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Chamada Do Abismo

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The adventure involves pirates, creatures from the deep sea, and an awakened villain intent on destroying the world. Characters will have to sail along the Sword Coast battling pirate attacks and unraveling mysteries.

Assault from the Astral is a Dungeons & Dragons campaign for levels 1-12 involving pirates, creatures from other planes, and an illithid villain. Players will engage in pirate tropes and combat horrors from other worlds.

Locations mentioned include Neverwinter, Baldur's Gate, Waterdeep, and the Sword Coast. Underwater locations detailed are Gundarlun, Berranzo, and the wreck of the Golden Crown.

CREDITS SYNOPSIS

Story: JVC Parry Assault from the Astral


Author: JVC Parry After crash-landing onto the Material Plane, a strange,
otherworldly ship brings with it an unexpected wave of
Editor: Ken Carcas piracy, hideous creatures from the bottom of the Trackless
Proof: Julia King Sea, and a notorious foe who has been awakened from the
deep, intent on destroying the world as you know it.
Art Director: JVC Parry
Cover Art: Gabriel Cassata The adventurers must set sail along the Sword Coast,
Interior Art: Bradley O’Hanrahan, Daniel Comerci, Danny fending off the pirate attacks while putting together the
Pavlov, Dean Spencer, DMsGuild Creator Resources, fractured puzzle that will reveal the true villain.
Forrest Imel, Henry Peters, Luimiart, Martin Sobr, Nastya
Art, Nicolas Espinoza, Petr Sredl, Romain Defélix, Steven A Dungeons & Dragons 5th Edition Campaign for
Bellshaw, Tijana Jankovic characters from 1st - 12th level.
Cartography: Dyson Logos, Elven Tower, JVC Parry

Layout: JVC Parry


Assistant Layout: Julia King & Phil Beckwith
FOREWORD
Call from the Deep is a story about my favourite Dungeons
& Dragons villains; the illithid, some of my favourite novels
Playtesters: Daniel Leeming, Dan Hunt, Ethan and childhood films; Hook, Pirates of the Caribbean, &
Wrigglesworth, Helen Gibson, Julia King, Molly Meadows, Treasure Island, and my new found love for the work of H.
& Tom Wilkins P. Lovecraft. Additionally, it was inspired by my growing
love for the Forgotten Realms, and it has been a delight to
www.artstation.com/gabriel_cassata
www.dmsguild.com/browse.php?author=Bradley%20O be able to play in that world.
www.danielcomerci.com The adventure should inspire players to indulge in the
www.artstation.com/dannypavlov
www.deanspencerart.com
finest tropes of piracy; swinging from the rigging, blasting
www.artstation.com/forrestimel each other with cannons, and forcing landlubbers to walk
www.deviantart.com/htkpeh the plank. Once that tomfoolery is out of the way, the DM
www.deviantart.com/luimiart
www.martinsobr.com has the chance to take revenge. Otherworldly horror may
www.artstation.com/nastya-lehn break the minds of the characters, turning them from
www.artstation.com/vixgo
www.sredl.eu notorious captains to broken heroes.
romaindefelix.artstation.com If the characters can hold their own against the horrors
www.artstation.com/steve_bellshaw
www.artstation.com/tijanajankovicart
of the deep, and of the outer planes, they may emerge
dysonlogos.blog triumphant over one of the Realms most hideous villains.
www.elventower.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of
Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
TABLE OF CONTENTS
Sword Coast Map 7 Chapter 3: Scouring the Seas 80
Dramatis Personae 8 Folk of the Sword Coast 80
Introduction 10 Random Encounters 82
Adventure Background 10 Locations in the Island Kingdoms & Sword Coast 82
Running the Adventure 16 Alaron 82
Chapter 1: The Crash 17
Ardeep Forest 83
Neverwinter 18
Asavir’s Channel 83
Setting Sail 20
Ascarle 83
The High Seas 21
Aulmyr 83
Captain Callous 21
Sidebar: Water Pressure 83
Character Advancement 21
Aurilssbarg 84
Sahuagin Attack 23
Baldur’s Gate 84
Character Advancement 23
Bryn Shander 84
Gundarlun 24
Caer Allisynn 84
Gundbarg 25
Candlekeep 86
Gallows Grotto: General Features 29
Cloakwood 86
Travel in Gundarlun 31
Cloud Peaks 87
Fiskrbak 31
Daggerford 88
Berranzo 34
Dragonspear Castle 88
Character Advancement 34
Driftwood Docks 88
Berranzo: General Features 34
Endless Ice 88
Thiliossk’s Plan 38
Evermoors 88
The Wreck of the Golden Crown 39
Fields of the Dead 88
Underwater Environment 39
Fireshear 88
Golden Crown: General Features 41
Flamsterd 89
Hoch Miraz 42
Flamster’s Sunken Tower 89
Character Advancement 45
Forest of Tethir 90
Chapter 2: The Black Armada 46
Fort Morninglord 90
Running a Ship 46
Fort Vuuxaria 91
Baldur’s Gate 47
Gauntlgrym 94
Baldur’s Gate Locations 47
Goldenfields 94
Attack on Baldur’s Gate 53
Gull Rocks 94
Neverwinter 56
Gundarlun 95
Neverwinter Locations 56
Gwynneth 95
Kzixxaro 59
Helm’s Hold 95
Attack on Neverwinter 64
High Forest 96
Neverwinter Quests 65
High Moor 96
Waterdeep 68
High Road 96
Waterdeep Locations 68
Hundelstone 96
Force Grey 75
Ice Peak 96
Attack on Waterdeep 76
Icewind Dale 97
Waterdeep Quests 76
Ioma 98
Character Advancement 79
3
Ironmaster 98 Thornhold 122
Iumathiashae 99 Tír faoi Thoinn 124
Korinn Archipelago 99 Trackless Sea 124
Kressilacc 99 Triboar 124
Kryptgarden Forest 99 Troll Hills & Trollbark Forest 124
Lathtarl’s Lantern 101 Trollclaws 124
Leilon 101 Tuern 124
Lizard Marsh 101 Tulmene 125
Longsaddle 102 Underwave 125
Lost Peaks 103 Velen 126
Lurkwood 103 Warlock’s Crypt 127
Luskan 103 Waterdeep 127
Maelstrom 104 Westbridge 127
Mere of Dead Men 105 Westwood 127
Mintarn 105 Whalebones 127
Mirabar 106 Wood of Sharp Teeth 127
Misty Forest 107 Wreck of the Sea Witch 127
Mithral Hall 107 Yartar 128
Moray 107 Development 128
Murann 109 Character Advancement 128
Narino 109 Chapter 4: Pirate Kings & Kraken Priests 129
Nesmé 111 Travel to the Pirate Isles 129
Neverwinter Wood 112 Tentrix & Pirate Lords 129
Norland 112 Driftwood Docks 133
Oman’s Isle 112 Golden Crown: General Features 136
Phandalin 115 Tentrix’s Floating lair 136
Port Llast 115 Development 145
Purple Rocks 116 Character Advancement 145
Red Larch 116 Purple Rocks 146
Red Rocks 116 Utheraal 147
Reghed Glacier 117 Sanity Scores 147
Roaringshore 117 Trisk 151
Ruathym 117 Kraken Circle 151
Sea of Moving Ice 118 Tendrils of Hadar 153
Sea of Swords 118 Character Advancement 155
Sea Tower of Irphong 118 Chapter 5: Ascarle 156
Secomber 121 Kraken & Elder Brain 156

Skaug 121 Ruins of Ascarle 157

Small Teeth 122 Dungeons of Ascarle 159

Snowdown 122 General Features: Dungeons of Ascarle 160

Spine of the World 122 Additional Features: Desecrated Catacombs 161

Star Mounts 122 Additional Features: Undersea Shrine 163

Svardborg 122 Additional Features: Corrupted Caverns 168

Sword Mountains 122 Additional Features: Illithid Lair 171

4
Additional Features: Elder Brain Chambers 176 Reekmurk 226
Additional Features: Vestress’s Tomb 178 Malenti 227
Additional Features: Illithid Lair Second Level 180 Sahuagin Raider 228
Astral Retreat 183 Sea Cub 229
Conclusion 183 Sea Lion 229
Character Advancement 183 Sea Spawn 230
Appendix A: Random Encounters 184 Shoggoth 231
Appendix B: Creatures 196
Skeletal Swarm 232
Aldani 196
Swarm of Spellbooks 232
Anka 196
Tribute Gatherer 233
Brain Golem 197
Uchuulon 233
Captain Callous – Chapter One 197
Urophion 234
Captain Callous – Chapter Two 198
Uthgardt Shaman 235
Captain Callous – Chapter Three 199
Vajra Safahr 235
Captain Callous – Chapter Four 200
Vodyanoi 236
Captain Callous – Chapter Five 201
Walking Statue of Waterdeep 236
Coelenite 202
Wereshark 237
Coelenite Mass Mind 202
Zombie Dragon Turtle 238
Colossal Octopus 203 Appendix C: Magic Items 239
Eye of the Deep 204 Black Ice 239
Graven Image 205 Blackstaff 239
Hoch Miraz 206 Bracer of Flying Daggers 239
Hulking Crab 207 Conch of Teleportation 240
Sahuagin-Illithid Hybrid 208 Delver’s Armour 240
Ixitxachitl 209 Feather of Diatryma Summoning 240
Ixitxachitl 209 Figurine of Wondrous Power 240
Jarlaxle Baenre 210 Knave’s Eye Patch 240
Kelpie 211 Marid Conch 241
Laeral Silverhand 212 Moonbow 241
Giant Lightning Eel 213 Piwafi (Cloak of Elvenkind) 241
Merroni 214 Psionic Suit 241
Druskis 215 Ring of Truth Telling 241
Luzgrigaul 216 Smokepowder 242
Tharcereli 217 Staff of the Eel 242
Thiliossk 218 Tome of the Deep 242
Monkey 219 Wand of Diminution 242
Mutant 220 Wand of Stone Shape 242
Nereid 221 Appendix D: Ships & Crews 243
Nereid 221 Running a Ship 243
Dhurge 222 Random Ships & Crew 245
Jarl Bluebeard 222 Example Ships & Crew 248
Sea King Tentrix 223 Ship Maps 251
The Storm Maiden 224 Caravel 251
Ramazith Flamesinger 225 Keelboat 252

5
Longship 252 Merfolk 265
Sailing Ship 253 Sahuagin 266
Warship 253 Sea Spawn 267
Appendix E: Player Handouts 254 Aldani 267
Player Sword Coast Map 254 Character Feats 268
Black Armada Map 255 Beast Tamer 268
Black Armada Map - Translated 256 Cannoneer 268
Tentrix to Wulfgar 257 Firearms Expert 268
Tentrix to Wulfgar - Translated 258 Firearms Master 268
Tentrix’s Lair Note 259 Navigator 268
Tentrix’s Lair Note - Translated 260 Net Master 268
Sketch of Ascarle’s Entrance 261 Sea Legs 269
Cultist Statue Notes 262 Spear Specialist 269
Statue Symbols 263 Stoic 269
Tentrix’s Cipher 264 Submariner 269
Appendix F: Character Options 265 Underwater Archer 269
Character Races 265

6
SWORD COAST MAP

7
DRAMATIS PERSONAE
The main members of the adventure’s cast of characters are listed here in alphabetical order for easy reference.

Major NPC Description Main Description


Abeline Nerovarco Dread High Trident of Umberlee and member of Chapter 2 ("Waterdeep")
the kraken society
Alwynos Holimion Emerald Enclave archdruid fighting in Winterglen Chapter 2 (“Baldur’s Gate”)
on Gwynneth
Arveene Greysail Captain of The Voyage Chapter 1 ("The Crash")
Bartholomew Blackdagger Revenant Pirate Lord of the Black Armada who Chapter 2 ("Neverwinter")
attacks Neverwinter
Captain Callous Pirate captain of the Devil's Fin Chapter 1 ("The Devil's Fin"), stat
block in appendix B
Captain Scummer Green slaad Pirate Lord of the Black Armada Chapter 4 ("Driftwood Docks")
Dagult Neverember Lord Protector of Neverwinter Chapter 1 ("The Crash")
Delshara Windhair Witch of the Waves and ship enchanter from Chapter 2 (“Baldur’s Gate”)
Orlumbort
Desecratus Profanis Spirit naga corsair, Pirate Lord of the Black Chapter 4 ("Driftwood Docks")
Armada
Dhurge Sahuagin baron wandslinger, Pirate Lord of the Chapter 4 ("Driftwood Docks")
Black Armada
Druskis Attendant of Zellix'Phor Introduction ("The Colony of
Zellix'Phor"), stat block in appendix B
Frannis Sea-King of Utheraal in Purple Rocks, and Chapter 4 (“Purple Rocks”)
Kraken Society dissenter
Garrundar the Vile Black dragon mercenary captain on Pirate's Chapter 2 ("Neverwinter")
Skyhold
Grabbit Goblin boss of Tentrix’s Floating Lair Chapter 4 (“Driftwood Docks”)
Hama Dryad living in Baldur's Gate Chapter 2 ("Baldur's Gate")
Ilanquor Sahuagin malenti based in Tharqualnaar Chapter 2 (“Waterdeep”)
Ingrimarr Deep Lord leader of the Kraken Society in Purple Chapter 4 ("Purple Rocks")
Rocks
Jarl Bluebeard Frost giant raider, Pirate Lord of the Black Chapter 4 ("Driftwood Docks")
Armada
Keros the Wanderer Triton scholar and friend of Ramazith Chapter 2 (“Baldur’s Gate”)
Flamesinger
Kharg Sahuagin baron from the Golden Crown Chapter 1 ("The Wreck of the Golden
Crown," area w19)
Kharon Merrenoloth quartermaster of Tentrix’s Floating Chapter 4 (“Driftwood Docks”)
Lair
Klaptikos of the Great Wave Marid genie Sultan trapped in a marid conch in Chapter 2 ("Waterdeep")
Waterdeep
Kzixxaro Aboleth furthering the goals of the Abolethic Chapter 2 ("Neverwinter")
Sovereignty in Neverwinter
Laeral Silverhand Open Lord of Waterdeep Chapter 2 ("Waterdeep")
Len-jes Genasi Harbourmaster of Neverwinter Chapter 2 ("Neverwinter")
Lureene Farfog Storm Priestess of Umberlee Chapter 2 ("Baldur's Gate")
Luthra ‘Powder’ Lingenhall Gnome inventor and swashbuckler of Tentrix’s Chapter 4 (“Driftwood Docks”)
Floating Lair
Luzgrigaul Attendant of Zellix'Phor Introduction ("The Colony of
Zellix'Phor"), stat block in appendix B

8
Mardred the Many Wizard member of the Many-Starred Cloak Chapter 2 ("Neverwinter")
Mei Ling Aquatic vampire preying on mercenaries near Chapter 2 (“Neverwinter”)
Mintarn
Melessa Suaril Priestess of High Moonlight of Selûne Chapter 2 ("Waterdeep")
Olgrave Redaxe King of Gundarlun Chapter 1 ("Gundarlun")
Ramazith Flamesinger Mage with a wealth of marine knowledge in Chapter 2 ("Baldur's Gate")
Baldur’s Gate
Selacio Cradano Zhentarim loanshark Chapter 2 ("Baldur's Gate")
Shava the Damned Deathlock mastermind and Regent of Ascarle Chapter 5 ("Ascarle")
Skotha Stormwind Jarl of Fiskrbak Chapter 1 ("Fiskrbak")
Slarkrethel Spellcasting kraken of the Trackless Sea Chapter 5 ("Ascarle")
Storm Maiden Battle leader from Norland, Pirate Lord of the Chapter 4 ("Driftwood Docks")
Black Armada
Tentrix, Sea King Pirate king of the Black Armada Chapter 4 ("Driftwood Docks")
Tharcereli Attendant of Zellix'Phor Introduction ("The Colony of
Zellix'Phor"), stat block in appendix B
Thea Wisecobble Harper leader of The Berg Chapter 2 (“Neverwinter”)
Theryis & Toram Elven Harper faction agents Chapter 2 ("Neverwinter")
Thiliossk Attendant of Zellix'Phor Introduction ("The Colony of
Zellix'Phor"), stat block in appendix B
Tra’ados Githyanki sarth hunting the mind flayers Chapter 2 (“Neverwinter”)
Ulder Ravenguard Grand Duke of Baldur's Gate Chapter 2 ("Baldur's Gate")
Uth'ivellios Cithrea Sea elf leader of Tharqualnaar Chapter 2 ("Waterdeep")
Vestress Undead mind flayer and ex-Regent of Ascarle Chapter 5 ("Ascarle")
Wulfgar the Black Kraken Priest of the Black Armada who attacks Chapter 2 ("Baldur's Gate")
Baldur's Gate
Yartra Kethron Kraken Society member charged with capturing Chapter 2 ("Baldur's Gate")
Ramazith Flamesinger
Zar’ryth Githyanki kith’rak and crèche leader in Flame Chapter 3 (“Tuern”)
Fault on Tuern
Zellix'Phor Elder brain currently in control of Slarkrethel and Introduction ("The Colony of
the Kraken Society Zellix’Phor")

9
INTRODUCTION The Illithid Empire
ou are about to set sail on an epic adventure Entirely alien to most of the common folk of the Realms,

Y
that thrusts the heroes into the middle of a the illithid, or mind flayers, formed an empire of psionic
pirate-filled mystery. Call from the Deep is a hive mind slavers who brought devastation to populations
Dungeons & Dragons 5th Edition campaign for of sentient creatures. Over many centuries, and across
four to six player characters. Players should innumerate worlds, these tentacled nightmares subjected
start with 1st level characters and reach at least thousands of races to psychic torture, breaking their will
10th level by the campaign’s conclusion. and turning them into thralls. Telepathically united, these
The campaign takes place in the Forgotten Realms, aberrations traversed the Outer Planes in nautiloids, ships
specifically in a region known as the Sword Coast, on the attuned to their needs, in search of races to enslave.
western shore of Faerûn and the seas beyond. Nonetheless, One of these races were the gith. Although they were
you can easily adapt the adventure to your home campaign dominated for centuries by the illithid, somehow the gith
by changing the names of various locations and factions. revolted against their oppressors, overthrowing their
I recommend that you read the entire campaign before empire and scattering the remaining mind flayers far and
attempting to run it. This introduction begins with an wide. Although the details of the uprising are unknown,
“Adventure Background” section that summarises the the illithid and gith (who became two separate races, the
events that set the adventure in motion. The “Running the githyanki and githzerai), still hold utter contempt for each
Adventure” section tells you everything you need to know other. The gith actively seek out Illithid to destroy, and mind
to run the adventure smoothly. That section also presents flayers seek githyanki crèches on the Material Plane to
guidelines for character level advancement, outlines the subjugate and torture. For more information about the gith
flow of the adventure, and describes its major challenges. and illithid conflict, known as the Endless War, see Chapter
Once you’ve reviewed this material and are ready to run the 4 of Mordenkainen’s Tome of Foes.
campaign, proceed with chapter 1, “The Crash”. In recent times, most surviving Illithid are scattered
across the Astral Plane. A few made it to other worlds,
where they continue to harvest brains and create thralls.
ADVENTURE BACKGROUND Numerous sects of illithid have taken up home in the
Underdark, the vast network of caverns beneath Faerûn.
The Sword Coast is where the continent of Faerûn meets
Here, hidden in the shadows, they devour the brains of
the Sea of Swords in the west. This coastline is populated
sentient creatures to sustain themselves.
by a wealth of different folk from the Savage Frontier in
Illithid culture is founded on knowledge and
the north down to the nation of Amn in the south. The
understanding. As well as consuming brains for sustenance,
settlements on the coast and the Island Kingdoms of the
mind flayers also receive memories and wisdom stored
Sea of Swords and Trackless Sea are the primary settings
within their victims’ brains, which is immediately
of this campaign, but other inland locations may feature
transmitted throughout their colony telepathically. At the
more prominently during your playthrough. For additional
head of these colonies are Elder Brains. These beings of
information on these locations, consult the Sword Coast
supreme intelligence manage the illithid communities,
Adventurer’s Guide.
accessing the information they hold and using it to further
The coastline itself is perilous and changeable. In the
the will of the race. Their goals are known as The Grand
north is the Sea of Moving Ice, filled with great bergs that
Design, which focusses on rebuilding their lost empire, and
shatter the hulls of unwary ships. Further south lies calmer
subjugating their remaining enemies.
waters and friendly ports and cities, such as Neverwinter,
Waterdeep, and Baldur’s Gate. Despite the existence of
these havens, Red Rocks isn’t the only thing that will sink The Colony of Zellix’Phor
your vessel. Pirates from Luskan and The Northlander Isles
Zellix’Phor is an ancient elder brain, who remembers the
roam the coast, targeting merchant galleys and bullying
destruction of the illithid empire. Through the absorption
fishing boats. The seas too are cruel, harbouring hideous
of dead illithid brains, Zellix’Phor came to know the causes
monsters, tempestuous squalls and unseen horrors in their
of the empire’s fall and is obsessed with vengeance. Driven
depths.
by bloodlust, the illithid colony that follows Zellix’Phor
Many strange forces have threatened the Sword Coast in
searches across the Planes of Existence for githyanki
recent years, from marauding giants to a death curse, the
crèches, hoping to decimate their population through
Cult of Elemental Evil and Tiamat herself. Brave heroes
infanticide.
have managed to restore peace to the region each time,
Zellix’Phor had become a name that elated mind
but this new threat may be the breaking point. Something
flayers and brought dread into the hearts of the gith. His
distinctly alien has crash-landed in Faerûn. Something
devastating effect upon the githyanki population was well
which the Material Plane is not equipped to deal with.
known, and horrifying stories were told within that culture
of the silent and deadly arrival of the illithid vessel which
housed Zellix’Phor and his disciples.
Over time, the colony of Zellix’Phor grew to a point
where it could barely sustain itself. All available nautiloid
10
space was dedicated to the illithid, and their thralls were The ongoing psionic battle between the elder brain and
jettisoned to make room for the superior race. The need for the kraken has renewed Zellix’Phor’s lust for domination,
brains to fuel the mind flayers meant that the nautiloid in and the elder brain has sent out its agents into the Sword
which the colony lived was visiting the Material Plane ever Coast to bring back the brains of its inhabitants, and the
more frequently. Despite generations of tactical warfare delicious knowledge contained within.
knowledge assimilated by the Zellix’Phor, his arrogance Being a powerful spellcaster and aspect of Umberlee,
became his downfall. The gith had been tracking the Slarkrethel had a large following on the Sword Coast
nautiloid across the Planes, waiting for the right time to and throughout the Island Kingdoms in both the Kraken
strike. Believing himself invincible, Zellix’Phor commanded Society, and informal followers such as those on Purple
the vessel to dock on the Material Plane to stock up on Rocks. Now that Zellix’Phor is in control of the kraken, the
brains, and the ship was attacked. elder brain has the ability to telepathically and psionically
Githyanki knights, the fiercest and most formidable manipulate these agents to their will, and to further the
warriors of the martial race, struck the nautiloid with Grand Design.
immeasurable force. They entered the vessel as assassins
and decimated the illithid within. Without their thralls to Ideal. ‘All beings should submit to the will of Zellix’Phor. I
take the brunt of the assault, the mind flayers were on the will spread my influence across this new world.’
front line, and despite their formidable psionic capabilities, Bond. ‘Nothing is more important than rebuilding our
many were struck down by the silver swords of the lost empire, save, perhaps, for the extermination of the gith.’
Githyanki. The nautiloid crash-landed on the Northlander Flaw. ‘Zellix’Phor is invincible. Zellix’Phor is indomitable.
Isle of Gundarlun, killing nearly all aboard. Unfortunately, Zellix’Phor is omnipotent.’
Zellix’Phor and his closest attendants managed to survive,
sheltered from the destruction in the elder brain chamber The Attendants of Zellix’Phor
of the nautiloid. As far as the githyanki are concerned, the
suicide mission was a success. Zellix’Phor was initially attended to by nine illithids. These
mind flayers were tasked with uncovering specific areas
Zellix’Phor of knowledge to help prolong the life and fulfil The Grand
With an unimaginable intellect and iron will, Zellix’Phor Design of Zellix’Phor. After the crash occurred, these nine
is an Elder Brain whose like has not been seen on helped Zellix’Phor escape from the crash site in what
the Material Plane for centuries, if ever. Zellix’Phor is remained of their destroyed nautiloid - the elder brain
determined to rebuild the illithid empire around themselves chambers and control room.
and their colony, and also to exterminate the remaining After fleeing the island in the shattered remnants,
gith. The elder brain is arrogant and believes themselves to the attendants ended up in the Trackless Sea. They
be invincible, unable to be outsmarted or outmatched. were immediately noticed by Slarkrethel, the ancient,
After the crash, Zellix’Phor felt fear for the first time. The spellcasting kraken who rules over those waters. In
gith had destroyed their colony, save for a handful of minor a devastating battle, which claimed the lives of five of
disciples and their attendants. Thankfully, Zellix’Phor’s Zellix’Phor’s attendants, Slarkrethel was subdued with
loyal acolytes put their lives on the line to find them a psionic energy long enough for the elder brain to be grafted
suitable vessel to occupy; the head of Slarkrethel the onto the kraken, dominating the brain of Slarkrethel.
Kraken. The four remaining illithid disciples are detailed overleaf.
Their game statistics can be found in appendix B.

11
Druskis Luzgrigaul
Primary attendant to Zellix’Phor, Druskis was tasked Luzgrigaul despises humanoids, viewing them as truly
with accumulating knowledge of the Gith. They delighted inferior beings, from which nothing valuable can be learnt.
in consuming the brains of the crèche leaders and using If it were not for the diet of the illithid, Luzgrigaul would
the information gained through consumption to locate happily convert every living being into a mind flayer and
every last Githyanki infant and slaughter them. Druskis is incinerate the remnants of any inferior culture left behind.
impatient and fastidious, only consuming fresh Gith brains This contempt for those they consider lesser extends even
if at all possible. to those within the colony. Whilst illithids truly belong to
Despite their flaws, Druskis remains unquestionably a hive mind, those closer to the elder brain are often more
loyal to Zellix’Phor and was instrumental in rescuing the intelligent or have mastered greater knowledge, than those
elder brain from the crash site on Gundarlun. Druskis truly further detached, and to Luzgrigaul they are not worth a
believes that without Zellix’Phor, the illithid empire will second look.
suffer a calamitous and irreparable loss. Luzgrigaul’s area of expertise is the infusion of psionics
Druskis has a special connection with the elder brain, and technology. They piloted the nautiloid and created
and Zellix’Phor can act through Druskis’s body when the magic items and augmented gear for the colony. Perhaps
two are close enough together. Through this connection, the most notable achievement of Luzgrigaul is the psionic
Druskis is able to lead the rest of the colony and its thralls suit, an enormous suit of armour powered by the mind,
in the exact way Zellix’Phor desires. Because of this in which Luzgrigaul prefers to fight. Luzgrigaul is also
connection, Druskis is also a master psion, capable of responsible for the outfitting of thralls and slaves with
exterting great power over the Material Plane through their augmentations such as flensing claws and survival mantles,
innate spellcasting. which allow their servants to make it down to the illithid
lair alive.
Ideal. ‘Zellix’Phor is the illithid’s empire’s greatest hope.
They shall be protected at any cost.’ Ideal. ‘Only through the fusion of psionics and technology
Bond. ‘I have a psychic connection with Zellix’Phor, I will our great race survive.’
am their favoured disciple, and will not permit any harm to Bond. ‘What remains of the nautiloid is essential for the
befall them.’ survival of Zellix’Phor, I will work tirelessly upon it until we
Flaw. ‘I despise having to consume the brains of can leave this wretched plane.’
inferior races, only those of fresh Gith truly sustain me. Flaw. ‘Any whose intellect I deem inferior to my own is a
Endangering my supply of brains is a serious threat I waste of space.’
cannot ignore.’

12
Tharcereli Thiliossk
Military statistician and determined warrior, Tharcereli Arrogant and unfeeling, Thiliossk is a biological
is easily the most martially capable of the colony of mastermind. They delight in zoological experimentation,
Zellix’Phor. At the colony’s height, Tharcereli would capturing new species of humanoid and subjecting them
actively hunt down and spy upon the warlords of humanoid to torturous trials, testing their thresholds for pain,
colonies, observing their behaviour on the battlefield and strength and psionic ability. Most of the other illithid
behind the closed doors of their war rooms. Only after avoided Thiliossk’s laboratory aboard the nautiloid, but the
observing the warlords for great lengths of time would information they gathered in this abattoir is indispensable
Tharcereli finally emerge from the shadows and demand a in the eyes of Zellix’Phor.
duel. Illithid are never warm to each other, but Thiliossk
Unlike most of their kind, Tharcereli longs for more than brings this lack of empathy to new levels, never showing
just a brain and the knowledge within, but for an epic clash the slightest emotion, and savouring the brains of subjects
of military mind and body. This, they assure the other mind that have been entirely broken through psychological
flayers, flavours the brain of the defeated with the most and pshysical torture. On top of this, Thiliossk went first
delectable seasoning of emotions. to protect their research after the crash, rather than the
Tharcereli killed the head of the githyanki knights that elder brain, which has pushed them to the bottom of the
attacked the nautiloid, but their hunger is insatiable. This remaining hierarchy.
lust for battle hides the fact that Tharcereli lacks the same Thiliossk’s responsibilities lie in the preservation of
psionic abilities of their peers. Whilst still able to emit brains and other organs, specifically those of spellcasters,
a powerful psychic blast to stun their foes, they lack the that can in turn protect Zellix’Phor from those who would
ability to truly dominate their opponents, and cannot plane do it harm. In addition, their biological research assists
shift as other illithid can. Luzgrigaul’s psionic infusion technology, leading to better
equipped thralls and slaves.
Ideal. ‘Intellect is common to all of my kind. Mastery in
battle is rare; I am unique.’ Ideal. ‘I do my best work when given the freedom to
Bond. ‘The more foes I can defeat, the stronger the experiment.’
colony will become. Their knowledge feeds out ambition.’ Bond. ‘I have important research that must be protected
Flaw. ‘My psionic abilities are underdeveloped; my at all costs.’
martial prowess is a distraction, but these failings leave me Flaw. ‘I have no empathy. Emotions are chemical and
vulnerable.’ hormonal, and belong to prey, not predator.’

13
These illithid attendants can be found throughout the Now that Zellix’Phor is in control, they aim to manipulate
campaign, often lurking just out of sight. Should the these agents and bring about the rise of a new Illithid
characters encounter them early, it could be disastrous empire. Somewhere trapped inside the brain of Slarkrethel,
for the party. Instead of having the mind flayers kill the the kraken’s psyche still exists, waiting to emerge and gain
characters, they should capture them and deliver them to bloody vengeance upon his oppressors.
Zellix’Phor. In chapter 5, when they feel that Zellix’Phor is
threatened, the attendants gather in Ascarle. Factions of the Sword Coast
Try and remember that illithid existence is an alien mix
of hive mind and individualism. No mind flayer is ever truly The devastating amalgamation of Slarkrethel and
alone, and their telepathic link to the elder brain and each Zellix’Phor is a threat to all folk of the Sword Coast. As
other is constant. Despite this, each mind flayer has their the campaign progresses, and the web of connections the
own area of expertise, and their own ‘personalities’. elder brain establishes grows, it becomes clear that a huge
number of lives are at risk. This, in turn, draws the attention
Slarkrethel of the various factions of the Sword Coast. Their agents
inevitably get involved in the battle for survival.
The terror of the Trackless Sea, Slarkrethel is a notorious
spellcasting kraken who has haunted the oceans of the The Harpers
Realms for eons. His formidable spellcasting ability is Working undercover in the major cities of the Sword Coast,
augmented by his psychic abilities. Unfortunately for the Harpers are mages and spies whose aim is to prevent
Slarkrethel, this psychic ability became his downfall. The the abuse of power. They accumulate knowledge on the
desperate mind flayers and elder brain from the crashed political workings of the Realms, endeavouring to protect
nautiloid assaulted the kraken from the remains of their the common folk from tyranny and oppression.
ship. Many of the remaining Illithid were killed by the The Harpers often recruit adventurers to assist the
ancient beast, but a huge scale psionic attack from the mind faction in times of dire need, especially when major towns
flayers probed into Slarkrethel’s psychic ability, temporarily and cities are threatened by authoritarian forces.
subduing him. Realising time was short, the few Illithid that
remained grafted the elder brain pool of Zellix’Phor into the The Lord’s Alliance
skull of Slarkrethel. With their unmatched knowledge of Hot-headed rulers of various regions of the Sword Coast,
bioconstruction, the Illithid physically attached Zellix’Phor the Lord’s Alliance is a band of powerful noblemen and
to Slarkrethel’s brainstem, and the two super intellects women that aims to destroy mutual threats to their
merged in an otherworldly fashion. Slarkrethel’s personality kingdoms. The agents of each lord or lady are motivated
is entirely suppressed by Zellix’Phor, who managed to by glory and aim to bring renown to themselves and their
assimilate the kraken’s memories. The perversion of nature masters. The main power players of the Lord’s Alliance
that remains is an incredibly potent psionic mastermind. in the Sword Coast are Lord Dagult Neverember of
With Slarkrethel’s memories came the psychic contacts Neverwinter, Grand Duke Ulder Ravengard of Baldur’s
the kraken had established with members of the secret Gate, Lady Laeral Silverhand of Waterdeep and King
Kraken Society on the Sword Coast and Island Kingdoms. Olgrave Redaxe of Gundarlun.

