Square Tollllithinoch FE aaa
Map 7.6: LABYRINTH OF Eves (ALTERNATE CONFIGURATION)
place in the Far Realm. The charactercan also orb to connectarea L4 to area L5. Once in area L5,
more easily navigatethe Briny Pool, as describedin thecharactersmust then return the orb to its initial
chapter8, althougha creatureaffectedwith thefee- positionto connectarea L5 to the chambers north
blemind spell must havethe spell removedfirst. of the orb. Map 7.6shows the alternate configura
A dispel magic spell (DC 18)cast on the eyepiece tion of the Labyrinth of Eyes once the characters
causes the eyepieceto becomeinactivefor 24 hours. rotateit to connectareas L4 and L5.
Breaking off the eyepiecerequires onlya firm blow, The characterscan exit by reversing the
which destroysits magic for good. procedure.
Thecenterportionofthislabyrinth
isanenormous Thisdeadendcontainsa witheredcorpsedressed
stoneorbperforated
withcircular
tunnels. in leather
armorsodriedoutthatit’scrackedand
peelinginstrips.
The orb rotatesin the “socket”of thedungeonwhen
pushed or pulled from outside the orb (theorb can’t This corpsewas a daring githyanki thief who was
be movedby anyone inside it).The orb is veryheavy, killedbyGolcuus’sdeathray.The corpsehas been
but it movessmoothly and silentlydue to slime in herefor years.
the socket. The orb has fivelarge,circular holes Trapped Corpse. Necrotic energy has built up
on its surface. Each hole is 8 feetacross and sur- within thecorpse to dangerous levels. A successful
rounded by a reddish-purplering, like an iris around DC 15Wisdom(Perception)checkrevealsthatthe
a pupil. The holes lead to tunnels inside the orb. corpse’slimbs aren’tas withered as its head and
Traversingthe Rolling Eye. ReachingareasL6 torso.A character
whosucceedson a DC 13Intelli-
andL7 withoutleavingsomeonebehindtospinthe gence(Investigation)check recognizes the danger
orb takessomeplanning.The firststepis toreach ous buildupof necroticenergythat can be released
area L4; from there, the charactersmust spin the
a aioe i
Na ges, , woe
_ as Peer evra SN - 1 _ a9
bycarefully manipulatingthestripsof leatherariyos visible whenthe characters enter due to the area's
covering the corpse’s chest. Doing so requiresa dividing walls.
successful DC 15 Dexterity (Sleight of Hand)oy Golcuuslostits toweringego,andthe lossdrives
Intelligence (Religion) check; on a failed check,the it toSpontaneous actsof violence.Golcuusattacks
trap triggers. If thecorpseis touched,
eachcreature any creature it sees other than mind flayers, and it
within 15 feetof the corpsemustmakea DC 15 fightstothedeath.To mindflayers,Golcuusis obse-
Constitutionsavingthrow,taking22(5d8)necrotic quiousandbegstoberestoredtoits formerstate.
damageona failed save,or halfas muchdamage on Treasure.Someof Golcuus’sart andtoolsre-
a successful one.A successfuldispelmagic(DC15) main. Characters who search the debris in the al-
cast on the corpse also causestheenergytodissi covesdiscovera setofjeweler’stools,threerubies
pate,rendering thecorpsesafetotouch. carvedtolooklikeeyeballsworth300 gpeach,and
Treasure. The thief’sbeltcontainsfourexquisite a statuetteof a beholderwith emeralds at the ends
ornamentalcrystal daggers,eachworth600gp. oftheeyestalksanda hugediamondfora central
is worth5,500gp.
eye.The statuette
L5: BROKEN GLASS
WHAT'S NEXT? Cr)
glass
Thisdeadendcontainsa largeheapofbroken This chapterconcludeswiththecharactersopening
thatsparklesin avariety
ofcolors. thegateway totheFar Realm.They cannowpur-
suethefanatics“beyonda lightlessstar,”intothe
bizarreheartof a godlet’srealm.There,they'llface
Golcuus keptan art galleryof glasscreationshere, off with the fanatics and finally have an opportunity
but Golcuus smashedthemina rageafteritstrans- tostoptheritualand rescuethe townsfolkfrom
formationinto an oculorb. Phandalin.
L6: RUNE CHAMBER The characters might want to return to Phandalin
or presson throughthegatein areaX16.In either
case, their adventures continue in chapter 8.
Theceilingofthisdead-end passageslopesdown-
ward.At itsend,theceilingisonlyfourfeethigh.An
odd,furryballthesizeandshape ofa coconut dangles
fromafaintruneontheceiling.
Thislargechamberisdividedbythinstonewalls.
Smashedtables andtoolsfill threeshallowalcoves.
Sees
le
0
CT at-1 as aw
RV CS RT airs TRIFLEDWITH,
be SATYOO asl baa 71 8dar TOT
oe
HE MINDFLAYERFANATICS
HAVEFLEDFROM Phandalinto rest,resupply,visit friends,or gain
i the subterranean strongholdof Illithinochto moreinformation.
the Far Realm. There, the fanaticscommune
directly with their wicked deity,Ilvaash,as THROUGHTHE TUNNELS _
Hu-
theybegina sinisterritualthatwill transform As thecharacterstravelbetweenIIlithinoch and
manoidsin and aroundPhandalinintomindflayers. Phandalin,theycan clear out any dangerousareas
In the heart of Ilvaash’s hidden domain,thefanatics theymissedin the“Journey throughthe Deep”
usethe Nethereseobelisk’sancientmagictobring sectionin chapter7. Continueto roll on the Tunnel
their ritual to completion. No one but thecharacters Encounterstablein thatchapter,as the routeis
can stop their vile plan! nevertruly safe.However,since thecharactershave
alreadyfacedseveralthreats,roll every2 hours of
RUNNING THIS CHAPTER travelratherthaneveryhour.
The fanatics have already begun their lengthy TRANSFORMATIONS
CREEPING
ritual. They believe themselvessafelyensconced
in Ilvaash’s domain, called the Briny Maze.At the Phandalin has changedsince the characters’last
heart of the Briny Maze, Ilvaash lurks in a vast, visit.The mind flayerfanaticsof the godletIlvaash
empty pocket of psychic quasi-realitycalledthe End- havebeguntheir ritual, and the open rifts to the Far
less Void. The characters must navigatethe Briny Realmdirectly beneaththe town haveaccelerated
Maze—overcoming its dangersand negotiatingwith thetownsfolk’stransformation.The four residents
potential allies—before reaching the EndlessVoid who begantransformingat the start of the last
and confronting the fanatics as well as a psychicre- chapter—SisterGaraele,Ander, Halia Thornton,
fraction of Ilvaash. and Wheel-of-Fortune—haveundergoneextreme
changes.They're lockedin their homesto protect
IN THE FAR REALM themselvesand others.Regular, cautiousvisits
Most of this adventure takes placein the Far Realm, from theirfriends keepthesefour peopletenuously
which is inimical to mortals. Any creatureother grounded,so therehaven'tbeen any further violent
than a Far Realm denizen that finishesa longrestin incidents.
the Far Realm must make a DC 15Wisdomsaving Other residentsshow signs of transformation
throw. Ona failed save,the creaturegains 1 levelof as well. Some peoplehavean unsettling tendency
exhaustion. to babblein Deep Speech about“thecoming as-
cendance”when their minds wander.Others have
CHARACTER ADVANCEMENT sproutedeyesin strangeplacesor experienced
otheraberrantchanges.
The characters should be 10thlevelwhenthechap-
The town’sbuildings seemoddly askew,as though
ter begins. Advancement is handledas follows:
theironce-solidconstruction were deteriorating.
« The characters gain a levelafterreachingtheen- This effectis due to a warping in space,so the build-
tranceto the EndlessVoid. ingsaren'tactuallyat risk of collapse.
+The characters gain alevel oncetheyvanquishall Trees,bushes,and other natural elements
threemind flayerfanatics. throughouttown cast shadowsthat undulate,partic-
ularly in moonlight.When viewed closely,the shad-
DOOM COMES TO ows appearnormal.
During this chapter,specific townspeoplethe
PHANDALIN characters
mightconsultandlocationstheymight
Although the characters are likely to headstraight visitexperiencethe following changes:
totheFarRealm
throughIllithinoch’sgateway
Gwyn. The changesGwyn Oresong experiences
once they open it, they might insteadreturnto
terrifyher.A double-irised
eyehasopenedonher
ae
BOTSIC
a
aye -l7 Ye TARGETING
PHANDALINIS ALMOSTCOMPLETE,
ANDry ee
CU SS hadi ret te
a, ee
Fourduergar
corpses
arestrewnaboutthiscurved
CARDINAL DIRECTIONS passage.
Like the rest of the Far Realm,theBrinyMazehas
no cardinal directions. A compassroseappears
on the map for your conveniencetohelpyouorient Six duergarexplorers—twomagesand four war-
characters as they navigatethelocation. riors—cametotheBriny Maze a few monthsago.
The magesweredisciplesof Ilvaashwho plannedto
sacrificetheirwarriors to Ilvaash.Violence ensued,
and the duergar killed each other. The corpses are
inesaiii
CHAPTER 8 | BEYOND A LIGHTLESS STAR I
. 4 s 5S ,
Ns iy " n i.
A FS 7 a a
91m OP Be
\ WAG
| 7 ‘-_ ra i
it bk aBAY
; bs c i Ns Ay) .
> ," . ont.
Tan
:
» * 4
- %
vad
. a . B ae
pe ad PR
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> & i .
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_ we =
thoseof theduergarwarriors.The two magesnow thathunts in this area and lairs in area B12. Tw
lurk in area B3 as psionic ashenwights. psionic ashenwights (seeappendix A) stumbled
Characterswho investigatethecorpsesdetermine hereafter thebetrayalin the adjacent passage (arca
the duergardied fromweaponwoundsa fewmonths B2) andjoined forceswith the spiders for mutua
ago.They all havepostmortemheadwounds;theen- protection.The chamber'swebbing heavily ob-
cephalon cluster that lairs in area B12 occasionally scuresthe ashenwights.
comesby to gnawon thecorpses’brains. Unless thecharactersmovequickly through t!
Treasure. One corpsestill wearsa bloodstained area, the phase spiders alert the ashenwights, w
capeof enlargement(seeappendixB). move to attack. The phase spiders aid the ashen
wightsbypicking off characterswho hang back. !he
B3: WEBBED CHAMBER
phasespidersfightto the death, but if one ashen
wightis killed, theother fleesor surrenders.
Twoenormousspidersscuttleabout,whiletwoshad- An interrogatedashenwight fumes about IIvaash's
owyfiguresstareatthebackwall.Thiswidespaceis betrayalbutquietsalmost immediately,certain that
filledwithdiaphanous thegodletcan seeeverythingthat occurs in the
webstrands.Thewebbing is
Briny Maze. The ashenwightwon't help the chara:
thickeronthefarsideoftheroom,awayfromthetwo
ters,evenif the charactersinsist that Ilvaash is their
widepassages leadingaway. commonenemy.