14
Many of the members of the Lord’s Alliance are troubled The Zhentarim
by the increase in piracy along the Sword Coast but lay the
blame on their old enemy; Luskan. King Olgrave Redaxe As coastal settlements are plundered, the need for
is also aware of the bizarre vessel which crash-landed on mercenaries is on the rise. The Black Network has them
his island, but, as the only island member of the Lord’s to spare, and for the best prices in all Faerûn. Whilst
Alliance, the others tend to disregard him, and do little to supplying cheap mercenaries to ward off pirates, the
investigate his claims. network is secretly stocking the raiding ships with fresh
crew, weapons and even loaning them ships.
The Emerald Enclave With spies and operatives in all the major settlements
along the Sword Coast, the network knows far more than
Striving to maintain the delicate balance between
any other faction, save the Kraken Society itself. They
civilisation and the wilderness, the Emerald Enclave
understand that something unnatural is driving this spike
are a sect of survivalists united under the banner of
in violence, but so long as they can protect their profits, the
mother nature. They actively search out and destroy
network has no intention of intervening.
unnatural threats to the ecosystems of the Realms and
subvert attempts to expand cities into areas of ecological The Kraken Society
importance.
Clearly, the illithid emerging from the Astral Plane are a Founded by Slarkrethel, the Kraken Society consists of
great threat to the natural balance of life along the Sword assorted scallywags searching for a better life. The psychic
Coast. Their interference with Slarkrethel unbalances the powers of the King of the Trackless Depths were so potent
delicate nature of the seas, disrupting aspects of the ocean that he influenced those in desperation all throughout the
from storms to fishing. These disturbances to the status quo Realms to join his cause; to ascend to divinity.
alert the enclave to the presence of the mind flayers, and The society is formed of devout worshippers on the
they in turn search for adventurers to help defeat them. islands of Purple Rocks, who provide a tribute of their
children to Slarkrethel to maintain their bountiful oceans.
The Order of the Gauntlet On the mainland are spies who lurk in the shadows of
cities and towns, gathering information for the kraken, and
Devoted to deities of protection, justice, and self-sacrifice,
partaking in dark rituals to further his power. Many of these
members of the Order of the Gauntlet protect others from
spies lead double lives and occupy high stations within
the evils of the world. Driven on quests of righteousness
major cities along the Sword Coast.
by deities such as Helm, Torm, and Tyr, the knights of the
Unbeknownst to the members of the society, Slarkrethel
order seek out those who would threaten the lives of others.
is changed. His psychic ability is under the control of
The doctrines presented by the Order of the Gauntlet are
Zellix’Phor, the elder brain. The elder brain is manipulating
in direct opposition to the raiding and piracy that forces
the kraken priests begin to meet regularly on Purple Rocks,
its way into life on the Sword Coast. Seeing that a crisis
who send fleets of pirates out to pillage and capture slaves,
is at hand, the operatives of the order do their best to fend
who unwittingly become food for the illithids.
off these pillaging evildoers. Members of the Order of the
The most fervent priests are the Sea-Kings Frannis of
Gauntlet can be found on many naval ships acting as clerics
Utheraal and Krulk of Trisk and Sea King Tentrix, who
and paladins, who keep up morale and cure the wounded.
commands a deadly fleet named the Black Armada.
15
RUNNING THE ADVENTURE on the hunt for a kraken priest pirate lord named Sea King
Tentrix. Various NPCs the characters have met in the cities
To run this campaign, you need the Player’s Handbook, they defended assist them and offer quests to help them
Dungeon Master’s Guide, and Monster Manual. A copy of gather information.
Volo’s Guide to Monsters would also help. Both the Sword In chapter 3, the adventurers set sail around the Sword
Coast Adventurer’s Guide and Storm King’s Thunder are Coast and Island Kingdoms thanks to the information
useful supplements as they contain additional information gathered in the previous chapter. They have the opportunity
on the locales of the Sword Coast and can help you portray to discover magic items and allies that help them in the
these places in your game. The Sword Coast Adventurer’s latter chapters, and piece together the puzzle that leads
Guide also contains backgrounds that are more fitting to them to chapter 4.
the setting. In chapter 4, the adventurers confront Sea King Tentrix
and his pirate lord associates in his lair in the Nelanther
Text that appears in a box like this is meant to be read aloud Isles. He is the link between the Black Armada and the
or paraphrased for the players when their characters first Kraken Society, whose headquarters are on Purple Rocks.
arrive at a location or under a specific circumstance, as Upon arrival in Purple Rocks, the characters must infiltrate
described in the text. the settlements to discover a council of kraken priests who
believe they are carrying out the wishes of Slarkrethel. On
The Monster Manual, Mordenkainen’s Tome of Foes, and Purple Rocks, the kraken society is far more sinister than
Volo’s Guide to Monsters contain the stat blocks for most on the Sword Coast, and the hideosities the characters
of the monsters and NPCs found in this adventure. When witness threaten to send them insane.
a monster’s name appears in bold type, that’s a visual cue By chapter 5, the characters should realise the true
pointing you to the creature’s stat block in one of these threat - Zellix’Phor and the illithids who are controlling the
sources. Descriptions and stat blocks for new monsters, Kraken Society, and ergo the pirates. The characters must
appear in appendix B. If a stat block is in appendix B, the pursue Slarkrethel into the deep and engage in an heroic
campaign’s text tells you so. final battle against the mind flayers and their terrifying
Spells and nonmagical objects or equipment mentioned master in the ruined city of Ascarle.
in the campaign are described in the Player’s Handbook. Call from the Deep is a campaign in which the action
Magic items are described in the Dungeon Master’s of Zellix’Phor dictates the pace, but it does afford parties
Guide unless the campaign’s text directs you to an item’s time to delve into side quests and characters arcs which
description in appendix C. they may uncover whilst exploring the Sword Coast. Major
Appendix D contains example ships and crews including events should not unfold whilst the characters are engaging
maps, a crew roster, and any treasure that might be on in these elements of gameplay.
board.
Appendix E contains player handouts and useful Character Advancement
diagrams for the DM. Rather than having you track experience points, this
Appendix F contains new player races and feats. adventure assumes that the characters gain levels by
accomplishing certain goals. Throughout the adventure you
Adventure Synopsis will find “Character Advancement” sidebars, which tell you
the circumstances under which the characters advance in
The adventure begins with chapter 1. The adventurers level. Of course, you can ignore these milestones and track
start off in Neverwinter, having volunteered to embark on XP as normal.
a voyage to Gundarlun. It is up to the players to determine
why their character has joined the voyage. The expedition Deadly Encounters
has been commissioned by Lord Dagult Neverember in Some of the encounters in this campaign are deadly
response to the news of a bizarre crash-landed vessel from by design. They test the players’ ability to make smart,
King Olgrave Redaxe. The characters travel to Gundarlun informed decisions under pressure. A deadly encounter
but are attacked by sahuagin raiders on the way. After might be the only encounter the characters have on a given
arriving at the crash site on Gundarlun, they have the day (and assumes the party is at full strength), or it might be
chance to investigate and discover that the sahuagin are so overwhelming that the characters are expected to avoid
closely linked to the crash. combat at all costs.
Characters who follow up on this should uncover that A total-party kill (“TPK”) need not herald the end of
the sahuagin are working in conjunction with a pirate fleet, the campaign. The Illithid and the Kraken Society under
named the Black Armada, which has planned simultaneous their control are notorious slavers whose primary goal on
attacks on major cities of the Sword Coast; Neverwinter, the material plane is to harvest thralls and brains to re-
Waterdeep and Baldur’s Gate. Each captain has their own establish the Illithid empire. The first time a TPK occurs,
reason for attacking, which characters may discover. you can have the characters miraculously awaken with
In chapter 2, the characters defend Neverwinter, 1 hit point each. Give them every chance to escape their
Waterdeep and/or Baldur’s Gate against pirate attack. Clues captors. If necessary, use NPCs to help them get out of tight
discovered during or after the attack prompt characters to spots. With luck, the players take the hint and be wary of
explore more of the Sword Coast and the Island Kingdoms, repeating the experience.
16
CHAPTER 1: THE CRASH
his chapter is designed to introduce a party ●● The characters are existing members of the crew

T
of 1st-level characters to the threat that has of The Voyage. They are mostly mercenary sailors
just appeared on the Material Plane. Whilst from Mintarn, but with a scattering of other races
delving into this mystery, the characters and ethnicities.
accomplish certain milestones, which are ●● The characters are members of the Order of the
summarised in the Character Advancement Gauntlet. They have been tasked with keeping the
sidebar at the end of the chapter. These accomplishments crew safe from pirates.
allow the characters to reach 5th level. ●● The characters are messengers from Gundarlun
Lord Dagult Neverember of Neverwinter is a member who came to Neverwinter with news of the
of an important faction of the Sword Coast; The Lord’s disturbance and are travelling back with The
Alliance. This group of noblemen and women work together Voyage and her crew.
to prevent threats to their lands becoming more than a petty ●● The crew are members of the Zhentarim, and have
nuisance. As of late, pirates have been raiding coastal towns been commanded by their superiors to check out
and villages with fervour, and many of the Alliance’s troops this crash, and see if any treasure has been left
are stretched thin. This is especially true for Gundarlun. behind.
Being an island nation, its few warriors have been ●● The characters committed a crime in Neverwinter,
outsourced to help protect the cities of the Sword Coast. and are looking to flee the city.
Only a few days ago, King Olgrave Redaxe of Gundarlun
reported a disturbance on the other side of the island but You can create other adventure hooks using the
has no resident warriors to investigate. information presented in this chapter about Neverwinter,
The characters are about to set sail from Neverwinter The Lord’s Alliance, The Voyage and Gundarlun. Players
to Gundarlun on a vessel named The Voyage. This caravel might also devise their own reasons for joining the
is owned by Lord Neverember and has a crew of fifteen expedition which should be accepted by the DM if possible.
guards led by Captain Arveene Greysail (NG female The closer the characters can link themselves to the
Tethyrian human swashbuckler). The characters are campaign, the easier it will be to guide them through the
travelling to Gundarlun for one of the following reasons: subsequent chapters.
When you and the players are ready to get underway, read
●● The characters signed up for the expedition after or paraphrase the following:
Lord Neverember’s representatives dispersed fliers
asking for volunteers. Over the past few days, you’ve been collecting supplies,
●● The characters are minor members of the Lord’s scrubbing decks, and stocking The Voyage. This sturdy
Alliance and, due to family connections, were caravel is captained by Arveene Greysail and is headed for
drafted onto The Voyage to prove their worth and Gundarlun tomorrow morn. You’ve formed some close
earn honour for their family. friendships with the other folk during preparation and are
eager to set sail. For now, though, you have a final night in
Neverwinter to let loose before leaving dry land for the next
eight days.

17
Chatting with the Crew
Characters may wish to get to know the crew a little better
before embarking on the expedition. Fourteen members
head out to local taverns, and the remaining six (including
Captain Greysail) stay aboard The Voyage.
Characters who engage with the crew can try to raise
their spirits. Buying a round for the sailors or succeeding on
a DC 12 Charisma (Performance) check suitably entertains
the crew. You should award successful characters with
Captain Inspiration. Most of the crew know only as much as the
Greysail characters in terms of what the trip entails, that they are
being sent to deal with a ‘disturbance’ on Gundarlun.

Interacting with NPCs


There are several important NPCs on The Voyage that the
characters may want to converse with:

Captain Greysail
A mercenary ship’s captain from Mintarn, Lord Neverember
hired Arveene through the White Sails Company which he
owns. She’s been captain of The Voyage for nearly a decade
and knows the crew very well. She also knows the following
information which she tells the characters:
NEVERWINTER
The City of Skilled Hands has only recently got back onto ●● Lord Neverember hired her and The Voyage to take
its feet. Following a volcanic eruption, a gaping chasm a few adventurers to Gundarlun to investigate some
to the Underdark and an orcish onslaught, Lord Dagult disturbance there.
Neverember has managed to rekindle hope in Neverwinter. ●● Apparently one of the jarls of Gundarlun
The outer walls are being rebuilt, neighbourhoods are being complained to King Olgrave Redaxe that a strange
filled in and life is returning to its former glory, which once vessel crashed a mile or two away from his hold.
earned the title of Jewel of the North. ●● Gundarlun is ruled by King Redaxe but is divided
Unfortunately, things are never perfect. Pirate attacks on into fifteen holds, each ruled by a jarl, who owe
trade ships travelling to and from Neverwinter have been fealty to the King.
plaguing the city, causing businesses to fail, important ●● Provided the weather stays fair, they should be at
food and military supplies to go missing and agitating Gundarlun in eight days.
the populace. The city’s army is mostly deployed out in
warships, hoping to deter, or better, capture the marauders. A successful DC 15 Charisma (Persuasion) check allows
The characters have a final night of free time here before characters to get a little extra information from the captain:
setting sail in the morning. The characters may have ideas
for individual activities to undertake before the ship sets sail ●● Lord Neverember doesn’t have much time for King
such as saying goodbye to family and friends or reporting Redaxe, viewing him as a minor lord who can’t do
to faction agents. These could be resolved at the table with much to truly help the Lord’s Alliance.
all the players or resolved in a ‘Session 0’ before gameplay ●● Supposedly some strange folk emerged from the
begins in full. Should the party wish to spend the time wreck and killed a few peasants who came over to
partying and drinking, chatting to the crew or other NPCs see what the disturbance was, hence the need for a
or simply preparing themselves for the journey ahead, use military presence.
the following to assist characters in these activities.
During the Journey. While Arveene is not a coward, she
Partying knows she has a job to do and won’t compromise that by
chasing pirates or other foes. Captain Greysail likes to keep
Neverwinter is filled with a whole variety of taverns, inns, everything ‘shipshape’, meaning that evasive manoeuvres
and festhalls. All kinds of food, drink, and entertainment are preferable to conflict. If confronted, she explains that
can be found in these establishments but as a rule of she’s responsible for the welfare of her crew and The
thumb, a modest meal can be bought for 3sp, a mug of Voyage and doesn’t want to take unnecessary risks.
ale for 4cp, or a pitcher of wine for 2sp. If characters If any of the crew die during the journey, Arveene asks
decide that they truly want to party their troubles away, see a divine spellcaster from the party to say a few words for
“Carousing” in Chapter 6 of the Dungeon Master’s Guide or them before casting their body overboard. If there are no
Chapter 2 of Xanathar’s Guide to Everything. divine spellcasters, she asks Shandri.
18
Stor Hornraven During the Journey. If there are any rogues or criminals
in the party that Quara thinks would make good Black
Stor (LN male Illuskan human berserker) is a messenger Network agents, he tries to catch them alone and chat to
from Gundarlun. He came to Neverwinter on behalf of them about the Zhentarim. He frames it as an opportunity
King Olgrave Redaxe to bring news of the crash to Lord to hone their skills, make some coin, and great contacts. If
Neverember and ask for assistance. Stor is eager to get characters ask for more information about the Zhentarim,
back to Gundbarg, his home city, and spends most of he stays on the legal side of things; offering mercenary
the time examining The Voyage. Most of the ships of his and protection services, goods transportation and even
homeland are longboats and he is intrigued by the design of settling minor disputes. If the character seems keen, Quara
this sailboat. introduces them to a Black Network agent in one of the
Stor happily tells the characters the information he larger cities later in the campaign.
knows: Quara is also a bit of a gambler. He sets up a gambling
ring among the crew who bet on almost anything they
●● The soldiers of Gundarlun are all manning the can think of, including arm wrestles with Stor or how
kingsfleet, a group of nearly two hundred longships many characters the pirates are likely to kill. When there’s
trying to protect the island and surrounding ocean nothing interesting happening around them, they convene
from pirates and sahuagin raiders. below decks for a quick game of cards. If characters want
●● Rumour has it the vessel fell from the sky in the to join in, it costs 1 gp. Have the character and Quara make
territory of Jarl Frostgale on the west coast of contested Intelligence checks. First to three successes wins
Gundarlun. Some strange creatures managed to a pot of 5 gp. Characters should also be allowed attempts at
escape the vessel and killed a few farmers. cheating using Dexterity (Sleight of Hand).
●● Only two people witnessed the crash and survived
but the remains are there for all to see. Shandri Dundragon
●● Most folk think the crash is just a strange wrecked
Shandri (LG female Chondathan human acolyte of Helm)
pirate ship and the deaths were caused by the
is a member of the Order of the Gauntlet. She has come
crew. All this hearsay about falling from the sky and
on behalf of the church of Helm to protect the crew of The
monsters inside the wreck are foolish superstition.
Voyage on their journey. As piracy is at a new high, the
Order of the Gauntlet has placed members of their faction
During the Journey. Stor is eager to get home to
on outgoing ships to protect them from raiders.
Gundarlun, even if he’s dismissive of the fisherfolk’s tales
She only knows as much as the characters but is keen to
about the crash. He’s proud to be considered important
learn more. She makes a steadfast ally to the party, willing
enough to deliver messages for the king, but also misses the
to lay down her life to protect them. If your party contains
camaraderie of serving in the kingsfleet.
three or fewer adventurers, Shandri can tag along for as
Stor likes to test his physical strength. If he thinks any of
long as she is useful.
the characters would be a worthy match for an arm-wrestle,
During the Journey. Shandri is responsible for healing
he approaches and challenges them. Have the character
up any sick crew members and fixing up broken clothes or
and Stor make contested Strength checks. First to three
sails while on board. Although she’s not much of a fighter,
successes wins. Win or lose, Stor is happy just to have an
she’s keen to help where she can. Shandri is also curious
interaction with someone new an interesting. If The Voyage
about other faiths and religious institutions across the
is attacked, he helps to defend it, and likes to fight as a pair
Realms. She was brought up as a member of the church of
with someone who’s mettle he’s already tested.
Helm and hasn’t had much experience outside the Order
Quara Alassandar of the Gauntlet. Despite this, she’s eager to talk about her
own experiences as well as listening to others. She’s only
Quara (LE male half-elf bandit captain) is an adventurer young but was involved in the defence of a town named
who signed up to join The Voyage after hearing the request Triboar when it was attacked by giants. When the Order of
for crew. He’s travelled the Sword Coast a fair bit and the Gauntlet saw how she helped, she was recruited as a
sees this as his opportunity to visit far off lands. He knows squire. Since then she’s been separated from Sir Galdowall
nothing more than the characters about the trip ahead. and asked to serve on ships as a medic.
Unbeknownst to any non-Zhentarim characters, Quara is
an agent of the Black Network who has been sent to scout
out the defences of Gundbarg for the Zhentarim. They have
Preparations
been backing both sides of the pirate invasion and want Some characters may wish to prepare for the journey
more information about the kingsfleet so they can cater to ahead. They should be given the opportunity to buy goods
their customers more effectively. they wish to acquire from local traders in Neverwinter. They
Captain Greysail won’t tolerate a Zhentarim spy on her may also wish to study sailing methods, learn the geography
ship so, if exposed, Quara tries to escape The Voyage on of Gundarlun or explore numerous other avenues of
a rowboat. If he succeeds, he could reappear later in the research. Some characters may even wish to meditate on
campaign as a recurring villain using the statblock of an the journey ahead. Flavourful and relevant roleplay should
assassin. be rewarded with Inspiration and any relevant information
the characters could conceivably acquire.

19
SETTING SAIL Skill Challenge. The characters must succeed on two
DC 15 skill checks before failing three to out-navigate the
On the morn of the next day, it is time for The Voyage to set pirates. Allow any reasonable skill to be used, such as the
sail. Read or paraphrase the following: following examples:

The crew of The Voyage gather their final supplies and wish ●● Strength (Athletics) check to row the ship and help
farewell to onlookers before huddling into small rowboats it gain speed.
and heading out towards The Voyage. The splash of oars ●● Dexterity check to wrangle the sails into a new
sends crescent ripples out into the harbour. After a few long position.
minutes, you arrive at the majestic Voyage and clamber ●● Constitution check to row at top speed despite
up her sides. The anchor is hoisted, and sails unfurled. The burning muscles.
canvas catches the trade winds and the ship slowly pulls ●● Intelligence check to calculate the best angle of
away. escape.
●● Wisdom (Perception) check to keep an eye on the
The Devil’s Fin trajectory of the pirate ship.
●● Charisma (Performance) check to inspire the rest
A mere hour after The Voyage has set off from the port of of the crew
Neverwinter, it attracts the attention of some unwelcome
followers. A red-painted pirate vessel known as The Devil’s Failure. If the characters fail three checks before
Fin begins to cut through the waves toward The Voyage. succeeding on two, the pirates catch up and ram The
Characters with a passive Wisdom (Perception) of Voyage. The five thugs and Captain Callous (appendix B)
12 or higher notice the vessel as it approaches. Read or clamber aboard and attack. The rest of the crew remain on
paraphrase the following: board.
Success. If the characters succeed on two checks before
Cutting through the waves is a sleek ship whose hull has failing three, the two ships narrowly miss each other, but
been painted red. It quickly becomes clear that the vessel is six bandits and Captain Callous (appendix B) attempt to
headed on an interception course with your own. As it gets board using grappling hooks and misty step. The rest of the
closer, you notice a black flag sporting a triangular red symbol crew remain on board.
flying from the top of the mast.

The Devil’s Fin is a notorious pirate sailing ship


commanded by Captain Callous (appendix B), a tiefling
whose bloodline harks back to Asmodeus himself. Callous
oversees a crew of fifteen bandits, five thugs and an ogre
named Anka (appendix B). The infernal captain and his
vessel are a threat to the characters at this stage of the
adventure, and, unless the characters take drastic action,
is likely to reappear throughout the campaign to plague
them. A character who succeeds on a DC 10 Intelligence
(Religion) check identifies the flag as a symbol of
Asmodeus.
Once the ship is within a few dozen feet, read or
paraphrase the following:
Captain Callous
The prow of the blood red ship is tipped with a vicious iron
ram. As the blade slices through the water toward you, you
notice two prominent figures standing at the helm. The first
is a lumbering ogre who is missing one arm. Forged onto
the stump of the missing limb is a huge anchor, which the
creature uses to steer the ship’s wheel. Standing just behind
the beast is an ashen-skinned tiefling with eyes like glowing
embers wearing a tricorn hat. He plants his goat-like legs
firmly on the deck and raises a strange metal tube toward The
Voyage. With a tremendous blasting sound, the tube seems
to explode in a ball of smoke.

Unless the characters do something immediately, The


Devil’s Fin rams into The Voyage. Characters can attempt
to avoid combat, but if that fails they have to fight the pirates
hand-to-hand.

20
Captain Callous
THE HIGH SEAS
After the attack by Captain Callous, the party should make
Captain Callous is a tiefling descendant of Asmodeus, their way to Gundarlun on The Voyage. For the first two
who captains a pirate ship called The Devil’s Fin. He can days, there is a strong wind, allowing them to cover double
be used as a recurring villain, cropping up from time to the ground they normally would, reducing the journey
time during the campaign to taunt or scupper the efforts from eight to six days. During this time, for the rest of the
of the characters. voyage, and whenever characters are travelling throughout
The statistics for Captain Callous can be found in the Sword Coast, use the information below to help you
appendix B, as can his personality traits and a description describe the scene, manage travel and determine random
of his background. You will notice that the tiefling has five encounters.
separate stat blocks of increasing difficulty – one for each As well as the random encounters presented in appendix
chapter of the adventure. A, the journey to Gundarlun is a good opportunity for the
To have Callous become a recurring villain, he may characters to engage in social interactions with the crew.
need to escape from some tight situations, the following Refer to “Interacting with NPCs” earlier in this chapter
are some way in which he can achieve this: for the kinds of exchanges that might occur between the
players and the NPCs.
●● Anka, his ogre first-mate charges onto the scene,
jumping in front of the lethal attack that would
otherwise kill Callous.
The Expedition Begins
●● The tiefling persuades someone loyal to the party The sections that follow contain information that will help
to help him escape, using bribery or blackmail to you run this part of the adventure smoothly. For each day
incentivise the deal. that the party travels through the wilderness, whether on
●● The Captain uses misty step to teleport onto an land or at sea, follow these steps:
adjacent ship, or simply into the ocean to swim
away. ●● Using the Sword Coast map, identify the hex in
●● Callous calls out to Asmodeus himself, which the party is currently located. Don’t shire
before bursting into flame and disappearing this information with the players if the party is lost;
momentarily as the Archdevil takes pity on his otherwise, show the players the party’s location on
favoured son. any maps they have purchased, or describe it to
them relative to prominent landmarks.
If your players clearly don’t enjoy the presence of the ●● Determine what the weather conditions are like
meddling captain, feel free to have them kill him, but try (especially at sea).
and make his exit as dramatic as possible! ●● Let the players determine what direction the party
wants to go, and whether the party plans to move
Throughout the fight, Callous shouts insults at the party at a normal pace, a fast pace, or a slow pace (see
and goad them into attacking him. “Travel Distances” below).
One way or another, the characters and their crew are ●● Let the players choose a navigator, then make
likely to overpower the pirate assault, but the crew of The a Wisdom (Survival) check on the navigator’s
Devil’s Fin retreat before they have the chance to many behalf to determine if the party becomes lost (see
prisoners or capture the attacking vessel. Captain Callous “Navigation” below).
himself uses misty step to escape if he needs to. Read or ●● Check for random encounters once during the day,
paraphrase the following: and once during the night (see appendix B).
●● At the end of the day, check to see if any party
“You’ll never catch me you worm-riddled swabs! Keep your members need to eat or drink.
eyes peeled for the red hull of The Devil’s Fin! Watch your
backs in every port! I will avenge my crew!”
Weather Conditions
Treasure. As well as the weapons and armour of any At the start of each day, roll on the following tables to
captured or killed crew, the characters can take 2d4gp of determine the weather conditions:
jewellery, coins, gold fillings and the like from each pirate.
Temperature
d20 Temperature
Character Advancement 1-14 Normal for the season
Once the pirates have been defeated, the characters can 15-17 Colder than normal
advance to 2nd level and head out into the Trackless Sea 18-20 Hotter than normal
for Gundarlun.

21
Wind Storms. If weather conditions indicate both a strong
wind and heavy precipitation, they combine to create a
d20 Temperature
storm with high waves. A crew in a storm loses sight of all
1-12 None landmarks, and ability checks made to navigate during the
13-17 Light storm have disadvantage.
18-20 Strong
Travel Distances
Precipitation
On the Sword Coast map, each hex measures 24 miles
d20 Temperature across. Characters moving at a normal pace can travel 1
1-12 None hex per day through easy terrain, such as grasslands or
13-17 Light rain or snowfall roads. They can travel ½ a hex per day if they’re travelling
through difficult terrain such as mountains or forests.
18-20 Heavy rain or snowfall If characters move at a fast pace, they travel an addition
½ a hex per day. Characters moving at a past pace take a
Extreme Cold. If the temperature is colder than normal -5 penalty to their passive Wisdom (Perception) scores. If
in the North (Luskan and above), a creature exposed to the characters set a slow pace, they advance only ½ a hex per
cold must succeed on a DC 10 Constitution saving throw day. Characters moving a slow pace can move stealthily. As
at the end of each hour or gain one level of exhaustion. long as they’re not in the open, they can try to surprise or
Creatures with resistance or immunity to cold damage sneak by other creatures they encounter.
automatically succeed on the saving throw, as do creatures Characters in a ship don’t have as much control over
wearing cold weather gear, and creatures naturally adapted their speed. If the party is in a sailing ship, it can sail all
to cold climates. day, assuming its crew work in shifts. If the party is in a row
No Wind. In a dead calm, ships can’t move under sail and boat, they can row for 8 hours a day, or can row longer at
must be rowed. A sailing ship against a strong wind moves the risk of exhaustion (see “Forced March” in chapter 8 of
at half speed, there is a 50 percent chance of a strong wind the Player’s Handbook), or by taking shifts with other crew.
being against the characters. To determine how far a ship travels in a day, times its speed
Strong Wind. A strong wind imposes disadvantage on in mph by the number of hours it travels. For example, a
ranged weapon attack rolls and Wisdom (Perception) standard sailing ship travels 48 miles, or two hexes, per day
checks that rely on hearing. A strong wind also extinguishes (2 x 24 = 48).
flames, disperses fog, and makes flying by nonmagical
means nearly impossible. A flying creature in a strong wind Tracking Miles
must land at the end of its turn or fall. Sailing ships in a
Instead of tracking movement by hexes, you can keep
strong wind travel an additional hex per day.
track of the actual distances covered (24 miles per day at a
Heavy Precipitation. Everything within an area of heavy
normal pace, 18 miles at a slow pace, or 30 miles at a fast
rain or heavy snowfall is lightly obscured, and creatures in
pace). This might be easier for ship travel, as they tend to
the area have disadvantage on Wisdom (Perception) checks
stay at a constant speed.
that rely on sight. Heavy rain also extinguishes open flames
and imposes disadvantage on Wisdom (Perception) checks
that rely on hearing.
22
Navigation SAHUAGIN ATTACK
Have the players designate one party member as the On the final day of the journey to Gundarlun there is a
navigator. The navigator might be an NPC, such as a guide, storm, during which a band of sahuagin notice The Voyage
and the party can switch its navigator day to day. and decide to attack. The sahuagin hail from the waters
At the start of each new travel day, the DM makes a around Gundarlun and were the first living creatures to
Wisdom (Survival) check on behalf of the navigator. The investigate the wreck of the mind flayer nautiloid. In the
result of the check is based on the day’s most common wreck, they discovered a shield of far sight, created by
terrain: Luzgrigaul, one of Zellix’Phor’s attendants. The psionic
connection the illithid have with the shield has allowed
Terrain them to manipulate the mind of the sahuagin leader.
The sahuagin have constructed several large, coracle-
Terrain DC
like rowboats out of whalebone, walrus hide, and plates of
Forests, mountains, open sea with overcast 15 fractured metal from the nautiloid. Smaller groups have
skies and no land in sight, swamp, underwater been using these to take prisoners from ships around
Arctic, coasts, deserts, hills, moors, open sea 10 Gundarlun. The prisoners are left at the site of the crash
with clear skies and no land in sight and later harvested by the illithid.
Grasslands 5
The Voyage
Apply a +5 bonus to the check if the group sets a slow
Characters with a passive Wisdom (Perception) of 15 or
pace for the day, or a -5 penalty if the group is moving at a
higher notice the vessel on the horizon. Read or paraphrase
fast pace (or rowing for more than 8 hours).
the following:
If the check succeeds, the navigator knows exactly where
the party is on their Sword Coast map throughout the day. Looking out to sea, you spot a small ship on the horizon.
If the check fails, the party becomes lost. Each hex on It’s obscured by the lashing rain, but you can see it keeling
the map is surrounded by six other hexes; when a lost dangerously on the wind-stoked waves. Within it is a large
party moves 1 hex, roll a d6 to randomly determine which bundle, about the size of a human.
neighbouring hex the party enters, and do not divulge
the party’s location to the players. While the party is lost,
The rowboat acts as a vessel for transporting captured
players can’t pinpoint the group’s location on their map.
sailors and as a distraction. Whilst the characters and crew
The next time a navigator succeeds on a Wisdom (Survival)
look toward the vessel, a group of two sahuagin led by two
check made to navigate, reveal their location to the players.
sahugain raiders (appendix B) prepare to ambush the ship.
Characters with a passive Wisdom (Perception) of 16
Sustenance or higher are not surprised by the attack, as they hear
the claws of the sea devils scraping on the sides of the
A character needs one pound of food per day and can make
ship. Unless characters take immediate action, read or
food last longer by subsisting on half rations. Eating half a
paraphrase the following:
pound of food in a day counts as half a day without food. A
character can go without food for a number of days equal Suddenly, you hear a scream from behind you. You turn
to 3 + their Constitution modifier (minimum of 1). At the around in time to see a six-foot-tall piscine creature spearing
end of each day beyond that limit, a character automatically a member of the crew on its crude trident. Its shark-like jaws
suffers one level of exhaustion. open wide to reveal row upon row of serrated teeth, which
A character needs one gallon of water per day, or two are poised to sink into the crewman’s neck.
gallons per day is the weather is hot. A character who
drinks only half that much water must succeed on a DC 15
On initiative count 10 the next turn, four additional
Constitution saving throw or suffer one level of exhaustion
sahuagin arrive in the same fashion. Characters who act
at the end of the day. A character with access to even less
before initiative 10 can see the sahuagin climbing up the
water automatically suffers one level of exhaustion at the
side of the ship.
end of the day. If the character already has one or more
Once the characters have fought off the sahuagin, the
levels of exhaustion, the character takes two levels instead.
crew can alert them to the fact that this behaviour is
Drinking weak alcohol is an acceptable replacement for
unusual for the sea devils. The creatures often attack small
water. Drinking salt water is not, and causes the character
fishing boats or coracles but rarely attempt to raid a large
to become poisoned for the next 8 hours.
ship such as The Voyage.
A normal day of eating or drinking respectively resets the
count of days without food or drink to zero.

Character Advancement
After enduring eight days of random encounters, the
characters should advance to 3rd level.

23
Coracle GUNDARLUN
Tied up in the coracle is a teenager named Bern Rimewave The island nation of Gundarlun is little more than a string
(LG male Illuskan human commoner). He is an anxious of barren mountains rising up out of the Trackless Sea.
fisherman who is completely out of his depth. Bern was Mighty waves crash against the shores of this weather-
attacked by the sahuagin whilst fishing off the shores beaten land, showering the fishing villages that dot its
of Gundarlun with his parents. The sea devils swarmed shores with a salt spray that never truly lifts. During the
aboard and knocked him out, he doesn’t know what winter, the islands are surrounded by thick sheets of ice up
happened to his family. Bern is racked with nerves from to a mile across on which walruses and bears hunt.
the instant the characters meet him and tries as hard as The nation is ruled by King Olgrave Redaxe (CN
possible not to leave their sight until he is returned home to male Illuskan human berserker with 90 hit points). He
Fiskrbak. commands around a dozen ruthless jarls who each rule
Bern was being returned to the site of the crashed over their own settlements on the islands.
nautiloid because he has been implanted with a mind When The Voyage gets within eyeshot of the islands, read
flayer tadpole. This implantation causes a process called or paraphrase the following:
ceremorphosis, where a humanoid is turned into a new
Emerging from a salty mist that hangs over the ocean is the
mind flayer. The process takes a tenday but can sometimes
island nation of Gundarlun. Piercing the sea spray on the
take longer depending on the individual. In this campaign,
eastern peninsula is a crumbling fortress which overlooks
you can delay the transformation until the characters are
Gundbarg, the island’s only port.
a higher level at the end of this chapter, or even when they
As the wind catches in the sails, The Voyage beings to pull
return to Gundarlun in the following chapters.
in toward the islands.
Creatures. Guarding the coracle are two sahuagin
“Don’t worry,” the reassuring voice of Captain Greysail calls
raiders (appendix B) and two reef sharks. Combat takes
out to you over the crashing waves “the folk here are only
place in the water unless a character hauls themselves into
half as violent as the ocean that surrounds them!”
the coracle with a successful DC 10 Strength (Athletics)
check. If they manage to board, the sahuagin climb in and
try to shove the character overboard. After a few attempts, the crew successfully drop anchor
Treasure. Tied up with Bern in the coracle is a wooden in the port of Gundbarg and begin rowing out toward the
chest, covered with barnacles and seaweed, in which the port in several smaller vessels. Captain Greysail asks the
sahuagin keep any treasures they deem worthy of taking. characters to accompany her, leaving the crew aboard. Read
It is locked shut, the rusted iron key hanging from a cord or paraphrase the following:
around the sahuagin raider’s neck.
As you pull on the oars, you get a chance to take in your
The chest can be opened with a successful DC 14
surroundings. The harbour is surrounded by high stone walls,
Dexterity check using thieves’ tools or a DC 16 Strength
which protect around a dozen longships. Each boat is of
check. Inside is a potion of healing, a handful of brightly
expert construction and is in pristine condition. At the prow
coloured corals (50gp), a scrimshawed conch shell horn
of each is a carved animal head, often a seabird or arctic
(10gp) and 24 gp in assorted coins. The chest also contains
creature, roaring with anger.
an idol of a shark made from coral, the fins have been
snapped off and discarded, and it has numerous strange
glyphs scratched into its surface. Characters who touch the As the characters dock, they are greeted by a dozen or so
idol see a vision: servants of the King who wear brightly coloured robes over
their armour. A younger woman with fair hair and a red
Suddenly, your mind is bombarded with the image of a robe steps forth, read or paraphrase the following:
muscular, blue tentacle wrapping ever tighter around the idol,
snapping the fins from it. Suddenly, the vision dissipates, “Welcome to Gundbarg! King Redaxe has been eagerly
leaving you feeling lightheaded. awaiting your arrival. You must be tired and hungry from your
journey. We have booked you all rooms in the Dragon Turtle
Inn. Tomorrow, after you are rested, King Redaxe would meet
The strange inscription upon the idol is in Qualith,
you at Stonerise Keep.”
the language of the illithid. Characters can attempt
to understand the message with a successful DC 18
Intelligence check. Characters who succeed on the check After this, the party are escorted to the Dragon Turtle
hear an otherworldly voice in their minds which says ‘false Inn where they have free food and lodgings for the night.
idols’. The same effect can be achieved through a casting Characters are free to explore the city and stay wherever
of the comprehend languages spell. Characters who fail they like if they prefer.
the check gain a random form of short-term madness,
determined by rolling on the Short-Term Madness table in
chapter 8 of the Dungeon Master’s Guide.

24
GUNDBARG coin from visiting crews, as do the storehouses and
shipbuilders.
Gundbarg is the only port in Gundarlun large enough to ●● The boats in the harbour are known as the
berth sizable vessels. It has a huge harbour surrounded by Kingsfleet. They belong to King Redaxe, but the
a great stone wall and filled with the Kingsfleet, an armada majority are out at sea, the entire fleet is two
of two hundred longships ready for war. Although the hundred strong. Horthan and Mancer wanted to
northlanders are known for plundering and fighting, the folk be warriors of the Kingsfleet but never got the
of Bundbarg are reasonable, and would rather trade than physique for it.
pillage. Because of this, ships often stop here to restock on ●● If the characters inquire about the Crow’s Nest
freshwater and rations or repair their boats and restock Tavern, they’re told to avoid the place at all costs.
their crew. Horthan and Mancer claim it to be filled with
pirates and thugs and run by the nastiest fellow in
Dragon Turtle Inn Gundarlun.
●● Recently, a family of fisherfolk have gone missing
The Dragon Turtle Inn is a salt-encrusted stone edifice near from the town. They go by the name of Rimewave.
the docks. Although not outwardly inviting, the inn is well No one has seen them for several days now.
known amongst travellers as the best place to get a good If characters want to buy an ale, they can get a mug for
ale on the island. Inside, a huge fire roars in a semi-circular 4 cp or a gallon for 2 sp. The inn also sells rations of dried
hearth, decorated with ivory and steel. The circular bar in fish and barley bread for 5 sp.
the middle of the inn is manned by a pair of lanky, fair-
haired twins whose bushy beards sweep the counter as they Stonerise Keep
dispatch drinks to the locals.
A crumbling fortress called Stonerise Keep overlooks the
The characters have individual rooms in the inn and are port of Gundbarg. Although it has been beaten by wind and
shown to them as soon as they introduce themselves. The wave, the keep is still an imposing building, its high towers
barkeeps introduce themselves as Horthan and Mancer searching the ocean for any who would dare challenge it.
Leed, although they can hardly get through a sentence If characters ascend to the fort, they are denied entry
without interrupting each other. Each room has a fireplace by a patrol of six berserkers unless they are due to meet
of its own, and a large bed covered with furs and woollen with King Olgrave. If they are present at the correct time
blankets. The twins tell the characters that dinner will be (hopefully with Captain Greysail), they are permitted to
served in the banquet hall at the rear of the inn in an hour. enter the castle. Read or paraphrase the following:
During this hour, Captain Greysail tells the characters
that she intends to purchase fresh water and rations Up close, you begin to realise that the fort has taken some
and talk to someone about repairing The Voyage. If the serious damage over the years. Some wings are almost
characters offer to take on one of these tasks for her, she entirely collapsed, and the seaward wall has fallen away over
promises to buy them a drink. the hundred-foot cliffs. You are escorted through the ruins
Characters who wish to stay in the inn and relax can chat of an outer fortress before reaching the relatively undamaged
with the Leed twins and other locals to gather rumours central keep. A huge pair of iron banded doors swing open
about the crash. before you, revealing an immense feast hall lit by flaming
braziers. At the head of the hall is King Olgrave Redaxe, a
●● Horthan and Mancer know the vessel crashed near man as weather-beaten as his castle. He rises from his throne,
Fiskrbak, a stronghold ruled by Jarl Frostgale. The throwing his arms out wide.
jarl is furious about the whole affair; help has taken “Welcome to Stonerise Keep, the Warden of the Waves,
a long time to get here, and he’s lost some of his ancestral home of House Redaxe.”
best fishermen.
●● If the characters search the bar for locals of
Fiskrbak, no one willingly comes forth, but a
successful DC 12 Charisma (Persuasion) check, or
a free drink, is enough to get the others talking. One
table claims a couple from Fiskrbak passed through
a few days ago who they were clearly distressed.
Both had deep, watery eyes that could never focus
on anything. The locals don’t know where they
ended up, but an inebriated old woman swears they
walked straight into the harbour, hand in hand.
●● If asked about King Redaxe, the folk have only good
things to say. He runs Gundbarg well; charges fair
taxes, keeps raiders and pirates away and draws
in ships from the mainland to whom they can sell
salted fish. The Dragon Turtle Inn makes good

25
King Redaxe is a middle-aged man with a single thick,
straw-like braid topped with an iron crown decorated “The wreck you’re going to investigate isn’t safe. Jarl
with mother of pearl and iridescent shells. He is broad- Frostgale has told me that several villagers died when it
shouldered, with sturdy legs and thick arms. Although his crashed, and more have gone missing since. Also, and I’m not
voice is gruff, his mannerisms are open and honest. sure I can believe this, there are rumours that the ship came
The King is grateful to see a group of adventurers sent not from the sea, but from the sky. Frostgale’s a hothead, but
to look into the matter of the crash. He explains that he’s not a fool. He wouldn’t entertain such fantasies unless he
been making pleas to the Lord’s Alliance for almost three believed them himself. I don’t know what to make of it.”
tendays to come and assist him, but his supplications
fell on deaf ears. Jarl Frostgale, in whose territory the
vessel crashed, has been up in arms over the affair. He Gundbarg Harbour
believes the folk of Gundarlun should renounce the Lord’s
Alliance. King Redaxe hopes that when the jarl sees the Surrounded by great stone walls which protect the
investigation he may change his mind, but he is unlikely to Kingsfleet, Gundbarg harbour is a sight to behold. During
be accommodating at first. the morning, fishing ships come to sell their catch to the
King Redaxe is eager for the party to set out as soon as merchants, and throughout the day larger trade vessels
possible. Fiskrbak, where the crash occurred, is on the come to barter and grab a meal. Several burly warriors
western shore of Gundarlun, and is three days away on foot. with swords at their belts work on the Kingsfleet, oiling the
The king recommends walking, as sailing around the coast wood, scraping off salt crystals and meticulously inspecting
of Gundarlun is notoriously difficult, and another shipwreck them for damage. If characters have any valuable treasures
is the last thing he wants. There are several mountain trails to sell, the harbour is the best place to do so, as the local
that should get the characters safely to Fiskrbak. shops rarely have enough gold lying around.
If the characters ask anything else of King Redaxe, he is If the characters talk to the warriors, they can learn that
happy to inform them on numerous topics: most of the Kingsfleet are patrolling the Sword Coast under
the orders of King Redaxe. Only ships in need of repair or
●● Pirate Attacks. There have been no more pirate new crew return to Gundarlun.
attacks than usual, but Olgrave has heard that Characters can hire small fishing vessels (keelboats and
the Sword Coast has been ravaged. He assures rowboats) from the harbour if they desire, both of which
characters that he has nothing to do with the require at least one skilled crew member. Skilled crew can
attacks, suggesting that it’s the work of the High be hired for 2 gp a day but require a 5-day advance. Boats
Captains of Luskan. can be hired for 5 sp a day and requires a 5-day advance.
●● Sahuagin. Sea devils have always been a problem Alternatively, characters can purchase a keelboat for 3,000
for Gundarlun. They lurk in the shores off the gp or a rowboat for 50 gp.
island’s northern coast and hunt down fishermen.
Normally they sacrifice their prey to their shark god
Sekolah, but the king has heard rumour that they
are taking captives.
●● Lord’s Alliance. King Redaxe supports the Lord’s
Alliance wholeheartedly. They take their time to
get here, but always sort things out. Being the
only island nation in the faction has its problems
but is ultimately worth it. Admittedly, if he had his
warriors here rather than patrolling the mainland,
he would have already dealt with Frostgale’s
problem, but he couldn’t anticipate this.
●● Jarl Frostgale. Frostgale is a hothead. He thinks
Gundarlun should return to the old ways; piracy
and raiding. Frostgale thinks the Lord’s Alliance
is a waste of time but doesn’t understand the
intricacies of it. It doesn’t help that the wreck
claimed the lives of a few of his villagers.
●● The Crash. Characters who succeed on a DC
12 Wisdom (Insight) check realise King Redaxe
isn’t telling them everything. A successful DC
12 Charisma (Persuasion) check gets Redaxe to
yield more information. Read or paraphrase the
following:

26
Saltwood Storehouse Characters who succeed on a DC 14 Wisdom (Insight)
check realise that the nasty comments are coming from
A tall wooden warehouse rises up above the homes and more attractive members of the populace.
shops around it a few streets back from the harbour. Characters can find out more about the cave by asking
Painted on the front of the building are the words ‘Saltwood the harbour workers, who call the place Gallows Grotto.
Storehouse’. Inside, a handful of employees hurry about the Read or paraphrase the following:
four floors seeing to traders who have come to stock up on
“Gallows Grotto’s a place t’ be avoided if you ask me. A man
rations and naval goods. On the counter wooden sign which
died there long ago. Hanged by his neck from rigging rope
reads ‘potions of water breathing available, just ask’.
and a driftwood beam. There’s many a tale about that place,
Characters can acquire armour, weapons and adventuring
but this one’s true.
gear from the storehouse, but the place has no single
Decades ago, when my parents were but children, a woman
item worth more than 100 gp. The storehouse is happy
arrived in Gundbarg from across the sea. She was a true
to purchase anything worth 100 gp or less but tries to
beauty of a girl, they say. Some claimed she was the child
buy at 80 percent of the items worth. A successful DC 15
o’ the ocean gods. Anyway, the men o’ the village started
Charisma (Persuasion) check is enough to barter for full
getting... restless at her presence. Eyes o’ married folk began
price on the items.
to stray.
Potions of Water Breathing Eventually, one man decided to try ‘is luck wi’ the lady.
They spent the night drinking in the Dragon Turtle Inn, then
At some point in the campaign, characters are likely to she led ‘im away to where she was staying. He came back the
want to purchase potions of water breathing. Luckily, Olgis next day filled with licentious tales o’ the night, an’ before
Saltwood, the matriarch of the family, has been brewing noon the whole o’ Gundbarg knew. Unfortunately, the man
these potions from seaweed for years. If the characters ask was married.
about obtaining a potion, they are shown into the living Folk back then didn’t take well to a woman being wi’ a man
quarters of Olgis. Read or paraphrase the following: out o’ wedlock, so they keelhauled her. Next morning the
The clerk ushers you into a separate part of the store. They man was missing. Gallows Grotto’s where they found ‘im. Still
open a creaky driftwood door revealing a cosy room warmed swinging he was.”
by a smouldering fire. Sat in a rocking chair by the fire,
stirring a battered iron cauldron, is an ancient woman with
greasy grey hair. Playing around her feet in the thick rag rugs
Gimlet’s Ship Repairs
that cover the floor are a half dozen creatures with the head A towering pair of wooden warehouse doors seal shut the
and forepaws of a cat and the lower body and tail of a fish. entrance to a sea cave near the harbour. Painted on these
The room smells unpleasantly fishy and is a touch too humid is a white anchor and the words ‘Gimlet’s Ship Repairs’.
for comfort. Swinging from ropes attached to a rocky overhang above
the entrance to the caves are buckets filled with tools.
As the characters enter, Olgis Saltwood (CE sea hag) Here, characters can meet Oda ‘Bowsprit’ Gimlet (NG
turns around in her chair to welcome the visitors. From the female rock gnome commoner) a boatbuilder and repairer
outset, she appears to be a sweet, elderly lady who is keenly who can service The Voyage or any other
interested in the characters but is unpleasant to behold. damaged vessel. Bowsprit is
She is wrapped in layers of blankets despite the heat of the an amiable gnome who has
room and has lank hair peppered with seaweed and a few a habit of chewing pungent
lumps that look suspiciously like fish eyes. The creatures at tobacco. She works by
her feet are sea cubs (appendix B). swinging from ropes
Granny Saltwood, as she prefers to be called, is more attached to the ceiling of the
than happy to brew up some potions of water breathing cavern and climbing in the
for the characters. All she requires for their creation is rigging of the boats she repairs.
a specific variety of brown, stringy seaweed known as Repairs to a damaged ship
dead man’s bootlaces. She shows the characters a dried can be made while the
specimen inside an herbarium from atop the mantelpiece. vessel is berthed here.
She tells the characters that it can only be found in a small Repairing 1 hit point
sea cave to the west of the harbour. After the characters of damage requires 1
have bought back the weed, she charges them 50 gp per day and costs 20 gp for
potion, each of which requires a day to prepare. materials and labour.
Being a hag, Granny Saltwood has more in store for Bowsprit is a sucker for
the characters than they might imagine. If the characters new brands of tobacco
ask around about Granny Saltwood, they get a mixed though and offers a 20%
reception. Some locals think she’s a blessing, who can cure discount if the characters
any ailment. Others think her malicious, claiming that she can get her a tin.
has tried to poison them in the past with her remedies.
Oda ‘Bowsprit’
Gimlet 27
The Crow’s Nest Tavern Brawl Mishaps
d6 Brawl Mishap
Not far from the docks is a dingy tavern formed from the
1 One of the brawlers comes charging in from an
skeleton of an old ship. Where the planks have rotted away,
adjacent room and slams a ship’s wheel over the
the owners have pegged large patches of sailcloth to cover
head of one of the characters dealing 11 (2d10)
the gaps. The sound of drunken brawling and raucous music
bludgeoning damage to them.
spills out into the surrounding street. The smell of tar is thick
in the air. 2 A stray flagon flies through the air and hits One-
Eyed-Bill the wereshark (appendix B), who
The Crow’s Nest Tavern is an inn of sour repute that caters transforms into a human-shark hybrid and attacks.
to the wilder folk of Gundbarg, including the unsavoury 3 A hulking half-ogre pirate slams a pair of roguish
types who visit the island. The place is run by One-Eyed- types into one of the tavern’s walls which gives way
Bill (NE male Illuskan human wereshark (appendix B)), entirely, causing the brawl to spill out into the street.
a greasy looking fellow with a slicked back mohawk and a
4 One of the lamps lighting the tavern is smashed,
huge scar that has gouged out his left eye. His good eye is
and the flame spills onto a platter of drinks, starting
black and beady and ravenously flicks around the place as if
a serious fire in a 10-foot-square. Any creature in
searching for his next meal. The tavern is filled with pirates
the fire takes 11 (2d10) fire damage and ignites,
and thugs, including an appalling sea shanty band who are
taking 3 (1d6) fire damage at the start of each other
clearly far too drunk to be playing.
their turns. Fire can be doused with an action and
Characters can purchase grog (watered down rum)
spreads at the DMs discretion.
here for 2 cp a mug or can buy bottles of rum for 10 gp.
The place doesn’t serve meals, but there are small kegs 5 The rotted base of the main mast gives way as a
of hardtack biscuits on the bar to which the patrons help thug is thrown at it, and slides into the room through
themselves. Some of the ship’s rooms are still suitable to the ceiling. Each creature in a 5-foot-wide, 30-foot-
stay in and can be rented at a cost of 5 cp a night. long line must make a DC 12 Dexterity saving throw
The Crow’s Nest Tavern is a favourite haunt of the or take 16 (3d10) bludgeoning damage.
nefarious Captain Callous. He rarely docks his ship in the 6 Someone throws a smoke bomb into the crowd
harbour, preferring to keep it out of sight, but if work ever which explodes in a ten-foot-radius, dealing 2 (1d4)
finds him in Gundarlun, he’s sure to pay the Nest a visit. force damage to anyone in the area. The area then
One-Eyed-Bill used to be a shipmate of Callous and is still fills with thick black smoke, heavily obscuring a
loyal to him. Should the characters spot Callous, and you sizable chunk of the tavern.
want him to make an escape, use the Bar Brawl event to
assist his retreat. Gallows Grotto
Bar Brawl Around an hours’ walk along the coastline from Gundbarg
The longer the characters stay in the tavern, the rowdier Harbour is a littoral cave that the locals call Gallows Grotto.
the place gets. After about an hour, or at a time of the DMs This is the only place on Gundbarg where characters can
choosing, a massive brawl starts between the shanty band harvest dead man’s bootlaces. When the characters arrive
(two human thugs and a half-elf bard) and a gang of pirates at the cave, read or paraphrase the following:
(three human bandits and a bandit captain). Have the
characters roll initiative. On initiative 20, roll a d20. On a 10 After hopping along the rocky coastline from Gundbarg
or more, another 1d4 characters join the fray. Any NPC stat Harbour, you reach a sea cave that looks like it might be the
block of challenge 2 or less will suffice. one you’re looking for. The frigid ocean rushes in and out of
If the characters get involved, they can try to knock out the cavern, casting sheets of sea spray onto the surrounding
the other brawlers or use ability checks such as Charisma rocks.
(Persuasion or Intimidation) to break it up. Any reasonable
check can be used, the DC for which is 15. If the characters The entrance to the cave is twenty feet below the rocky
move past any of the brawlers, there is a 50 percent chance coastline. Unless they are entering by boat, characters must
they are pulled into the fray. descend the slick rock the enter the cave. Climbing down
Should the event start to become tedious, roll on the requires a successful DC 16 Strength check, failure results
following table to add some spice to the brawl: in the character falling the twenty feet and hitting the water,
taking 7 (2d6) bludgeoning damage. A character in the
water must succeed on a DC 16 Strength check to swim
into the cave; failure results in the character being smashed
against rocks on the way in, taking an additional 7 (2d6)
bludgeoning damage. If the characters are in a boat, the
check is a group Dexterity check but has the same results.

28
Gallows Grotto. 1 square = 5 feet
G2. Sea Lion Den
Gallows Grotto: General Features
A natural stair of wet rocks leads up toward a cave which
The following aspects of Gallows Grotto are true unless
reeks of fish. Peering inside, you notice the slumbering
otherwise noted in a particular area description:
hulk of a vicious beast. The front of the creature is that of a
Ceilings. The caverns within Gallows Grotto are thirty
scaled, green lion, but its hindquarters have been replaced by
feet tall.
the tail of a giant fish. The creature is over ten feet long and
Desecrated Ground. Due to the dark past of the caves,
has a chain around its neck. Strewn around the monstrosity
Gallows Grotto is considered desecrated ground (see
are handfuls of fish guts. As you watch, the massive beast’s
chapter 5 of the Dungeon Master’s Guide).
nostrils begin to flare.
Light. The caves are entirely dark and unlit.
Slick Rock. The floor of the caves is wet with salt spray. Creatures. This sea lion (appendix B) has abadly scarred
A creature that takes the Dash action within Gallows front flipper. It belongs belongs to Granny Saltwood, and
Grotto must make a DC 10 Dexterity saving throw at has the following changes:
the start of their move or fall prone. The walls cannot be
climbed without gear, and even characters with gear must ●● The sea lion has 50 hit points.
succeed on a DC 15 Strength (Athletics) check in order to ●● The sea lion has a swim speed of 20 ft.
do so. ●● The sea lion loses multiattack.

G1. Entrance Cavern The sea lion wears a hag eye (see Monster Manual) on a
chain collar. Granny Saltwood can see through the eye. If
the characters don’t discover the sea lion it remains asleep
You manage to get into the cavern despite the slick rocks unless they enter area g4, when it is magically awakened
and pounding waves. Seaspray fills the air here but doesn’t and waits to ambush them.
conceal the thick driftwood beam embedded above your Characters is area g2 must take immediate action to
head. Hanging from the beam is a mess of tangled ropes avoid waking the sea lion. They can retreat entirely from the
which seem to swing of their own accord. cave or mask their scent using the offal or a spell such as
prestidigitation. If they fail to do so, the sea lion wakes up
Creatures. The cavern is haunted by a specter which and attacks, trying to knock characters into the water where
attacks good aligned creatures that enter. it is most deadly.

29
G3. Seaweed Sanctuary Drown in Sorrow
Complex trap (level 1-4, deadly threat)
A still rockpool of saltwater fills the majority of this cavern.
Growing within it are a dozen kinds of seaweed. This magical trap was enchanted by Granny Saltwood to
Dead Man’s Bootlaces. A character can identify the prevent people stealing her magic items. The trap causes
seaweed with a successful DC 10 Intelligence (Nature) the cavern in to fill with water and animates lengths of rope
check, made with advantage if the characters have a to restrain and drown the intruders.
sample. Alternatively, a character can make a DC 12 Trigger. The trap activates when a character who is not
Intelligence (History) check to recall being shown the Granny Saltwood or one of her minions touches her chest
sample by Granny Saltwood. A failed check could result in of magic items.
the characters procuring the wrong variety. If the wrong Initiative. The trap acts on initiative 20 and 10.
variety take this to Granny Saltwood, she still makes the Active Elements. Drown in Sorrow fills the room with
potions for them, but they receive potions of poison instead. sea water and other effects.
False Wall. Characters with a passive Wisdom
(Perception) of 16 or higher notice part of the rock wall in Hangman’s Noose (Initiative 20). The reels of rope
this cavern is a different hue to the rest. A successful DC wound about the cavern animate and lash out toward
16 Intelligence (Investigation) check reveals the wall to be the characters. They attack each creature with a +5
false, made of plaster rather than rock, and openable by a bonus to the attack roll, dealing 5 (1d10) slashing
concealed handle. The door leads to area g4. damage on a hit. In addition, the creature is grappled
by the ropes (escape DC 15). If a creature is grappled
G4. Granny Saltwood’s Lair by the ropes on initiative 20, it is not attacked, but must
succeed on a DC 15 Strength or Dexterity saving throw
Any creature that enters this area reveals their location
or become restrained.
to the sea lion in area g2, which awakens and prepares to
ambush them on the way out.
Crashing Waves (Initiative 20). The room fills with the
You pull the false wall aside, revealing a small grotto filled sound of crashing waves. Each creature must make a
with junk and lit by bluish light coming from an old lantern. DC 15 Constitution saving throw or become deafened
Reels of rope coil around barrels of stinking seaweed, huge by the sound. This effect activates once, the first time
glass jars of preserved fish, crates of soggy books, cages the trap activates.
filled with bones and a pair of barnacle-covered chests. As
you enter, the false wall swings shut behind you. Surging Seawater (Initiative 10). The cavern begins to
fill with seawater at a rate of ten feet per turn (on the
first initiative 10 it rises to 10 feet, then 20, then 30,
Treasure. Though much of the junk is worthless, the
which fills the cavern).
party can take some dead man’s bootlaces from a labelled
crate. The lantern is lit with a blue continual flame. The
Countermeasures. There are a few ways that the trap
chests are both locked with rusting iron padlocks but can
can be overcome.
be opened with a successful DC 14 Dexterity check using
thieves’ tools or a DC 10 Strength check.
Open the False Wall. Opening the false wall disables the
Inside the first chest is a set of wooden puppets carved
trap, but it is warded with magic. To open the doors, the
from driftwood with dried seaweed hair and seashell
characters must first make a DC 15 Wisdom
armour, their strings tangled around them like ropes.
(Perception) check to find the handle on this side. A
Disturbingly, the puppets strongly resemble the characters
successful DC 15 Intelligence (Investigation) check
and, if touched, begin to dance around acting out insulting
is then required to open the door. Each check requires
parodies of their duplicates recent actions. If a character’s
an action.
puppet is destroyed, the corresponding character takes 21
(6d6) necrotic damage.
Hangman’s Noose. Characters can slash at the ropes or
The second chest is trapped (see below) and contains
attempt to snap them. The ropes cease to be animated
Granny Saltwood’s more valuable items: a cloak of the
if their total attack bonus from attacks and checks
manta ray made from a stitched up dead ray that constantly
reaches +0.
drips fishy oil, a bag of tricks and a scroll case covered in
mother of pearl (worth 250gp) containing three spell scrolls
Attack. A creature in the cavern can slash at the ropes.
(dominate beast, shape water, and tidal wave).
The ropes have AC 11 and 5 hit points. Destroying a
rope reduces the Hangman’s Noose attack bonus by 1.
Strength check DC 15. Creatures can use raw strength to
snap the ropes. A successful check reduces the
Hangman’s Noose attack bonus by 1.

Enchanted Chest. A successful casting of dispel magic


upon the chest disables the trap.
30
TRAVEL IN GUNDARLUN side of a narrow fire pit that runs the length of the hall,
over which roast a handful of large sea bass and a single
To reach Fiskrbak, the characters must travel for several pig. Crowded in groups around the tables are twelve
days. King Redaxe recommends they travel overland tribal warriors, and at the end of the hall, sat in a wooden
through the mountains, a journey of three days. Characters throne, is Jarl Skotha Frostgale (CN male Illuskan human
may take a coastal route around the island, but this is a risk. berserker). Read or paraphrase the following:
Captain Greysail stays in Gundbarg whilst the characters
visit Fiskrbak but promises to await their return before “Who are these foreign folk in my hall?” The jarl bellows
leaving for Neverwinter. If the characters ask her to take down the hall toward you. “If you are friends then take a seat
them to Fiskrbak in The Voyage, she refuses, believing the at my table and have an ale. If you are foes, you picked a good
coastline too dangerous to navigate in a large ship. day to die.”
Refer to appendix A for random encounters that occur on
the way to and from Fiskrbak, and The High Seas earlier in Jarl Frostgale is a hothead. He quickly loses his temper if
this chapter for assistance running travel. he thinks that the characters are poking fun at him or not
doing what he asks. He rants about King Olgrave’s ‘foolish
Sea Travel love of theae Lord’s Alliance’ and claims that if he were
King, he would restore Gundarlun to its former glory.
If the characters decide to travel in a ship which requires The Jarl is eager for the party to head to the site of the
more than one crew member, they find the journey crash, which is an hours’ walk north of Fiskrbak. If asked
impossible. Jagged rocks around the coastline force the ship for more information, he tells the characters the following:
to turn back, lest they founder.
Smaller vessels such as a keelboats or rowboats can ●● The crash happened almost three tendays ago.
successfully navigate the rocks. It’s impossible to become Several frightened villagers came to tell him about
lost in the boat whilst following the coast, but at the start of a star that had fallen from the sky, killing some of
each day, the navigator must succeed on a DC 12 Wisdom their family. When he went to look, he discovered
(Survival) check to avoid hitting the rocks. If the character that it was a strange metal ship. The Jarl wants the
fails this check, have everyone aboard this vessel make a crash cleared up. If the party can make sure it’s not
DC 13 group Dexterity check to avoid hitting the rocks or a dangerous, he’ll happily send his men to throw it
reef. If the group check succeeds, the collision is avoided. into the sea.
Otherwise, the vessel takes 2d10 bludgeoning damage ●● If the party report back to the Jarl about the
from the collision, and everyone aboard must make a DC sahuagin tracks in the crash, he tells them to head
10 Strength or Dexterity saving throw to avoid falling toward the Wreck of the Golden Crown, where
overboard. Have this occur during a random encounter to the sea devils lair. He warns the characters not to
up the ante. stray into the ruins of Berranzo, claiming that the
Calishite who built it cursed the place with greed.
Land Travel
Travelling along the mountain trails of Gundarlun is far
safer way to get to Fiskrbak, although it may take longer as
Rimewave Household
characters run the risk of getting lost. Refer to The High This small, slate-roofed house belongs to the Rimewaves.
Seas earlier in this chapter for travel rules. They are humble fisherfolk well-known around town but
have gone missing. The family consists of a father and

FISKRBAK mother, Taman and Westra, and their teenage son Bern.
Whilst out fishing in the early hours, the family were
Fiskrbak is a small fishing settlement on the western coast attacked by sahuagin. Bern was taken by one group of the
of Gundarlun ruled over by the hot-headed Jarl Frostgale. sea devils, whilst Taman and Westra were sent straight
Although there is little of note in the village save the Jarl’s to the wreck of the Golden Crown on the north coast of
hold, it is not far from here that the mysterious vessel Gundarlun, where the sahuagin lair.
crashed from the sky. When the crash occurred, several If the characters bring Bern here, he is distraught to
villagers were killed, and several have since gone missing. realise his parents have not returned. If the party assume
the worst, he refuses to believe them, and begs them to try
Jarl Frostgale’s Hold and find the sahuagin who took his family. He refuses to
leave their side unless the characters do something serious
In the centre of the scattered slate-roofed houses is a large, (such as attack him or sneak off in the middle of the night).
thatched feast hall. The doors to the chamber are decorated
with the colossal jaws of some monstrous shark that could
easily swallow a man whole.

The hall is unguarded, and characters can walk straight


in should they choose. Inside are two long tables on either

31
Crash Site. 1 square = 5 feet

The Crash Site C1. Corpses


Characters who investigate the corpses can see that
The crash is on a rocky beach around an hours’ walk from they have been dead for a while. Their skin is drained of
Fiskrbak. What the characters do not know is that the all colour and they are stiff as a board. Characters who
crashed vessel is part of an illithid nautiloid, a ship used succeed on a DC 15 Wisdom (Medicine) check notice dried
by the colony of Zellix’Phor to navigate the planes. The blood around their ears, indicating some mental trauma
colony travelled to the Material Plane to stock up on brains killed them. They have been dead for around three ten-days.
but were followed and ambushed by a group of githyanki
knights, sworn enemies of the mind flayers. A great battle C2. Tentacles
was fought on the ship, in which most of the illithid and
Half-crushed beneath the ship are three metal tubes that
githyanki died. As the nautiloid thundered toward the
look like tentacles. Their design is probably unlike anything
ground, it broke apart into numerous pieces, most of which
the characters have seen before. It is obvious that the metal
were destroyed or sank to the bottom of the ocean.
is a foreign substance, but a successful DC 15 Intelligence
Once the characters arrive at the crash site, read or
check allows a character to make a comparison to star
paraphrase the following:
metal. It has a slight iridescent quality, is incredibly strong,
The sight before you is entirely alien. A strange, twisted, and yet has been forged into a highly flexible appendage.
metal ship of some sort has smashed into the ground,
crumpling up and scattering debris far and wide. A few feet
C3. Ruined Room
from the wreck are three human corpses that look as if Around the back of the nautiloid is a chamber that is torn
they’ve been there some time. The otherworldly vessel seems in half. The jagged metal walls are sharp to the touch, and
to be incomplete, as if torn from a larger structure. Despite twisted tubes spout noxious gases into the air. Read or
this, the ship is larger than most of the houses you’ve seen paraphrase the following:
on Gundarlun.
Foul smelling vapours hiss from the wreckage, burning the Carefully, you enter the crashed ship from the sundered
back of your nostrils. As you circle the empty hulk, you notice end of the wreckage. Noxious gases spout from ruptured
bizarre, tentacle-like metal tubes emerging from it. tubes in the walls. Peering through the haze, you make out a
circular door on the far wall. The contents of this room have
been destroyed; smashed glass vials cover the floor, thin
metal wires are strewn about the place, and crumpled metal
instruments litter the desks.