Spectral Webs. The diaphanous webs are too
Two phase spiders live hereand are responsible flimsyto impedemovement,but they lightly obscure
for the flimsy webbing.The spiderscan’tusetheir most
of theroomandheavilyobscurethe 20 feetof
EtherealJaunt ability in the Briny Maze and scuttle theroom closestto the rear wall.
from known dangerslike theencephaloncluster
Wort 2 “t
Asie
FY
ttt tt
1 Square=5Feet
—~—S
of information that will allow themto leavewithim- ActivationRods. The tworodsin areaB7 carry an
pressivetrophies. electricchargeand,whentouchedsimultaneously,
The group suffereda setbackwhenVarakkta, open the door in area B14. (The githyanki know
exploringby herself, ran intotheintellectsnarein thatthechargedealsa painfuljolt, buttheydon’t
areaB5 and lost her silver greatsword.Thereare share this with the characters.)
few greater embarrassments in githyanki society Brain Monster. A hulking, brain-shaped crea-
than losing a prized silver greatsword,andshecan't tureroamstheareaon theothersideof the
return without it. The stayin theBrinyMazehas Briny Maze, just past some dead duergar and
madeVarakkta more paranoidandsuspiciousthan spiderwebs.
usual.She’s convinced thatotherintellectsnares MazeLayout.The githyankidescribethe layoutof
lurk in the same area (whichtheydon’t)or thatthe areasB1 throughB9.Theydon’tknow aboutthe
slime that gushed from thewall shepiercedis dan- creaturescurrentlylairing in area B3.
gerous(it’s not). Mind Flayer Fanatics.The githyankioverheard
The githyanki view thecharactersasenemies, themusicianin areaB9 mutteringabouta trio of
particularly if they’reobviouslycarryingVarakkta’s mindflayerswhorecentlytraveledthroughhere
silver greatsword. The warriors attack as Varakkta with several human prisoners.
commands.Although Varakktadoesn’tsurrenderor Musician.A strangemusicianlurks in area B9 and
flee,particularlyif she’sfightingtoregainhersilver sometimesmakes“musicthatremainsalive”in
greatsword,the warriors surrender if Varakktafalls. areaB6.(Thegithyankiknow thatthis personis
Talking to the Githyanki. If thecharacters digging a hole, but they don’t volunteer this infor-
surrender the sword and don'tpicka fight,these mationtothecharacters,as the githyankihope
githyanki share the following informationthey've theholewill ultimatelyprovidethemwith a means
learned.Alternatively,
thecharacters
mightlearn ofescape.)
warrior
a githyanki
thisinformationbyinterrogating
who surrenders after a fight:
t
a
S
A filthybedrollanda smallcaskaretuckedintothe
as backcorner
ofthis alcove.
GITHYANKIAREHOLEDUP IN THEBRINYMaze, a)
Bubblesfloatin theairofthischamber,
emittedby The encephalon cluster that hunts this region of
tothewall.A narrowripin
organicnodulesattached the Briny Maze usually dozes here with four en-
likeawound
thefarwallgapes a terrifying
andreveals cephalon gemmules (seeappendix A for both stat
ofwarped
kaleidoscope terrain. blocks).The encephaloncluster occasionally leaves
this nook,while the gemmules are always here,
wallowingin their progenitor’swarm slime. They're
A cloisterof sevenflumphs liveshere.The flumphs hostile to any characters they see.
came to the Briny Maze to fightIlvaash eventhough
Ch a ataritc okt eT ae
, =
leavethisarea
Active Hunter. If thecharacters beholder is unwilling to die for its goal, though, so
and return without defeating the encephaloncluster, Mublineshretreatstoarea B15to hide if reducedto
the creature might be huntinganywherenearby. fewerthan50 hit points.
The encephalon cluster doesn’t bother the spectator Rear and Center Mindgates. The rear mindgate
in areaB10or Mublineshin areaB14(assuming
the can be opened by connecting the magically charged
mindgateis opened).If thosecreaturesaren'tpres- pair of rodsin areasB7 or B22, The othermindgate
ent, however, the encephalon cluster might wander canbeopenedonlybyconnectingthepair of rods in
evenfarther within the Briny Maze. areas B17 or B22.
If Mublineshseeseitherof themindgatesopen,it
B13: PAST FEEDING waitsfor a minuteto seeif any mind flayerscome
through.If not,thebeholderpushesthedoors
Shredsof fleshandbrokenbonesarescattered closedwith its telekineticray,mumblingabouthow
aroundthis room.An enormousdoubledoormade Ilvaashwould'vetoldit if guestswere expected.
of thesamespongymaterialastherestofthemaze B15: MENTAL TENSION
standsfirmlyshutatoneside.Thedoorlackshandles
or hinges. Tattered hangsfromtheceilingtoconceal
canvas a
whine,
areatwentyfeetacross.A high-pitched
central
A group of human cultists who cametopayhomage a plucked
asfrom wire,e fromwithin.
choes
to Ilvaash didn’t escapethehungryencephalon
cluster from area B12, which killedthemwhilethey
were determining how to getthroughthedoor.The Oneof Ilvaash’smind flayerfollowersconsideredit-
encephaloncluster returns occasionallytognawon selfan artist.It occupiedits timecreatingelaborate
the bones. anddangerouswire sculptures.The beholderMub-
Rear Mindgate. The doubledoorcanbeopened lineshfoundtheart distasteful,so he disintegrated
only by connecting the magicallychargedrodsin themindflayerartist.This areahasn’tseen much
areas B7 or B22. An openmindgatecanbepushed use since.
shut again, although it closeson itsownafter1 Dissonant Whine. While the high-pitchedwhine
hour, harmlessly pushingasideanythingin theway. persists,creaturesin this room otherthan mind
flayersmakeIntelligenceand Wisdom checkswith
Bl4: PROSPECTIVE LAIR disadvantage.
Wire. The canvascoversthe artist’slast project:
a vastandcomplexwebof tautwires inspiredby
This irregularly
shapedchamberisverylarge.
Two
mathematicalequations.The wires vibrateand
setsof hugedoubledoorsleadinthesamedirection,
whineundertheotherworldlystrain.
butthedoorslackhandlesorhinges. A scalysphere If anyof thewires are touched,onesnapswith a
withanenormouscentereye,waving eyestalks,
anda discordantnoise.Each creaturein this room must
toothymawfloatsvigilantly
throughthearea. makea DC 18Wisdom savingthrow,taking 27
(5d10)psychicdamageand 27 (5d10)thunderdam-
ageonafailed save,or half as muchdamageon a
A beholder named Mublineshappointeditself
successfulone.
as Ilvaash’s guardian and floatsthroughoutthis
A successfulDC 16Intelligence(Investigation)or
area, alert for intruders.Ilvaashwas impressedby
Wisdom(Perception)checkrevealsthedangerof
Mublinesh’s dedicationandpromisedthatoncethe
touchingthewires. A characterusing thieves’tools
beholder destroyedone hundredintruders,Ilvaash
cancutthewire safelywith a successfulDC 16Dex-
would permit Mublinesh to considerthisareaits
teritycheck.On a failedcheck,the traptriggers.
lair (and thus gain the benefitsof a beholderlairde-
scribed in the Monster Manual).Mublineshhasal- B16:JUNK ROOM
ready slain 96 intruders and has started remodeling
the area by removingsomeof thewalls.It doesn't
Furniture
andothersuppliesarestacked
haphazardly
attack mind flayersor anyoneaccompanying a mind
flayer,but the beholderconsidersanyoneelsefair in thisarea.The pileincludesa spikeddivan,a table
game to reach its assignedtally. withasinglecentralleg,andaclockwork
machine
Ar.
Mublineshgusheswithgratitude
asitfightsthe withthegears
fusedtogether.
Atoppled
worktable
at
characters, explaining howexcitedit is tofinally thebackoftheroomisallbutobscured
bytheclutter.
earnIlvaash’sapprovaland
alair ofitsown.The
59
M
ys)
Ilvaashthriveson frustrationanddismay.Twoof Lowarnizel believe
Mazewhenconnected. O
Ilvaash’szealotsliving in area B18 collect mundane bea doorway;Gossa worries that it’s an ala
itemswith defects.They storethe itemshere and EndlessVoid.The BrinyMaze is only half o!|
haveamassedan impressivecollection.The
zealots domainin theFar Realm.The other |iilf is
vaash’s
addnewitemswhen theygo on missions for Ilvaash called the Endless Void, and it’s said to be “\)> yond
outsidetheBriny Maze. They haveforgottenmostof a lightlessstar.”NeitherLowarnizel nor Goss.
what'shere.Ilvaash’sother adherents,such as the knows what thatmeans,but they hope to fing out.
beholderMublinesh,considerthe collectionto be Few Mind Flayers. There are surprisingly few
nothingotherthanjunk. mindflayersin theBriny Maze,althoughthei« are
Hole. Characters
whoexaminethetoppledwork- plentyof otheraberrantmonsters.
tableseea holein the floor behindit. The table Ilvaash Adherents. Two partially transformed ad
hidestheholewell;onlycreatures
whoventuredeep herentsof Ilvaasharejust northof thejunk room
intothe roomcan see it. The holeis 6 feetacross. above.They'rethe ones who occasionally pile
A ropetiedtooneof theworktablelegsdescends morejunk there.Lowarnizel and Gossa are care-
intothehole. ful to not alert this pair to their presence.
B17: DRAGON’s DEN
Mind FlayerFanatics.Three mind flayerscame
throughthemaze recently,along with Human-
The ropeloopedaroundthe worktablein thejunk
oid prisoners—somewherebetween five and a
room(areaB16)descends20 feetto this room’s
dozen,Lowarnizel believes.They traveled farther
floor.The rope is tiedwith severalknots to make
into themaze.
climbingeasy.
Welcome Guests. The characters are welcome to
stayhereand restwheneverthey'd like.
Thisvaulted
chamberiscoatedwithslickmucus and If thecharactersare on good terms with the pair
smellsofrancid
grease.Theonlyexitisaholeinthe and ask for aid, Lowarnizel agrees as long as the
ceiling.
Twometal rodsjutfromthewall. charactersagreeto remain careful and quiet and to
followLowarnizel’sauthority.The amethyst dragon
Two individualsseekingto weakenIIvaash hide in is painfullyovercautious,sometimes waiting for
this securechamber.Lowarnizel is a youngam- daysbetweenforaysfrom this room, only to confirm
ethystdragon(Seethe accompanyingstatblock), thatnearbyemptyrooms are still empty.
Shalfi’s Digging. If the aberrant zealot Shalfi in
andhis companionis a lawful neutralhuman mage
areaB9 continueshis work, he breaks through the
namedGossa. Both hatethe Far Realm and any-
chamberceilingaftera couple of days, which sur
thingtaintedbyit.An errantspell scroll ofplane
prises Lowarnizel and Gossa.
shift depositedthesetwo friends in the Briny Maze,
If thecharactersalert Lowarnizel to Shalfi’s dig-
andtheyfelt luckyto find an isolatedplace beneath
ging,thedragonseekstheir advice on whether to
an old storageroom, despitethe unpleasantsmell.
ambushthezealothere in a couple of days or to
They'vebeenmaking occasionalraids into other
attackthezealotwhile he works. The dragon and
partsoftheBrinyMazefordays.They’vebeencare-
Gossa prefertheformercourse of action, but the
ful toremainhidden,and noneof the otherdenizens
characterscan convincethe pair to accompany
knowthey’rehereexceptShalfi andJitterjaws.
themthroughtheBriny Maze to attack the zealot
If thecharactersaren’thostile and don’tappear
while he’sdigging.
to beallied with Ilvaashor corruptedbythe Far
Activation Rods. These two rods open the rear
Realm,Lowarnizel and Gossa are cautiouslywel-
mindgate(betweenareas B14 and B19) when con
coming.Lowarnizel does mostof the talking and is
nected,as describedin the Briny Maze Features
clearlyin charge.The two demandto know whether section.The rods are 6 feetapart, so a single Smal!
anycharactersexhibitingFar Realm corruption or largercreaturecan touchthem both at the
arealliedwith Ilvaash,and if the charactersdon't sametime.
explainthemselves,the two attack,believingthe
charactersto be duplicitousfollowersof Ilvaash. B18: THE COLLECTORS’ NOOK
The dragonand magestopattacking,though,if the
charactersexplainthemselves.