32
Poisonous Gas. Characters who enter the wreckage You open the strange door from the previous room and are
must make a DC 14 Constitution saving throw or become plunged into darkness. Before you is a cylindrical chamber,
poisoned by noxious fumes for 1 hour. Characters who filled with peculiar, glass-topped pools of brine separated by
succeed on the save are immune to the fumes for 24 hours. thin sheets of iridescent black metal. Floating in these pools
Wreckage. There are multiple ways for the characters to are dozens of dead tadpole-like creatures with vicious little
determine that sahuagin have been at the wreck: teeth and slender tentacles. At the near end of the chamber
are two desks covered in broken equipment.
●● Intelligence (Investigation), DC 12. Success reveals
Light. This room is unlit.
that this room has been raided. Once locked boxes
Creatures. Trapped in this room is a githyanki knight
lie broken on the floor, their contents plundered.
with the following changes:
If the check succeeds by 5 or more, the characters
find small shards of coral from broken jewellery
●● He has 30 hit points remaining
on the ground. A successful DC 16 Intelligence
●● He is wearing damaged armour (AC 14)
(Religion) check reveals that these shards were
●● He a broken leg (speed 15 ft.)
once part of an idol of Sekolah.
●● He loses multiattack
●● Wisdom (Survival), DC 15. Success reveals webbed
●● He has become a host for an intellect devourer
footprints smudged into the blackened deck of
the chamber in a far corner. A successful DC 12
If the characters entered using an Intelligence check,
Intelligence (Nature) check is enough to recognise
the knight is unaware of their presence. Any other method
the tracks as sahuagin.
of entry allows the knight to hide and prepare an ambush.
●● Wisdom (Perception), DC 18. Success allows a
Characters with a passive Wisdom (Perception) of 12 or
character to notice a distinct fishy aroma in the
higher notice the knight hiding between two metal girders.
chamber, despite the noxious gases.
When the knight attacks, read or paraphrase the following:

C4. Tadpole Chamber A tall humanoid resembling a green-skinned elf lurches


toward you. It has clearly suffered tremendous wounds in the
Mounted on both sides of this door is a burnished plate of crash; it’s left leg buckles under its weight, and it has a huge
dark, alien metal embossed with a braille-like form of tactile gash across its chest. The creature’s armour too has been
writing known as Qualith. Mind flayers use their tentacles damaged and hangs off its frame haphazardly. Despite this,
to read Qualith, which is composed in four-line stanzas the creature swings a vicious silver sword in a wide arch at
indecipherable to other creatures. A creature that touches you with surprising strength.
a Qualith inscription, however, can receive fragmentary
insight into the multilayered thoughts contained within it.
When the knight dies, read or paraphrase the following:
A non-illithid that wants to understand a Qualith
inscription can make a DC 18 Intelligence check to As the alien humanoid crumples in a heap on the ground,
interpret the inscription. A failed attempt results in a you hear a horrifying burrowing noise. As you watch, a
crushing headache and requires the creature to succeed on quadripedal brain ruptures from the back of the creature’s
a DC 11 Wisdom saving throw or develop a form of short- skull and makes a break for the door leading outside.
term madness (see “Madness” in chapter 8 of the Dungeon
Master’s Guide). A comprehend languages spell provides
Smashed Pool. Characters who succeed on a DC 12
understanding of the spell roughly equivalent to what a
Wisdom (Perception) check notice that one of the pools in
mind flayer would get from it.
the chamber has cracked, and the fluid has drained out and
Each door plate is imbued with psionic energy that
leaked outside through a rupture in the side of the ship.
functions like an arcane lock spell. The Qualith inscription
The crack is too small for Small or larger creatures to enter
on the plate describes the genuflections a mind flayer must
through but provides line of
make with its tentacles to open the door. Other creatures
sight into the area.
with at least four tentacles can imitate these motions to
bypass the lock, provided they can interpret the inscription.
A creature must be within 5 feet of the door to open it in
this way. Creatures without the requisite tentacles and
knowledge must deal with the lock by more conventional
means, such as a knock spell. If magic is unavailable,
the locked door can be opened with a successful DC 18
Strength (Athletics) check, as it is badly damaged.
Clever adventurers might discover that a decapitated
mind flayer head, animated through an animate dead spell,
can be used to access the locks.
Unless held open, doors which Qualith door locks
automatically close and lock.
When characters enter, read or paraphrase the following:

33
C5. Resting Pool BERRANZO
The door to this chamber is locked with a qualith door lock Originally built over a century ago, Berranzo is a failed
(see area c4). mining community off the western coast of Gundarlun.
When characters gain access, read or paraphrase the Although originally a Calishite operation, the mine failed
following: mysteriously after only three years, with most of the
You emerge into a huge circular chamber dominated by populace going mad. For many years after, ore ships would
a gigantic brine pool which levitates a few inches off the turn up filled with dead or insane crew. Now even the
ground. The pool is surrounded by alien architecture that is Northmen are too afraid to venture there, and rumours of
horrifying to behold. The structure seems to be an unnatural the place abound.
mixture of molten rock and metal, covered in otherworldly Due to the isolated nature of this ancient mine, Thiliossk,
hieroglyphics that fold together and separate as you observe one of the illithid attendants of Zellix’Phor, has taken up
them. The whole chamber gives off an aberrant malignancy, temporary residence. From this location, he can oversee the
causing the hairs on the back of your neck to stand up. corruption of Gundarlun at the hands of the sahuagin.
Berranzo may never feature in your campaign, but if the
characters arrive here, read or paraphrase the following:
Unfathomable Architecture. Characters who enter this
area must make a DC 11 Wisdom saving throw or become Off to one side of the mountain trail you notice a pile of
frightened of the otherworldly chamber. If the saving throw discarded mining equipment; pickaxes, carts, sledgehammers
fails by 5 or more, they also develop a random form of short- and the like. The items are rusted beyond use, but there
term madness (see “Madness” in chapter 8 of the Dungeon seems to be a scattered trail of them leading down a pathway
Master’s Guide). overgrown with gorse. As you scan the path, you notice it
Creatures. Lurking beneath the brine pool is a leads to the base of a rocky outcrop, which has caved in
swarm of cranium rats. They have extinguished the where it meets the trail.
natural illumination of their brains and are spying on the
characters. Characters with a passive Wisdom (Perception)
of 16 or higher notice the rats. If attacked, the rats retaliate
until they drop to half their hit points, after which they Berranzo: General Features
attempt to flee. Berranzo is an ancient Calishite mine around a century
Brine Pool. Characters who touch the water of the pool old. It has long been abandoned by the colony which once
are bombarded with psychic images. Read or paraphrase lived there, as many of the miners were driven insane
the following: by some mysterious force. The following features are
common throughout the mines:
The horrifying sound of shearing metal fills your brain, and Light. Although there are braziers set into the stone
a sequence of images flash through your mind. First, you floors, and torches in sconces on the walls, the mines are
glide through a strange silvery sea, dotted with distant stars. entirely unlit.
Suddenly, you’re face to face with one of the green-skinned Maddening Presence. Something is unnaturally
humanoids, they stab again and again into your gut with their sinister about these mines. The Calishite colony dug too
silver sword. With a blinding flash, you’re hurtling toward the deep and uncovered an ancient, unknowable horror that
ground, flames surrounding you. You hit the ground. It all resides deep beneath the earth of Gundarlun. Although it
goes black. is safe to remain in the mines for a short time, spending
extended periods down here is likely to drive a creature
Characters who experience the visions must succeed insane. Each time a creature takes a Short or Long Rest
on a DC 18 Wisdom saving throw or become stunned for in the mines, they must make a DC 15 Wisdom saving
1 minute. Roll any dice, on an odd number, the stunned throw. On a failed save, the creature gains no benefit from
character falls into the brine pool and begins to drown. A the rest and gains a Short-Term Madness. These madness
creature can repeat the save at the end of each of its turn, effects cumulate, so that a second failed save results in a
ending the effect on itself on a success. Long-Term Madness, and a third an Indefinite Madness.
This can occur multiple times.
Rope Ladders. There are four rope ladders leading
down into the central crevasse of Berranzo. These can
Character Advancement be climbed without a check but are counted as difficult
After exploring the wreckage of the nautiloid, the terrain by creatures without a climb speed.
characters should advance to 4th level. Walls and Ceiling. The walls and ceiling of the mine
are stone, either natural (in areas b2 and b9) or chiselled
(areas b1, and b3-8). Except where mentioned otherwise,
ceilings are at a height of twenty feet. Natural stone can
be climbed with a successful DC 16 Strength check.

34
Berranzo. 1 square = 5 feet

B1. Mine Entrance allows a character to avoid the most dangerous


areas of the cave-in.
As you follow the overgrowth path, you come to what must ●● Charisma (Performance), DC 15. A successful
have been the entrance to a subterranean mining colony. Half check allows a character to motivate their fellows.
a dozen rusted tools lie strewn about a hefty pile of collapsed ●● Any other check the players can think of that has
boulders that has sealed shut the entrance. reasonable justification.

If characters wish to gain entrance to Berranzo, they must For each failed check, have the unsuccessful character
get past the cave-in. Characters who succeed on a DC 18 make a DC 16 Strength or Dexterity saving throw to avoid
Wisdom (Perception) or Intelligence (Investigation) check getting crushed, trapping a limb, or grazing themselves
locate a fissure in the rock, allowing them to squeeze against the sharp rocks. On a failed save, the character
through into the antechamber. takes 11 (2d10) bludgeoning damage.
If no fissure can be found, characters must clear the When the characters enter, read or paraphrase the
rocks. To do so, they must succeed on three of the following following:
ability checks. If they fail three before they succeed, they are
Thin shards of light pierce the darkness of this empty
unable to clear the rocks:
chamber from cracks in the rock above. The scarce light
illuminates four stone pillars covered in engraved mandalas.
●● Strengh check, DC 16. A successful check allows a
At the far end of the hall are a pair of stone doors, around
character to shift some of the boulders.
eight-feet-tall, with thick handles of brass.
●● Dexterity check, DC 18. A successful check allows
a character to squeeze between some of the rocks.
●● Constitution check, DC 20. A successful check Pillars. Characters who succeed on a DC 14 Intelligence
allows a character to bear a large load of rocks. check, or who are Calishite humans, realise that the motifs
●● Intelligence (Investigation), DC 14. A successful are of Calishite origin and that some of the stone has been
check allows a character to determine which rocks imported from that part of the realms.
to safely move first. Doors. The stone doors are heavy but not locked, and can
●● Wisdom (Survival), DC 16. A successful check be opened with a successful DC 12 Strength check.

35
B2. Main Cavern B2a. Suspended Walkway
You descend down an unlit stone stairway for perhaps ten A pair of wooden walkways hang perilously over the edge
minutes. The steps are dusty and rubble-strewn, and clearly of the crevasse, connected by a natural pillar of stone. The
haven’t been used in a long time. Each footstep echoes down wooden planks of the bridges look somewhat worm-eaten,
the long, black stairway. To one side of the stairs is a rail for and the rope has frayed in several places.
minecarts, connected to a pulley system. Characters can move at a normal pace across the bridges,
but this puts a strain on their weathered construction.
If the characters didn’t kill the swarm of cranium rats in Whenever one or more characters move at normal speed
area c5 of the crash site, they are lurking quietly on the across a bridge, roll a d6. On a roll of 1, a bridge breaks and
stairwell looking for any intruders. Unless the characters flips to drop characters into the crevasse. These areas can
succeed on a DC 10 group Dexterity (Stealth) check, be navigated safely by treating them as difficult terrain.
the swarm notices them and scurries to area b6 to warn The walkways can also be damaged to make them
Thiliossk. Characters with a passive Wisdom (Perception) collapse. They have AC 13, 11 hit points and vulnerability to
of 12 or higher notice the rats. If they are stopped within fire damage.
two rounds, they fail to alert Thiliossk.
Check the sidebar ‘Thiliossk’s Plan’ to see how the Illithid B2b. Crevasse
responds to intruders in his lair.
Once the party reach the bottom of the stairs, read or The deep crevasse that fills this central cavern has several
paraphrase the following: levels, connected by rope ladders. It has been heavily mined,
and the tools of that trade lie abandoned all about. Every now
After several more minutes, you emerge into an enormous and then, some mineral deposit in the walls twinkles and
natural cavern. A huge crevasse below you is spanned by catches your eye.
a pair of rickety-looking wooden walkways, anchored to a
central pillar of stone. The crevasse itself is at least fifty feet
deep and has dozens of crevices chiselled into the walls The crevasse is sixty feet deep. It has three levels, each of
where miners have dug for veins of ore or precious minerals. which descends thirty feet.
To your right is a manmade tunnel leading into the rock Creatures. Scurrying around the bottom of the crevasse
and over the crevasse is a wide, semi-natural tunnel leading are six rust monsters. They can climb the walls without
further down into the mountains. an ability check but treat the them as difficult terrain. If
any of the characters are wearing metal armour or carry
metal weapons, they attack with glee. If not, they pay little
attention to the party.

B2c. Slag Heap


In the southwest corner of the cavern is a huge heap of slag
and shattered rock. There are numerous shovels and carts
around it, some half-filled with the rubble.
Creatures. Hiding amongst the rubble is a grick. It
uses its stone camouflage to hide and can only be noticed
by characters with a passive Wisdom (Perception) of 17
or higher. Should any character stray too close, the grick
attacks.

B3. Storeroom
The door to this area is locked from the inside. Thiliossk
has the key. Characters can open the door with a successful
DC 16 Strength check or a DC 18 Dexterity check using
thieves’ tools. Using a strength check alerts any creatures in
areas b3-7, who cannot be surprised. Tiny creatures can fit
through a two-inch gap at the bottom of the door.

After dealing with the locked door, you find yourself in a


room that has been cut into the rock. Resting against the
walls are racks of pickaxes, sledgehammer, chisels, and other
mining tools, and stacked up in the far corner are half a dozen
minecarts. To the left of the door is a desk, upon which lie a
number of metal ingots.

36
Creatures. If the characters didn’t notice or stop the Inside the chest are two potions of healing, a potion of
swarm of cranium rats from area b2, they are waiting in climbing, a potion of diminution and a potion of water
this room after having warned Thiliossk. breathing. It also contains a +1 dagger with an adamantine
Treasure. There are twelve iron ingots (1gp each, 10lbs) wyvern engraving on the blade that once belonged to a
and three gold ingots (10gp each, 10lbs) on the table beside Zhentarim merchant (250gp), a driftglobe, a vial of drow
the door. There are enough items on the racks and desk to poison and 231gp in assorted coins.
form one set of smith’s tools (20gp).
B6. Foreman’s Office
B4. Vault If characters have alerted creatures to their presence
A circular iron door around five feet across hangs ajar. here, they are attacked by two human commoner thralls
Beyond this is a vault which seems to have been plundered. equipped with flensing claws who come from area b7.
There are two long trunks on either side of the room
which have been cracked open; they appear to have been This room was clearly used as an office at some point but has
rummaged through, but many items still remain. since been converted for other purposes. Strange glass vials
and jars line the shelves on the walls, filled with bodily fluids
Treasure. Inside the trunks are three sets of smith’s tools and organs. The large desk has been dragged into the centre
(20gp each), two sets of mason’s tools (10gp each) and a of the room, and a human corpse lies upon. Its arms have
single set of jeweller’s tools (25gp). A small velvet pouch been sliced open, and adamantine claws are being attached
holds six banded agates (10gp each) and four chalcedonies to the muscles and ligaments within.
(50gp each).
A successful DC 18 Intelligence (Investigation) check Creatures. Unless Thiliossk (appendix B) has been
reveals small metal shavings of adamantine (worth 50 gp) alerted by the cranium rats, he is inside this chamber
in the trunks, suggesting they were once used to store the working on the corpse of Taman Rimewave.
precious metal. Corpse. The body on the table is that of Taman
Rimewave, Bern’s father. If Bern sees the corpse, he is
B5. Secret Safe stunned for 2d4 rounds, after which time he is inconsolable,
and cries for days on end. Hopefully, the characters comfort
On the far wall of area b4 is a panel of stone which slides the young man, but it’s clear that he will never truly recover
aside to reveal a safe. Characters with a passive Wisdom from the shock.
(Perception) of 20 or higher notice the outline of said panel. Treasure. In amongst the grisly vials and jars are a
Characters can open the panel with a successful DC 20 number of valuable items. Four adamantine ingots (10gp
Intelligence (Investigation) check. each, 1lb), two amethysts (100gp each), a healer’s kit, three
flasks of oil and a set of alchemist’s supplies. On the desk is
The panel of stone slides aside, revealing a small opening, a survival mantle.
around two feet across, inside of which is a wooden chest
decorated with adamantine gilding.
B7. Living Quarters
Trap. Characters who succeed on a DC 18 Intelligence You crack open the rickety wooden door, revealing a room
(Investigation) or Wisdom (Perception) check notice that filled with decaying bunkbeds and strewn with smashed
the chest is sat on a pressure plate. The plate can be crates, barrels and the like. Several of the bunk beds have
disabled with a successful DC 18 Dexterity check using chains wrapped around their bases, and buckets nearby filled
thieves’ tools, or by replacing the chest with an item with human excrement.
of similar weight, discernible by looking with a DC 18
Intelligence check. Creatures. Unless alerted to the character’s presence,
Removing the chest without disabling the pressure plate there are two human commoner thralls in this room who
causes a steel guillotine to slam down just behind the lunge at the characters as soon as they enter.
sliding panel. Any character with body parts within the Imprisoned! If characters are captured by the thralls
area must make a DC 20 Dexterity saving throw, taking 11 or Thiliossk, they are be brought here and chained to the
(2d10) slashing damage on a failed save or half as much bunkbeds around their waists. Characters can break free of
on a successful one. If the check fails by 5 or more, the the chains with a successful DC 20 Strength check.
body part is severed (see Lingering Injuries in the Dungeon
Master’s Guide). Characters can open the guillotine to B8. Elemental Forge
recover lost appendages with a successful DC 12 Strength
check. A huge adamantine grate covers the entrance to a forge.
Treasure. The chest is locked, and the key is missing. It Peering through the bars you can make out the gaping maw
can be opened with a successful DC 10 Strength check or of an enormous furnace, as well as a half dozen anvils, a well,
a DC 12 Dexterity check using thieves’ tools. If opened with and a large metal chest.
a strength check, the potions shatter and mix (see Variant:
Mixing Potions in the Dungeon Master’s Guide).

37
Runes. Characters with a passive Wisdom (Perception)
of 16 or higher notice a semicircle of runes around the Thiliossk’s Plan
grate. A successful DC 16 Intelligence (Arcana) check
allows a character to discern that these are runes of Thiliossk has been using Berranzo as a base of
elemental binding. The runes can be destroyed with a operations from which they can manipulate the sahuagin.
casting of dispel magic or by attacking them with a magic They have been using the sea devils to capture local
weapon (no attack roll required). fisherfolk for thralls and food.
Opening. The adamantine grate is attached to a pulley When the characters enter Berranzo, Thiliossk has
system on the top level of the crevasse. Two characters can several opportunities to become aware of their presence.
use an action to activate the pulleys and raise the grate, Initially, they could be warned by the cranium rats. Failing
which locks in place. Characters can use an action on a this, the characters actions could warn them of their
subsequent turn to release the pulleys, closing the grate presence. Combat breaking out in areas b3-4 or b7 would
again. Alternatively, a character can succeed on a DC 25 alert them, as would the breaking down of doors or loud
Strength check to lift the grate without using the pulleys. magical effects.
Creatures. Inside the forge itself is an enslaved fire Depending on what level the characters are when
elemental, summoned here by the Calishite mages who Thiliossk discovers their presence, they enact the
once owned the mining colony. Although it is currently following plans:
dormant, any who would tamper with the chest in this forge
awakens its fury. It cannot leave the forge past the runes on ●● Levels 1-4. Instantly recognising that the
the floor. characters are of inferior races and lacking in
Treasure. The metal chest inside the forge is locked with skills, Thiliossk attacks without a second thought.
an intricate mechanism. The complex key for this chest is If possible, they uses their thralls (area b7) to
missing. To open it, characters must first succeed on a DC subdue the characters before consuming their
20 Intelligence check to align the mechanism. Next, they brains or capturing them and experimenting
must succeed on a DC 20 Dexterity check using thieves’ upon them.
tools to unlock it. Finally, a successful DC 20 Strength ●● Levels 5-6. At higher levels, Thiliossk realises
check is required to open it where time has sealed it shut. that the party is a threat to his existence. They
Touching the chest awakens the fire elemental. attempt to lure the characters into the forge by
Inside the chest are a +1 adamantine longsword, a commanding one of their thralls to run there.
mithral chain shirt, and a brooch of shielding. Should the characters follow, they and the other
thrall drop the grate, trapping the characters.
●● Levels 7+. Thiliossk knows when he’s
B9. Deep Mines outmatched; on their own, they cannot hope to
On the other side of the crevasse is a mined-out tunnel face a party of high-level adventurers in open
which leads ever deeper into the heart of the island. It is combat. They flees into the deep mines to escape.
entirely unlit, and a tormenting whispering echoes up from Thankfully, their psionic powers make them
its depths. immune to the maddening presence.

The deep mines of Berranzo are cursed by a maddening


presence which drove the initial colonists mad within a few
years of their settling. Although the mines were rich with
ore and precious stones, the whisperings eventually sent
the miners mad.
Characters who enter the deep mines quickly become
disoriented. Each character must make a DC 18 Wisdom
saving throw or become overwhelmed by the whispering
(use the poisoned condition). If they wish to find a way out
of the labyrinthine tunnels, the characters must succeed on
a DC 20 Wisdom (Survival) check to escape. Each failed
attempt results in the characters having to rest down in the
mines, where they are subjected to the maddening presence
(See General Features). In the deep mines, the DC to resist
the madness is 20. Each day the characters are trapped, roll
a d20. On a roll of 12 or higher, the characters are attacked
by natural cave denizens, such as a grick or cloaker.
When characters finally manage to escape, there is a 50%
chance they exit the mines through a natural cave in the
mountainside rather than through the mine entrance.

38
THE WRECK OF THE GOLDEN CROWN
Lying beneath seventy feet of water on the northern coast
of Gundarlun is the wreck of the Golden Crown, a Calishite Underwater Environment
galleon used to transport precious metals from the now
abandoned mine of Berranzo. It has been over a century This section of the adventure takes place in the
since the wreck, and the place is known by the Gunds only underwater wreck of the Golden Crown. Because the
as the site of a sahuagin den. wreck is entirely submerged, you need to run all combat
Lairing in the skeleton of this sunken ship are the with the underwater combat rules (see Dungeon Master’s
sahuagin who have begun to terrorise the island. They have Guide). The characters must have some way of breathing
renounced their god Sekolah in favour of a new patron, the underwater to stay alive for the duration.
elder brain Zellix’Phor, who is corrupting them through By the time characters reach the wreck, they should be
their connection with the wreck in Fiskrbak. They were 4th level, giving them access to spells such as alter self,
the first living creatures to discover the crash, and looted the treasure from Gallows Grotto or Berranzo, or potions
the destroyed vessel, discovering alien technology beyond of water breathing brewed by Granny Saltwater. These
their comprehension. Through these strange items, the should give them the capability to make the swim down
Attendants of Zellix’Phor have psionically corrupted the to the wreck. The underwater excursion should take
sahuagin, bending them to their will. In the nearby ruins less than an hour of in-game time, so a single potion per
of Berranzo is the mind flayer Thiliossk. It has been character is enough.
manipulating the sahuagin, getting them to deliver captives If the characters find themselves here without any
to the site of the wreck, where it spirits them away to means to survive underwater, perhaps have them
consume their brains or turn them into thralls. recall that some folk in Gunbarg were talking about
Granny Saltwood brewing potions of water breathing or
encourage them to pay a visit to King Olgrave, who can
Reaching the Wreck give them a spell scroll of water breathing.
From the cliffs on the north coast of Gundarlun, the wreck Not only will surviving below the waves be an issue, but
of the Golden Crown can just about be seen beneath the it is worth bearing in mind that everything in the wreck
cracking waves, provided the sea has not frozen over. The is filled with seawater and has been for over a century.
main mast of the ship sticks up above the water’s surface. Items made of organic material have rotted, chests are
Characters who aim to track the sahuagin back to the filled with water, metals have tarnished or rusted, and
wreck can easily find a group of these marauders by waiting the structural integrity of the wreck is compromised.
near the site of the crash near Fiskrbak. Following the Treasure items the characters find in the wreck are
sahuagin may require successful Dexterity (Stealth) checks worthless unless they can restore them using appropriate
to avoid being noticed if following closely, or successful tools or spells.
Wisdom (Survival) checks to follow their tracks if leaving
a discrete distance. Alteratively, the characters may come
across the wreck by accident whilst exploring Gundarlun,
or be advised to visit by Jarl Frostgale.
To reach the wreck proper, the characters must find a
way to descend beneath the waves, to a depth of seventy
feet, where the skeleton of the great galleon lies. Read or
paraphrase the following:

After swimming down for some time, the murky skeleton of


the wreck begins to appear. The timber of the ship is rotted
and covered in seaweed and shellfish, and large chunks of the
galleon have been torn away by rocks. Clearly, it was once a
majestic seafaring vessel, its tall sides decorated with ornate
carvings and perhaps once gilded with precious metals. Now
though, the ship looks like the carcass of a fish eaten whale.
As you get ever closer to the wreckage, the water begins to
chill you to your bones.

Creatures. Characters with a passive Wisdom


(Perception) of 15 or higher notice a patrol of four
sahuagin led by a sahuagin raider (appendix B) patrolling
the wreck. Should the characters fail to notice the patrol,
they are surprised by them as soon as they enter the
wreckage.

39
Wreck of the Golden Crown. 1 square = 5 feet

W1. Miraz’s Cabin Dim light filters in from shattered windows on the far wall,
dappling what was once a lavishly decorated cabin. In the
A rusted old chain has been wound around the handles centre of the cabin is a long wooden table, with silver cutlery
of the doors, preventing them from opening more than a and candlesticks lying haphazardly atop it. On either wall
crack. A successful DC 15 Wisdom (Perception) reveals are wooden desks, above which hang rotting paintings.
that beyond the door is a large, seemingly untouched cabin. Everything in the cabin is covered in an inch or more of sand
Opening the doors requires a successful DC 20 Strength and muck. A thick curtain covered in slimy seaweed splits the
check. Alternatively, the chains can be attacked (AC 18, 10 room in two.
hit points and resistance to slashing and piercing damage),
as can the doors themselves (see General Features).
This cabin once belonged to the wizard Hoch Miraz.
If characters enter the area, read or paraphrase the
Doors. Depending on how the characters entered, the
following:
doors may be chained from the other side (see above).
Treasure. Sifting through the sand and muck, characters
can find a pair of silver candlesticks (25 gp each), three

40
silver chalices (50 gp each) and a set of silver cutlery (10
gp). These items are tarnished and need cleaning to attain
W2. Miraz’s Quarters
their true value. One of the paintings is rotten beyond A thick curtain covered with mossy seaweed splits this area
repair, the other is a spotless portrayal a female Calishite from area w1.
ship’s captain (750gp). A detect magic spell reveals an aura
of abjuration that prevents it becoming dirty. The coating of muck and sand does little to disguise this
Desks. One of the desks is unlocked and is filled with cabin’s former splendour. A chandelier hangs from the
dissolved parchment. The other desk is locked (the key is ceiling, occasionally shedding particles of sand which glitter
in area w2) but can be opened with a successful DC 16 in the dim light. Toward the stern is a well-stocked bookshelf,
Dexterity check using thieves’ tools. the spines of the tomes green with algae. Against the hull is
A character attempting to pick the lock triggers a what must have been a bed but is mounded high with dirt
magical poison needle trap. The character must make a and sand.
DC 20 Constitution saving throw. On a failed save, the
creature takes 14 (4d6) poison damage and is poisoned Treasure. Characters can to plunder the golden
for 10 minutes. While poisoned in this way, the creature is chandelier (300 gp) but it is a Large item and needs two
paralysed. On a successful save, the creature takes half as to carry. Characters who spend ten minutes searching
much damage and isn’t poisoned. the bookshelf, or succeed on a DC 15 Intelligence
Inside is a well-preserved spyglass in a watertight but (Investigation) check, discover Hoch Miraz’s spellbook
rotten leather sheath (1,000 gp), a gem of seeing and a which has a granite spine and enchanted pages. It contains
rotten pouch containing 435 gp in assorted coins and a the spells conjure elemental, stone shape and fabricate.
diamond worth 300 gp. The Miraz’s spellbook has a glyph of warding inscribed
Curtain. Behind the curtain is area w2. within its cover. The glyph requires a successful DC 15
Intelligence (Investigation) check to be found. The glyph
is triggered when any creature other than Hoch Miraz
Golden Crown: General Features opens the book. The stone shape spell is stored within the
The wreck of the Golden Crown is a centuries-old glyph and, when triggered, causes the spine of the book to
shipwreck which lies off the north coast of Gundarlun. transform into manacles which clasp around the triggering
The following features are common throughout: creature’s wrists. Whilst shackled, the creature cannot use
Ceilings. Except where mentioned, the ceiling height its hands (and has its swim speed halved). The magical
below decks is six feet. waves given off by the tome alert Hock Miraz who attacks.
Frigid Water. The wreck of the Golden Crown follows Creatures. Characters with a passive Wisdom
rules for frigid water (see Dungeon Master’s Guide). If (Perception) of 15 or higher notice that the pile of sand
tracking the in-game time becomes tiresome, have the atop the bed is suspiciously humanoid in shape. Beneath
characters make their Constitution saving throws after it is Hoch Miraz (appendix B). He attacks any creature
every other encounter. that disturbs him. If he attacks, read or paraphrase the
Light. Outer areas of the wreck (areas w1, w3b, w4, following:
and w5) are immersed in clear water and dimly lit by
natural light. Characters in these areas can see up to 30 You leap back as a bloated corpse sits upright in the bed
feet. Except where noted otherwise in the text, all other before you. It turns its head toward you, its eyes burning with
areas are unlit and submerged in dirty water. Characters rage. The corpse opens its mouth to shout, and dozens of
in these areas can see up to 10 feet. leeches spill out.
Portholes and Damage. The majority of rooms
adjacent to an outer wall are accessible through portholes After attacking any creatures who have stolen his
or damage to the hull. These holes are large enough for a possessions, Hoch flees out of the shipwreck in a rage,
Small creature to squeeze through. This does not apply to rushing toward Purple Rocks as fast as he can to recover
area w11, w12, w14 and w15. his staff of the magi. If you desire, Hoch could appear
Resting. Resting underwater in the sahuagin’s lair is later in the adventure at Purple Rocks where Deep Lord
a risky thing to do. Each time the characters attempt to Ingrimarr, the head of the kraken priest Elders, has his staff.
rest, roll a d20. On a roll of 5 or higher, they are found Treasure. Characters with a passive Wisdom
and attacked by 1d6 sahuagin, 2d4 reef sharks or a (Perception) of 20 or higher notice a box beneath the bed.
hulking crab (appendix B). The box is locked, the key is beneath the rotted pillows
Rotting Timber. The wood from which the hulk is of the bed (see below). The box can be smashed open
made has rotted over the years, making it relatively weak. with a successful DC 12 Strength check or picked with a
A character can destroy a 5-foot section of wooden wall successful DC 14 Dexterity check using thieves’ tools.
(including doors) by attacking it. The walls have AC 14 Inside is a potion of vitality, a potion of greater healing
and 20 hit points. and a potion of mind reading.
Underwater. All areas, save w21, are submerged in Keys. Beneath the rotted pillows of the bed is a ring of
seawater. The rules for underwater combat apply in keys. These unlock the desk in area w1 and the box below
submerged rooms (see Dungeon Master’s Guide). the bed. Taking these keys disturbs Hoch Miraz.

41
Hoch Miraz
W4. Main Deck
Dead for over a century, the corpse of the Calishite wizard The main deck of the Golden Crown is rotting and shattered.
Hoch Miraz has been lurking in the Golden Crown since A large portion of the vessel has been torn away, revealing
it was wrecked in a violent storm. When the ship went the decks and rooms below. The main mast of the galleon
down, Hoch was trapped in his chambers and drowned creaks with the waves, and the rigging clatters against it.
with the ship. Because of the tragedy, Miraz’s soul refused Patrolling the deck are a group sahuagin wearing coral and
to pass into the afterlife. Since all of those who could shell armour, armed with tridents and spears. Swimming
have saved Hoch on that fateful night have already died, around them are a pair of large, black finned sharks.
he remains in his watery grave, awaiting a new foe to
reveal themselves to him. This has been the case for the Creatures. The deck is patrolled by four sahuagin led by
past several decades, during which time Miraz has been two sahuagin raiders. Accompanying the sea devils are two
driven insane by his inability to leave for the afterlife. hunter sharks. The sahuagin attack any intruders viciously
When the sahuagin took up occupancy in the Golden but would rather take them captive than kill them. If the
Crown, they quickly discovered that Hoch Miraz was not party is knocked unconscious, they wake up several hours
to be disturbed and chained up his quarters so that he later in area w15.
would remain where he was. Before this, however, the Cargo Doors. Each of these doors can be opened with a
sahuagin had managed to steal Hoch’s staff of the magi. successful DC 15 Strength check.
If the characters disturb Miraz, he immediately attacks
them without thought. If they have stolen any of his W5. Lower Deck
possessions, he tracks them to the ends of the earth to
recover them, hoping that their deaths may free him from You descend to a lower deck from which several doors lead
undeath. Once awakened, Miraz becomes aware that his out. What little light penetrates down here simply illuminates
staff is missing, and blames the characters. It requires a wall of murky water.
a successful DC 10 Charisma (Persuasion) check to
Visibility. The characters can only see 10 feet ahead. A
convince Miraz that the party have not got it, in which
source of bright light, this range extends to 30 feet.
case they may find themselves with a new ally, eager to
Cargo Doors. These huge doors lead to area w13. Each
recover his lost staff.
can be opened with a successful DC 15 Strength check.
The staff was given to Zellix’Phor, who passed it to
Deep Lord Ingrimarr. Only by retrieving his staff from
Ingrimarr will Hoch Miraz be allowed entrance to the W6. Storage
afterlife, as was his destiny from the beginning of time.
You emerge into a small storage room filled with putrefying
Unless Hoch has been brought back from the dead, he
crates and barrels. If there was ever anything of value in this
bequeaths the staff of the magi to one of the characters.
room, it has been destroyed by the decaying wood.

W3. Forecastle Cramped Quarters. This room is filled with junk and
disintegrating furniture. A creature without a swim speed
The foremast towers tall over this deck at the front of the has disadvantage on all attack rolls whilst within this area.
ship. Two mean-looking ballistae are mounted at the front
and appear to be in good condition despite being submerged. W7. Galley
Creatures. There are two sahuagin at the forecastle This galley served as the kitchen for the vessel when it was
arming a ballistae each, searching for intruders. seaworthy. It has since badly decayed to its current state. As
Ballistae. Despite being submerged for over a century, you briefly look around, a long, thick tentacle emerges from
these weapons are perfectly functional. A creature can one of the decomposing cabinets and strikes out toward you.
use this weapon to make a ranged weapon attack; +6 to
hit, range 120/480ft., one target, which deals 16 (3d10) Cramped Quarters. This room is filled with junk and
piercing damage on a hit. disintegrating furniture. A creature without a swim speed
Before it can be fired, a ballista must be loaded and has disadvantage on all attack rolls whilst within this area.
aimed. It takes one action to load the weapon, one action Creatures. This room harbours a giant octopus that
to aim it and one action to fire it. When the characters first attacks intruders.
encounter the ballistae, they are already loaded and aimed.
Each ballista has six heavy bolts for ammunition.
A ballista has an AC 15, 50 hit points and immunity to
poison and psychic damage. The ballistae are mounted on
the deck so can’t be moved but rotate 360 degrees.

42
W8. Eel’s Hollow Once the characters enter the room, read or paraphrase
the following:
This room is piled high with rocks, on which seaweed and
You emerge into a cabin at the rear of the ship that is
corals have grown. There is hardly any space to move inside
adorned with the skulls of various beasts and humanoids.
the chamber.
In the centre of the chamber is chunk of decaying wood,
which has been carved into the figure of some indescribable
Cramped Quarters. This room is filled with junk and
alien horror. Your minds yield up simultaneous images of a
disintegrating furniture. A creature without a swim speed
humanoid octopus, a tentacled beast of the depths, and a
has disadvantage on all attack rolls whilst within this area.
monstrous brain.
Creatures. A giant lightning eel (appendix B) has made
this room its lair. It can be noticed by characters with a
passive Wisdom (Perception) of 15 or higher. Otherwise, it Creatures. Unless he has joined a fight in area w13,
surprises the characters with its Discharge attack. Kharg the sahuagin baron is lingering in this room,
Treasure. Characters who succeed on a DC 16 sculpting away in a frenzy at the decaying mast. His four,
Intelligence (Investigation) check notice that there are muscular arms work at great speed upon the carving, and
dozens of metal ingots underneath all the seaweed and his eyes are blacker than the endless ocean depths.
rocks. Many of these have become too degraded to be worth Treasure. Kharg has a ring of keys attached to his coral
anything, but there are a six gold ingots (10gp each) and belt that open the door to area w12, and the chests in area
eight adamantine ingots (10gp each) that could be salvaged. w12 and w15.

W9. Armoury W12. Treasure Room


Despite the gaping hole in the side of this room, several The door to this room is locked, and the doors reinforced
weapon racks remain intact. Strapped to these with seaweed with steel bars. The door can be broken down with
ropes are dozens of weapons; spears, tridents, and javelins a successful DC 20 Strength check or picked with a
all made from strange materials like bone, coral and salvaged successful DC 18 Dexterity check using thieves’ tools. The
wood. door has AC 18, and 20 hit points. It can be unlocked with a
key held by Kharg (area w11). When cahracters enter, read
Treasure. The racks hold six daggers, twelve darts, three or paraphrase the following:
javelins, a net, two shortswords, two spears, and a trident.
This room, devoid of the slime and muck that covers
W10. Sahuagin Quarter’s much of the wreck, houses five chests. Three of these are
clearly ancient and have become covered with seaweed and
Although currently empty, this room is clearly used by the shellfish, the remaining two are made from coral, and are not
sahuagin to rest. The floor is covered with mats of fibrous native to the wreck. Swarming around the chamber is a shoal
seaweed, and a coral trunk of belongings is stored against the of red-bellied fish with gaping jaws filled with razor-sharp
far wall. teeth.

Treasure. The coral trunk contains pieces of seashell and Creatures. The sahuagin have enticed a swarm of
rusted iron armour not currently in use by the sahuagin. quippers to remain in this room by feeding them regularly.
Characters with proficiency in smith’s tools can attempt a The fish attack any non-sahuagin that enters.
DC 16 Dexterity or Intelligence check to cobble together a Treasure. The three ancient wooden chests were once
breastplate from the items. At the bottom of the trunk are locked, but the mechanisms have rusted away. Inside the
three pearls and coral necklaces (50gp each) and two idols first are three potions of healing, two potions of greater
carved from whalebone (15gp each). healing and a potion of animal friendship. The second
contains a wealth of tarnished coins; 1,400 cp, 190 sp
W11. Baron’s Quarter’s and 30 gp. These must be cleaned before use. The third
contains a suit of leather mariner’s armour belonging to the
The door to the baron’s quarters is actually a mimic with long-dead captain of the ship, and a cube of force belonging
a swim speed of 15 ft. and the Water Breathing trait. All of to Hoch Miraz. The cube is broken but can be repaired by a
the sahuagin and their allies know the door’s true nature, spellcaster. The repair costs 500 gp.
but Kharg tolerates its presence as a deterrent to intruders. The coral chests are both locked with mechanisms
They know that feeding it a fish causes it to move and leave that are hard to decipher. Opening them requires a key
the doorframe empty. If a character touches the door, read (held by Kharg in area w11) that resembles a shark’s
or paraphrase the following: jaw. Characters can solve this with a successful DC 14
Intelligence check, and can use a shark jaw to open the
You reach out for the door and find your hand is stuck to the chests with a successful DC 20 Dexterity (Sleight of Hand)
rotting wood. Before your eyes the door seems to transform, check.
unfolding tentacles from the decaying timber and opening a Inside the first chest are thirteen assorted medallions
huge, fanged maw around your outstretched arm. and amulets (5 gp each) of a divine nature, representing a

43
diverse section of the Pantheon of the Forgotten Realms. In
with the holy symbols are three small gold bracelets bearing
W15. Prisoner’s Hold
dwarven motifs (25 gp each), a rotten bag of engraved bone Some strange magic is keeping this room filled with air, like
dice (30 gp), and a gold ewer covered in elvish lettering a giant bubble. Within the dank, sandy chamber are four
(100 gp). The second chest is filled with rotting hands; prisoners, bound in ropes and lying half-unconscious on the
grisly trophies taken from the captains of plundered ships. floor.

W13. Hold
Stones. Scattered around the circumference of the room
Guarding this deck of the ship are three shark-like creatures are six stones, each with an arcane rune scrawled upon the
with humanoid torsos and long, muscular fishtails. They are surface. These runes keep a permanent refreshing bubble
covered with spiny fins and have deadly looking claws. Each of air within their boundaries, preventing the prisoners
carries a harpoon made of ivory. Several rotting crates and from drowning.
barrels on this level denote it as the cargo deck. The stones can be found with a successful DC 15
Wisdom (Perception) or Intelligence (Investigation) check.
Creatures. This deck is guarded by three merrow, who Should a creature want to break the runes’ magic, they
are in league with the sahuagin and have been corrupted by can do so with a successful DC 20 Intelligence (Arcana)
the psionic influence of Zellix’Phor. They attack intruders check or dispel magic spell. The stones temporarily cease
on sight. If they begin to lose the fight, one attempts to flee to function if moved more than twenty feet away from each
to area w11 to get the attention of Kharg. In the second other, but resume their effect when in range.
round of the fight, on initiative 20, two hunter sharks swim Prisoners. Trapped in the room are four prisoners, all
in from outside the wreck and attack the characters. of whom are too disoriented or injured to form coherent
sentences without healing, or a successful DC 10 Wisdom
W14. Desecrated Shrine (Medicine) check. They are bound in ropes, but can be shut
free with an action using an edged weapon. The captives
You make your way to the front of the ship and enter a are as follows:
strange room. It is clearly an altar or shrine to some deity
but has been recently vandalized. On the walls you can make ●● Westra Rimewave (LG female Illuskan human
out carvings of sharks, but they have all been scratched over, commoner). Westra is a fisherwoman from
destroying the crude workmanship that went into them. Fiskrbak; wife to Taman and mother to Bern. She
Hundreds of fractured pieces of coral lie underfoot, but you was captured off the coast of Gundarlun whilst
make out here and there the odd chunk that resembles a fin. fishing with her family.
Sitting pride of place atop a plinth of coral and whalebone ●● Kwa’Efe Yolako (NG male Chultan human bard).
is a shield, with a single eye in the middle. As you observe it, Kwa’efe came to the Sword Coast with a party
you get the feeling that it’s looking back. Slowly, it blinks. of adventurers in search for a cure to a strange
affliction plaguing his homeland. After losing his
This room was once a shrine to Sekolah, the shark god friends in a fight with a hoard of undead, Kwa’Efe
of the sahuagin. When the illithid nautiloid crash-landed took to the seas to explore this new land and write
nearby, the sahuagin swarmed to the site, to plunder it for songs of happier times.
treasures. They discovered little beside scraps of metal, ●● Tharilea Nailo (CG female sun elf druid). Tharilea
save for a single shield of far sight. This otherworldly was engaged on a solo voyage around the Island
item was created by Luzgrigaul, one of the attendants of Kingdoms, the aim of which was to map the
Zellix’Phor. coastlines of said islands in more detail. She was
Through the shield, Luzgrigaul has been communicating captured whilst surveying Gundarlun from their
with the sahuagin, using a weaker version of their mind keelboat. Tharilea is a member of the Emerald
blast. Now that some time has passed, Luzgrigaul has Enclave, who are concerned about the wildlife of
managed to convince the sea devils to renounce their God, the Gundarlun being warped by something alien.
instead obeying the commands of Zellix’Phor. The weak- ●● Luth ‘Hubris’ Gurdman (LG male Illuskan human
minded creatures have no idea they’ve been manipulated, bandit). Luth was a pirate aboard a ship named
but believe they are capturing food for a more powerful god. The Stormfast. The crew were visiting Gundarlun
Treasure. Unfortunately, most of the treasures in this for a few days to restock supplies. After a few ales
room have been destroyed. The characters could take the at The Crow’s Nest Tavern, Luth attempted to row
shield of far sight, but Kharg does anything to get it back. out to a rock way offshore to win 3gp in a wager.
Depending on what you think would be more fun, the shield Being slightly inebriated at the time, Luth capsized,
could help the characters defeat the sahuagin, and instead and woke up here.
begin to manipulate the party.
Treasure. There is a locked wooden chest in this room
that contains the belongings of the prisoners. Kharg has the
key. Characters can open the chest with a successful DC 16
Strength check or a successful DC 12 Dexterity check using
44
thieves’ tools. Kwa’Efe tries to stop the characters opening
it with brute force, as he’s worried his mbira (a Chultan
Development
instrument) will be damaged. Hopefully, characters managed to free the prisoners of the
As well as the prisoners’ gear, the chest contains a bundle sahuagin in this chapter, and thus discovered the strange
of parchments and scrolls that are scrawled on in a nearly map of the Sword Coast in with the character’s belongings.
indecipherable fashion. One piece of parchment sticks Although they do not yet know the meaning of this ominous
out as it has a map of the Sword Coast scrawled upon it map, they might link it to the strange desecration of the
(appendix E). The cities of Neverwinter, Waterdeep and Shrine to Sekolah aboard the Golden Crown, and even back
Baldur’s Gate have been blotted out with black ink, the city to the site of the nautiloid crash. This map should prompt
of Waterdeep is circled. Characters with the pirate or sailor them to journey back to the Sword Coast, where they
background know that a map such as this signifies that a uncover a planned series of pirate attacks upon major cities
pirate attack will be carried out on those locations. of the Sword Coast.
The characters should have the chance to report back to
Jarl Frostgale and King Redaxe before leaving Gundarlun.
Character Advancement If they manage to take back the head of Kharg the sahuagin
Characters gain levels in this chapter by completing the baron, Jarl Frostgale throws a feast in their honour and
goals summarised below: rewards them with 500gp. He also humbles himself by
acknowledging that perhaps the Lord’s Alliance does
●● Characters who defeat the pirates in the bay of have some good agents within their ranks. Similarly, King
Neverwinter advance to 2nd level. Olgrave rewards the characters with a feast and the pick
●● Characters who travel to Gundbarg on The of any longship from the Kingsfleet, along with a crew of
Voyage and survive the random encounters on forty berserkers to man it. He asks that the characters tell
the way advance to 3rd level. him the tale of their adventure and that they also extend his
●● Characters who deal with the sahuagin raiding thanks to Lord Neverember.
party and discover the site of the crash in Once the characters are happy to leave Gundarlun, have
Fiskrbak advance to 4th level. Captain Greysail offer to take them back to Neverwinter on
●● Characters who survive the horrors of Wreck of The Voyage.
the Golden Crown and uncover the pirate map
advance to 5th level.

The characters should be 5th level by the time they


reach Neverwinter, Waterdeep or Baldur’s Gate as
described in chapter 2.

45
CHAPTER 2: THE BLACK ARMADA
hree cities along the Sword Coast come
RUNNING A SHIP

T
under attack by the Black Armada; a pirate
fleet commanded by Sea King Tentrix. As well as running their own characters during this chapter,
Depending on your campaign, you can characters have the chance to captain their own ship. They
choose to run one or more of the city attacks. may have already acquired a longship from King Olgrave
The possible locations are Baldur’s Gate, Redaxe of Gundarlun, may purchase or commandeer
Neverwinter, and Waterdeep. This chapter includes a one from the settlements, or take over the role of Captain
map and a detailed overview of each settlement. In each Greysail to command The Voyage. If the characters decide
instance, the attacking pirates have a specific goal. to look for a new ship, use the examples in appendix D of
If the characters help defend the location(s) against ships, crew, and cargo. That appendix also contains some
the pirate raid and succeed in defeating or driving off the rules for customising a ship, such as increasing its speed,
attackers, the characters are rewarded with information adding weapons or space for additional passengers.
that leads them to Sea King Tentrix, commander of the This chapter contains the potential for lots of naval
Black Armada. Be warned: some of these encounters are combat. Because of this, you need to note the type of ship
designed to test the party’s leadership and tactical skills, the characters are using, it’s speed, required crew, AC, HP,
and characters who don’t exercise some degree of caution and damage threshold. These statistics can be found in
will likely perish. the Dungeon Master’s Guide, Ghosts of Saltmarsh or in
appendix D.

46
BALDUR’S GATE B1. Commerce Bay
Built on the bay of the River Chionthar on the Sea of The main entrance to the city is via Commerce Bay, also
Swords is the bustling city of Baldur’s Gate, a flourishing known as the Gray Harbour. This busy dock opens onto
harbour city home to tens of thousands and an ideal the River Chionthar. The Harbourmaster, Malark Tallship
location for trading goods from locations to the west in the (LN male Tethyrian commoner) resides in a small shack
Sea of Swords, inland up the river, and along the coast. near the piers, where each visiting vessel should make
The city is split into three sections, the Upper City, Lower themselves known. The harbour is typically closed after
City, and Outer City. The upper city stands atop a great hill sunset, after which no ships are permitted to moor.
and is filled with the noble families of the patriars – the Malark is a grumpy old bloke, with a wide, balding head
ruling class. Many of these families have wealthy merchants and salt and pepper stubble. Although he officially takes
within their ranks, and they control the trade in the city. note of any ship that moors in the harbour, characters who
The Lower City backs onto the Gray Harbour, filled with succeed on a DC 15 Charisma (Persuasion) check can
the honest Baldurians who keep the city functioning. Order bribe him with 5gp to have him ‘misinterpret’ the reason for
here is maintained by the Flaming Fist mercenary company, their stay.
headed by the Grand Duke Ulder Ravengard. Despite the Dozens of ships of all varieties are docked here, some
vigilance of the company, plenty of underhanded deals of which can be purchased from Malark. Although the
are done by various gangs, all under the auspices of the majority are merchant vessels, come to trade goods from
mysterious Guild, in the damp, fog-filled streets. The Lower far off realms, there are a few which belong to various
City is divided from the Upper not only by wealth and class factions, such as the Lord’s Alliance, or the Flaming Fists.
but by a formidable wall. The docks are patrolled night and day by five troops of
The Outer City is filled with those too poor to afford five Flaming Fist guards, who discourage any criminal
homes within Baldur’s Gate, and the businesses considered activity which might occur.
too noisy or foul to operate inside, such as tanneries and Development. If the characters take time to talk to
smithies. A walled district known as Little Calimshan is Malark, he reveals that a gang of shady folk have been
home to the Calishite people from the south, and numerous snooping around the dock late at night recently. He thinks
other districts have sprung up, divided by walls. they might have stowed a rowboat somewhere nearby, but
can’t find it. When Malark asked around, some local sailors
BALDUR’S GATE LOCATIONS told him the creeps have been seen around The Blushing
Mermaid, a tavern of ill repute.
The following locations are identified on the Baldur’s Gate
map.

47
B2. Seatower of Balduran B5. Counting House
Named after Balduran the legendary seafaring explorer and The centre of trade and business in Baldur’s Gate, the
founder of Baldur’s Gate, this naval fortification is located Counting House is the best place to exchange, buy and
on a rocky island in the middle of the bay of the city. The sell goods acquired on trading ventures out at sea.
Seatower has a full armoury accessible by members of Here, characters can find a wide variety of folk who are
the Flaming Fist, and half a dozen mangonels to combat eager to get their hands on new and interesting goods.
invasions by hostile ships. This barracks is also equipped The characters can purchase anything from the list of
with an enormous chain that can be wound up from Adventuring Gear, Weapons and Armour tables in the
beneath the waves, which stretches from the outermost Player’s Handbook here.
wharf on the east side to bar the harbour to invaders. Development. If characters find themselves in need of
If the characters have met with Grand Duke Ravengard, some quick coin, they can visit a moneylender along the
they can get access to the tower, which may help them waterfront, who can give them a loan of up to 10,000gp.
defend against the inevitable pirate attack. In exchange for this, they must return the money and an
interest payment of 10 percent within a tenday. One such
B3. Outer Gates moneylender goes by the name of Selacia Cradano (LE
female Turami human master thief). Selacia is a member
Baldur’s Gate has five iron-banded portcullises which of the Zhentarim and loans the money without interest to
provide access to the city from the mainland. These other members of the Black Network. If the characters
portcullises are mostly open during the day, allowing fail to repay the loan shark, she sends a group of eight
merchants into and out of the city. Those on the northern Zhentarim bandits after them, led by Tarhun Kimbatuul
side lead to the Upper City and are well guarded, and only (NE male black dragonborn veteran).
allow higher class citizens to enter, distinguishable by
papers of identification. Those on the eastern side lead to B6. Water Queen’s House
the Lower City and let in more of the rabble. During the
night, the portcullises are closed, preventing anyone from One of the most important temples in all of Baldur’s Gate,
entering or leaving without providing papers pertaining to the Water Queen’s house is a shrine to Umberlee; The
their business. Portcullises are manned day and night by Bitch Mother, goddess of the sea. Throughout the day
four Flaming Fist guards. merchants and ship captains come to the temple to beg
the Wavemother for mercy, praying desperately that their
B4. Elfsong Tavern vessels of precious cargo make it to their destinations. The
Queen of the Depths is worshipped not out of love, but of
The Elfsong Tavern is one of the best-known inns in fear. Donations to Umberlee are often highly valuable, such
Baldur’s Gate, located in the east of the Lower City. The as gemstones and treasures, that have already survived a
two-story building is large and elegantly built, with a slate journey across the high seas.
roof and wooden walls. Inside, the tavern is stocked with The current Storm Priestess of the temple is Lureene
hardwood furniture and several dark booths, some of Farfog (LN female Tethyrian priest with one 4th level spell
which have been scarred by blades. Many of the tables slot), who is aided by eight acolytes. Lureene wears a thick
are cordoned off with hanging tapestries which provide chain around her neck, from which hangs the preserved
privacy to the customers. The inn is bathed in blue light hand of a drowned sailor. The temple itself is reminiscent of
from numerous driftglobes which float around the ceiling. a ship’s prow, made of wooden planks which rise to a point.
The most notable features of the tavern are the stuffed baby Inside, the altars are covered with lit candles and treasures.
beholder behind the bar and the unmistakable ghostly elven Development. If the party visit the Storm Priestess for
song which can be heard periodically throughout. her council, she first demands that they make an offering
The bar is run by Alan Alyth (N male half-elf bandit), to Umberlee. If the characters offer a donation worth 50gp
who also operates an unofficial bank for those who might or less, Lureene casts the augury spell for the characters. If
inexplicably find themselves with a great deal of coin. Alan their donation surpasses 50gp, she instead casts divination.
is flirtatious and charming to all and a great salesman. After the spell is cast, the sound of whirling gulls and
Characters can buy all manner of drinks and food here, crashing waves fills the temple, and it seems to roll from
including the famous stew that so many Baldurians seem to side to side as if thrown around a stormy sea. A booming
love. Meals and rooms range from Modest to Wealthy. woman’s voice fills the shrine;
The Elfsong Tavern is not only a lure for adventurers
but also to those on the wrong side of the law, who might Black sails, black ships, black souls.
be in need of the Alyth banking service. For this reason, For Baldur’s Gate the bell doth toll.
the Elfsong Tavern is one of the possible locations that the A grasping arm beneath the waves,
characters might bump into Captain Callous. This service Doth send a pirate fleet this way,
is an open secret and allows potentially dangerous or illicit Arriving soon, one night, one day.
goods to be stored beneath the tavern, no questions asked.
The fee for storage is 1gp a day. This message should be enough to warn the characters
that the pirate attack is imminent and will occur the
48
following night. This should give them enough time to warn pirate attack soon to take place. Although the Grand Duke
Grand Duke Ravengard (if they haven’t already) and come struggles to believe that any pirate fleet would be so bold
up with a strategy for the cities defence. as to attack a large city like Baldur’s Gate, he suggests
If the characters give a donation worth 100gp or more, that they visit the Water Queen’s House to consult with the
they receive the blessings of the Wavemother in full. In the Storm Priestess there.
next naval combat they encounter, they find that the ocean If characters return with more information about the
seems to assist their every action; the characters are under pirate attack, the Grand Duke can mobilise his limited fleet
the effects of the bless spell for 3 rounds. of Flaming Fist ships and make ready the Seatower of
Balduran in preparation.
B7. High House of Wonders
B9. Three Old Kegs
This temple is filled with unique and somewhat dangerous
inventions and was constructed in honour of Gond, the The Three Old Kegs is widely regarded as one of the best
Wonderbringer, god of artifice, craft, and construction. The inns in Faerûn. The tavern is furnished with lavish, plush
temple is oft visited by ship makers, smiths, engineers, and booths and gaming tables, and the walls are decorated
inventors. The High House of Wonders is connected to the with trophy heads from exotic creatures, paintings of
Hall of Wonders, a museum filled with craft and design the previous dukes of the city, and thick tapestries from
from centuries past. a variety of different cultures. Although the inn does not
The temple is run by High Artificer Zook ‘Cogspitter’ provide meals, it has a vast wine cellar filled with bottles of
Ningel (LG male rock gnome priest), an elderly, musty old the finest vintages (25gp a bottle), which come with a dark,
gnome who is continually followed by scribes armed with nutty malt bread. The upper floor contains a large selection
long feather quills and tomes. Occasionally, Cogspitter of gaming tables for some low-risk gambling for patriars.
randomly spurts out an idea in the middle of a conversation, The Kegs is run by the Bellowglyn family, who have
causing a wave of scribbling to flutter across the scribes. historically served as noble guards. The current owner
Cogspitter wears a slightly oversized saffron robe and a belt is Mirian Bellowglyn (LG female Tethyrian human
of heavy linked metal medallions. His nickname was earned veteran). The Bellowglyn’s pride themselves on cultivating
thanks to his habit of storing stray cogs in his cheeks and distinguished patronage, and do not tolerate rowdiness.
spitting them at unruly scribes. Characters here can buy themselves a fine bottle of wine, or
Development. If the characters ask the High Artificer a room for the night. Rooms are wealthy or aristocratic.
for assistance, he can repair their ship quickly (using the Development. If the characters visit the inn before the
mending spell) or direct them to the best craftspeople in attack, Ramazith Flamesinger is at the bar. Clearly drunk,
the city. He frequently suggests that they visit the Hall of he’s rambling on to Mirian about how people are following
Wonders, wherein they may find inspiration for weaponry, him around town and watching his tower. He claims that no
defensive mechanisms or the like. one believes him, but one of them has a pet octopus. Mirian
Characters who take the time to visit the museum has had just about enough and tells Ramazith to go home.
quickly realise they could become lost in there for days As he stumbles out of The Kegs, he might fall or barge into
at a time, the place is filled with endless glass cabinets the characters, giving them an excuse to ask more about his
of cogs, sprockets, tinker toys and bizarre mechanisms. tale or escort him home.
Characters who succeed on a DC 15 Intelligence check
whilst searching through the list of displays notice one that B10. Ramazith’s Tower
may help them, the apparatus of kwalish. Characters can
request use of the apparatus in the harbour of Baldur’s This spiralling blue and red tower, four-storeys tall, looks
Gate to help them fend off the pirate attack, but it requires a somewhat like a lighthouse. The tower can be found in the
successful DC 20 Charisma (Persuasion) check. The check north of the Upper City, which tower belongs to Ramazith
can be made with advantage if a donation of 100gp or more Flamesinger, a sage over a century old whose expertise lies
is given up. Alternatively, if the characters have salvaged any in marine life. Although Ramazith is a font of knowledge,
alien technology from the site of the crash on Gundarlun, he is a notorious womanizer despite his age, and greedy as
they automatically succeed on the check by donating that they get. He is often paid visits by sea captains who bring
instead. The apparatus must not leave Baldur’s Gate. If it him treasures collected on their travels for information
does, the full force of the Flaming Fists is sent to track it about where to find the best fish. Characters are unlikely
down. to be admitted entrance to the tower unless they have an
exotic gift with which to tempt the materialistic mage.
B8. The High Hall Ramazith has recently discovered a community of
military merrow near Aulmyr that are willing to serve as a
The High Hall is the palace of the Grand Dukes in mercenaries for any willing to pay. Evidence of this can be
the Upper City. Also known as the Duchal Palace, it is found on his desk in his bedroom. Zellix’Phor wants the
currently the residence and workplace of Grand Duke mercenaries, and assumes correctly that by kidnapping
Ulder Ravengard (LG male Tethyrian human knight). Ramazith it will be able to recruit them.
Characters may wish to speak to the Grand Duke on behalf Characters with a passive Wisdom (Perception) of 15 or
of the Lord’s Alliance, to inform him about the possible higher notice two hooded figures watching the tower from

49
Ramazith’s Tower. 1 square = 5 feet
across the street. If the characters move in their direction, R2. Magical Grove
the quickly disappear into the shadows. These are Kraken
Society operatives spying on Ramazith. You ascend the spiralling staircase to the first floor of the
Development. When the pirates attack Baldur’s Gate, a tower. This room has been split into two fenced off groves,
group of Kraken Society cultists led by Deep Lord Yartra filled with wildflowers, shrubs, and a single birch tree.
Kethron (four cultists, Yartra (warlock of the great old
one), her octopus familiar and two bandit captains) storm
the tower looking to capture Ramazith. Creatures. Characters with a passive Wisdom
As soon as Ramazith hears his tower being broken into, (Perception) of 18 or higher notice strange runes
he flees to area r4 and locks himself in. He blindly attacks inscribed on the bark of the birch tree. A successful DC 15
anyone who comes into the study, requiring a DC 15 Intelligence (Arcana) check reveals that these runes serve
Charisma (Persuasion) check to calm him down. to animate the tree should any intruders enter the room
or try to ascend the stair. Unless the characters cast dispel
R1. Antechamber magic on the runes, the birch becomes an animated tree
and attacks. If the characters left ixitxatchitl alive on the
You enter the strange tower and find that the antechamber floor below, the tree tries to throw the characters down the
is filled almost entirely by a huge saltwater tank stocked with stairs into the tank.
corals and seaweeds. Swimming around the aquarium are Development. If the Kraken Society are already here,
a dozen ray-like creatures. Their eyes gleam with a sinister one of the bandit captains is fighting the animated tree.
intelligence. Both are at half hit points.

R3. Library
Creatures. In the tank are twelve ixitxachitl (appendix
B). They are aware of any intruders that enter the tower Climbing ever higher into the tower, you locate a library
and don’t hesitate to attack. They attack by leaping from the filled with polished mahogany bookshelves. Quickly
water, spanning the gap between the tank walls and making scanning the books, you notice that most of them are about
a bite attacks as they do so. This causes them to provoke marine wildlife and ecology, with titles such as ‘Ramazith’s
opportunity attacks. They may attempt to shove creatures Compendium of Marine Monsters’, ‘The Ocean Deep’ and
that don’t look particularly strong or agile, causing them to ‘What is a Whale?’.
fall into the tank and be swarmed by the rays.
Tank. The tank is enormous but shallow, its glass walls
reach a height of 3 feet. It is open topped, allowing the Creatures. Characters with a passive Wisdom
ixitxatchitl to launch themselves out of the water. (Perception) of 12 or higher notice the sound of ruffling
Development. If the Kraken Society are already here, six parchment as they move toward the door to area r4. If the
of the ixitxatchitl lie dead on the floor and two of the cultists characters continue to advance, a swarm of spellbooks
float face down in the tank, being fed upon by the creatures. (appendix B) flies off the shelf and attacks. Ramazith has

50
Ramazith’s Tower. 1 square = 5 feet
stored the confusion spell in the swarm, which it casts on Ramazith’s collection, which might land the characters in
the first turn of combat. hot water.
Treasure. After defeating the swarm of spellbooks, there Atop Ramazith’s desk is his spellbook, which contains the
are only a few valuable tomes left in the library. There are following spells: acid splash, mage hand, prestidigitation,
six books filled with marine knowledge (25gp each), a shape water, detect magic, mage armour, magic missile,
scrimshawed whalebone scroll case (25gp) containing two shield, alter self, misty step, counterspell, tidal wave, wall of
spell scrolls (animate objects and awaken). water, control water, watery sphere, and cone of cold.
Development. If the Kraken Society are already here, Inside the desk are three potions of greater healing, a
the body of a cultist lies on the floor, surrounded by torn up potion of water breathing, and a +1 sickle decorated with
books – the remnants of a previous swarm of spellbooks. mother of pearl and a seashell motif.
Development. If the Kraken Society are already here,
R4. Study Yartra (warlock of the great old one), a cultist and a
This door is locked. The key is in Ramazith’s pocket. The bandit captain are in the process of clamping Ramazith
door is warded with an arcane lock spell. The lock can with dimensional shackles having already smashed down
be picked with a successful DC 28 Dexterity check using the door. Everyone has half their hit points.
thieves’ tools, or a successful DC 25 Strength check.
Casting knock on the door reduces the check DCs by 10. R5. Bedroom
The tower culminates with a rooftop bedroom. A large
You enter into a study adorned with cabinets of ancient
window in the roof allows light into the chamber, illuminating
fossilised creatures and dried out marine specimens.
the expensive furniture within. The chamber has been kitted
Suddenly, you notice a white-haired man with wild eyes and
out with a plush double bed, a mahogany wardrobe and
brightly glowing hands standing just around the corner. He
dresser, a marble-topped writing desk and a small shrine.
screams out incredulously.
“You dare enter the tower of Ramazith Flamesinger?!” Creatures. Characters with a passive Wisdom
(Perception) of 12 or higher notice Gust, Ramazith’s pet
Creatures. In this room is Ramazith Flamesinger osprey (use eagle statistics), perched up in the rafters. Any
(appendix B) the deranged owner of the tower. Unless character that disturbs the shrine is attacked by the bird.
characters can calm him down with a successful DC 15 Shrine. A successful DC 12 Intelligence (Religion) check
Charisma (Persuasion) check, he continues to attack the reveals the shrine to be devoted to Umberlee. Atop it are
closest intruder with ire. Despite the wealth of flammable a variety of corals and shells (15gp), as well as a necklace
material in the study, he is not shy with his fireballs. of small pink pearls (2,500gp) and three larger lustrous
Treasure. As well as Ramazith’s pearl of power necklace white pearls (100gp each). Taking these from the shrine
and ring of protection, the study is filled with other removes any blessing Umberlee may have bestowed upon
treasures. The specimens stored in the cabinets are worth the characters (see “Water Queen’s House”).
5,000gp, although they are instantly recognisable locally as Treasure. There are six sets of fine clothes (15gp each)
51
in the wardrobe, as well as fishing tackle (1gp). Atop the
desk is a writing set gilded with gold and inlaid with small
aquamarines (100gp).

Development
If the characters save Ramazith from his ghastly fate, he
rewards them with the potions of greater healing and +1
sickle from area r4 (unless those items have been pilfered). Ramazith
He also promises to help the characters however he can. Flamesinger
Ramazith can identify members of the Kraken Society by
a small tattoo of a tentacle wrapped around their ankles. If
Ramazith is not there to do this, the characters can notice
it with a successful DC 20 Wisdom (Perception) check and
identify it with a successful DC 20 Intelligence check.
Ramazith can be used by the DM to provide information
to the characters if they are stuck or distracted. Ramazith
can send Gust, his osprey, with quests for the characters
linked to the main plot, or with useful pieces of information
relating to, for example, where Sea King Tentrix might find
a safe harbour, where Slarkrethel lairs, or which nobles
have been seduced by the Kraken Society.
The Mermaid is renowned as a place to conduct illicit
B11. The Wide business, with all the dastardly gangs and factions
operating in the city having representatives in the building.
The Wide is a large area of open space in the Upper City Characters can arrange a meeting with a representative for
atop a hill. It is decorated with gardens and topiary and is 1sp but have to fork out at least 5gp to gain the service of
often visited by the patriars for some light relief from their any of these individuals. Their skills range from forgery and
day to day activities. fencing to assassination. To outsiders, it might seem like
One of the ancient oaks in The Wide is home to a dryad these folk run the inn, as the owner is never present, and
named Hama, who flits between trees throughout the city the staff are unobtrusive, swift and extremely competent.
to deliver messages to the Emerald Enclave. She does not Food and rooms of squalid to modest quality can be bought
reveal herself to anyone other than members of that faction, here, as can any variety of alcohol.
or to druids, rangers, or other characters who she thinks One of the factions represented in the Inn is the Kraken
might be willing to join. Society, a nefarious group of spies, smugglers, slavers and
Hama knows that a merchant ship recently returned assassins who venerate Slarkrethel, a magic-using kraken
from Purple Rocks claiming that the fish stocks have that lives in the depths of the Trackless Sea. What the
fallen dangerously low and that the locals are agitated and operatives don’t know is that Zellix’Phor is now in control of
dangerous. See “Hama the Dryad’s Quest”. Slarkrethel’s psychic networks and is manipulating the cult
Hama can cast transport via plants for parties that accept to its advantage. Currently in the inn are six Kraken Society
her quest, or who are members of the Emerald Enclave. cultists (mixed races and genders), led by Deep Lord Yartra
The range of the spell is limited to the city of Baldur’s Gate. Kethron (LE female Tethyrian human warlock of the great
old one), her octopus familiar and her two bandit captain
B12. Blushing Mermaid bodyguards.
If the characters are looking for information about the
The Blushing Mermaid is a low-class tavern in the
Kraken Society here, they could get a meeting with another
northeast of the city. Despite its location, it has managed to
faction representative, for example, the Zhentarim. For the
keep a seriously ill repute. The building is long and low and
price of the meeting, the agent can tell the characters that
looks like it could collapse at any moment. It is surrounded
the society have hired a set of dimensional shackles from
by a tangle of outbuildings, enclosures, and stables.
the tavern. A tell-tale sign of wizard kidnap.
Rumour abounds about the clientele, the most common of
Development. When the pirates attack Baldur’s Gate,
which talks of a secret passage in the sewers through which
Deep Lord Yartra receives a psychic message from
patrons arrive at the tavern.
Slarkrethel, her patron, commanding her to assault
Standing pride of place in the lobby of the inn is a crudely
Ramazith’s Tower and capture the aged sage. Yartra
carved life-size mermaid suspended from ropes over the
immediately storms the tower whilst the Flaming Fist
reception desk. Nailed to the scantily clad sculpture are
mercenaries are distracted by the pirate attack.
the blackened and shrivelled hands of patrons who failed
to pay their bills. If any Flaming Fist mercenaries come to
raid the tavern, the severed appendages animate as sixteen
crawling claws.