Thisarea'snookcontains
a pairof simplecots and
Talking to Lowarnizel and Gossa. Lowarnizel
asmallchest.
A large
double
doorissetinthewall
and Gossa can sharethe followinginformation:
opposite
thenook.
Activation Rods. The two rods here create an elec- (lesa Dea ey
a 43
Oi
i pte i - case ines
a ee ee a r
-LOWARNIZEL
Neutral
LargeDragon(YoungGem),
swim40ft.
40ft.,fly80ft. (hover),
speed
ACTIONS
| Multiattack. Lowarnizel makesone Biteattackandtwo
Claw attacks.
psychic andhavethestunned
damage for1minute.
condition aroundthisarea.Dozensof crystalssetintothewalls
sws
endof eachofits
A targetcan repeatthe savingthrowatthe gleamwithinnerlights.
turns,endingthe stunnedconditiononitself onasuccess.
This areais a psychiclibrary, like theone in IIlithi- Talking with Ashripask. Ashripask’s pu)
noch,butwithtwodifferences.
First,thecrystal abandonedher.She tells the heroes the folloy
repositories
aresetintothewallsandcan'tbe
Exploratory Mission. Ashripask has been « ny
removed or moved.Second,theycontainonly
theBrinyMaze.Ashripaskhireda nycalot|,
mind-shatteringlore thatmortalsaren't meantto
cenarynamedNellik and some mezzoloth soo jcrs
know.Any creatureotherthana mind flayerwho
to protecther as she searches the Far Reali)
touches
a crystalandattempts
toreceiveitspsychic
forbiddenknowledge.
sceneis targetedbya feeblemindspell (saveDC 18).
Just a shorttimeago, A~ |
MissingBodyguards.
DeadMind Flayers.Thethreemindflayer
paskawoketo find Nellik and her soldiers py
corpsesherewereoncethelibrarians,butthemez-
Ashripask would like Nellik slain as an exan
zolothslairing nearbykilled them.The messlooks
to the soldiersso theyserve Ashripask more {ith
likethemindflayersallkilledoneanotherin a grue-
fully in the future.Ashripask describes Nellik
somefight,buta characterwho succeedson a DC
appearanceas thatofa muscular gargoyle.
14Intelligence(Investigation)checkrealizesthat
Rod Experimentations. Ashripask's experiment
thebodieswerestagedto look this way;mostwere
with the rods has expandedher ability to sens«
killedwith tridentsanda greataxe,but theseweap-
creaturesin the Briny Maze. (You might use this
ons are no longerpresent.
as an opportunity to share information about den-
B20: THE SCAR izensof the Briny Maze the characters haven'tyet
encountered.)
Thewallin thisalcoveis knottedlikescartissue. | Activation Rods. This pair of rods opens the
forward mindgate(betweenareas B18 and B22)
when connected,as described in the Briny Maze
The mezzolothswho fledfrom their boss,the ar- Featuressection.The rods are 20 feet apart, so
canalothAshripask(seearea B21),cut through four Small or larger creatures must make a chain to
a softspotin this wall to reachthe Briny Pool touchthemboth.Ashripask refuses to be part of a
(areaB22)andescaped.The substanceof thewall chainto do so.
hassincehealed,and it’snow too toughto cut Treasure. Ashripask’s folding desk contains a
throughagain. mindblastingcap (seeappendix B).
STAR
182 CHAPTER 8 | BEYONDA LIGHTLESS
a 4 aL oseek |eh pe ee eRe SS
AN AGGRESSIVE PURPLE WORM SWIMS
IN THE BrRiNy Poot, A MILES-DEEP PIT
FILLED WITH CEREBRAL FLUID.
Bact - Ean
$n leetESNR A AN io
oeattic ne enaeeMN Ey 2 irate bo
i Be AA weAL!
——
THE ENDLESS VOID The nodulesin theEndless Void sometii: float
withina fewhundredfeetof eachother, but y
domainis a vastemptiness
Theheartof Ilvaash’s nevertouch.Theydon'thaveconsistent ori: iuion,
in which titanicnodulesdrift like strangeislands,
andthus“up”ononenodulemight be a dil, at di-
Otherthantheseslowlytumblingislands,the rectionon another.
EndlessVoid lackssolid groundor consistent
Charactersarrivingfrom the Briny Poo! « rge
orientation.
froma pinholeatopa nodulecalled the Crys\.\!
Dome,whichis describedbelow.
ENDLESS VOID FEATURES
Wheneverthe characters arrive on a nodu|
The followingfeaturesare commonthroughoutthe roll twice on the Endless Void Nodules table to
EndlessVoidand are immediatelyknown to any randomlydeterminetwoothernodules that are
who arrive there. near enoughfor the characters to see and reach
by flying through the void. Reroll any result that
AIR
givesthecharacters’
currentnodule.If you rol! the
The EndlessVoidis filledwith breathableair that
sameresult twice, only that single nodule is in view
hasan unpleasantodor,like scorchedmetal.
at the time.
CARDINALDIRECTIONS The nodulesdrift over the course of several hours.
LiketherestoftheFar Realm,theEndlessVoidhas Each time the characters take a long rest, reroll the
nocardinaldirections.
Compassrosesappearon noduleswithin view. If the characters are waiting
themapsforyour convenience,to helpyou orient fora specificnodulethey'vealreadyvisitedbut isn't
thecharactersas theynavigateeachlocation currentlyvisible,you can assume it comes into view
after 1d6days.
MOVEMENT
Creatures
in theEndlessVoidcanmovebysimply ENDLEssVoID NODULES
thinkingaboutthe directiontheywish to travel. d8 NearbyNodule
Creaturesgaina flyingspeedequalto theirwalking CrystalDome
speedwhilein theEndlessVoidandcanhover.Un-
EmptyBridge
attendeditemsin thevoidsimplyfloatin place.The
enormousnodulesfloatingin the Endless Void exert Mireof Doubt
theirown gravityto 100feet.Creaturescan still fly TheNematode
within this gravitybubble,butunattendeditemsfall OccludingMiasma
to thegroundas normal in thenodule. ToppledStatue
Wailing
Battlefield
ILLUMINATION
WHY
fk
UN
oO
—
on Anima(rerollif thecharactershaven't
Ilvaash’s
Swirling, coloredlight suffusesthe entiretyof the
EndlessVoid.All areas the charactersvisit in the already
visitedatleastfiveothernodules)
voidare brightlylit.
CRYSTAL DOME
VISIBILITY
This locationis presentedon map 8.2. The charac-
The void'sswirling colors producea hazy effect
ters arrive on the platform at the bottom of the map,
whencreatureslook into the distance.Visibility in
throughthe pinhole shown.
theEndless Void is limited to about500 feet.
STAR
184 CHAPTER 8 | BEYOND A LIGHTLESS
- a
oy i isi
x <
specmmmenmene ee mn) a
VRAD OO Rw He
- wh : a , ’
RYSTAL
DOME saytheyrescuedsome of these lost townspeople.
HorriblePurpose.Aftera seriesof psychological
testsandtorments, themindflayersleftwith the
fiveothers.Shansaworriesthatthemind flayers
will returntovisita terriblefateuponher and
theothers,
Obelisk Chunks. The mind flayerscarried broken
chunks of dark rock as their most precious items.
Wramblecountedhowmanyobeliskfragments
themindflayerscarried(fromfourtoseven,based
successesin chapter6) andcan
onthecharacters’
tell themtheexactnumber.
OtherPrisoners.Thethreemindflayersandtheir
fiveprisoners flew to an island that had a big
fallenstatueon it.
encourage
RescuetheOthers.All thetownspeople
thecharactersto locatethe island with the big
statueand rescuethe others. The haggard towns-
braveryandarewilling
peopleshowexceptional
to wait for the charactershere if necessary.
EMPTY BRIDGE
on map8.3.
This locationis presented
.
Intelligence
(Investigation)
or Wisdom(Medicine) Thisfloating
nodule
iscovered
withtreeswithsheets
checkrevealsthat the corpse'sskull explodeda few ofmosshanging
fromthebranches.A stonepierjuts
monthsago.
fromoneendnearawindingpath.A lightfogclingsto
The desk holds ajournal splatteredwith blood
thetrees,
making
whorlsandeddiesdespitethelack
and brains.The journal outlines thewizard’s plan
to surveythe Endless Void by first listing its observ- ofwind,
ablefloatingnodules.The toneof the writing is dis-
missiveand arrogant;in multiple places,the writer TwospiritnagasnamedValsyxandCharnyz lurk in
confidently
insiststhathis magicamuletmakeshim theswampon this small island. The sucking mire
utterlyimmune to Ilvaash’s detection. off thewinding pathis difficult terrain.
The journal contains the following notes: Mezzolothsfrom the Wailing Battlefield made an
CyclicalSystem.Eachfloatingislandin thevoid exploratoryattackon this nodule a short time ago.
has its own gravityand terrain. The writer posits butthenagasrepelledthe attack. Each naga quickly
comesto theaid of the other if more intruders ar-
thattheir erratic drifting might be part of a larger
rive.If thenagasare killed, they re-form 1d6 days
cycleor system.
later,potentiallyleadingto another encounter with
EasilyAvoidableTrap. Thejournal'sauthordidn’t
thecharacters.
buildthebridgeor thetower.The bridgebearsa
magicalward, but the writer is far too cleverto be M1: STONE PIER
takenin bya meremagicaltrapandhasn'tstudied
it in detail.
Godlet's Home. Ilvaash’sisland has a huge,shallow Thecrumbling
stone
ofthispierleadstoa narrow
Eeriemist
bowlsurroundedbyossifiedtentacles. pathalmost
swallowed
bytheovergrowth oftrees.A
surrounds this nodule,and strangeshapes appear four-armed
figure
resembling
aninsectile
scarecrow
within the mist. This locationseems to unnerve standsbeneath
thenearest
tree,unmoving.
the writer, as its descriptionscontain no mocking
observations.
””MIREOF |
4
a ee
——
.
eT " Mtg ars rd ——
; —
Thesesnakes havenoisy,rattlingtails. The noisy
illusionalertsValsyx to trouble.
If thecharactersattackratherthanparticipate
in theillusionchallenge,
Charnyzshoutsfor
Valsyx’s aid.
Regardless ofhowCharnyzgetsValsyx’satten-
tion,Valsyxtakes 1 round to understandthatthere’s
a problembeforecastingdimensiondoortoarrive
in theconcealingunderbrushnearCharnyz’sdell.
Valsyxthenattacksfromhiding,andCharnyz
joinshim.
As in areaM2,thenagasfighttothedeath,confi-
dentin their rejuvenation.
Treasure. Nine shrubs,eachadornedwith an
opalworth1,000gp,ringthedell.
Thisnoduleistube-shaped
witha massive
caveatone
end.Several
heaps
ofrust-colored
mossspeckle
its
slimysurface.