52
ATTACK ON BALDUR’S GATE adventurers. The characters can choose to save the citizens
by the docks, assault The Sunken Doom, or, if any of them
The night after the characters arrive, three sailing ships, have a passive Wisdom (Perception) score of 15 or higher,
each crewed by twenty sea spawn, attack Baldur’s Gate. investigate screams coming from the Upper City, caused by
Their aim is to provide a distraction so that Ramazith the Kraken Society headed for Ramazith’s Tower.
Flamesinger can be kidnapped by the Kraken Society.
Two of the ships are captained by female deep scions Treasure
who remain in their hybrid form, and are armed with a Yartra Kethron & Kraken Cultists. Yartra has a coin
single ram and two ballistae each. The final ship, named purse containing 243gp in assorted coins. Once revealed
The Sunken Doom, is captained by Drowned Wulfgar (CE as Deep Lord, she puts on a bronze crown of intertwining
male Illuskan human kraken priest). It is armed with a tentacles (250gp). She also has a set of dimensional
ram, two ballistae, and a cannon. shackles. Each cultist carries 2d6gp.
Whilst the unnamed ships raid the city for captives, The Sunken Doom. The ships contain a wealth of
The Sunken Doom waits in the harbour, firing upon any stolen goods (total 850 gp), and correspondence between
defenses. It is waiting for Deep Lord Yartra Kethron to Drowned Wulfgar and Sea King Tentrix (appendix E).
appear in a rowboat and be collected. Having fulfilled their Ramazith and his Tower. Ramazith’s treasure and that of
duty, the unnamed Kraken Society members are sacrificed. his tower can be found in “B10. Ramazith’s Tower”.
Drowned Wulfgar. The kraken priest’s conch horn is
Beginning the Encounter worth 100gp, he wears three bronze rings inlaid with green
and blue precious stones which are worth a total of 200gp.
The attack is launched the night after the characters arrive.
Read or paraphrase the following: Development
If the characters thwart the plan of the Kraken Society to
It is a cold, clear night in Baldur’s Gate. Bright stars prick the
capture Ramazith, the pirates leave with as many captives
firmament above, casting their eons-old light down upon the
as possible, keeping them alive by forcing potions of water
city. Suddenly, the silence is shattered by the tolling of a bell.
breathing down their throats. The characters may wish
Looking out to sea, you witness the unimaginable.
to track them down if they escape, but can only do so by
Rising from beneath the waves are three ships, their ripped
stowing themselves aboard. The ships return to Driftwood
sails and barnacle covered prows break the surface of the
Docks, where Wulfgar meets Sea King Tentrix, captain of
water with a roar as the vessels crash into the harbour. The
the Black Armada.
crew are horrifying aberrations, neither man nor fish, but
If the characters fail to protect Ramazith, he is taken to
some unfathomable symbiosis of the two. Screaming with
the Nelanther Isles, given to Sea King Tentrix, then taken
laughter whilst leaning over the deck of the lead ship is a
to Ascarle, where Zellix’Phor has taken up host. When the
humanoid with glistening purple skin, covered in suckers,
characters advance to chapter 5, the colony of Zellix’Phor
with a tentacle for a tongue. His insane cackling ceases for a
has managed to recruit a extra merrow thanks to the
moment as he bellows “Behold the Black Armada!”.
knowledge gained by consuming Ramazith’s brain.
Depending on which NPCs survive the assault,
All three ships fly the flag of the Black Armada; a red skull the characters may gain special quests and rewards.
surrounded by tentacles on a black field.
The two smaller ships smash into the docks, and the crew
leap out into the streets of the Lower City. The Sunken
Doom fires at the Tower of Balduran. If the characters sail
out to meet Drowned Wulfgar, he engages them in combat,
retreating to his quarters as a last resort. Drowned
Whilst the fight is going on, Deep Lord Yartra and her Wulfgar
kraken cultists are storming Ramazith’s tower. If not met
with resistance, they capture Ramazith with dimensional
shackles, take him to the Blushing Mermaid, and down into
the sewers below, where they have stored a rowboat. They
then row out to The Sunken Doom and deliver Ramazith.
When Drowned Wulfgar sees the rowboat, he signals for
his crew to return with a conch shell blast. Once Ramazith
has been delivered, Wulfgar grabs a necklace of adaptation
and forces it around Ramazith’s neck. The ships then sink
below the waves, but not before Wulgfar slits the throats of
any unnamed Krakenar and throws them overboard.
The threat of a full-scale pirate attack plunges the city of
Baldur’s Gate into chaos. Flaming Fist mercenaries try to
fend off the sea spawn but can do little to stop the incoming
tide. This leaves much of the defence in the hands of the

53
BALDUR’S GATE QUESTS an enchantment would be extremely useful for the Black
Network smuggling operations along the Sword Coast. She
The NPCs the characters met in Baldur’s Gate before the tells the characters to head to Orlumbor, an island city-
attack have a chance of being captured or killed during the state located due west of the Trollbark Forest. The island
assault. All should survive, but some may be taken captive is known for its talented shipwrights, and the Zhentarim
at the DMs discretion. Remaining NPCs may bestow quests believe the abjurer must be there. Selacia offers a reward
upon the characters, encouraging them to further explore of 200 gp for any information the characters can provide or
the Sword Coast and Island Kingdoms. This allows them 1000 gp if they return with the abjurer.
to gather information, experience, and items that will help See “Orlumbor” in chapter 3 for more information about
them mount a successful attack on the Kraken Society, and the island. For characters to determine who enchanted
Sea King Tentrix. The Sunken Doom and its sister ships, they must spend
Whether the characters travel by sea or over land, use downtime Researching (See “Downtime Activites” in
appendix A to stage random encounters along the way. chapter 8 of the Player’s Handbook or chapter 2 of
Xanathar’s Guide to Everything). Most of this research
Grand Duke Ravengard’s Quest takes place in the small taverns and nautical libraries of
Orlumbor. If their research is successful, the party discover
After the pirate attack, Grand Duke Ravengard arranges
that the ships were enchanted by Delshara Windhair,
a meeting with the characters. He thanks them for their
known also as the Witch of the Waves. Locals claim that
assistance defending the city and rewards them with 100
Delshara once protected Orlumbor from pirate attacks and
gp each plus the privilege of staying at the High Hall any
is well over a century old.
time they desire. Ulder also allows them to take command
The Witch of the Waves (CN female Tethyrian human
of the Flaming Fist sailing ship called Smokestreak should
abjurer with a ring of water walking) lives in one of the
they desire.
cave-like homes typical of Orlumbor on the western side of
After rewarding them, Grand Duke Ravengard asks that
the island called Stormhaven House. The locals only visit
the characters visit Luskan. He believes that the pirates
her if a ship needs repairs beyond their skill. Delshara has
must have come from City of Sails. On behalf of the Lord’s
a mane of blue-grey hair and wears dozens of necklaces
Alliance, Ravengard believes Luskan should be held
made from pearls. She has a short temper, and her hair flies
accountable and made to recompense Baldur’s Gate for the
around her as if whipped by a tempest when she gets angry.
crimes committed. Ulder sends a sealed letter to the High
If the characters ask about The Sunken Doom, she recalls
Captains with this intent.
the vessel easily. She shows no remorse if told about the
Development. After travelling to Luskan, the characters
attack on Baldur’s Gate.
can arrange a meeting with the five High Captains provided
Development. If the party tries to kidnap Delshara to
they show the Lord’s Alliance letter. Ship Suljack, under
return her to Selacia, she attacks them. If the characters
the command of Captain Dagmaer, is responsible for the
flee Orlumbor, she contacts her old friend Captain Callous
control of piracy and claims to have no part in the attack
and sends him to track them down. In addition, the
on Baldur’s Gate. If the characters mention Drowned
characters are not welcomed back to Orlumbor. If the
Wulfgar, Captain Throa of Ship Taerl goes deathly pale
characters succeed in kidnapping or providing information
and confesses that Wulfgar was once a member of her
to the Zhentarim, they are duly rewarded.
Ship. Wulfgar went renegade a few years ago, giving up
The characters can get their own ship enchanted by
any pretence of listening to the High Captains. Rumour
Delshara, but she only accepts payment in pearls. For
has it that Wulfgar defected to Sea King Tentrix after being
500 gp the characters can get their ship to sail beneath
outcast from Luskan, but she has heard nothing more since
the waves. For 200 gp the characters can get their ship
then. The High Captains are highly worried about Tentrix,
resistance to fire damage.
whose pirate armada seems to be growing in strength by
the day. Rumour has it that the Sea King is holed up in the
Nelanther Isles. Storm Priestess Farfog’s Quest
Any attempt by the characters to gather compensation After the attack, Storm Priestess Lureene Farfog sends
from the High Captains for the attack on Baldur’s Gate is an acolyte of Umberlee to the characters with a message.
met with scorn. Should the characters press the issue, the The Storm Priestess has had another vision; a bleak
atmosphere becomes hostile. The characters have to return warning from the Bitch Queen about a ship’s graveyard
to the Grand Duke empty handed but have a lead on Sea crawling with oozing, tentacles beasts. Despite her contact
King Tentrix. with Umberlee, Farfog cannot discern the meaning of the
vision and asks the characters to visit the Queenspire in
Selacia Cradano’s Quest Waterdeep, the largest Church of Umberlee on the Sword
Coast. The truth is that Umberlee is aware that her chosen,
Members of the Zhentarim, or who used their
the kraken Slarkrethel, has been warped by the alien
moneylending service (“B5. Counting House”) are
influence of Zellix’Phor. Her vision depicts the lair of Sea
approached by the Selacia Cradano, the loan shark. She
King Tentrix in the Nelanther, a pirate king from Purple
asks that the characters discover who enchanted the
Rocks who venerates the kraken.
pirate ships to allow them to sail beneath the waves. Such

54
Development. When characters arrive in Waterdeep they Development. When the characters finally track down
can find the Queenspire in the southeast of the city on the Keros (CG male triton mage), they find that he has gone
coast. For more information, see “W4. Queenspire” in the senile in his old age. He frequently forgets who the
“Waterdeep” section of this chapter. If they relate the Storm characters are mid-conversation and has to write everything
Priestess’s vision to Dread High Trident Abeline Nerovarco, down in a huge tome to retain any information. He asks that
she becomes visibly angry. She comes to the realisation the characters take him back to Candlekeep, where he can
that Slarkrethel is being controlled by some other force, talk to Ramazith face to face. He also mentions that he’s
and that her actions in Waterdeep might have been part of forgotten just how he got here. After returning to the Great
this manipulation. She tells the characters to investigate Library, Keros manages to gather his thoughts. He believes
the Black Armada, a notorious fleet of pirates who are the strange, piscine crew to be sea spawn, creatures
rumoured to lair in a ‘city of dead ships.’ Abeline bequeaths that hail from the Purple Rocks, where the folk venerate
each character with a magic item that will help them in Slarkrethel the Kraken. This should help the characters
their nautical endeavours, such as a cap of water breathing, link the Black Armada and the Kraken Society.
a cloak of the manta ray, or a ring of water walking. If the
characters are already equipped with such an item, have Hama the Dryad’s Quest
each player to choose one item from Magic Item Table B in
chapter 7 of the Dungeon Master’s Guide. Hama tells the characters that a merchant ship recently
returned from Purple Rocks claiming that the fish stocks
Ramazith Flamsinger’s Quest have fallen dangerously low and that the locals are agitated
and dangerous. As the characters have proven themselves
After being saved by the characters and determining that he to be worthy heroes, perhaps they would investigate this
was assaulted by members of the Kraken Society, Ramazith matter on behalf of the Emerald Enclave.
asks the characters to escort him to visit an old friend of Purple Rocks is a small scattering of islands to the west
his; Keros the Wanderer. Keros is an ancient triton, outcast of Gundarlun that is not keen on outsiders at the best of
from the submerged city of Myth Nanter, who has been times. Rather than visiting Purple Rocks directly, Hama
exploring the depths of the Sword Coast ever since. suggests that the characters seek out an Emerald Enclave
Ramazith thinks that Keros knows the origin of the archdruid named Alwynos Holimion (CG male wood elf
strange creatures aboard the pirate vessels that attacked archdruid). Alwynos is one of the Llewyrr elves from
Baldur’s Gate, and perhaps even their link to the Kraken Gwynneth, one of the Moonshae Isles. He is currently
Society. Last Ramazith heard, Keros could be found at fighting against dark fey in Winterglen, the islands
Candlekeep. Ramazith fears that if he stays in Baldur’s northernmost forest.
Gate, he will be attacked again. Ramazith takes with him Development. If the characters visit Winterglen, they
one of his books to offer as an ‘entrance gift’. must succeed on a DC 20 Wisdom (Survival) check to
If the characters travel to Candlekeep, they may speak find Alwynos. Make sure to check for random encounters
to The Avowed, the purple-robed order of monks who (see appendix A) while they remain in the forest. Replace
live in Candlekeep. They tell the party that Keros the Knight, Kraken Society Cultist, Merchants and Travellers
Wanderer has left on another voyage to explore the reefs encounters with evil fey creatures of an appropriate
of the Nelanther Isles. The islands are easy to reach, but Challenge Rating for the party.
there are no truly safe harbours in the archipelago, and the If the characters haven’t found Alwynos after three days of
place is plagued by pirates. Ramazith elects to remain in searching, they encounter him fighting two fomorians and
Candlekeep whilst the party finds his old friend. their five darkling minions. Alwynos looks exhausted and
If the characters travel to the Nelanther Isles in search in need of help. He has only half his hit points and one use
of Keros, they are attacked soon after arriving by a bireme, of Change Shape remaining.
equipped with a ram and side-shears, with a crew of twenty When the characters talk to Alwynos, he demands to
lizardfolk. One of these acts as the captain but speaks know why they’re in the forest. Alwynos is stern and not
no common and is uninterested in anything other than fond of outsiders, especially ones who put themselves
capturing the ship. in danger. If characters reveal they’re here on behalf of
After dealing with the raiders, the characters search the Enclave, he calms down. When the characters reveal
for Keros. They can find the triton after succeeding on their quest, Alwynos takes them from Winterglen to a
three successful checks; a DC 18 Charisma (Intimidation Moonwell in Myrloch Vale. Here, the characters can assist
or Persuasion) check on the unfriendly locals, a DC 20 him in preparations for a druidic ritual. The ritual reveals
Wisdom (Survival) check to search for his tracks, and a DC to Alwynos that something is seriously amiss on Purple
12 Intelligence (Nature) check to locate the reefs. As they Rocks. Slarkrethel the kraken has been corrupted by some
take several hours, only one check can be made per day. alien force, and the Enclave must do something about it. He
Characters can reattempt a failed check the following day. asks the characters to try and infiltrate Purple Rocks (see
Each day, there is a 50% chance they are attacked by more chapter 4) and uncover what they can.
pirates. They come in biremes, caravels and sailing ships,
and are crewed by minotaurs, orcs, lizardmen, and humans.
See “Nelanther Isles” in chapter 3 for more information.

55
NEVERWINTER NEVERWINTER LOCATIONS
Just a decade ago, Neverwinter was a ruin of a city. It The following locations are identified on the Neverwinter
had been beset by orcs and cleaved apart by The Chasm. map:
Thankfully, the past few years have been better for
Neverwinter. The High Road has been cleared and rebuilt N1. Neverwinter Docks
allowing trade to resume with Waterdeep and the other
southern cities. Much of this is thanks to Lord Protector The Neverwinter Docks are fed by the always warm river
Dagult Neverember, the previous Open Lord of Waterdeep, which cascades through the city over dozens of small,
who has served as an anchor for the community. New gentle waterfalls. Although the harbour is not as large as
businesses and taverns open each week in Neverwinter as it those of other cities on the Sword Coast, it is still well
rebuilds itself from the ruins. Any with the will to work can stocked with ships and remains one of the busier areas of
start to make a name for themselves here, as there are no the city. Floating above the harbour are three earthmotes,
guilds or noble families here to constrain growth. the largest of which hosts the Moonstone Mask (see N3).
The city is currently protected by adventuring parties Harbourmaster Len-jes (LN female water genasi
and the Neverwinter Watch, an amalgamation of Mintarn swashbuckler) is responsible for tax collection and trade
and dragonborn mercenaries and the Sons of Alagondar, in the city. She works during the day and trusts the docks to
a previously rebellious group opposed to Dagult’s New a rotation of four guards led by a veteran at night. Len-jes
Neverwinter society. is strict and straight, refusing to take bribes and reporting
Since the reconstruction of the city, it has been any illegal behaviour to the Neverwinter Watch without a
subdivided into three major locations; the Protector’s second thought. She’s a scarred, older woman who can’t
Enclave where Lord Neverember and his strongest stop herself magically manipulating water around her.
supporters live, the renamed Bluelake District to the north Any boat that docks must be registered and any sale of
of Castle Never, and the Tower District which is home to goods that takes place here is taxed at 10% to assist the
numerous orcs and half-orcs originating from an invasion rebuilding of the city. The adventurers can buy anything
several decades ago. As each district’s construction and from the Player’s Handbook at the docks, though they have
occupants is relatively new, the distinction between them is been marked up 25% to account for tax. The docks are
not as stark as in other cities on the Sword Coast. open day and night for this purpose.

56
N2. Outer Gates Harrag is a fat ex-pirate who claims fierce independence
but is widely known to be an informant for Neverember.
There are four gates that provide access to Neverwinter. Andrella is prim and proper and keeps a tight ship.
These are located in each corner of the city. The thick ‘Captain’ Harrag and his ‘crew’ speak a thick nautical
gates are made of wood and reinforced by iron bands. They jargon which takes a while to decipher. Each part of the
remain open twenty-four hours a day and are guarded by a tavern is referred to as if it were still a seaworthy vessel
veteran and four guards from the Neverwinter Watch such as the ‘hold’ which contains the bar and kitchen. The
It is customary to provide papers pertaining to your walls of the tavern are decorated with trophies including
business when entering the city, lest the guards turn you sahuagin skulls and the carapace of a giant crab. Rooms
away. Despite this, the guards have become lax in recent and meals of Modest to Comfortable quality can be
years thanks to the desire of the New Neverwinter society purchased here, as can other foodstuffs and beverages. One
to rebuild the place. It’s normally assumed that anyone of the rooms is occupied by Harbourmaster Len-jes.
entering the city is here to work. The Beached Leviathan is a hotspot for local gossip,
and the patrons still tell tales of when the tavern was
N3. Moonstone Mask attacked by devils over a decade ago, with each clearly
overemphasising their role in defending the place. When
The Moonstone Mask is a five-story festhall located atop inevitable drunken disputes arise, they’re settled by Feng
an earthmote a hundred feet above Neverwinter’s harbour. (NG male half-orc thug), the towering half-orc bouncer.
It is anchored in place with dozens of thick chains and
accessible only by a vertiginous bridge. The Moonstone N5. Castle Never
was reopened a little over a decade ago by Liset Cheldar
(N female half-elf noble). Liset was once a highly flirtatious Over the past few years, Castle Never has seen a
and charismatic character but has grown more grounded miraculous reconstruction. The structure was one of the
over the years. While she still commands a room with her worst affected in the cataclysm but has been thoroughly
natural charm, she no longer chases after nobles’ coin. repaired and cleared of monsters by the Neverwinter Watch
The staff of the Moonstone Mask wear just that; a and adventuring parties. The castle is still not entirely
glowing, moonstone-trimmed masked and sheer black safe, entire sections are blocked off thanks to the monsters
gowns that leave little to the imagination. The Moonstone lairing within, but is secure enough for Lord Protector
no longer hires just women, but a healthy contingent Dagult Neverember (LN male Tethyrian human noble),
of races and genders that should suit the desires of any Mayor Soman Galt (NE male shield dwarf noble enslaved
individual. As well as their ‘professional skills’ the staff by Kzixxaro) and the court to live here year-round.
are skilled gamers and trusted confidants (thanks to their Whilst most of the court are relatively well-meaning
anonymity). The Mask is filled with live music at all hours, nobles, keen to see Neverwinter restored so long as it puts
most often provided by Morana Aranore (LG female shield coin in their pocket, the Mayor of Neverwinter is a different
dwarf bard). Morana has travelled far in her years, from character altogether. Galt is a puppet of the Abolethic
Gauntlgrym to Neverwinter, out to the Island Kingdoms Sovereignty, a malicious organisation of aboleths from the
and back. She plays the twostring, a favourite of General Underdark whose aim is to corrupt Neverwinter. Galt is a
Sabine’s as it reminds her of Mintarn. sunken-eyed, introverted old dwarf who keeps out of sight
As well as rich patrons, the Moonstone also hosts high- as much as possible. His role now is to keep tabs on the city
ranking members of the Neverwinter Watch, including and look for other potential hosts for aboleth corruption.
their commander, General Sabine (LG female Chondathan One of the lasting reminders of the traumatic history of
human veteran with 90 hit points). Sabine is in her fifties, the castle are dozen or so ghosts which haunt the place.
is covered in scars from her battles, and is tough as nails. Though they are not malicious in intent to most visitors, any
Despite hailing from Mintarn, Sabine is fiercely loyal to who try to steal from the castle are in for a shock.
Neverember, so Liset keeps her comfortable in the Mask to Development. If the characters return to Neverember
please the Lord Protector. with news about the Abolethic Sovereignty, the cause of
Available rooms range from Comfortable to Aristocratic, the pirate attack, he offers to equip them with an entourage
as do meals which vary from pies to divine seafood platters, of six guards and two veterans from the Neverwinter
the piece de resistance being dainty fish skewers; twenty Watch to help deal with both the pirates and the aboleth.
silverflash fish skewered, dipped in herb butter and sizzled Additionally, he leans on Loremaster Aelarthea to give
over a flame until crunchy. Wine is available by the pitcher the characters access to the Lower Vaults, and to send a
or bottle. ‘Company’ can be bought for 1gp a night. pair of Oghmanite priests with the characters to deal with
Loremaster Atlavast.
N4. Beached Leviathan Obviously, any acknowledgement of the existence
of the Sovereignty in Neverwinter makes Mayor Galt
This three-storey tavern is the recovered wreck of a pirate extremely uncomfortable. He suddenly becomes animated,
ship called Leviathan. The tavern is much loved by locals vehemently denying the existence of the society, claiming it
of the Bluelake District and sailors along the Sword Coast was wiped out decades ago by their rivals. If the characters
alike. The tavern is owned by Harrag and his wife Andrella have information proving that Galt is a member of the
(LN male and female Chondathan human commoners). Sovereignty, Neverember calls for his execution.

57
N6. House of Knowledge future are met by dark, cold visions of grey slime, curling
tentacles, and alien eyes. This clearly disturbs Aelarthea.
This immense temple to Oghma stands proud as a They are worried that Loremaster Atlavast in the lower
monument to the New Neverwinter. The great structure vaults might have something to do with it.
was rebuilt over the past few years by Oghmanite priests Development. In the lower vaults of the temple, which
eager to refurbish the temple and rekindle the faith in the are scarce visited even by the priests, lives Loremaster
quickly growing city. The knowledge attainable through Atlavast (CN male Tethyrian human priest enslaved and
faith in Oghma is of great use to Neverwinter as it rebuilds infected by Kzixxaro). Atlavast was entombed in the
itself. lower vaults when the cataclysm occurred, which entirely
The House of Knowledge contains quarters for the dozen fractured his psyche, sending him permanently insane.
acolytes that live and work here, as well as an enormous Poor Atlavast was corrupted in the years that passed by
library filled with scrolls and tomes on hundreds of topics an aboleth named Kzixxaro, a member of the Abolethic
that one couldn’t hope to read in a hundred lifetimes. The Sovereignty working in Neverwinter. Over time, Atlavast
head of the church is Loremaster Aelarthea Coronalis managed to flood the lower vaults to provide a suitable
(LN non-binary Moon elf priest who can cast detect home for Kzixxaro.
thoughts at will) who departed the elven lands in search When the pirates arrive in Neverwinter, they head straight
for enlightenment beyond their own culture. Aelarthea is up the river to the House of Knowledge and raid the lower
an incredibly calm individual whose actions are slow and vaults. The attack consists of forty skeletons led by Captain
measured, at times infuriatingly so. They respond to most Bartholomew Blackdagger (revenant) and his Mates, a
situations by looking it up in the enormous library, which wight and a sword wraith warrior.
means even simple queries can sometimes take days to
resolve and are given pages of information. Unfortunately,
Aelarthea cannot aid characters in search of divination.
They calmly explain that all attempts to glimpse the

58
Upper Vaults
Kzixxaro
Beneath the temple proper is a sprawling network of
Residing in the depths of the lower vaults is Kzixxaro,
chambers and corridors filled with libraries, studies, reading
an aboleth. This otherworldly being originally hailed
rooms and shrines. Despite its labyrinthine layout, there are
from the Far Realm but made its way to the Material
signs throughout which help you orient yourself. Every now
Plane with the help of a society named the Abolethic
and then you notice a handful of acolytes laden with books
Sovereignty. The desire of this society was to open a
scurrying about.
gateway to the Far Realm to allow their unimaginable
ancestors onto the Material Plane. In the short term, this
The upper vaults of the House of Knowledge contain involved corrupting important citizens of Neverwinter to
an incredible quantity of books on a range of topics. gain them access to greater magic.
Characters can only gain access to the libraries if they In the past few decades, the Abolethic Sovereignty has
are escorted by an acolyte who can point them in the been in decline. Several conflicts with other societies
right direction. Characters wishing to gain access to have caused the leaders to descend to the Underdark
the lower vaults must succeed on a DC 16 Charisma where they have a base of operations more suited to
(Persuasion) check. A character who can prove their faith defence. Kzixxaro remains in Neverwinter to continue
to Oghma through displaying a holy symbol or making a to keep tabs on the city. Kzixxaro has a few agents
donation worth 25 gp or more has advantage on the check. within Neverwinter, including Brother Atlavast and
Alternatively, a successful DC 12 Charisma (Intimidation) Mayor Soman Galt. These two are easily manipulated as
check is enough to scare an acolyte into leading the way, Kzixxaro need only promise them their desires and use
but the repercussions might include expulsion on return to his phantasmal force to mimic them when they return
the temple or even a visit by the Neverwinter Watch. If the with information.
characters can lose their escort, they can find the entrance Unfortunately for Kzixxaro, it’s powerful telepathic
to the lower vaults themselves with a successful DC 18 influence in Neverwinter has not gone unnoticed. When
Intelligence check. Zellix’Phor merged with Slarkrethel, the elder brain
When the characters reach the entrance to the lower quickly realised the potential threat Kzixxaro could
vaults, read or paraphrase the following: pose should it gain sway over Neverwinter and return
the Sovereignty to its former power. Because of this,
You make your way into an area of the vaults which clearly the agents of the Kraken Society paid Garrundar the
hasn’t seen recent use. Everything is covered with a layer of Vile (N12. Pirates’ Skyhold) for the use of his undead
dust, and the lamps which would illuminate the chambers pirate mercenaries. Their aim is to attack the House of
are unlit. As you continue toward the lower vaults you notice Knowledge and kill Kzixxaro, thus eliminating a potential
signs of disrepair; moulding curtains, smashed lanterns and enemy of the Colony of Zellix’Phor.
the like. Finally, you discover what you’ve been looking for, a
sturdy oak door set into a solid stone frame with an iron gate Tapestries. Upon closer inspection of the tapestries,
blocking access. As you approach, you’re sure you can faintly each has been defaced. They once depicted Oghma and his
hear a foreign tongue typified by moist sibilance. followers engrossed in study but have been covered sticky
slime which has eaten away at the holy symbology.
Locked Entrance. Both the iron gate and oak door Desks. Each of the desks has several unlocked drawers.
require a key to open. If the characters have made their Within them are piles and piles of parchment covered in
intentions clear, the escorting acolyte can open the gate and scrawled, almost unintelligible notes. A character that
door. Alternatively, the characters must succeed on a DC 16 succeeds on a DC 15 Intelligence check can decipher
Dexterity check using thieves’ tools to unlock the gate, and some of these. The general message is that a man named
a successful DC 14 Dexterity check using thieves’ tools, or a Brother Atlavast has been corrupted by the sovereignty. He
successful DC 14 Strength check, to open to door. writes of the ‘new life’ afforded to him by his masters; the
Development. If Blackdagger and his crew have arrived, elder beings beyond the stars. There are pages of repeated
the scene in the vaults is entirely different. The sound of phrases such as ‘The Eldest will return from past the stars.’
screams fills the corridors as the undead crew chase down and ‘Loathsomeness waits and dreams in the deep.’
the acolytes. Small fires pepper floor where lanterns have Development. If the pirates have arrived, there are two
fallen and spilled their burning oil. The locked entrance to skeletons standing guard.
the lower vaults has been smashed to pieces.
V2. Statue Stair
V1. Antechamber
You descend an uneven stair into the darkness. Eventually,
You descend an uneven stair into the darkness. Eventually, the descent culminates in an octagonal chamber lined with
the descent culminates in an octagonal chamber lined with tapestries with four ornately carved stone pillars supporting
tapestries with four ornately carved stone pillars supporting the arched ceiling. In each corner of the room stands a small
the arched ceiling. In each corner of the room stands a small desk. A briny stench emanates from the eastern passage.
desk. A briny stench emanates from the eastern passage.

59
Slime. The floor in the room is difficult terrain. Any main library; these were once private rooms for study but
creature who takes the Dash action and moves along the have been cleared with the rest of the area. Kzixxaro cannot
stairs for the first time on a turn must succeed on a DC 10 squeeze into the space, but it can attack creatures inside
Dexterity saving throw or fall prone. with disadvantage.
Ceilings & Stairs. The stairs descend 50 feet to floor Development. If the pirates have arrived, Bartholomew
level (30 feet to the water level). The height of the ceiling Blackdagger (revenant) and six pirate skeletons are
from the submerged floor is 70 feet. engaged in an underwater fight with Kzixxaro. Blackdagger
Water. Salty water fills this room to a height of 20 feet. It and Kzixxaro have half their hit points remaining. The
is an opaque grey-green and reduces vision to 10 feet. remains of half a dozen other skeletons lie nearby.
Statue. A successful DC 12 Intelligence (Religion) check Loremaster Atlavast (priest) and two kuo-toa whips in
reveals that the statue was once Oghma, noticeable by his area v7 join the combat in two rounds, as do ten skeletons.
bearing an empty scroll. Any character that attempts to
investigate or touch the statue is assaulted by psychic forces V4. Sacred Library
as an otherworldly voice enters their head and says in Deep
This room has floor to ceiling bookshelves built into every
Speech; “Your gods will be overthrown.” A character who
room, including over the doorways. Two ladders on rails rest
hears this must succeed on a DC 18 Constitution saving
against the western wall allowing access to the books above
throw or take 10 (3d6) psychic damage and be stunned until
arms reach. Although not currently lit, there are three large
the end of their next turn. A create that succeeds on the
silver chandeliers hanging from the arched ceiling.
save is immune to the effect for the next 24 hours.
Door. The stone door in the southeast corner of the room
is open a crack. Closing it against the weight of the murky Treasure. The bookshelves are filled with valuable tomes,
water requires a successful DC 15 Strength check. though the Oghmanites do not allow them to be stolen. A
Development. If the pirates have arrived, the sword character might wish to conceal one of the more valuable
wraith warrior is here, ushering three skeletons through books (100 gp) on their person by succeeding on DC 16
to area v3. Dexterity (Sleight of Hand) check. Characters who succeed
on a DC 20 Intelligence (Investigation) check notice that
V3. Flooded Library one of the books is false. Removing it from the shelf reveals
a small hole which contains three potions of greater
The chamber ahead was clearly used as a library, but the
healing, a potion of clairvoyance and a periapt of health.
books have been removed and the place is entirely flooded
The chandeliers (150 gp each) can be unhooked but cannot
with stagnant, briny water. The place reeks of rotten fish and
be concealed.
damp. Guarding the entrance is a suit of armour covered
entirely by viscous slime. V5. Workshop
A cave-in has occurred on the eastern side of this chamber.
Creatures. Kzixxaro the aboleth lairs in this chamber, It seems to have smashed what little furniture was in this
which was flooded for a purpose. It would rather convert room including a wooden worktable. Mallets, clamps and
the characters to the cause than fight them, principally smashed bottles litter the floor. A tunnel has been dug into
by using phantasmal force and enslave to trick them into the southern wall.
allying with it. Kzixxaro can promise characters their
greatest desires or threaten their most loved possessions
or companions to this end. Kzixxaro often uses an illusory
duplicate of itself to converse whilst lurking beneath the
surface of the murky water.
Swimming at the tunnel entrance to area v7 is
Loremaster Atlavast (CN male Tethyrian human priest
enslaved and infected by Kzixxaro). He is willingly under
the control of Kzixxaro and acts to defend the aboleth in
any way possible.
Ceilings & Stairs. The height of the ceiling from the
submerged floor is 50 feet. The open doorway in the
northwest is at a height of 20 feet, with a 10-foot stair
leading down. There is 10 feet of open air at the top of the
chamber.
Water. Salty water fills this room to a height of 30 feet. It
is an opaque grey-green and reduces vision to 10 feet.
Tunnels. Both tunnels leading out of this chamber are
submerged at ground level. The northernmost leads to
an enormous underground lake which connects with the
Underdark. The western tunnel leads to area v7.
Side Chambers. There are two side chambers off the Kzixxaro the Aboleth
60
House of Knowledge. 1 square = 5 feet
61
Creatures. There are four kuo-toa in this room Development
attempting to clear the cave-in. The kuo-toa have risen up
from the Underdark with Kzixxaro, whom they worship as a The characters might choose to get involved in the fight
deity. If they are attacked, they flee to area v8, making sure in many ways. They might choose to kill the pirates and
to jump over the tripwire (see below). Kzixxaro, as well as its followers. If they do, they’ve ridden
Cave-in. The cave-in blocking area v7 could be cleared Neverwinter not only of the undead raiders but also of a
quickly with a successful DC 20 Strength check, or by serious future threat; the Abolethic Sovereignty. The House
spending 30 minutes carefully clearing the rubble. of Knowledge is happy for the characters to keep any magic
Trapped Tunnel. The tunnel leading to area v8 is trapped items they have discovered in the Lower Vaults and attempt
with a collapsing roof (see chapter 5 of the Dungeon to restore it to its former glory.
Master’s Guide). If the characters kill the pirates but choose to spare
Kzixxaro and its followers, they might be able to make a
V6. Storeroom deal with the Abolethic Sovereignty. Kzixxaro can offer
the characters assistance should they be willing to join its
This room is piled high with hundreds of books. Stacks of network of spies. Kzixxaro might ask for assassinations
them cover the floor and desks. of nobles, support of rebels in Neverwinter, or any other
nefarious deed that helps the Abolethic Sovereignty rise in
The books in this room have been moved here from area v3.
Neverwinter once more. Characters who refuse might end
V7. Tunnels up becoming enslaved by Kzixxaro, or their closest allies
might be abducted by the koa-toa. In return, Kzixxaro could
A winding maze of tunnels and chambers stretch out ahead accompany the characters to Ascarle in the final assault.
of you. A constant dripping can be heard from above. The
floor is covered with greasy slime which squelches underfoot. N7. Neverdeath
Creatures. Loremaster Atlavast (CN male Tethyrian Neverdeath a huge graveyard in the southern area of the
human priest enslaved and infected by Kzixxaro) is waiting Protector’s Enclave. It is split into two areas, one for the
in the entrance to area v3. Four kuo-toa whips patrol paupers and one for nobles and merchants. Nowadays, the
the tunnels making sure that Atlavast isn’t attacked by graveyard is seldom used for interring the dead. Too many
intruders. dark forces are at work in the graveyard and so cremation
Water. The tunnels are flooded to a height of 30 feet. is favoured in Neverwinter. The graveyard is sealed by a
Natural Stairs. The height difference between area v3 sturdy stone wall which makes it almost impenetrable.
and v5 is 60 feet. Each stair marked on the map indicates a Characters who wish to enter Neverdeath must either
change in elevation of 10 feet. climb over the wall with a successful DC 18 Strength check
Slime. The floor in the room is difficult terrain. and the aid of a grappling hook or find a breach through
Cave-in. The cave-in blocking area v5 could be cleared which they can enter which requires a successful DC 20
quickly with a successful DC 20 Strength check, or by Intelligence (Investigation) or Wisdom (Perception) check.
spending 30 minutes carefully clearing the rubble. The interior of the graveyard is crawling with undead
Development. If the pirates have arrived, two kuo-toa including zombies, skeletons and wights.
whips and Loremaster Atlavast join the combat in area v3 Development. If the characters have uncovered the
in two rounds. threat of undead pirates attacking, they might think to
repair the breaks in the wall, to prevent further undead
V8. Kuo-Toa Chambers from rising. If they do so (or at least alert the Neverwinter
The floor of this cavern is covered with stinking rags and Watch), remove the additional zombies from the pirate
straw. The place reeks of ammonia and fish. attack (see “Attack on Neverwinter”).

Trapped Tunnel. The tunnel leading to area v5 is trapped


with a collapsing roof (see chapter 5 of the Dungeon
N8. The Fallen Tower
Master’s Guide). This small tavern, once a grand wizard tower owned by
Creatures. There are two kuo-toa slumbering in this Llomnauvel ‘Firehands’ Oloadhin, fell decades before the
room. Spellplague. The remnants of the tower were reconstructed
Treasure. A creature that succeeds on a DC 18 into this establishment sometime after but was devastated
Intelligence (Investigation) check while searching this room again during the Ruining. When the Many-Arrows orcs
discovers a necklace of prayer beads tucked between some invaded Neverwinter, they happened upon this place and
fallen boulders along with a handful of exotic shells (25 gp). made it their base of operations. For many years it acted
as a neutral ground between the Many-Arrows and those
trying to rebuild Neverwinter. Now, since most of the orcs
have moved on, the tavern serves any rough enough to hold
their own.
Perhaps the main draw of the tavern are the grizzly
phantoms that appear each night. These illusions replay

62
the last few moments of the folk who lost their lives in a run of the mill tavern, it is also the headquarters of the
the tower and include falling to death, incineration and Harpers in Neverwinter. Although the faction is somewhat
transmutation experiments gone wrong. The tavern is underrepresented in the city, there are around a dozen
owned by Vagdru One-Ear (CN male Many-Arrows orc), agents who have a variety of roles within the city, each
one of the original Many-Arrows raiders. Vagru was once aiming to keep Neverwinter’s growth stable and to prevent
a renowned warrior, but age is slowly getting the better Lord Protector Neverember from accumulating too much
of him. Characters can meet all sorts of shady characters power too fast.
in the Fallen Tower and can buy a bitter, dark ale and raw The tavern is owned and run by a pair of half-siblings;
meat to cook for themselves on the central firepit. Theryis (CG female autumn eladrin) and Toram (NG
If the characters start a brawl with one of the locals, a male half-elf bandit captain). The two are separate sides
gang of four orcs and two half-orc thugs tries to beat them of the same coin, Theryis being serene and understanding
up. If any orc is killed, Shonka White-Eyes casts conjure against Toram’s inconsiderate passion. The two hold weekly
animals to summon a cave bear. faction meetings with the Harper representatives in the
Development. Any characters who spend time in the tavern’s cellar, to which Harper player characters could be
Fallen Tower notice a ragged old orc sitting close to the fire invited. When the meetings are on, the tavern is closed to
with claws as long as knives and white tattoos covering her non-Harper characters. A normal attendance involves three
body. Every now and then one of the patrons, typically an spies, a bard and a confident but socially awkward young
orc or half-orc, brings her some food or drink and seems woman named Sandyse Thunderquill (NG female Tethyrian
to go into commune with her. Characters who succeed on human mage), who watches over a Harper teleportation
a DC 10 Intelligence (Religion) check realise that there is circle in Neverwinter (see “Theryis & Toram’s Quest” in
some divine magic ritual occurring; if the check succeeds by Neverwinter Quests).
5 or more, they release that she is an orc claw of luthic. Characters cannot stay at the tavern unless they
Characters that can speak Orcish can purchase food and are aligned with the Harpers, but they can purchase
drink for Shonka White-Eyes who can cast a spell for them comfortable meals and drink here.
in return, including divination as a ritual. If the characters
enquire about the pirate attack using divination, Shonka’s N11. Fisher’s Float
eyes cloud over to a glistening white and she begins to
shake. Using her claws, she sketches an image in the dirt; a Floating atop an earthmote to the southwest of Neverwinter
ship with a skull over it, a blank scroll, a moon, a sun and a is a small fishing village named Fisher’s Float (for the
second moon, and finally a dragon’s head. obvious reason). The village thrives in this location,
White-Eyes doesn’t know how to interpret the drawings connected to an anchored pontoon by a dozen or so rope
and is exhausted when finished. The characters may ladders. Each morning, before daybreak, the fisherfolk
understand on their own but can also gain this knowledge descend the ladders and man their vessels, setting out
with a successful DC 16 Intelligence check; a galleon into the bay to catch a fresh haul and bring it into the
(ship) filled with undead (skull) will attack the House of Neverwinter Docks.
Knowledge (scroll) one night from now (moon and suns). The community of Fisher’s Float is led by a trio of
druids who help predict the weather, the migration of fish
N9. Cloak Tower stocks, and the ocean currents. The trio consists of Lillicra
Greyweed, Mireene Driftman and Shannele Dunstone (N
Since the Many-Arrow orcs left Neverwinter, Cloak Tower female Tethyrian human druids). All the elders remember
has been, for the most part, empty. Various thieves and the Ruining of Neverwinter and, in these dark times,
gangs used the fortification for their own needs while Mireene turned to the Kraken Society for help. Mireene
Neverwinter was being rebuilt, but each of those factions knew that without Neverwinter’s support, Fisher’s Float
eventually moved on. could not survive, so she joined the cult in order to ensure
Now, Cloak Tower is revisiting its past in some way. the fish always swam beneath the earthmote.
A dwarven mage named Mardred the Many (NG female Because of its inaccessibility, Fisher’s Float is often used
Shield dwarf illusionist with a robe of stars) is attempting to stow Kraken Society agents on their way between the
to reform the Many-Starred Cloak, a wizard order who Sword Coast and the Island Kingdoms. Currently hiding
originally owned the tower. Mardred is a cheerful soul who out with Mireene is a deep scion named Arbek Hragstaad
delights in her illusions and is rarely seen without at least who hails from Purple Rocks and has been heading to and
one other illusory duplicate of herself around. Mardred has from Neverwinter to gather information about the Aboleth
also encouraged talented youths to join the order and has Sovereignty. Any character that sees Arbek transform
four apprentice wizards under her tutelage. from humanoid to hybrid form must succeed on a DC 15
Wisdom saving throw or gain a random form of short-term
N10. House of a Thousand Faces madness, determined by rolling on the Short-Term Madness
table in chapter 8 of the Dungeon Master’s Guide.
This tavern gets its name from the many mirrors and Development. If the characters visit Fisher’s Float,
mannequins positioned around the common room; an they’re welcomed by the community save for Mireene, who
homage to the fact it was a fashionable boutique before is paranoid while Arbek remains here. If the characters
the Ruining. The House of a Thousand Faces is not just ask around, they uncover that Mireene has always been

63
odd, performing dark rituals in the dead of night, singing Player’s Handbook or chapter 2 of Xanathar’s Guide to
in otherworldly languages and wearing strange jewellery Everything) in an arcane library such as Candlekeep. If the
unlike any seen along the Sword Coast (gifts from the research is successful, the character becomes proficient in
Kraken Society). If the characters confront Mireene, vehicles (air). See chapter 5 of the Dungeon Master’s Guide
Arbek comes to her aid after telepathic communication, for the ship’s statistics.
commanding the characters to leave. Mireene doesn’t know The characters could potentially discover the planned
about the pirate attack but Arbek does. He never spills the attack on Neverwinter by Bartholomew Blackdagger’s
secret, even if threatened with death. portion of the Black Armada from Garrundar. If the dragon’s
Stashed in Mireene’s cottage is Arbek’s diary, detailing life is threatened, or the right price is met (1,000 gp), he
how he tricked Mayor Soman Galt into divulging the provides the information the characters desire.
location of Kzixxaro, and a plan for a pirate attack headed Blackdagger’s ghostship arrives the night after characters
by Bartholomew Blackdagger the night after the characters arrive in Neverwinter. They kill Kzixxaro the aboleth in
arrive in Neverwinter. There is also correspondence the lower vaults of the House of Knowledge. Garrundar
between Arbek and Sea King Tentrix. If characters can read knows that the Kraken Society has something to do with it,
Thieves’ Cant, or succeed on a DC 15 Intelligence check, but doesn’t know why they want Kzixxaro dead, only that
they discover that Tentrix is somewhere in Nelanther Isles. he’ll be paid well for the use of ‘his’ crew. Garrundar was
contacted by someone named Arbek, who he believes is
N12. Pirate’s Skyhold working for Sea King Tentrix.

North of the city floats an almost entirely inaccessible


earthmote named Pirates’ Skyhold. Atop this floating hunk ATTACK ON NEVERWINTER
of stone and dirt is a fortress built by pirates long ago to The night after the characters arrive, Neverwinter is
store their treasures. The fort drew the attention of the attacked by a ghost ship crewed by forty skeletons and
adult black dragon, Garrundar the Vile, who destroyed captained by Bartholomew Blackdagger (revenant) and his
most of the fortress, killed the resident pirates and Mates a wight and a sword wraith warrior. Their aim is to
claimed the earthmote for his own. Since then, many have sail up the Neverwinter River to the House of Knowledge,
attempted to oust the dragon Garrundar, but all have failed. disembark and storm the Lower Vaults to destroy Kzixxaro
Luckily for Neverwinter, Garrundar is too lazy to take to the aboleth who lairs down there.
the wing himself, preferring to hire out his own mercenaries The ghost ship can only be embarked upon by undead,
to gather treasure. One of the many slain by Garrundar was all other creatures and objects simply pass through it,
Bartholomew Blackdagger, a sky pirate captain whose crew although the ship is bound to water at all times. Because of
attempted to plunder the dragon’s hoard. Bartholomew was this, the ship can sail straight through the three bridges of
cursed with undeath by Garrundar, and now works as a Neverwinter and right up to the House of Knowledge before
mercenary pirate hired out by Garrundar. the undead crew disembarks.
Development. In order for the characters to access The pirates are mercenaries hired through Garrundar
Pirates’ Skyhold, they must have some method of flying up the Vile. Members of the Kraken Society paid the dragon
around 100 feet to the earthmote. There, they encounter to send the pirates to attack Kzixxaro, whose location was
Garrundar the Vile and his lizardfolk minions (ten discovered through Soman Galt by Arbek on Fisher’s Float.
lizardfolk and four lizardfolk shamans). If the characters
can defeat or infiltrate past Garrundar, they have the chance
to plunder his hoard (11,000 gp, 7,000 sp, 9,000 cp, three
coral stones (100 gp each), three moonstones (50 gp each),
a crown of bronze sculpted to resemble a seaweed wreath
(250gp) and a bag of holding containing a spell scroll of
blight, two potions of greater healing, and a case inlaid with
mother pearl (150 gp) filled with twenty +1 bolts. Perhaps
the most precious treasure is the crashed halruuan airship, Bartholomew
the Scuttering Skylark, that once belonged to Bartholomew Blackdagger
Blackdagger. Although the ship is in dire need of repair, it
could serve as a mobile base for the adventurers.
To repair the Scuttering Skylark requires the assistance
of a spellcaster who knows both the fly and levitate spells.
It requires the use of a forge and smithy to create a control
rod of silver-capped with gold. The entire repair costs
20,000 gp. What remains of the ship is not dissimilar to a
sailing ship, but it has an additional sail where the rudder
would be, six oar-like sails protruding from the sides, and
half a dozen enormous turtle shells built into the hull.
Learning how to pilot the ship requires downtime spent
Researching (See “Downtime Activites” in chapter 8 of the

64
Beginning the Encounter NEVERWINTER QUESTS
The attack is launched the night after the characters arrive. The NPCs that the characters met in Neverwinter before
Read or paraphrase the following: the attack may bestow quests upon the characters if they
survived, encouraging them to further explore the Sword
It is a foggy night in Neverwinter. A thick sea mist has rolled Coast and Island Kingdoms. This allows them to gather
in from the ocean and into the docks and coastal wards information, experience, and items that will help them
of the city. The usual hustle and bustle of the city seems mount a successful attack on the Kraken Society, and Sea
subdued by the pressing damp. King Tentrix.
Looking out to sea, you think you catch a glimpse of an Whether characters travel by sea or over land, use
ethereal blue light. Perhaps the moonlight playing off a larger appendix A to stage random encounters along the way.
wave. Staring closer, you see with horror the reality of your
perception. An enormous, spectral galleon emerges from Theryis & Toram’s Quest
the mists, cutting through the waves like a hot knife through
butter. Standing proud atop the foredeck is a man with flesh Members of the Harpers are approached by the half-
as pale as death, dressed in a tricorn hat and wielding a siblings. Toram is raving about the lack of communication
midnight black blade. between the societies’ members, and Theryis is trying to
calm him. They ask the characters to take on a faction quest
Unless the characters have intervened, the necromantic for them. The half-siblings are concerned that they weren’t
aura of the ship animates ten zombies from Neverdeath warned about the pirate attack and haven’t heard anything
(see N7. Neverdeath) who shamble through the streets, from the secret Harper base in the Sea of Swords; The
threatening the citizens of Neverwinter. The characters Berg, a floating, hollowed out iceberg. Theyris has tried to
must decide whether to tackle this threat or chase the contact the base’s leader, Thea Wisecobble (NG non-binary
ghostly galleon through to the House of Knowledge. Once lightfoot halfling bard) but has received nothing back and
at the temple, the undead crew meet little resistance from is worried. Theryis and Toram can introduce the characters
the startled Oghmanite priests and quickly make their way to Sandyse Thunderquill (see N10. House of a Thousand
to the lower vaults to assault Kzixxaro. The development of Faces), who protects a Harper teleportation circle in an
this encounter is detailed in N6. House of Knowledge. Once unassuming rowhouse in Neverwinter.
Kzixxaro is killed, the pirates attempt to flee Neverwinter Development. Should they accept, the characters are
the same way they entered. If Blackdagger is killed, the ship teleported to The Berg, which is currently floating between
disappears, leaving any remaining crew stranded in the city. Ruathym and Gundarlun. The Berg has been overrun by
ten Kraken Society cultists, led by Svetlana Brokenstag
Treasure (CN female Illuskan human transmuter), and supported
by three yetis. The cultists don’t know they’re working
Kzixxaro & Followers. The treasure that these creatures
for Slarkrethel, let alone Zellix’Phor, but Svetlana is
have accumulated is detailed in N6. House of Knowledge.
telepathically linked to the elder brain. When Svetlana
Undead Crew. The crew of the ghostly galleon carry no
receives a telepathic message, she bleeds from the ears.
treasure with them, save their weapons and armour.
If Svetlana is about to give away important information,
Bartholomew Blackdagger. Unlike the rest of his crew,
Zellix’Phor can use an action on its turn to deal 40 psychic
Blackdagger has accumulated a few valuable trinkets. He
damage to her. This damage is enough to kill Svetlana
wears a silver chain with a black dragon pendant around his
immediately. Svetlana has been mutated by the telepathic
neck (50 gp), a gold ring with a carnelian skull (60 gp) and a
influence of the kraken; she has small fins on her forearms
black leather belt with a golden buckle (25 gp). Blackdagger
and calves, skin folds that resemble gills on her neck, and
also wields a black steel scimitar with a bejewelled basket
glassy blue-green eyes.
hilt (250 gp).
All Harpers on board are being held in cells as the Kraken
Development Society move The Berg toward Ascarle. The imprisoned
Harper contingent consists of Thea Wisecobble (see above),
The only way to prevent the pirates killing Kzixxaro is to two nobles and four spies (although The Berg can easily
destroy them. The characters may not wish to prevent the house 25 individuals), each with one level of exhaustion.
death of Kzixxaro, but are likely to want to destroy the crew. They are guarded day and night by the yetis, while the
If Kzixxaro survives, it attempts to recruit the characters cultists operate The Berg’s magical propulsion mechanism
into the Abolethic Sovereignty. If it cannot do so, it sends and patrol the base.
agents to hunt them down and prevent them from telling The Kraken Society are unaware that Gumph the flumph
Neverember. If the characters choose to take Kzixxaro’s is aboard thanks to his ring of invisibility. Gumph has been
side, the aboleth to helps them assault Ascarle in chapter 5. listening in on the telepathic communications between
If Kzixxaro is killed, the undead crew head back to the Svetlana and Zellix’Phor, and happily shares the following
ocean, and eventually return to Pirates’ Skyhold to serve information with the characters:
Garrundar the Vile once again. Garrundar the Vile or the
undead crew might end up making another appearance
later in the campaign against the characters.

65
●● The Berg was captured as it could alert the Sword
Coast of future pirate attacks. Len-jes’ Quest
●● The Berg is being manoeuvred to the north of
Purple Rocks. After the characters prove themselves to be adept
●● Svetlana will be rewarded with untold knowledge adventurers during the pirate attack, a member of the
should she succeed in this task. Neverwinter Watch working for Len-jes seeks them out and
asks that they meet with the harbourmaster at the Beached
If the characters liberate The Berg from the Kraken Leviathan the next evening.
Society, they are each rewarded with a magic item (roll on Should the characters accept, they meet Len-jes at the
Magic Item Table B in chapter 7 of the Dungeon Master’s tavern where she has already put on a spread for them as
Guide or allow each player to choose one item from that thanks for their efforts to protect Neverwinter. Len-jes tells
table). In addition, the characters gain access to the Harper the characters that she is responsible for ensuring that the
teleportation circle network which has permanent circles in docks of Neverwinter remain safe, and to maintain the vital
Baldur’s Gate, Mirabar, Neverwinter and Waterdeep. flow of commerce into the city. This, she explains, requires
a large force of mercenary sailors from Mintarn, hired
Mardred the Many’s Quest through the White Sails company. Of late, ships she has
hired and requested from the island have been turning up
After the dealing with the pirates, the characters receive with fewer mercenaries than expected, or arriving days late.
an urgent message from Pettigrin Handel (LG male She asks the characters to investigate what’s going wrong
Chondathan human apprentice wizard) who appears in in on the island. As a reward, she offers the characters the use
a torn robe with open wounds on his arms. After composing of a sailing ship called Dawn’s Gem, or 1,000 gp in gems.
himself for a minute, he manages to stutter out that strange Development. If the characters travel to Mintarn to
green people have attacked the Cloak Tower. They initially investigate, they are happily welcomed onto the island.
tried to unlock the magical vault beneath the tower, but Mintarn is a popular safe-haven for those avoiding the
when they couldn’t bust it open they started using the other authorities and has a ‘no questions asked’ policy, making
apprentices to threaten Mardred. Pettigrin managed to slip a great neutral ground with the downside of dangerous
away by successfully casting misty step for the first time. clientele (see “Mintarn” in chapter 3 for more information).
Development. If the characters rush to the Cloak Tower Before the characters have even made it beyond the
to help, they find that everything Pettigrin said is true. docks, they are attacked either by Captain Callous
The front door of the tower has been battered down and (appendix B) and his crew, or by a drunken dragonborn
several of windows have been smashed. Hanging from wearing an eyepatch named Farihaan Grathyozterix (NE
one of the broken windows is the body of a tall, yellow- female bronze dragonborn swashbuckler) and her three
green humanoid with grey dreadlocks and ornate armour. thug lackeys. If the characters defeat Farihaan or Callous,
Characters with a connection to the Astral Plane recognise they offer information in return for their freedom. They tell
this creature as a githyanki. Floating above the tower is an the characters that everyone claims the dragon Hoondarrh
astral skiff; a flying vessel that requires three githyanki crew is responsible for the missing crew, but that’s just a cover
and carries up to a dozen passengers. The ship can travel at story. The locals won’t whisper a word about the true
a 15 miles per hour, and plane shift to the Astral Plane. cause out of superstition, but a bribe of 250 gp presented
Inside, the tower is deserted save for the lowest floor. at Castle Mintarn to Tyrant Bloeth Embuirhan (LN female
Here, three githyanki warriors and Sarth Tra’ados the Chondathan human gladiator with 90 hit points) would be
githyanki knight are holding three apprentice wizards irresistible.
captive, threatening to kill them unless Mardred the Many If the characters visit the inns they find the claims to
(NG female Shield dwarf illusionist with a robe of stars) be true. None of the locals say a word about where the
gives up her robe and opens up the vault to surrender the missing sailors are going, claiming they’ve only heard it
other six robes inside. The githyanki want the robes to outfit must be Hoondarrh. A successful DC 12 Wisdom (Insight)
their warriors so they can pursue the mind flayers when check reveals that they are lying, but any attempts to press
they attack Ascarle. Mardred only has 1 hit point remaining the matter are met with hostility that could quickly turn to
and is close to opening the vault (which is protected by an violence.
arcane lock and a glyph of warding) as she cannot bear to If the characters travel to Castle Mintarn they are greeted
see the children hurt. directly by Bloeth, who has already heard word of their
The characters might attack the githyanki, or bargain with endeavours in Neverwinter. She delights in the characters’
them as allies. The githyanki know that mind flayers have tale of the pirate attack and treats them to a fine meal
crashed on Gundarlun, but don’t yet know the connection and a few bottles of Mintarn’s famous green wine. If the
between Zellix’Phor and the Kraken Society. Either way, characters bring up the missing mercenaries, she asks
each character is rewarded with their own robe of stars if the characters to follow her. She takes them up a tower
they succeed and the party might gain use of the astral skiff. of Castle Mintarn. From here, the characters can see
The githyanki are based in Flame Fault, a githyanki that two of the towers have been destroyed, which Bloeth
crèche on the island of Tuern. If characters ally with the claims was Hoondarrh the Red Rage after they failed to
githyanki, they can be taken to this location by the warriors provide tribute one year. She then points to Skaduarak, the
on their astral skiff. dragon’s mountain lair which rises up from the sea to the

66
north. Bloeth claims it must be Hoondarrh continuing his
tyrannical rule, but subtly hints that a contribution to the
Kzixxaro’s Quest
tithe they have to pay might reveal more information. If the If the characters decide to keep Kzixxaro alive and ally
characters give Bloeth 250 gp or more, she tells them to themselves with the Abolethic Sovereignty, the aboleth
explore Narino, a sunken city south of Mintarn. contacts them telepathically soon after the pirate attack.
Narino is detailed in full in chapter 3 but in short, it is Kzixxaro has been attempting to telepathically probe
an abandoned merfolk city now occupied by Mei Ling (LE the surrounding area and discovered an individual on
female vampire with a swim speed of 30 ft.). Mei Ling Fisher’s Float that was acting as a powerful telepathic
is responsible for the disappearances that no one talks conduit. Kzixxaro wants the characters to find out who this
about. Mei Ling used to feed exclusively on merfolk, but the individual is and who they work for, as it could pose a threat
abundance of ships of late has given her a taste for human to the Abolethic Sovereignty’s plans on the Sword Coast.
blood. Characters might be able to convince Mei Ling to Development. If the characters make it to Fisher’s Float,
get back on the merfolk diet, bribe her to avoid White Sails play through the events detailed in N11. Fisher’s Float. In
ships, or attempt to kill her. If any of these methods are short, the characters end up confronting Arbek, a Kraken
successful, Len-jes rewards them in full when they return to Society member who orchestrated the attack on Baldur’s
Neverwinter. If the characters fail in their attempt, Len-jes Gate. If the characters take a look at his belongings, they
provides a smaller reward of 250 gp for their information. discover communication between him and Sea King
Tentrix, who seems to be holed up somewhere in the
Dagult Neverember’s Quest Nelanther Isles.

After the pirate attack, Lord Protector Dagult Neverember


arranges a meeting with the characters. He thanks them
for their assistance defending the city and rewards them
with 100 gp each plus the privilege of staying at the High
Hall any time they desire. Dagult also allows them to Open Lord Dagult
take command of a Tarnian mercenary sailing ship called Neverember
Dragon’s Ire should they desire.
After rewarding them, Lord Protector Neverember asks
that the characters visit Luskan. He believes that the City of
Sails must know more about the increased piracy. Dagult
gives the characters a Lord’s Alliance emblem, which they
can present to the High Captains to gain an audience.
Development. After travelling to Luskan, the characters
can arrange a meeting with the five High Captains provided
they show the Lord’s Alliance emblem. Ship Suljack, under
the command of Captain Dagmaer, is responsible for the
control of piracy and claims to have no part in the attack
on Neverwinter. If the characters mention Bartholomew
Blackdagger, Captain Throa of Ship Taerl pipes up,
claiming that Blackdagger has assaulted her own vessels in
the past. Throa knows that Blackdagger is a mercenary
under the command of Garrundar the Vile, a black
dragon who lairs on Pirate’s Float near Neverwinter.
Garrundar is a greedy oaf and accepts bribes to reveal
who hired Blackdagger.
If the characters continue to pursue this lead,
they can question Garrundar (N12. Pirate’s
Skyhold), which leads them to Arbek on
Fisher’s Float (N11. Fisher’s Float) and
then to the Nelanther (see chapter 3
for more information). Dagult happily
arranges to pay the 1,000 gp bribe for
Garrundar.

67
WATERDEEP government buildings as well as the Blackstaff Tower. The
City of the Dead is a huge park and cemetery. The North
Waterdeep, the City of Splendours is perhaps the most Ward is home to the powerful nobility of Waterdeep, though
important and influential city on the Sword Coast. This isn’t quite as wealthy as the Sea Ward, which contains many
great metropolis stands as the pinnacle of what a great of the cities’ temples, as well as the richest of the nobility,
city might be, in wealth, influence, and stability. The city is and notable retired adventurers.
currently under the control of the Open Lord, Lady Laeral
Silverhand, who supplanted Dagult Neverember less than a
year ago. She is supported by the anonymous masked lords, WATERDEEP LOCATIONS
who make policies for the city and sit in council. Unlike The following locations are identified on the Waterdeep
many of the other cities along the Sword Coast, Waterdeep map.
has managed to remain mostly out of trouble for the past
few decades.
Waterdeep’s law and order is maintained by the City
W1. Deepwater Harbour
Watch, whose stern policing has kept the city relatively The dock of Waterdeep is a bustling melee of ships, sailors,
safe from criminals. All trade in the city is overseen by and criminals. During the day it is easy to get lost in the
various Guilds, who monitor the pricing and quality of each throng of people, but at night the lack of streetlights makes
craftsman to ensure accordance with their high standards. it a haven for rogues and ragamuffins. The Defender of the
The cities’ military force is known as the City Guard, who Harbour is a seasoned veteran named Reynard Blackbrook
staff garrisons, road patrols, and watch posts, as well as (LG male Chondathan human veteran), who commands
serving as body- and gate guards. ten guards and three veterans of the City Guard to ensure
Waterdeep is split into several different wards. The nothing illegal occurs. Blackbrook was an adventurer until
Dock Ward, which contains the Deepwater Harbour, he lost his arm fighting against the Stormwind pirate fleet.
contains warehouses and yards to facilitate sea trade. His missing arm was replaced with a wooden one attached
The South Ward too is a mercantile place, where caravan to a shield bearing the Waterdeep arms.
masters and merchants pass through and sell wares, but is Beneath the water is a sprawling settlement of merfolk
somewhat poorer than the Trade Ward, where most of the and sea elves called Tharqualnaar. The people of this
money changes hands. The Castle Ward encompasses the underwater town are members of the City Guard, and trade

68
with sailors and merchants who visit the harbour. U1. The Descent
Development. The characters can convince the
underwater denizens of Deepwater Harbour to let them Unless the characters can see in the dark or bring a light
visit Tharqualnaar with a successful DC 15 Charisma source, they cannot see their surroundings and are dragged
(Persuasion) check, or a donation of 200 gp to Umberlee. to the hole at the bottom of area U1 in five turns.
The characters are escorted through a bright marine As you swim down into the sea cave the walls begin to close
garden filled with seaweed, coral and anemones that is in around you. After swimming for a few dozen feet, the
bursting with life by four merfolk tribal warriors to a passage suddenly opens into an enormous sunken chamber
palace carved from the rocky seafloor. with fist-sized crystals covering the walls. The centre of
Inside, the characters meet Chieftess Antinua Reefsilver the chamber spirals down like a vortex to a rocky bottom
(LG female merfolk noble) and Uth’ivellios Cithrea (CG punctured with a gaping hole. A strong current pulls the
male sea elf priest of Deep Sashelas) and his pet dolphin. seawater past you toward the fissure.
The audience chamber in which they meet is enchanted
with a permanent water breathing spell. The leaders of
Tharqualnaar are becoming suspicious that there is a Creatures. Circling in the water are three sea wraiths
malenti in their ranks; a sahuagin born with a mutation (spectres with a 60 ft. swim speed but no fly speed); the
making them physically resemble an aquatic elf. Paranoia is trapped souls of drowned sailors who failed to pay tribute to
spreading through Tharqualnaar that an attack is imminent. Umberlee, and now guard her hoard. They attack any who
The paranoia is not misplaced. There is a malenti enter that do not wear a symbol of Umberlee.
(appendix B) named Ilanquor within the underwater city. If the characters enter this area without uttering a prayer
Ilanquor managed to store away the stolen marid conch to Umberlee, a bearded devil (swim speed of 30 ft.) and a
(appendix C) within Umberlee’s Cache (in area u4) so that beard of eels enters from area u5 in four turns and attacks.
the sahuagin raiders could find it when they attack. Current. The hole in the floor of the chamber sucks
seawater down into Umberlee’s Outer Plane domain. Any
Small or smaller unsecured creature or object is pulled 5
W2. Outer Gates feet toward the hole at the start of their turn unless they
The outer wall of Waterdeep has three gates that permit succeed on a DC 10 Strength saving throw. An object pulled
entry day and night. The North Gate is manned by four into the hole disappears to the Outer Planes. A creature
veterans and two guards of the City Guard and permits pulled into the hole takes 21 (6d6) fire damage and is shot
entry to the richer areas of the city so long as characters 50 feet back up into the chamber.
can provide papers of identification. The East Gate and Treasure. A character who succeeds on a DC 15
South Gate are manned by two veterans and four guards Intelligence (Investigation) check while searching the floor
of the City Guard and permit entry without identification to of the cavern find a total of 18 gp, 14 sp and 13 cp, a potion
the poorer wards. of water breathing and a +1 scimitar with a pearl pommel
stuck between the rocks.
W3. Umberlee’s Cache Development. If the sahuagin have arrived, there are two
dead sahuagin floating down in the water, three sahuagin
Umberlee’s Cache is an underwater cave in the Deepwater and a sahuagin raider (appendix B) fighting the two
Harbour that is filled with tithes given to Umberlee; The remaining sea wraiths. In two rounds, the bearded devil
Bitch Queen by sailors and the populace of Waterdeep emerges from area u5 and attacks the sahuagin (see area
during the festival of Fleetswake. The entrance to the u5 for more information).
dungeon is marked by the Deepwater Beacon, a pillar of
light that shoots up through the water. The entrance is
U2. Merfolk Shrine
guarded by four merfolk tribal warriors and one merfolk Dimly lit by glowing purple anemones, this small shrine
priest, as well as their giant sea horse pets. contains an altar upon which offerings have been placed,
Development. When the sahuagin raid begins, one of and two stone statues of krakens covered in thin sheet-like
the sahuagin barons, two sahuagin raiders (appendix B), seaweed and barnacles. Hanging over the altar are a pair of
five sahuagin, and four reef sharks split off from the main crossed tridents.
force. They kill the merfolk guards save for one, and head
to area u4 for the marid conch. The final merfolk manages Treasure. Atop the shrine are three ceramic vases with
to alert the City Guard, who ask the characters to help. wave motifs (50 gp each) and a platinum ring with a symbol
If the characters search for Umberlee’s Cache, read or of Umberlee engraved into it (100 gp). The tridents hanging
paraphrase the following: above the altar are in fine condition (5 gp each). A character
who steals from the shrine immediately runs out of breath
After searching the ocean floor near the Deepwater Beacon, and can’t speak for 1 minute.
you discover an isolated cavern entrance with coral growing Offerings. Characters who place an offering worth 50 gp
all around. A few stray coins lie scattered around the entrance or more on the altar and utter a prayer to Umberlee gain a
but are slowly being dragged toward it by a current which swim speed of 30 feet and the ability to breathe water for 1
pulls into the cave. hour.

69
Umberlee’s Cache. 1 sqaure = 5 feet
U3. Tribute Gatherers U4. Reekmurk Lair
A natural cavern sprouts off from the descending spiral stair The chamber ahead is unnaturally dark. It appears as if the
about half way down. The cavern is cloaked in shadow, and walls are coated with a film of oil or ink which hungrily
the water within is murky and warm. Peering into the cave devours any light. Sitting dead centre in the chamber is a
you can make out a mass of writhing tentacles that seems to large, black iron treasure chest.
be constantly probing and exploring their surroundings.
Creatures. The unnatural darkness comes from a
Creatures. There are three tribute gatherers (appendix reekmurk (appendix B) which is stretched across the walls
B) in the cave. If characters wait long enough, the gatherers and ceiling of the chamber.
might leave the cavern to scour area u1 for misplaced Treasure. The chest has two keys. One belongs to Dread
treasures, which they drag into the hole. High Trident Abeline Nerovarco, the other to the malenti
Development. If the sahuagin have arrived, there are Ilanquor. The chest can be broken open with a successful
two dead reef sharks and one dead tribute gatherer. The DC 25 Strength check or unlocked with a successful DC
remaining two tribute gatherers are locked in combat with 20 Dexterity check using thieves’ tools. Inside is the stolen
a sahuagin raider (appendix B) and two reef sharks. marid conch (appendix C) nestled on a bed of seaweed,
dotted with pearls (1,000 gp for all the pearls).