Map 8.5: THe NEMATODE
TheNematode’s
exterioris uninteresting
exceptfor
thecavein its side. theteeththatsucceedson this saving throw can
This locationis presented
onmap8.5. decidewhetherto be outside the Nematode or inside
its closedmouth.
N1: THE MOUTH Thereis nolightin thecaveonceit shutsunless
thecharactershavelight sources with them.
When the mouthcloses, two intellect snares (sce
nodule
atoneendofthefloating
Acave an
resembles
appendixA) emergefrom the throat and attack.
akintoa smalltentbutmade
A structure
openmaw. Swallowedby the Nematodeseveral days ago, they
ofthe cave.
intheback
ofboneorpalestonestands areeagertofeed.The intellectsnaresfocustheir
attackson differentcreatures when possible.
Escaping the Mouth. The Nematode doesn't
The tentis an aperturemadeof boneas dense as
openits mouth,and the characters can’t force it
solid rock. It protectsthe Nematode’sthroat. When
openfrom here.The stonyteethand tough flesh are
a creatureapproachesthis structure,read or para-
10feetthick at thethinnest point, so excavating an
phrasethefollowing:
entranceis all but impossible.Spells such as dis-
andpasswallcancreatean artificial exit,
integrate
agaping
toreveal
Thetentwallsopenlikeaflower butthe shouldquicklyrealizethat the
characters |
At
throatthatexpelstangledknotsof moisttentacles. mostobviouswayout is the 10-foot-widethroat from
fromall
liketeethemerge
thesametime,bluntstones whichtheintellectsnaresemerged.
sidesof the caveentrance,and its openingslamsshut N2: THROAT
closing.
likeamouth
throatis anorganicpassage10
Thegreatcreature's
and
whentheteethemerge
inthecavern
Anyone feetindiameter. thrums
pulse
Adistant the
through
must makea DC 20 Dexteritysav: causethewallsto ripple.
floor,andcontractions
the mouthshuts
ing throw.A creature is pushed5 feetcloser to the
throatona failed save.A creaturecaught between
|
8 | BEYOND A LIGHTLESS STAR
CHAPTER
ieee eee
CE Se Se ae see
* is i:
#
Aroiling,roughly
spherical,
yellow-green
cloudtum-
blesthrough
thevoid. STATUE
PLED
The poisonousfogis a permanentcloudkill effect
that's200 feetin diameterand can'tbe dispersed
bywind.Thefogconcealsa smallnodulemadeof
dirt, only 25 feetacross,at its center.A smooth,flat
ribbonofmetalabout
a footlongis theonlything
on thenodule.The metalis bumpyon one side and
smoothon thebottom,resemblingan oversizedhu-
mantongue(seebelow).If a charactercastsdetect
magicwithin30feetofthetongue,
thetonguegives
off an abjurationaura.
Three invisible stalkers lurk in the fog.The mind
flayerfanaticssummoned
thestalkerstowatchover
themetaltongue.The invisiblestalkers don’thave
anyspecialwayto seethroughthe fogand simply fly
throughit in irregular patrols.They'reimmediately
awareif anyonetouchesthe tongue.
Metal Tongue.Themetaltonguebelongstothe
ToppledStatuenodule(seebelow).The tongueis
about1 footlongand half as wide. It was inside the
statue's
mouthandfunctionedasa levertoaccessa
secretroom in the statue'sbase,but the mind flayer
fanaticsbrokeoff the tongueto trap prisoners from
Phandalin in the statue.The fanaticshid the tongue
in theOccludingMiasma'sfog. Map 8.7: Torpedo Statue
Anyonewho takes the tonguebecomesthe invis-
iblestalkers’quarry.The invisiblestalkers attack significantpart of the brain, which is why it dedi
intrudersand pursue thieves,droning, “The tongue cateditselfto the nascentgodlet Ilvaash.
mustremain hidden,”in Auran while theydo. They Later,cultistserectedthis statue and built the
fightuntildestroyed. metalbaseto supportit. The only adornment on the
baseis a 4-foot-wide,humanlike grin affixed to one
TOPPLED STATUE side to representAblinash’s mutation. The base’s
grin has no facearound it,just bare metal.
This locationis presentedon map 8.7.
The cultistsconstructeda secret room in the
statue’sbase.The only way to access it was to
statue,
Thismetal feettall,hasfallenfrom
onceeighty manipulatethe tonguein the statue’smouth like
metalbase.Thestatuedepicts
itslarge,cube-shaped a lever.Doing so causedthe matching grin on the
arobedmindflayer withahumanlikegrinjustvisible baseto open.
ema- Manyyearsago, the heavystatue toppled. One foot
Afainthammering
itsfacialtentacles.
beneath
remainedaffixedto the base,distorting the meta!
fromthestatue’s
nates metalbase.
whenthestatuefell. The top of the head is lodged in
thehard,fleshymaterial of the nodule.
This statuedepictsAblinash, a mind flayerzealotof Examining the Statue. The statue’sstrangest fea-
Ilsensine who forsook its deityto swear obeisance ture is its humanlikemouth. The mouth is several
to the discarded divine meningesthatbecameII- feetacross,just like the facelessmouth adorning
vaash.Ablinash was thus IIvaash’sfirst follower. thestatue’sbase.Unlike the mouth on the base, the
Ablinash possessed an unusual mutation:its statue’smouthhangsopen,just wide enough to see
mouth was thatof a human insteadof a mind flayer. thatit bearsonly the stump of a tongue inside. A
characterwho succeedson a DC 15 Intelligence (In-
Ablinash had facial tentacleslike other mind flayers,
vestigation)checkrealizes that the broken stump of
allowing it to extract brains, but it could consume
lick- tongueconnectsto some sort of lever,but the lever
brains only by messily chewing them.It loved
Ablinash won'tmovewithout returning the missing tongue to
ing brain matter off its even,white teeth.
most its place.
believed the meninges was the tastiestand
A LIGHTLESS STAR
190 CHAPTER 8 | BEYOND
ee
If thecharactershaveseenthelargemets) iP ue ie
lt
ee -—> a
Oren _
hiddenin the Occluding Miasma,it’sclear(, \\,,,,
thatthe tongue is the propersize andshape{«{))\)
this statue.When the charactersattempttop¢4)).,: |,
BATTLEFIELD.
- WAILING
thetongue,it snaps into place.
A Py f
Examining the Base. The statue'sbase}yas 6y)\, yay i rm"
ae r
oneadornment anda singleopening.Thewide
apis
+ Wy
?
A |
yodag
'
: pga >
The mind flayer fanaticsrealizedthebasewould
makean ideal prison for their mostvaluablehuman
captives.They used the leverin thestatuetoopen ap : ;
themouth, ushered their prisonersinside,then
closed the mouth. They thenbroke off theleverand
hid it in the Occluding Miasma,underguard,until W.
theycould return for it.
The hammering comesfromthecaptivesinside ane
the base signaling for help.Theyaredesperate to
getfree but lack any meansof escape.
The four townspeopleare all commonerswith
cae -
an Intelligence of 16:a pair of humanclerksnamed
Hovnar Tartesh and MenvinTartesh,a dwarf Map 88 WaiLiNn ve LEFIELO
namedNalpina Goldstonewhois a travelinginven-
tor,and an orc farmer namedMildra Merkel.They BATTLEFIELD
WAILING
haven’teaten in manydaysandare nearlyovercome
onmap8.8.
Thislocationis presented
with hunger and dread.Hovnarhastriedtorallythe
group,mostly to supporthis brotherMenvin,whois
nearly comatose with despair. of an old battlefieldcoverthetop
remnants
Crumbled
The townspeoplecan sharethefollowinginfor- nodule.
of thismassive
andsides Smokedriftsacross
mation,shouting throughthetinyopeningatopthe andabroken
thebattlefield, pyramidrisesabove
baseif necessary:
thesmoke. windmill
A blackened withslowlyturning
Awful Plan. The mind flayersintendtousethecap- keeps
blades thesmokeaway.A pervasivewailing
tives’brains to createsomethingcalleda “newel- emanatesfromthebattlefield.
der brain” when theycompletetheirritual.They're
performing this ritual on some other nodulethey
call “Ilvaash’sAnima.” The sulfurous smoke that moves across the battle-
Opening the Mouth. The mindflayersusedthe fieldneverdissipates.It lightlyobscuresthedetails
tongue inside the statue’s mouth to open thestat- of thebuildings and the denizens within them. The
ue’sbase. The mind flayersthenleft,usedthe wails of soldiers in pain can be heard everywhere
lever to close the base, and broke off the tongue, on thebattlefield,but they have no source.
trapping the townspeople inside. Crumblingbuildings,baretrees,blastcraters,
Tongue-Lever. Nalpina speakssomeDeepSpeech, andjumblesofbonesaroundspearsandswords
and she heard the mind flayerstalkabout“hiding indicatean immense battle.None of the locations
the tongue in the poisoncloud.”Nalpinasawthe otherthan the pyramid and the windmill hold any-
mind flayers use the statue'stongueasa leverto thingofvalue.
open the statue’s mouth. The mind flayersthen FleeingMezzoloths. A bandof mezzolothsfled
broke off the tongue, but Nalpina doesn'tknow their leaderin the Briny Maze and came to the
where it is. EndlessVoid.Theysettledon this nodule,as they
enjoythewails,butaren’tsurewhatto do next.A
megh ile A ”
m,
ae
_
<
~ ey
ed ~
ae
_
Noe
ine
rs
S ancy
ere
a
oT
a
yn
y %
nycalothnamedNellik commandsthe rebellious Three mezzoloths inhabit the pyramid along with
fiends.Nellik insistedthatthe mezzolothskeeptheir an umber hulk theyrecentlyfreed from magical
headsdown and notcausetroubleuntil shecan stasis.The mezzolothsare darkening the
figureout whatto do next.However,severalmezzo- sand-coloredumberhulk’s hide with charcoal so it
loths recentlylaunchedan unsuccessfulraid on the more closely resembles their mottled black color.
Mire of Doubt againstNellik’sorders.Theyhope Against Nellik’s wishes, these mezzoloths as-
she doesn’tfind out theyhad toleavea deadmezzo- saultedtheMire of Doubt and fled when the nagas
loth behind. killed oneof their number.They know Nellik will
Two pairs of mezzoloths patrolthe battlefieldin be furious at the loss, so they freed the umber hulk
irregular patterns.Characterstravelingacrossthe trappedhereand are trying to disguise it as their
noduleor searchingtherubblehavea chanceof en- lostcompanion.The umber hulk is several feet
counteringa patrol.Roll a d6;ona 1 or 2, thechar- taller,twoarms fewer,and lighter in color than the
acters encounteroneof the patrollingpairs.These mezzoloths,butthemezzolothsare desperate. The
mezzolothswant to impresstheir leaderand thus umberhulkis just glad to havesurvived its intermi-
fight to the death. nablestasis.
If thecharacters
realizewhat'sgoingon andshare
WI: PRISON PYRAMID
thattheykilled Nellik, the mezzoloths scatter,visi-
blyrelieved.Otherwise,the mezzoloths attack. The
Thispyramidiscracked ononeside.Thecrackex- umberhulk stokesconfusion with its gaze and tries
tendsfromanopeningflanked bystatues
of hulk- to pick off stragglers at the fringes of the fight. The
inginsectilecreatures
tothepyramid’s franticmezzolothsfightto the death, but the umber
pointsixty
hulk fleesif the mezzolothsare defeated.
feetabove.
FANATICS’ LOCATIONS
Characterswho flythroughtheEndless Void to this
nodule find themselvessteeredtowardthearrival Obelisk
Fragments _—_Chishinix'sHashutu's Voalsh's
platform in area Al, no matterwhich part of the
Acquired Location Location Location
nodule theytry to reach.
4 Al A2 A4
All three of the mind flayerfanatics(Chishinix,
5 Al A4 A4
Hashutu, and Voalsh)are herein this sacredsite,
engagedin their ritual. They are mind flayer 6o0r7 A4 A4 A4
—. _
Hasnutu
toawideen-
Stairsdescendfroma highplatform The tentacularstonewalls of this chambercontain
The
tryway,framedby slowlyundulatingtentacles. threemetaltubes,eachabout a foot in diameter and
Chains
a highceiling.
archesoverthisareaform dan- ichorthatpoolsonthefloor.
withpurple
dripping
glefromtheceilingandholdglowing,violetorbs.
Thefanaticsdon’tneedtorestwhileperforming
Four or Five Fragments. |f themindflayersac- thelengthyritual, but theystill need to eat. Prior
quiredonly four or fiveobelisk fragments,Chishinix tostartingtheritual,theypreparedfor theirneeds
sulks here,feeding treatsto her severedhead.She byinstallingthesemetaltubes.When a tubeis
recognizesthe characters’arrival as a problemand touched,it producesa fresh Humanoid brain
triesto delaythem with conversationtodrawout from an extraplanarrepository.The brain slowly
moreinformation. She’s interestedin discovering squelches
fromthetubeand,if notcaught,plops
whetherthe characters havebroughttheotherfrag- ontothe ground.Each tube can produce a maxi-
mentswith them. If so, she demandsthecharacters mum of one brain per hour.
turn them over in exchangefor a high positionin Four Fragments.|f thefanaticshaverecovered
the“Empire of the Mind” thatthefanaticsarecre- fourobeliskfragments,Hashutuis in this room,eat-
atingin Ilvaash’s name.She attackstoacquirethe inga brainwhileponderingthefanatics’failures.
fragments,if necessary.Even if thecharactersdeal Treasure.A shelfononewall holdsa potionof
supremehealing.
peaceablywith her, Chishinix isn’tlikelytosuffer
their presence for long. She telepathicallyalertsthe
other fanatics and attacks.If reducedto fewerthan
30 hit points, she retreatsto join theothers.
If the mind flayerfanaticswere unableto obtainall The refractionof Ilvaash (seethe stat block on the
theobelisk fragments,the obelisk has piecesmiss- followingpage)wieldsonlya sliver of the godlet’s
ing but is still functional.At leastone of the mind power but is nevertheless a formidable foe. It fights
flayerfanatics—andperhapsall three—arehereto untildestroyed.If thecharactersare escorting
engineerPhandalin’s forced transformationas the rescued townspeople, the refraction targets the
former captiveswith its Dissonant Claw attack or
ritual continues. Fanatics confrontedherefightto
mindblastin thehope of driving the characters
thedeath.
intodespair.
Attackingthe Obelisk. The fanaticsherehave
the If thecharactershaven'tyetdefeatedthe purple
tiedtheirlife energytotheobelisktoempower
createsback- wormin theBrinyPool,itjoins the fight against
ritual. Damage to the obelisk therefore
AC 17and thecharactersatthebeginningof the third round
lashthatharmsthem.The obeliskhas of combat.
damage.The obe-
immunity to poison and psychic
and thereforedoesnt
lisk can't be directly destroyed
havehit points.
eae
ee
STAR
| py
4)
7
| an
LIGHTLESS
. 196 CHAPTER 8 | BEYOND A
as a sable
ee 4
=
———————_—_—_—SSSS—
REFRACTIONOFILVAASH
HugeAberration(Mind Flayer),LawfulEvil
ArmorClass11(naturalarmor)
Hit Points 199 (21d12+ 63)
Speed10ft., fly30ft. (hover),swim10ft.
within
CreatureSense.The refractionis awareof creatures
100milesofit thathavean Intelligence of4 orhigher.
score
It knowsthedistanceanddirection t oeach aswell
creature,
else
aseach one’s Intelligencescore,but can’tsenseanything >eo
about it. A creature protectedby a mindblankspell,a nonde- ae
moe . om
inthismanner.
tectionspell,or similarmagiccan’tbeperceived
(Psionics).Therefractioncastsoneof thefollowing
IncorporealMovement. canmove
Therefraction throughother d Spellcasting
nospellcomponentsandusing Intelligenceas
‘ spells,requiring
creatures terrain.
andobjectsasif theyweredifficult 5
Ittakes
thespellcastingability(spellsaveDC 19):
if it ends its turninsideanobject.
(1d10)force damage
AtwillGH6CS08K ae shoughts z 24
failsasaving
Resistance
Legendary : refraction
(5/Day).|fthe each:
3/day
;
modify
magic,
dispel :
memory Fs 1b
throw, it can choose to succeedinstead. each:
1/day plane
feeblemind, (self only)
shift 25
’ . te3
on saving rolsnortitherefraction tet
Magic Resistance.The refractionhas advantage , 5em
effects. ete chene BONS.
ea withanyequipment
throwsagainstspellsandothermagical or carrying,upto
it iswearing 120feetto an unoccupiedplace Si SB
thatitcansee. a
ACTIONS ۤ
LEGENDARY ACTIONS
Multiattack. The refractionmakestwo DissonantClawattacks.
Dissonant Claw. MeleeWeaponAttack:+11to hit,reach10ft.or Therefractioncantake3 legendaryactions,choosingfromthe
range120ft., one creature.Hit: 25 (3d12+6) psychicdamage. optionsbelow.It cantakeonlyonelegendaryactionat a time
andonlyattheendofanother creature’sturn.The refraction
If the target is a creatureconcentratingona spell,its concen-
pees oteon! regainsspentlegendary actionsatthestartofits turn.
choice
of therefraction’s Therefraction
Mindbreaker. within120feet
a creature
targets
MindBlast(Recharge 5-6).Creatures causingthetarget ‘
sav- ofitselfanddisrupts processes,
itsmental
within60 feetof it mustsucceedonaDC19Intelligence
the
andhave
damage disadvantage
tohave checks,
onallability rolls,and
attack
+6)psychic
ingthrowortake33(5d10 nextturn.
canrepeat
creature throws
saving untiltheendofthe target’s
stunnedconditionfor 1minute.A stunned makesone
Therefraction
ofits
each ending
turns, theef- Claw(Costs
Projected 2 Actions).
thesaving throwat theendof
fectonitself on a success. =e
eemeeacW Stacey SS
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198 CHAPTER 8 | BEYOND A LIGHTLESS
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servesas the Nematode’sbrain.The charact:; You the nodules in the Endless Void
IF THEHEROESSUCCESSFULLYSTOPTHE ®.
MINDFLAYER FANATICS,PEACEANDHARMONY®
RETURN TO THE SLEEPY TOWN OF PHANDALIN,
A miata se eV YTSUNLEASHES
TE ah Lal ae
TERRIFYINGSIGHTTO BEHOLD
FURTHER READING ce
Obelisks that have appeared in other DUNGEONS
&
DRAGONSadventures include the following:
Tomb of Annihilation. The lich Acererak placed
an obelisk outside his fabledTomb of theNine
Gods, as described in the adventureTomb of An-
nihilation. That obelisk holds a powerfuldemonin
Stasis and allows visitors an instantaneousescape
from Acerarak’s deathtrap dungeon.
Storm King's Thunder. As describedin theadven-
ture Storm King’s Thunder,thevillageof Night-
stone was built around an obelisk with unknown
powers. Cloud giants stole the obeliskin a raid
on the town.
Waterdeep:Dungeon of theMad Mage.The Sha-
dowduskfamilyfrom Waterdeepfoundanobelisk
deep underground and subjectedit to energiesof
the Far Realm in their strongholdin Undermoun-
tain, as described in the adventureWaterdeep:
Dungeon of the Mad Mage. The obelisk’soriginal
Purpose is unknown.
IRIal|
mr
RIre
roe
BESTIARY
HIS APPENDIX DESCRIBES CREATURESTHAT
ij appear in the adventure,presentingthem
of
in alphabetical order.The introduction
the Monster Manual explainshowto read a
creature’sstat block.
ABERRANT ZEALOT
Aberrant zealots are cultists whohavereached out
tothe powers of the Far Realm—only forsomething
toreach back. Steeped in strangeenergy,aberrant
zealots borrow their vicious mightfromthemon-
strous entities that inhabit thatfell plane.
er
(ee =
ABERRANT ZEALOT
MediumAberration, TypicallyChaoticEvil
ArmorClass 16 (studdedleatherarmor)
Hit Points93 (17d8+17)
Speed30ft.
ofthe FarRealm.
AberrantForm.The zealotexudesthechaos
5feetof
Any non-Aberration creature that starts its turnwithin
thezealotmust succeedon a DC 15Wisdomsaving throwor
take7 (2d6)psychicdamage. The zealotcastsone of the following
(Psionics).
Spellcasting
Itis nocomponents
spells,requiring andusingCharismaasthe
WeirdlyPliable.The zealot,alongwithanyequipment
f canmove
Thezealot
lexible. spelicasting s
(spell
ability DC15):
ave
wearingor carrying,is unnaturally
Atwill:detectthoughts,minorillusion
through any space as narrow as | inch withoutsqueezing.
arcane
each:
1/day ofHadar
gate,hunger
ACTIONS
and Bonus ACTIONS
Multiattack. The zealot makesone PsychicRendattack
5-6).Thezealot
(Recharge
VoidWarp alongwithany
teleports,
attacks.
twoShortsword space
15 equipment orcarrying,
itiswearing toan unoccupied
PsychicRend.Meleeor RangedSpellAttack:+7tohit,reach achurning
leaving voidin
H it:14(3d6+4) dam-
psychic itcanseewithin120 ofitself,
feet
ft. or range120ft., onetarget. afterit teleports,each creature
saving thespaceit left. Immediately
age, and the target must succeedon a DC 15Wisdom
ofthe zeal- of thevoidotherthanthezealotmustmakea DC
within30feet
throwor havethe stunnedconditionuntilthestart savingthrow.Onafailed save,a creature takes18
ot’s nextturn. 15Strength
(4d8)forcedamage andis pulledtothe unoccupied s paceclos-
save,
successful t he t
creature akeshalf as ;
a ei ee oe esttothevoid.O na
Sponsor’, Meee eee Thevoidthendisappears.
only.
damage
plus
damage
ese Hit:7 (1d6+4)piercing psy
7 (208) much
= — SSeS SS
chicdamage.
APPENDIX A | BESTIARY
ASHENWIGHTS
Whena Humanoidconsumedbycrueltyand rage
dies in an area corrupted by the Far Realm, the
creaturesometimesrises as an ashenwight.The
skin of theseUndeadhorrorsis desiccated,and
theireyesoftenglowwith otherworldlypower.
FERAL ASHENWIGHT
Feral ashenwightsretaina fragmentof thespark
theyhad in life. However,theyare devoidof memo-
ries or thoughtsbeyonda compulsivedesireto de-
stroyall living creaturestheyencounter. ae
PSIONIC ASHENWIGHT
When an ashenwightarisesneara crystalvein
PsIonic ASHENWIGHT
MediumUndead,
Typically
Neutral
infusedwith aberrantpower,or whenone lingers See
ArmorClass16(naturalarmor) ACTIONS
Hit Points65(10d8+20)
Multiattack.Theashenwight makestwo NecroticShardat-
Speed25ft.
——S——
tacks.It alsousesPsionicCrownif available.
STR DEX CON INT Wis CHA Necrotic
Shard.
Melee
orRanged
Weapon
Attack:+7to hit,
19 (+4) =: 13 (+1) ~—-15
(+2) 4(-3) 14 (+2) 6 (-2) reach
5 ft. or range60ft.,onetarget.Hit: 7 (1d6+4) piercing
Se ‘. damageplus9 (2d8)necroticdamage.If thetargetis a crea-
SavingThrowsStr+7,Con+5 ture,it hasdisadvantage on thenextattackroll it makesbefore
DamageResistancesnecrotic,poison theend of its nextturn.
Condition Immunities charmed,exhaustion,frightened,
PsionicCrown(Recharge 5-6). Theashenwightwreathesthe
paralyzed,poisoned,unconscious
headofa creature it canseewithin60feetof itself with a crown
Sensesdarkvision120ft.,passivePerception12
ofjagged,spectralcrystals.Thetargetmustsucceedon a DC
Languagesunderstands thelanguagesit knewin lifebut
14Wisdomsavingthrowor havethecharmedconditionfor 1
can’tspeak
minute.Whilecharmedin thisway,thetarget’sthoughtsare
Challenge5 (1,800XP) ProficiencyBonus+3
it can’ttakereactions,its speedis halved,and it takes
sluggish;
9 (2d8)psychicdamageatthestartof each of its turns.The tar-
ACTIONS getcanrepeatthesavingthrowattheendof eachof its turns,
makestwoNecrotic
Multiattack.The ashenwight endingtheeffectonitself on a success.
Shardattacks. Spellcasting
(Psionics).
Theashenwight castsoneof the fol-
NecroticShard.MeleeorRanged Weapon Attack:+7tohit, lowingspells,requiringnospellcastingcomponentsand using
5 ft. or range60ft.,onetarget.Hit:7 (1d6+4)necrotic
reach Intelligence
asthespellcasting
ability(spellsaveDC 14):
If thetargetisacreature,
damage. onthe
ithasdisadvantage Atwill:magehand(thehandis invisible)
ofits nextturn.
nextattackroll it makesbeforetheend 1day:calmemotions
SSS SSS EEE ae ee DEDICATE
CLUSTER
ENCEPHALON
Unaligned
Aberration,
Large
ba
Armor armor)
Class13(natural
+17)
HitPoints110(17410
Speed20ft.
tartare CHA
CON INT wis
DEX
STR
23(+6)10(+0)13+) 5(-3) 17(+3) 7(-2)
—
reccenees
Damage psychic
Resistances
blinded
Immunities
Condition
60ft. thisradius),
(can’tseebeyond
blindsight
Senses
passivePerception13
ENCEPHALONS Languages— Bonus+4
Proficiency
XP)
Whenan illithid colonylaysits eggsdangerously 10(5,900
Challenge
to
closeto a Far Realm rift, an eggsachasa chance Iftheclusterfailsa savingthrow,
(3/Day).
clus- Resistance
Legendary
mutate into what is known as an encephalon instead.
brain-shapedmass it canchooseto succeed
ter—a ravenous, slimy, psionic, on savingthrows
gemmules. Theclusterhasadvantage
MagicResistance.
thatspawns horrors called encephalon effects.
spellsandothermagical
against
ENCEPHALON CLUSTER
ACTIONS
An encephalonclusterpaysno heedto anelder Multiattack.Theclustermakes twoSlamattacks. It canreplace
brain or its mind flayerprogenitors. This grotesque withSpawnProgeny if available.
oneof theseattacks
cav-
creatureshamblesthroughdark andforgotten Slam.Melee Weapon Attack: +10tohit,reach5ft., onetarget.
i)
As
multiply.
erns,spewing warped progenyso it can Hit:17(2d10 +6)bludgeoning damage plus10(3d6)psychic
clusters targetmustsucceed
such,many mind flayersviewencephalon damage, andif thetargetisa creature,the
left a
unchecked, singleen- t hrow orhave the pronecondition.
as insidious viruses. If onaDC18Strength saving
cephaloncluster can quickly becomea gorging men- If thisattack reducesthetargetto0 hitpoints,thetargetimme-
flayercolony. diesandis consumed bythecluster.
ace that can overrun an entire mind diately
Spawn Progeny (Recharges aftera Shortor LongRest).The
ENCEPHALON GEMMULE bulges
cluster andspews mature
1d4 eggs.Eachegglandsin
eggs ofthe
space cluster’sc hoicewithin30feetof it-
DuetotheinfluenceoftheFarRealm,the
anunoccupied
transforms intoanencephalon gemmule.
hatchintoil- self andimmediately
within an encephalonclusterno longer Thegemmules obeythecluster's c ommands andtake their
an encephalon
lithid tadpoles. Instead, when one of turnsimmediately afteri t.
ejectedfromthe
cluster’seggs reachesmaturity,it is
mass as an encephalongemmule. REACTIONS
appears as a mis- Immediately
Hunger. the
afterbeinghitbyanattack,
When spawned, a gemmule Aggressive
nugget clustermovesup to its speedtowardthe attacker.This
move-
shapen,spindly legged,pyramid-shaped an
to its own devices, mentdoesn’tprovokeopportunityattacks.If the cluster ends
of soft, fleshy matter. If left
within5 feetof the attacker,it then makesone
growsintoanencephalon
gemmule
encephalon
thismovement
begins Slamattackagainstthat attacker.
clusterin a matterof days,atwhichpointit
producingits own gemmules.
APPENDIX A | BESTIARY
FIENDISH AUGER
A fiendishaugeris createdwhen a wicked spirit
entersan excavationdrill, causing the hulking cork-
screwboretoglow brightlywith hellfire.
Fueledbytheferventaggressionof the evil spirit
within,fiendishaugerscan rapidly churn through
solid rock.However,thosewho employ a fiendish
augermustkeepa keeneyeon the machine. With-
outcarefulinstruction,a fiendish auger indiscrimi-
natelyboresthroughcreatureand earth alike.
ee? SE
FieNoisn AuGerR
FIENDISH AUGER
SEE EE OO HugeConstruct,
Typically
NeutralEvil
>
ENCEPHALON GEMMULE
ae 7
ArmorClass15(naturalarmor)
TinyAberration,
Unaligned Hit Points85(9d12+27)
Speed40ft.,burrow30ft.
ArmorClass14 eae ~
HitPoints54(12d4
+24)
Speed40ft.
STR DEX CON INT wis CHA
——
23(+6) 10(+0)17(4+3)
6(-2) 12(+1) 5(-3)
=
STR DEX CON INT WIS CHA Damage
Immunities
fire,poison
1(-5) 18(+4) -14(42)5-3) 1241) 7(-2) ConditionImmunitiesblinded, charmed, exhaustion,
—
frightened,
paralyzed,
petrified,poisoned,unconscious
DamageResistances psychic Sensesblindsight60 ft. (can’tsee beyond this radius),
ConditionImmunitiesblinded passivePerception
11
Sensesblindsight30ft. (can’tseebeyondthisradius), Languages—
passivePerception11 Challenge
5 (1,800XP) ProficiencyBonus +3
Languages— [Sa
Challenge3 (700XP) Proficiency
Bonus+2 SiegeMonster.
Theaugerdealsdoubledamageto objectsand
—_*_—=E i
structures.
Encephalon Progeny. Thegemmule maturesintoanencephalon
clusterif notkilledwithin30(4d12+4)days Tunneler.
Theauger
canburrow
through
solidrockathalfits
ofits creation.
burrowspeedandleavesa 10-foot-diameter
tunnelin its wake.
MagicResistance.
Thegemmule hasadvantage onsaving
throwsagainstspellsandothermagical
effects. ACTIONS
FlamingDrill.MeleeWeapon Attack:+9to hit, reach
5 ft., one
ACTIONS
target.Hit:17(2d10+6) piercingdamageplus 7 (2d6)fire
Psychic Slam. MeleeWeaponAttack:+6to hit, reach
5 ft., one damage.If theaugermovesatleast20feetin a straightline
target.Hit: 16(3d10)psychicdamage. towardthetargetimmediately beforethehit,thetargettakes
anadditional 11(2d10)piercingdamage,and if thetargetis a
Bonus ACTIONS creature,it mustsucceedon a DC 17Strengthsavingthrowor
Leech.Thegemmuletargetsonecreature within5feet ofitself havethepronecondition.
andforcesthetargetto makea DC 14Dexterity savingthrow.
Onafailed save,thegemmule entersthetarget’sspaceandat- Bonus ACTIONS
tachesto thetarget.Whilethegemmule is attached, thetarget Burstof Heat(Recharge5-6).Theaugerreleasesan intense
takes7 (3d4)piercingdamage atthestartof each
of its turns, burstof heatina 30-foot-radius
spherecenteredon itself.This
andthegemmulecan’tuseLeechagainuntilit detaches. Itcan heatspreadsaroundcorners.Eachcreaturein this areamust
detachitselfbyspending Asanaction,
5feetofitsmovement. makea DC17Constitution savingthrow,taking13(3d8)fire
5 feetof thetargetcandetach
within
thetargetor a creature damage on
a failedsave,or halfasmuchdamageon a suc-
thegemmulebysucceeding ona DC15Strength check. cessfulone.
Me “af a
&
FLESH MELD
Squelchingand quiveringwith insatiablehunger,
a fleshmeld is a hulking o
amalgamation fteeth,
blood,and bodyparts. Sinuousappendages of
gore,each ending in a gnashing b
mouth, ite at
preybeforeyanking thepiteous creaturesi nto
theflesh meld’score. The stenchofdeathsur-
roundsa flesh meld.
When a creature is consumed bya fleshmeld,
the creature’smind is mergedintothefleshmeld’s
consciousness. More resilient minds mayfight
against this assimilation, but inevitably,themind
succumbs to the discordant chorus of thoughtsto
kill and consume.
ACTIONS
FLESH MELD Multiattack.The fleshmeld makestwo
Bite attacks.
Typically
HugeAberration, Evil
Chaotic
Attack:+8tohit,reach30ft.,onetarget.
Weapon
Bite.Melee
Armor Class 12 Hit: 16(2d10+5) piercingdamage,and if the targetis a Large
hasthe grappledcondition (escapeDC
Hit Points 95 (10d12 + 30) or smallercreature,it
meld.
Speed 30 ft., climb 30 ft. 15)andispulledupto 15feettowardtheflesh
INTELLECT SNARE
When the strangehorrors of theFar Realm rip at
the minds of individuals,someof thosewayward
shredsof thoughtconglomerateto form an intellect
snare.An intellectsnare appearsas a writhing ball
of tentacles,echoingwith the cacophonoussounds
of everythoughtthe snare has consumed.
Intellect snares are scavengers,oftenfoundscour-
ing the aftermathof a mind flayerattackto feaston
whateverhaplesscreaturesare left behind.An in-
tellectsnare feedsby wrappinga creaturein oneof
its tentaclesand then siphoningshredsof thought,
leavinga tatteredmind in its wake.
j
Condition
Immunities
blinded,
charmed,frightened,prone (escape
DC17).
Senses
blindsight
120ft.(can’tseebeyondthisradius),
passivePerception13 Bonus ACTIONS
Languages DeepSpeech,telepathy120ft. SiphonThoughts.Theintellect
snaretargetsonecreatureit is
Challenge8 (3,900XP) ProficiencyBonus+3 grappling.
Thetargetmustmakea DC 17Intelligencesaving ee
throw,taking21(6d6)psychic
damageon a failedsave,or
of Minds.Anycreaturethatstartsits turnwithin 30
Cacophony halfasmuchdamage ona successful
one.The intellectsnare
feet ona DC17Wisdom
snaremustsucceed
ofthe intellect thenregains
anumber
ofhit pointsequaltotheamountof
savingthrowor havetheincapacitatedconditionfor 1 minute. damage
taken.
An incapacitated canrepeat
creature t hesaving throwatthe
JABARI
WEATH
wee
208 APPENDIX A | BESTIARY
a
a , a d
“ae 7 1» >, &@©
MIND FLAYERS
Mind flayers, also known as illithids, feastonthe
brainsof Humanoidsacrossthemultiverse.
They
are distinguished by their purple-tonedskinand
octopus-likeheads,fromwhichextendwrithing
tentacles.
Brain.MeleeWeapon
Extract Attack:+9to hit,reach5ft., one
MIND FLAYER CLAIRVOYANT Humanoid
incapacitated grappled bythemindflayer.Hit: 55
MediumAberration,Typically
LawfulEvil If this damage reducesthetargetto
piercing
(10d10) damage.
by a
extracting nddevouring VA
“3
s
©
0hitpoints,themindflayerk illsit
ArmorClass15(breastplate)
itsbrain.
Hit Points 156(24d8+48)
Speed30ft., fly 60 ft. (hover) Spellcasting Themindflayercastsoneofthefol-
(Psionics).
lowing nospellcomponents
spells,requiring andusingIntelli-
STR DEX CON INT WIS CHA genceasthespellcastingability(spellsaveDC 17):
11(+0) 12(+1) 15(+2) 21(+5)17
(+3)18(+4) Atwill:detectmagic,detect magehand(thehandis
thoughts,
invisible)
SavingThrows Int +9,Wis +7,Cha+8 3/dayeach:clairvoyance (asanaction),dispelmagic
Skills Arcana +9, Insight +7,Perception+7,Stealth+5 1/day:planeshift(selfonly)
Damage Resistances psychic
Condition Immunities blinded, charmed,frightened Unleash Void(Recharge 5-6).Themindflayeropensa rift into
Sensesdarkvision120ft.,truesight 17
Perception
15ft.,passive theFarRealm, centered ona pointthemindflayercansee
120ft.
telepathy
LanguagesDeepSpeech,Undercommon, within60feetofitself, anda lashesacrosscreatures
tentacle
11(7,200XP)
Challenge +4
Bonus
Proficiency neartherift.Eachcreature otherthanmindflayerswithin30 zt
Sa
NO
rr
feetoftheriftmustmakea DC17Intelligence savingthrow,
failsasaving
LegendaryResistance(3/Day).|fthemindflayer afterwhichthetentacle disappearsandtherift closes.On a =~
>
instead.
tosucceed failed acreature
save, 18(4d8)
takes fromtherift
colddamage
itcanchoose
throw,
fromthetentacleandhasthe
damage
plus18(4d8)psychic
Magic Resistance. The mind flayerhas advantageon saving
stunnedconditionfor 1 minute.On a successfulsave, a crea-
effects.
throwsagainstspellsandothermagical only.A stunnedcreature can
halfasmuchdamage
turetakes
repeatthesaving throwattheendof o
each fits turns,ending
ACTIONS onitself onasuccess.
theeffect
attacks.
Multiattack.The mindflayermakestwoTentacle
REACTIONS
Tentacle. Melee Weapon Attack: +9to hit, reach5 ft.,onecrea-
ture.Hit: 21 (3d10+5) psychicdamage. Ifthe targetisMedium Whenhitbyanattackroll,themindflayergains
WarpReality.
or smaller,it hasthe grappledcondition(escapeDC17)and a+4bonustoitsACagainst causing
thatattackroll,potentially
must succeedon a DC 17 saving
Intelligence throworhavethe alongwithanyequipmentit
ittomiss.Thenthemindflayer,
incapacitatedconditionuntilthegrappleends. is wearingor carrying,magicallyteleports up to 60 feet to an
unoccupiedspaceit cansee.
Ce
MIND FLAYERPROPHET
MediumAberration,
Typically
LawfulEvil
ArmorClass17(natural
armor)
HitPoints97(15d8
+30)
Speed30ft.
Awareness.
Themindflayerhasadvantage
oninitiative
rolls
andcan'tbesurprised
aslongasitdoesn’t
havetheincapaci-
tatedcondition.
MagicResistance.
Themindflayerhasadvantageonsaving
throwsagainstspellsandothermagical
effects.
ACTIONS
5 ft.,onecrea-
Tentacles.MeleeWeaponAttack:+8to hit,reach
ture.Hit:16(2d10+5)psychic damage.If thetargetis Medium|
condition
it hasthegrappled
or smaller, DC16)and
(escape
mustsucceed saving
ona DC16Intelligence throworhavethe
stunnedconditionuntilthegrappleends.
5 ft., one
ExtractBrain. MeleeWeaponAttack:+8to hit,reach
Humanoidgrappled bythemindflayer.Hit:55(10d10) piercing
damage.If thisdamage reduces to0 hitpoints,the
thetarget
anddevouring
mindflayerkillsit byextracting itsbrain.
MindWhip(Recharge 5-6).Themindflayer outwith
lashes
psychicenergy, targetingu ptotwo creatures itcanseewithin
E
60feetof itself. achtarget m ust succeed o na DC16 Intelli-
gencesavingthrowortake23(4d8+5)psychic damage and
havethestunned condition f or1 minute. A stunnedt argetcan
throw atthe endof ofits
each turns,e nding
repeatthesaving
theeffectonitself ona success.
Spellcasting Themindflayer
(Psionics). castsoneofthefol-
n ospell c omponents andusingIntelli-
lowingspells,requiring
genceasthespellcasting ability(spellsaveDC16):
thoughts, levitate
At Will:detectmagic,detect
monster, plane (selfonly),trueseeing
shift
1/dayeach:dominate
* a
wy) eZ
Xe: (oe.
A | BESTIARY &@
210. «APPENDIX
MUTATES
A creature exposed to the strangeenergyof theFar Severalcommontypesof mutatesexist.The indi-
Realm risks developing mutations.Sucha creature vidualswithstatblockspresentedin this sectionare
: undergoesa metamorphosis as thepowersof the foundin theprecedingadventure,althoughother
Far Realm rewrite the fundamentals of the crea- mutatesexist. Some creatures are more prone to be-
a ture’s existence. coming Far Realm mutates,such as the cloaker and
Any creature can become a mutate and transform otyughpresentedon the following pages.
toexhibit physical characteristicsassociatedwith Mutatesoftengainpsionicabilities,growwings,
theFar Realm. Some creaturesbecomemutates becomecoveredin otherworldlyslime,or exhibit
afterprolonged exposure to Far Realmenergyor otherunsettlingtraits.Specificmutatedcreatures
magicdrawn from that strangeplane.Othersdelib- arefurtherdescribedin thesectionsthatfollow.
eratelychange themselves,seekingtoembracethe
fell powers they worship. Creaturesthatbecome
mutatesoften inexplicably changebackto theirpre-
vious forms once the Far Realm influence abates.
Forcing a transformation on creaturesinexplica-
asthemindflayer
blyfails,thoughevil forces—such
empireof old—have conductedmuchresearchon
thetopic. For centuries, mind flayershavetried
to create armies of mutates to sweep through the
Underdark. However, their efforts always proved
fruitless, and eventually the mind flayers gaveup
their schemes.
4 fu» 4
CLOAKER MUTATE
The malign energyof the Far Realm causesa
cloakerto mergewith the rottedcorpseof its last
meal,resultingin a hideouspuppeteeringAberra-
tion.The cloaker mutateshroudsits actionsina
miasmaof phantasmicduplicates.It uses thecorpse
meldedtoits underside
toabsorbdamageandto HUMANOID MUTATE
strike at prey.
When theinfluenceof the Far Realm affects Hu-
———————
manoids,theresulting creature might be a thing of
CLOAKER MUTATE nightmares.Multitudinouswebbed wings sprout
Large
Aberration,
Typically
Chaotic
Neutral
haphazardlyalongthis mutate’sbody. Its skin be-
ArmorClass14(natural
armor) comesclammyand as smoothas a salamander’s.
Hit Points143(22d10+22) Some intelligentHumanoid mutatesretain their
Speed10ft.,fly30ft. personalitiesfrom beforethey were exposed to the
Far Realm.Some, drivenby the allure of other-
oe
tageonattackrolls. SkillsPerception
+3,Stealth+6
DamageResistances psychic
ACTIONS Condition
Immunities
charmed,
frightened
Sensesdarkvision120ft.,passivePerception13
Multiattack.ThemutatemakesoneCorpseSwipeattackand
LanguagesCommon,telepathy 60ft.
twoTailattacks,or it makesfourTailattacks.
Challenge
4 (1,100XP) ProficiencyBonus+2
CorpseSwipe.MeleeWeapon
Attack:+8to hit,reach
5 ft.,one
target.
Hit:20(3d10
+4)bludgeoning
damage.
If thetarget
isa SunlightSensitivity.
Whilein sunlight,themutatehasdisad-
creature,
it mustsucceedon a DC 16Constitution
savingthrow vantageonattackrolls.
or havethepoisonedconditionfor 1minute.Whilepoisonedin
thisway,a creature
can’tregainhitpoints. ACTIONS
Tail.MeleeWeapon
Attack:+8to hit,reach10ft.,onetarget. Multiattack.ThemutatemakestwoUnarmedStrikeor Night-
Hit:13(2d8+4)slashing
damage. mareBlastattacks.
UnarmedStrike.MeleeWeapon 5ft.,
Attack:+6to hit, reach
Bonus ACTIONS onetarget.Hit:7 (1d6+4) bludgeoningdamageplus 10(3d6)
PhantasmalDuplicates. Themutatemagically projectsupto psychicdamage.
makeit difficult
of itself. Theseduplicates
fourillusorycopies NightmareBlast.Ranged Weapon Attack:+6to hit, range60 ft.,
to ascertainthemutate’s truelocationandlastuntiltheend Hit: 7 (2d6)psychicdamage,andthetargetmust
onecreature.
of the mutate’snextturn. While the copies exist,attackrolls ona DC12Wisdom
succeed savingthroworhavethefright-
against withdisadvantage.
aremade
themutate nextturn.
untilthestartofthemutate’s
enedcondition
PsychicMoan(Recharge 6).Themutateletsouta moan
within60feetof the | REACTIONS
chargedwithpsychicenergy.Eachcreature
mutatethatisn’tan Aberrationmustsucceedon a DC 16Wis- Flight.Immediately
Defensive themutate
aftertakingdamage,
domsavingthrowor take17(5d6)psychicdamageandhave doesn’tprovokeopportu-
fliesupto itsspeed.Thismovement
condition
thefrightened nextturn.
untiltheendofthemutate’s nityattacks.
—SSS=) ll
e
OTYUGH MUTATE
Risingfrom piles of carrion andfilthexposedtoa
Realmenergy,an otyughmutategrowschitinous.
jet-blackplatingoverits limbs.The platescontrast
withthetranslucent,
sharply ap
almostghostly,
pearanceof its flesh,which providesagrotesque
re-
windowintothevirulentrefusetheotyugh
centlyconsumed.
a
OTYUGH MUTATE
Aberration,
Large Neutral
Typically
armor)
ArmorClass16(natural
HitPoints76(8d10+32)
Speed30ft.
Virulent
Breath.Noxiousgasfromthemutate’sdigestion
ofprevious
mealsspewsfromitsmouth. Atthestart
ofthe
mutate’s
turn,eachcreature
within5feet
ofit mustsucceed
ona DC 15Constitutionsavingthrowor take3 (1d6)poi-
sondamage.
ACTIONS
Multiattack.The mutatemakestwo BiteorTentacleattacks.
It
_ canreplaceoneof these attackswithChitinSlam.
Bite. Melee Weapon Attack: +7to hit, reach5 ft., one target.
Hit:13(2d8+4) piercingdamage.
If thetarget
isacreature,
it
_ mustsucceedona DC15Constitution saving
throworhavethe
poisonedcondition.Every24hoursthatelapse,
thetarget
must
repeatthesavingthrow,reducingits hitpointmaximum by5
(1d10)onafailure. On a successfulsave,thetargetis nolonger
poisoned.Thetargetdies
if its hitpointmaximumisreduced
to0.Thisreductiontothetarget's hitpointmaximumlastsun-
tilitnolongerhasthepoisoned condition.
Tentacle.MeleeWeaponAttack:+7to hit,reach10ft.,one
damage,
Hit:13(2d8+4) bludgeoning
target. if thetarget
and
condition
ithasthegrappled
isa Mediumor smallercreature,
(escapeDC 15)andthe restrainedconditionuntilthisgrap-
one
thatcangrapple
pleends.Themutatehastwotentacles
targeteach.
ChitinSlam.Themutatetargetsonecreature
itisgrappling,
slamming against
thecreature Thecrea-
plating.
itschitinous
savingthrowor
_ turemustsucceedon a DC 15Constitution
_take16(3410)bludgeoning damageandhave con-
thestunned
ditionuntiltheendof themutate’s
nextturn.
OCULORB
Manyoculorbsaredreamedintoexistence
bybe-
holders.The Far Realm’sstrangepower can per-
vadea beholder’sdreams,resulting in the birth
of
an oculorb.
Oculorbs resemblea slimy conglomerationof
eyes
in manysizes and shapes.They are dreaded
evenby
thebeholders
thatbirththem.An oculorbis a tangle
of negativeemotions—thefury, melancholy,and
ob-
session of its creator,all givengruesome,corporeal
form. Like a beholder,an oculorb can fire beamsof
energyfrom its eyes,but an oculorb’seyeslack the
more sophisticatedmagical natureof a beholder’s
eyestalks.Instead,an oculorb unleashespowerful
wavesof energychargedwith negativeemotions,
cowing its foeswith despair and ire.
— sss ee a — ’
ACTIONS REACTIONS
Multiattack. The oculorb makestwo Dreadful Contact attacks ObsessiveRebuke. Whentheoculorbis damagedbya creature
or four EyeBeamattacks. it canseewithin60feetofitself, it forcesthecreatureto make
a DC 16Wisdomsavingthrow.Thecreaturetakes10(3d6)
psychicdamage onafailed save,or halfas muchdamageon a
successfulone.
VALENZU
BRAN
“
ts ~ &
Rede
Oe SST
Res an L
eat»
i
“ey
Lae
we
Ae
,
he
a“
wc
ArmorClass16 (studdedleatherarmor)
HitPoints
58(13d6
+13)
Speed
30ft.
neanes
SavingThrowsInt+5,Wis+4
SkillsStealth+8
DamageResistances psychic
Sensesdarkvision60ft., passivePerception
12
LanguagesCommon,Goblin,telepathy 60ft.
Challenge4 (1,100XP) Proficiency
Bonus+2
ACTIONS
Multiattack.ThegoblinmakesthreePsychicBladeattacks.
PsychicBlade.Meleeor RangedWeapon Attack:+6to hit,reach
5 ft. or range60ft., onecreature.Hit: 11(2d6+4) psychic
damage,andthe targetmustsubtract1d4fromthenextattack
REDBRAND RUFFIAN
rollorsavingthrowitmakes
before
theend
ofthe goblin’s Redbrand ruffians are ruthless enforcers skilled at
nextturn. intimidationandviolence.They
' : work for moneyand
Spellcasting(Psionics).Thegoblincastsoneof thefollowing aveno scruples.
oil P =
spells,requiringno spellcomponentsandusingIntelligence as
the spellcastingability(spellsaveDC 13): REDBRAND RUFFIAN
MediumH id,TypiNeut
At will: magehand(thehandis invisible),minor
illusion Bee oat SPOON Ne eef
1/dayeach:charmperson,dissonant whispers, telekinesis ArmorClass11(leather
armor)
SynapticRend(Recharge
5-6).Thegoblinunleashes
a HitPoints16(3d8+3)
30-foot-radiussphereof psychicenergy,centered
ona point Speed30ft.
thegoblincanseewithin60feet
ofitself. Eachcreature
inthat [ener
area must make a DC 13 Intelligencesavingthrow. Ona failed STR DEX CON INT wis ae
save,a creaturetakes14(4d6)psychicdamageandhasthein- 14(+2) 10(+0) 12(41) 9 (-1) 9 (-1) 11(+0)
nextturn.On
of thegoblin’s
conditionuntiltheend
capacitated ——— =
a successfulsave,a creaturetakeshalfasmuchdamageonly. +2
SkillsIntimidation
SensespassivePerception
9
Languages Common
Sees ; action.
: Challenge 1/2(100xP) ProficiencyBonus+2
orHide
ThegoblintakestheDisengage
NimbleEscape.
PsionicShield.Whenthegoblinor oneof its allieseet . Rete .
conjuresa shie
it is hitbyanattackroll,the goblin a
on tated of theattacka a +3bonusto itsAC Shortsword. MeleeWeapon 5 ft., one
Attack:+4to hit, reach
causingit to miss.
againstthe triggeringattackroll,potentially target.Hit:5 (1d6+2)piercingdamage. |
a ed [t. ——
CAPE OF ENLARGEMENT
WondrousItem, VeryRare (RequiresAttunement)
Ancient runes are stitchedin silverthreadalongthe
hemof this grayish-purplecape.
The cape has 3 charges.As a bonusactionwhile
wearing the cape,you can expend1 of itscharges
toenlargeyourself, grantingyourselfthefollow-
ing benefits:
- Your size increases by onecategory—from Me-
dium to Large, for example.If thereisn’tenough
room for your size to increasebyonecategory, you
insteadbecome the maximumpossible sizein the
spaceavailable.
- You haveadvantageon Strengthchecksand
Strength saving throws.
+When you hit with an attackroll usinga weapon
or an unarmed strike, youcanaddyourprofi-
ciencybonus to the attack’sdamage.
These benefits last for 10minutesor untilyouuse
another bonus action to dismiss them. The capere-
gains 1d3expendedchargesdailyatdawn.
FLAYER SLAYER
Weapon (Greataxe), Rare (Requires Attunement)
Carvings of decapitatedmind flayersadornthis
greataxe’smetal blade.You gaina +1bonustoat-
tackand damage rolls madewith thisgreataxe.
An Aberration hit with this greataxetakesan
extra1d12slashingdamage. is
If theAberration
currentlygrapplinga the
creature, must
Aberration
succeedon a DC 15 Strength savingthrowor re-
leaseeach creature it is grappling.
——a An
8 g
MinoGuaro Crown
a
a yaa wes
; oe oo y
fan: 2
r ‘ 4
" 4 \
wy YN
ma vae>BA
if
= yy
Recah
A MAGE THAT USES A MIND CRYSTAL TO ENHANCE ITS
heard clearly byall creatureswithin 1 mile of your- spiderclimb (1 charge)or web (2 charges; spell
self, regardlessof interveningnoise,for 1 minute. saveDC 15).
Magical silence, 1 footof stone,1 inch of common The staffregains 1d6+4 expended charges dail)
metal, a thin sheetof lead,or 3 feetof woodblocks at dusk.If you expendthe staff’s last charge, roll
this projection. If you projectyour voicewhile speak- a d20. Ona1, the staff crumbles to dust and is
ing a language the listeningcreaturesdon’tunder- destroyed.
stand, you can makethecreaturesunderstandwhat
you're saying. You mustbe ableto seethecreatures STAFF OF DEFENSE :
to make them understand.The ring regains1d6ex- Staff,Rare (Requires Attunement by a Bard, Sor
pended charges daily at dawn. cerer,Warlock,or Wizard)
This slender,hollowstaffis madeof glassyetis as
SPIDER STAFF : strongasoak.It weighs3 pounds.While holding
Staff, Rare (Requires Attunementbya Bard, Sor- thestaff,you havea +] bonus to your Armor Class.
cerer, Warlock, or Wizard) Spells.The staffhas 10charges.While holdingit,
is shapedlikea
The topof thismagicquarterstaff youcanexpendtherequisitenumberof chargesto
spider. It deals an extra 1d6poison damageonahit castoneof thefollowingspells from the staff:mage
when used to make a weaponattack. armor (1 charge)or shield (2 charges).
Spells. The staffhas10charges. Whileholding Thestaffregains1d6+4 expendedchargesdail)
it,you can expendtherequisitenumber ofcharges at dawn. If you expendthe staff’s last charge, roll a
to castone of thefollowingspellsfromthestaff: d20. On a 1,the staff shatters and is destroyed.
TORY TRACKER
keeptrackofthe
This sheet is intendedto helpyouoryourplayers
characters’progress throughoutthisadventure’s
story.
CHAPTER1:A DANGEROUS
JoURNEY
Notes
INPHANDALIN
2:TROUBLE
CHAPTER
Side Quest Notes
Notes S
WEB
3—4:THESPIDER’S
CHAPTERS AND CAVE
ECHO
WAVE j
Notes 2
OFPERIL
CHAPTER5:PATHS
Crime Scene Notes
isgranted
of theCoastLLC.Permission
©2023Wizards thispagefor personaluse.
tophotocopy
|
a CO aE ee oe
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A VET
VET EA or ee: ~~
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~~
Notes
CHAPTER
&:BEYOND
A LGHTLESS
STAR
Notes
7 TRANSFORMATIONS
NoTES
JoURNEY
1:A DANGEROUS
CHAPTER
Notes
INPHANDALIN
2:TROUBLE
CHAPTER
Side Quest Notes
eee
Notes
ee‘TFA
«Wea
Th es-;
es
ra
o
ee
R Pw
WEBANDWAVE
CHAPTERS3—4:THESPIDER’S CAVE
ECHO
Notes
OFPERIL
CHAPTER5:PATHS
Crime Scene Notes
isgranted
Permission thispage
tophotocopy use.©2023
forpersonal of theCoastLLC.
Wizards
= opeLisk PIECESRETRIEVEDUO44
OBELISK
CHAPTER6:THESHATTERED
SideQuest Notes
Notes
8: BEYOND
GHAPTER STAR
A LIGHTLESS
@ Notes
+ NoTES
TRANSFORMATIONS
1VfM4 Adis
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Mi ree)))
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