70
Development. If the sahuagin have arrived, there is a Countermeasures. Replacing stolen items stops the
sahuagin baron fighting off the reekmurk in this chamber, trap and opens the door. Characters can also stop the trap
whilst trying to retrieve the chest. Both are on half their hit by opening the door, which requires a successful DC 18
points. The baron will retrieve the chest on the next turn Intelligence (Investigation) check, followed by a successful
and flee unless the characters intervene. DC 18 Strength check. Alternatively, any character who
stole an item can attempt a DC 20 Charisma (Religion)
U5. Summoning Hall check to beg for the Bitch Queen’s mercy. If all characters
with stolen items succeed on this check, the trap ends, and
A short stone corridor leads to a beautifully decorated hall.
the door swings open.
Eight pillars sculpted into coral-like forms lead up to a
vaulted ceiling which is decorated with shell motifs. Bas- Development
reliefs on the walls depict nautical scenes including a galleon
The characters should be able to fight off the sahuagin
being sunk by a kraken, and a wreck being smashed by a
pirates and steal back the marid conch from them. The
tempestuous storm.
characters might then want to return the conch to the
The floor is tiled with tiny pieces of ceramic and forms a
Zulpair family but, seeing the kinds of creatures that are
mosaic of twin crashing waves.
after it, Pasha Arain insists that they take the conch as
Creatures. Although initially empty, if any creature payment for investigating the crime.
enters area u1 without first uttering a prayer to Umberlee, The conch contains a marid named Sultan Klaptikos
a bearded devil (swim speed 30 ft.) is summoned in this of the Great Waves. He hails from an underwater coral
room. The devil appears in four rounds and immediately palace called Underwave not far from the Moonshae Isles
seeks out intruders. and happily escorts the characters there in exchange
If the characters leave immediately, the bearded devil for his freedom. Klaptikos knows an awful lot about the
ceases to attack them. If the characters explain there underwater locations of Faerûn thanks to his centuries of
is treasure being hidden here and succeed on a DC 15 travelling the Material Plane. He also knows a way to the
Charisma (Persuasion) check, the devil helps them search Elemental Plane of Water and the Citadel of Ten Thousand
for it. When they discover the chest in area u4, the devil Pearls.
wants to throw it into the hole in area u1. Convincing it Characters can use the Sultan in combat and for flawless
not to requires a successful DC 20 Charisma (Persuasion) navigation. Should the characters treat the Sultan like
check. Otherwise, the characters will have to take the chest a friend or even master, rather than a slave, Klaptikos
by force. might be tempted to stick around with the characters even
Secret Door. The eastern wall’s bas-relief depicts the after he’s fulfilled the demands placed upon him by his
storm scene described above. Characters with a passive imprisonment in the conch.
Wisdom (Perception) of 18 or higher notice a thin seam of
bubbles around the edge of a whirlpool. A successful DC 19
Intelligence (Investigation) check reveals this to be a secret
door that can be opened by twisting the stone slightly. The
door leads to area u6.

U6. Umberlee’s Altar


The section of wall swings open before you, revealing a
corridor lit by magical blue flames down either side. At the
end of the corridor is a small shrine taken up almost entirely
by a huge altar of bone. Atop the altar are half a dozen black
candles which flicker with the same blue fire that lit the
corridor. Sticking out from the shrine are several scroll cases.
Light. This room is lit by continual flame spells in the
corridor, and by six candles of the deep which burn blue.
Treasure. Jutting from between the bones of the altar are
three whalebone scroll cases (150 gp each). Each contains
a spell scroll; alter self, bane, and summon lesser demons.
The candles of the deep can also be taken.
Trap. If anything is taken from the altar by a non-
Umberlant, roll initiative. On initiative count 20, the door to
the chamber slams shut. On initiative count 10, the water
heats up, dealing 1d6 fire damage to any creature inside;
this fire damage overcomes resistances granted by being
submerged. On each subsequent initiative count 10, the
damage increases by 1d6 to a maximum of 5d6. Marid Conch

71
72
W4. Queenspire hobgoblins, orcs, and tieflings. Many a tall-tale is spun here,
and challenges to their veracity normally end in blows.
Spiralling up from the sandbar to the southeast of On the balcony floor is a secret door, which can be
Waterdeep proper is a shell-like tower with a glistening, detected with a successful DC 16 Wisdom (Perception)
pale pink exterior and live corals growing around its base. check and opened with a DC 16 Intelligence (Investigation)
This church of Umberlee is presided over by Dread High check. Inside are 1d4 magic items of your choice that ‘Lady’
Trident Abeline Nerovarco (LE female Tethyrian human Copperguts has ‘disintegrated’.
kraken priest wielding a trident of fish command) who, Development. Zhentarim characters who visit Tymora’s
like many before her, paid dual homage to The Bitch Queen Blessing find it easy to pick out a table of three thugs and
and her chosen aspect Slarkrethel. Unlike many of the three spies from the Black Network. Other characters
Kraken Society, Abeline knows that the cult is headed by must succeed on a DC 15 Wisdom (Insight) check. This
the kraken. The Dread High Trident keeps her allegiance to is a favoured haunt of the zhents, who know that any
Slarkrethel a secret, sending her underlings out to fulfil the confiscated magic items here eventually end up in their
kraken’s requests. hands.
It is through this method that Dread High Trident If the characters ask around about a stolen conch
Abeline came into possession of a marid conch. The or Haseid Zulpair and succeed on a DC 16 Charisma
kraken commanded her to recover the magic item and (Persuasion) check (with advantage if they are a Zhentarim
bequeath it to Umberlee, which she did without question. faction agent), Rashebyeh Qahtan (LE female Bedine
Abeline doesn’t know that the request actually came from human spy) leans forward at the gaming table. She reveals
Zellix’Phor, who wants to bind the genie into service. to the characters that she was tasked with retrieving a
Development. If the characters investigate the stolen marid conch from the Zulpair Villa. Rather than infiltrating,
marid conch, they may eventually track it back to the she seduced Hasied and got him to bring the magic item
Church of Umberlee. If the characters start poking around out to boast about it. She proceeded to get him drunk
or asking too many questions, Dread High Trident Abeline and bring him here, where the item was confiscated and
becomes more and more hostile and might end up trying to handed over to the Black Network. She won’t reveal where
forcefully remove the characters from the Queenspire. it ended up unless the characters pay her a bribe of 500 gp,
If the characters show Abeline an item that connects or on pain of death. The conch’s final destination was the
the sahuagin with something alien, such as the shield of Queenspire.
far sight from the Wreck of the Golden Crown, Abeline
becomes confused and angry. See “Dread High Trident
Abeline Nerovarco’s Quest”.

W5. Tymora’s Blessing


Named after the Lady Luck, this seedy tavern-come-
casino promises a shot at some meagre winnings and
an unforgettable evening with some unusual clientele.
Tymora’s Blessing is owned by ‘Lady’ Gurnin Copperguts
(N female shield dwarf priest of Tymora), an older dwarven
woman who takes no nonsense and isn’t afraid to punch her
way through a problem. She has the ability to teleport items
to a secret room in the tavern should she wish, this ability is
a gift from Tymora.
The tavern has a strict no magic policy, which extends to
magic items and applies to everyone save ‘Lady’ Copperguts
herself. Casting of spells or using magic items triggers
an audible alarm spell. This rule is enforced by Grunter,
the tavern’s hill giant doorman. The tavern has securely
warded lockers in which visitors can store their magical
belongings. Any item seen within the establishment will be
‘disintegrated’. In truth, they are simply teleported away by
Gurnin to her personal vault, where she sells them on to a
Zhentarim fence.
Rashebyeh Qahtan
Although there is no food on offer, the Blessing has
several rooms on the third floor (the second is little more
than an open balcony to provide headspace for Grunter),
ranging from poor to modest which the characters can hire
and offers a variety of gambling including three dragon
ante, lizard racing, and dice. The tavern is always filled
with an unusual range of folk including drow, dragonborn,

73
W6. Warrens information regarding the potential pirate attack, she
organises a meeting of the Masked Lords to try and combat
The Warrens are a network of tunnels adjacent to the situation. With only a handful of ships to spare, the
Waterdeep’s sewers that stretches underneath the Dock majority of the defence will have to occur in the Dock Ward
and Castle Wards of the city. They are inhabited almost alongside the merfolk and sea elves of Tharqualnaar. If
exclusively by gnomes and halflings, with the former being the characters are in need of direction, she suggests they
the predominating occupants. Any gnome or halfling head to the Zulpair Villa in the Sea Ward. Pasha Arain
character from Waterdeep knows of the existence of the came to her a few days ago about a stolen treasure, a conch
Warrens. Characters might also discover the tunnels if they shell which he doesn’t reveal contains a marid. Laeral is
explore the northern Dock Ward or West Castle Ward and concerned that the theft might be linked to the impending
have a passive Wisdom (Perception) of 16 or higher. These pirate attack.
characters notice the occasional marking on the cobbled
streets and sides of Mount Waterdeep; a wavy dagger in W9. Inn of the Dripping Dagger
a circle. Characters who succeed on a DC 15 Intelligence
(Religion) check (advantage for gnomes) realise the symbol The Dripping Dagger would be an unremarkable inn if
is of Baravar Cloakshadow: The Sly One (the gnomish deity it were not for its door. For some unknown reason, the
of illusion and deception). A successful DC 18 Intelligence solid old oak portal has a portentous quality. When folk
(Investigation) check reveals that each emblem is adjacent walk through its frame, an echoing voice can be heard
to a magically concealed doorway, which can be opened proclaiming cryptic prophecies. Whether there’s any merit
with a successful DC 18 Intelligence (Arcana) check. to the omens is contested, but nevertheless, the door alone
The interior of the Warrens is clean and well-lit is enough to bring folk in for a drink or two and to keep
throughout. Gnomes and halflings go about their lives the establishment on its feet. The tavern’s owner, Westfray
down here, shooting curious glances to any other races Lohthuntle (NG female Illuskan human berserker), was
who venture in. The tunnels are typically 5 feet in once an adventurer for hire, but eventually earned enough
diameter, making it tough going for Medium creatures, money to buy shares in the tavern and took it over when
and impossible to traverse for Large creatures. The its previous owner died. Characters can acquire Modest
characters might meet merchants and craftspeople in the to Comfortable rooms and meals at the inn. Adventurers
tunnels or might seek out the leader of the community; an receive a 10 percent discount on food here.
extraordinarily ancient gnome called Ompahr Daergech Development. If the characters enter the tavern, the door
(NG male rock gnome illusionist). speaks the prophecy:
Development. Characters who meet with Ompahr
and tell him about the impending pirate attack gain his “The shark that walks will rise from the deep,
allegiance in the defence of Waterdeep. Ompahr and the One moon, one sun, the city will weep.”
clergy of The Sly One are powerful illusionists and could
help the characters by providing a distraction for the This is a reference to the sahuagin attack that will take
attacking sahuagin, such as an illusory dragon. Characters place the night after the characters arrive in Waterdeep. A
can also use the Warrens to get about the city faster than character can discern the meaning behind the omen with
usual, as they offer a more direct route between the north a successful Intelligence check; DC 15 for the first line, DC
and south of Waterdeep. 10 for the second.
If the characters have any other quests on the go, you can
W7. The Yawning Portal use the door to give them hints toward their goal, or to push
them toward a certain resolution.
The Yawning Portal is the best-known tavern in Waterdeep
if not the entire realms. Although it plays no great part in W10. Blackstaff Tower
this adventure, it would be remiss to leave it off the notable
locations in Waterdeep. If characters enter the Yawning Rising high above the skyline of the Castle Ward is
Portal, refer to Waterdeep: Dragon Heist and Waterdeep: Blackstaff Tower, home to Vajra Safahr (appendix B) the
Dungeon of the Mad Mage which contain descriptions of current Blackstaff and leader of Force Grey; a group of elite
the tavern and the mega-dungeon which lies beneath it. adventurers tasked with protecting Waterdeep from threats
greater than the City Guard and City Watch could handle.
W8. Castle Waterdeep Blackstaff Tower is foreboding, made of solid black stone
with no windows or doors. Only the Blackstaff and her
Castle Waterdeep is the enormous residence of Open Lord apprentices can access the tower without being admitted
Lady Laeral Silverhand (appendix B) and a meeting place entrance.
for the Council of Masked Lords who rule over the city of Development. If the characters visit the Blackstaff with
Waterdeep. The castle is an imposing structure with nine information about the pirate attack, Vajra seems extremely
looming towers built with huge blocks of grey stone. The concerned. She knows that only an extremely foolhardy
only route to access the castle is up a steep and winding crew would attack the Deepharbour, even with most of the
road peppered with guard towers. City Navy out of port. The Blackstaff asks the characters to
If the characters approach Lady Silverhand with pay a visit to Zelifarn, a young bronze dragon who lives in

74
Force Grey
W12. High Flagon Gambling House
To be in with a shot of joining Force Grey, a character The High Flagon is a unique, hodgepodge building that
must first enlist as a Gray Hand with Vajra Safahr. A seems almost too large for the street it is on. As well as
character who has served in the City Watch or City Guard the sprawling casino itself, there are attached stables,
is eligible to join, as are characters who are willing to coach-houses, and outbuildings. Numerous wings, gables,
swear oaths to defend Waterdeep, its citizens, and its turrets, and verandas jut out from the main building, all of
laws with their lives. By doing quests for the Blackstaff which are patrolled night and day by groups of six guards.
and Open Lord, Gray Hands can work their way up the The structure is covered in rain barrels of all shapes and
ranks to become a fully-fledged member of Force Grey. sizes; a safety mechanism against fire in the largely wooden
If a character becomes a member of the elite squad, building.
they are supported by Vajra Safahr and other members of The interior of the building can be accessed via a grand
the society. This support can come in the form of bail for pair of polished copper doors, also protected by guards.
crimes, the temporary use of an uncommon or rare magic The main chambers within are on the verge of luxury. All
item, or an additional hand in combat from a member. the furniture is painted black and consists mostly of high-
backed chairs around large oval tables. Toward the rear
of the building, a busy kitchen constantly pumps out their
Deepwater Harbour. Vajra gives each of the characters a
famous sweet and savoury tarts. The drinks menu is deep,
potion of water breathing to complete the mission.
containing all variety of alcoholic beverage including Zzar,
If the characters search for Zelifarn, they find him before
a fortified sherry wine popular in Waterdeep but disdained
long trying to trick some sailors out of their gold. The pesky
by elves. Rooms and meals of Modest to Wealthy quality can
dragon does the same to the characters if they come to talk
be purchased here. The High Flagon is run by the Harbright
with him, although he doesn’t put up much resistance if
family, specifically the cousins Lara and Saleeri (LN female
the characters refuse to give him anything. Zelifarn reveals
Chondathan human nobles), a pair of older women with
that he saw some robed figures drop a large, black iron
streaks of grey hair at their temples.
treasure chest into the south harbour near the Deepwater
Characters who visit the High Flagon can play all variety
Beacon. It seemed like they came from the east. Zelifarn
of card games with others or against the house. The use of
guesses correctly that the merfolk will have collected the
magic is forbidden and could result in permanent expulsion.
chest as a tribute to Umberlee and allowed it to be sucked
Brawling, taunting, and cheating of any kind results in being
into Umberlee’s Cache. Zelifarn doesn’t know that the chest
thrown out of the establishment by the many guards.
contains a marid conch, or that the figures were priests of
Umberlee working for Dread High Trident Abeline.
W13. Zulpair Villa
W11. The House of the Moon In the centre of the Sea Ward is a lavish villa owned by
the Zulpairs; a rich Calishite family consisting of Pasha
The House of the Moon is perhaps the largest temple in all
Arain (LN male Calishite human noble) and his son
of Waterdeep, dedicated to the goddess of the moon and
Haseid Zulpair (N male Calishite human noble). The
navigation, Selûne. The huge, domed temple is surrounded
Zulpair family made their fortune in Calimport trading
by gilded towers and sports an ornate gate depicting the
gemstones, and eventually became one of the most notable
goddess throwing down her rival, Shar. The creamy grey
merchant families in the city. Unfortunately, brought up
stone of which the temple is built seems to sparkle, even
only by his father, Haseid became unruly and disrespectful,
more so in the moonlight than the sun. The temple is often
almost resulting in their exile from Calimshan. Exercising
a bustling hive of activity, with pale-blue robed priests
foresight, Pasha Arain decided to leave the city with his son
scurrying to and fro.
and search out new fortunes overseas. The family ended up
The temple is presided over by the Priestess of High
settling in Waterdeep.
Moonlight, Melessa Suaril (LG female protector aasimar
Until recently The Zulpair family had a marid conch
priest). She is hugely proud of her faith and heritage but
(appendix C) in their possession. Those that know of its
humbly declares that all her best aspects are gifts from The
magic think that the power afforded over the genie by the
Moonmaiden.
item helped them rise to mercantile power in Calimport.
While characters might choose to visit the House of the
Within the last tenday, the Zulpairs lost the marid conch.
Moon for religious reasons, they might also visit because
The gullible Haseid Zulpair was seduced by Rashebyeh
of its link to lycanthropy. Selûnites see lycanthropy as a
Qahtan, a Zhentarim faction agent. She tricked him into
gift to be embraced, and any lycanthropes within the walls
bringing the conch out on a date to show her. After their
of the temple are controlling their bestial urges. Good
meal, they headed to Tymora’s Blessing, a tavern and
aligned lycanthropes or others devoting their life to Selûne
gambling den which confiscates magic items and sells them
might end up as members of the Silverstar; an elite force
on to a Zhentarim fence.
of warrior priests who are devoted advocates of freedom
Development. If the characters arrive at the Villa hoping
and tolerance. Alternatively, characters could be cured of
to investigate the stolen conch, Pasha Arain hurries them
lycanthropy in the temple.
inside. He is flustered about the whole affair and can’t
understand why he wasn’t top priority in the city.

75
The characters can take a look around the Zulpair Villa, Treasure
including the gallery from which the conch was taken.
There are no signs of forced entry or magical intrusion. Sahuagin Crew. Each baron carries 3d6 + 10 gp worth of
Characters who succeed on a DC 10 Wisdom (Insight) gems, coins, and trinkets. Each sahuagin carries 1d4 + 10
check while interviewing Haseid determine that he’s hiding gp of the same. The longboat contains a shield of far sight
something. Characters who succeed on a DC 18 Charisma and an unlocked chest containing 150 gp, two potions of
(Persuasion) or DC 12 Charisma (Intimidation) check get healing and a potion of invisibility.
Haseid to reveal the truth; that he was showing the item Umberlee’s Cache. The treasure of the Bitch Queen’s
off to a woman he was dating, and it was confiscated by shrine can be found in “W3. Umberlee’s Cache”.
the owner of Tymora’s Blessing. Haseid refuses to accept Development
responsibility, blaming everyone else for the theft. Haseid
reveals that he can’t remember the name of the girl he was The aim of the sahuagin is to gather captives and retrieve
seeing, but definitely remembers her laughing when the the marid conch hidden in Umberlee’s Cache. If they are
item was taken from him in the Blessing. successful, they meet up with the malenti Ilanquor who
If the characters return with the marid conch and tell gives them a key to the chest which contains the conch.
Pasha Arain about the process of its theft, he insists that Ilanquor then quaffs the potion of invisibility aboard the
the characters take it. He doesn’t want an item that the longship and swims back to Tharqualnaar. The marid conch
Zhentarim, Kraken Society and Umberlants are after lying is taken to the Nelanther Isles to Sea King Tentrix, who
around in his house. transports it on to Ascarle and gives it to Zellix’Phor. When
the characters attack Ascarle, the marid is helping to guard
the sunken citadel.
ATTACK ON WATERDEEP If the characters prevent this, they get to keep the conch
The night after the characters arrive, a swarm of sahuagin thanks to the cowardice of Pasha Arain (see “W13. Zulpair
headed by a longship with a kraken figurehead spill into the Villa). If the characters release the marid, he introduces
Deepwater Harbour. The force consists of two sahuagin himself as Sultan Klaptikos of the Great Waves and thanks
barons, four sahuagin raiders (appendix B) and twenty them for releasing him. He asks the characters if they would
sahuagin. They are accompanied in the water by ten reef mind doing him another favour (see “Sultan Klaptikos of
sharks. Most of the force plunges into the Dock Ward the Great Waves’ Quest” in Waterdeep Quests).
to take captives, while a smaller detachment heads to
Umberlee’s Cache to gather the marid conch which they
are expecting to be there. After the initial raid, a malenti
WATERDEEP QUESTS
(appendix B) from Tharqualnaar meets them aboard the The NPCs that the characters met in Waterdeep before
longship and they take off for the Nelanther Isles. the attack may bestow quests upon the characters if they
survived, encouraging them to further explore the Sword
Beginning the Encounter Coast and Island Kingdoms. This allows them to gather
information, experience, and items that will help them
The attack is launched the night after the characters arrive. mount a successful attack on the Kraken Society, and Sea
Read or paraphrase the following: King Tentrix.
Whether characters travel by sea or over land, use
Just as the sun dips beneath the horizon, the streets of appendix A to stage random encounters along the way.
Waterdeep are assaulted with the blasting of horns. A
cacophonous, raucous chorus echoes throughout the docks. Laeral Silverhand’s Quest
Suddenly, jumping up from beneath the still waters of
Deepwater Harbour come dozens of piscine creatures. The After the pirate attack, Open Lord Lady Laeral Silverhand
humanoids have shark-like mouths with row upon row of arranges a meeting with the characters. She thanks them
serrated teeth. Bloodcurdling screams of fear follow the for their assistance defending the city and rewards them
sounding of conch shells as the inhabitants of the docks are with 100 gp each plus the privilege of staying at Castle
ravaged by the sea devils. Waterdeep any time they desire. Laeral also allows them
to take control of a Waterdhavian Navy ship called Ocean’s
Characters might want to help defend the harbour Splendour should they desire.
which they are able to do by taking on small groups of After rewarding them, Laeral asks that the characters
sahuagin, each led by a raider. The City Guard have their visit Luskan. She believes that the City of Sails must
hands full trying to prevent captives being taken and can know more about the increased piracy. Laeral gives the
be of little assistance to the characters. The sahuagin grab characters a Lord’s Alliance emblem, which they can
Waterdhavians and shove carapace-like armour over them. present to the High Captains to gain an audience.
These are survival mantles which allow the captives to Development. After travelling to Luskan the characters
breathe underwater. can arrange a meeting with the five High Captains provided
Characters with a passive Wisdom (Perception) of 12 they show the Lord’s Alliance emblem. Ship Suljack, under
or higher notice a detachment of sahuagin led by a baron the command of Captain Dagmaer, is responsible for the
headed toward the Deepwater Beacon. control of piracy and claims to have no part in the attack

76
on Waterdeep, spitting at the thought they’d associate with of a secret stair which the characters can use to descend
sea devils in such a lowly way. Luskan too has noticed safely.
increased piracy in the Sea of Swords that they are not a When the characters arrive in the cavern at Breakhand
part of. They fear that the sahuagin and petty pirates are Cove, they can meet with Kraken Society members if they
being manipulated by some greater force. Ship Suljack joined the cult; those who refused must remain behind.
suggests that the characters head to the Nelanther Isles, a Each member of the meet conceals their identity with a
stronghold of piracy in the south. Here, they might be able black veil, but there are three nobles, three cult fanatics
to discover who, or what is leading the attacks. and two concealed deep scions from Purple Rocks. The
deep scions tell the gathered cultists whether the attack
Abeline Nerovarco’s Quest on Waterdeep (and the other cities) was successful and
whether others are to take place (this is up to the DM).
After the sahuagin attempt to retrieve the marid conch Any suggestion that anything is wrong is met with jeers
from Umberlee’s Cache, Dread High Trident Abeline from the other members and curiosity from the deep
Nerovarco realises that something must be manipulating scions. Characters who succeed on a DC 18 Wisdom
her telepathic communications with Slarkrethel. The (Persuasion) check can get the scions to reveal that Purple
kraken has never associated with sea devils in the past, and Rocks is undergoing a bit of a change. The fish stocks are
Abeline doesn’t understand why he would send a whole running low, so more and more sacrifices are being made to
fleet to Waterdeep when she could have taken the conch Slarkrethel. His organisation of attacks on the Sword Coast
to him herself. Abeline tries not to reveal the identity of the must surely be signs of his pleasure. This might prompt
Kraken Society’s leader but will divulge the information if characters to further investigate Purple Rocks.
the characters won’t help her otherwise. If the characters search the possessions of the scions (by
Abeline asks the characters to escort her to the stealing them or killing the scions first) they discover letters
Cloakwood, just south of Baldur’s Gate. She knows that from Sea King Tentrix.
where the wood meets the cliffs there is a cavern hideout
where important members of the Kraken Society meet. If Uth’ivellios Cithrea’s Quest
she can attend a meeting with other members, she might be
able to understand what’s going on. She also asks if any of After the sahuagin attack, Uth’ivellios Cithrea, leader of
the characters would wish to join their society. She cannot the sea elves, approaches the characters. Uth’ivellios is
permit her secret to be spread throughout Waterdeep, certain now that there must be an infiltrating malenti
and the cult promises great power and knowledge to its within their ranks. He asks the characters if they will
members. Characters who join are given a breastplate search Tharqualnaar for the malenti. Uth’ivellios gives each
embossed with a kraken design. character a magic item that should help them investigate
Development. If the characters head through the the sunken city such as a cap of water breathing, a cloak of
Cloakwood, they are attacked by an evil treant. Realising the manta ray, or a ring of water walking. If the characters
that Abeline is the weakest of the group, it attacks her are already equipped with such an item, have each player
first. The characters won’t be surprised by the tree, which choose one item from Magic Item Table B in chapter 7 of
comes storming through the forest toward them, but if the Dungeon Master’s Guide.
they don’t take measures to protect Abeline, it knocks Development. In order to out the sahuagin agent in
her unconscious with two slam attacks on its first turn in Tharqualnaar, the characters must engage in a Skill
combat. Challenge. The characters must succeed on three DC 15
If the characters head over the sea to the Cloakwood, they checks before failing three checks in order to out-navigate
are instead attacked by a hydra which lairs in the coastal and escape the pirates. Allow any reasonable skill to be
shallows. A similar situation presents itself where Abeline used, such as the following examples:
is put at risk.
If the characters manage to protect Abeline she thanks ●● Strength (Intimidation) check to lean on the
them wholeheartedly and continues on her way to the merfolk and sea elves of the community for
Kraken Society meeting spot, which she calls Breakhand information
Cove. If Abeline has died, the characters must search for ●● Dexterity (Stealth) check to spy on potential
the location themselves, finding it with a successful DC 15 malenti
Wisdom (Survival) check. ●● Constitution check to maintain composure in the
When the characters arrive, they realise why the place depths of the ocean
has its name. Accessing it via land requires a dangerous ●● Intelligence (Nature) check to help distinguish the
climb down a cliff. The cliff is 150 feet tall and requires a subtleties between malenti and sea elf
successful DC 18 Strength (Athletics) check. A character ●● Wisdom (Insight) check to see who might be lying
who fails the check must determine at what height they about the infiltrator
begin to slip, roll a d10 and multiply the result by 10. The ●● Charisma (Persuasion) check to coax information
character may then make a DC 18 Dexterity saving throw, out of people about their neighbours
catching themselves on a success. A character who fails the
save falls the remaining distance to the rocky cove, taking
1d6 bludgeoning damage per 10 feet fallen. Abeline knows

77
If the characters win the skill challenge, they uncover the
malenti (appendix B) named Ilanquor hiding out in one of
Sultan Klaptikos’s Quest
the seedier areas of the city. They have the chance to fight If the characters free Sultan Klaptikos from his
the sahuagin and capture them, bringing them back to imprisonment, he asks another favour of the characters.
Uth’ivellios for questioning. Klaptikos remembers having a great seafaring vessel before
If the characters lose the skill challenge, Ilanquor gets he was caught and imprisoned by a Calishite wizard. He
wind of the characters investigations and sets up a trap for can’t remember the exact nature of the ship though, nor
them. While the characters are investigating the inhabitants where he stored it. This is because he had his memory
of the seedier districts of Tharqualnaar, Ilanquor and stolen by a yugoloth, a creature from the Outer Planes. He
two sea elf spies he has allied with jump the characters. thinks the yugoloth was working for his great rival, Sultana
Ilanquor has summoned a giant shark which arrives a Papadopolis of the Sapphire Tempest who was always
round later and joins the fight on his side. jealous of his ship. If the characters will allow him, Sultan
If characters get to question Ilanquor, he gives up his Klaptikos would like to plane shift with the characters to
information for his life. The pirate attacks are being the Elemental Plane of Water to track down the hydroloth
organised by Sea King Tentrix, a pirate king from the that stole his memory.
Nelanther Isles. This information can also be gathered from Development. If the characters accept, Klaptikos
the Ilanquor’s possessions (accessible by killing or stealing teleports them all to the Isle of Dread in the Sea of Worlds
from him). This information should be enough to send the on the Elemental Plane of Water. This rugged, tropical
characters searching for Sea King Tentrix in the Nelanther island is home to lost souls who were brought to the plane
Isles. by accident and now scrape a rough living through piracy
and trade. Klaptikos is certain that the hydroloth will be
Melessa Suaril’s Quest hanging out nearby, but they’ll need to find out where from
some of the locals. Klaptikos leads the characters to an inn
After the characters defend Waterdeep from the sahuagin called The Mermaid’s Purse where they can begin their
attack, they are sought out by an acolyte of the Priestess of investigation.
High Moonlight. They escort the characters to the House The Mermaid’s Purse is an enormous, striped nautilus
of the Moon where the characters meet with Melessa. shell half-submerged beneath the waves and half resting on
She asks the characters to undertake a quest for her. a golden, palm-lined beach. The place is absolute madness.
Selûne is the goddess of the Moon and Stars, but also of All variety of creatures seem to inhabit the place, drinking
lycanthropes, some of whom serve Selûne as elite warriors strong spiced rum and watered-down grog. The interior of
called Silverstars. Recently, a trio of weresharks belonging the tavern is made up of chambers separated by iridescent,
to the Silverstars left the organisation. Rumour has it they translucent walls. The owner of the establishment is an
were recruited by a pirate crew out of Pandira of the Korinn awakened killer whale (with an Intelligence of 10 and the
Archipelago. If the characters could investigate these ability to speak Common) called Captain Clipper. There
rumours, the High Priestess would be very appreciative. If are numerous ways for the characters to find out who the
they return having convinced the weresharks to leave the hydroloth is, and have them brought to the characters:
crew it would be a boon to Selûne’s army. Melessa will give
the characters 200 gp for any information they can gather, ●● Captain Clipper is a total gossip. A successful
or 1,000 gp if they return with the weresharks. DC 10 Charisma (Persuasion) check gets him to
Development. If the characters sail to Pandira it doesn’t blab about yugoloths hiring themselves out of the
take them long to find out about the weresharks. Asking tavern on a regular basis. He doesn’t remember
around in the shanty towns and rundown taverns reveals any specific hydroloth but asking some of the other
that the weresharks have joined the crew of the Blood mercenaries in the Coral Chamber of the tavern
Moon, a ship with a lycanthrope crew. might prove useful.
To track down the Blood Moon, the characters must ●● The Coral Chamber is an underwater room which
succeed on either a DC 18 Wisdom (Survival) check contains a mezzoloth mercenary in discussion
to follow its trail, or a DC 16 Charisma (Persuasion) with some seedy looking pirates (five CE bandit
or (Intimidation) check to get information from locals. captains of mixed race and gender led by a merfolk
When the characters catch up with the Blood Moon, it is swashbuckler). If the characters interrupt the
attacking an Amnian merchant ship. The crew of the Blood conversation, the pirates get hostile and threaten
Moon consists of four wererats, three weresharks, and the characters. If the characters defeat the pirates
a werewolf captain. The crew of the Amnian vessel, the or succeed on a DC 16 Charisma (Intimidation)
Copperskiff, are all commoners save for the noble captain. check, the mezzoloth is suitably impressed and
The characters might try to convince the weresharks to asks what they want. He can reveal that a hydroloth
abandon piracy and return to the church of Selûne. This calling itself Oneiro is a well-known thought thief in
requires a successful DC 18 Charisma (Persuasion) check. the area. He’ll likely drop by the tavern in the next
The characters have advantage on the check if they rouse few days.
memories of their previous lives; being a member of the
Silverstars themselves, displaying holy symbols of Selûne,
or succeeding on a DC 15 Charisma (Religion) check.

78
If the characters want, they can hire the mezzoloth to The Flying Squid is a sailing ship powered by a water
attempt to capture Oneiro. The mezzoloth only accepts elemental, which can be summoned by Sultan Klaptikos
gems worth 1,000 gp or more. Characters can barter and bound to a gyroscopic adamantine prison in the hold.
him down to 900 gp with a successful DC 20 Charisma uccessfully binding the elemental requires a DC 20
(Persuasion) check. Intelligence (Arcana) check which one of the characters can
attempt after Klaptikos summons the elemental using the
●● Characters with a passive Wisdom (Perception) of conjure elemental spell. The ship is twice as fast as others
16 or higher notice an aldani assassin spinning his of its ilk and only requires a crew of five thanks to its unique
coral-handled daggers on the tips of his oversized power source.
claws. Characters who approach the lobsterfolk,
known as Skittering Death, can pay him for
information. A bribe of 100 gp gets Skittering
Death to reveal that a hydroloth named Oneiro is Character Advancement
probably the one responsible for Klaptikos’ lost
Characters gain levels in this chapter by completing the
memory. Skittering Death will kill Oneiro for 800
goals summarised below:
gp or bring him to the characters alive for 1,000 gp.
●● Sitting around a massive barrel drinking tankard
●● Characters who defend one of the Sword Coast
after tankard of grog are three triton nobles and
cities advance to 6th level.
their pet monkey (appendix B). The tritons are
●● For each additional city defended, the characters
on the verge of passing out, but if characters get
gain an additional level.
in quick and buy a round, any questions about
●● Characters who undertake additional quests
hydroloths for hire are responded to with honesty.
have the chance to gain additional levels at your
One of the tritons admits that he hired a hydroloth
discretion, advance one level per two quests as a
named Oneiro from the Coral Chamber below to
rough guide.
wipe his own memory of a particularly raucous
night a few months ago.
●● After three days pass in the tavern (use the Coastal
random encounters in appendix A), Oneiro the
hydroloth turns up at the Mermaid’s Purse looking
for work. It buys a rum then heads to the Coral
Chamber. Unless the characters act immediately,
it becomes wrapped up in a discussion with a sea
hag customer. Characters who fight Oneiro must
also fight the hag, Sister Scumbucket.

One way or another, the characters should get the


chance to talk with Oneiro. Although the yugoloth fights
the characters it doesn’t want to end up back in Gehenna
and gives over any information the characters desire if
they spare its life. Oneiro was indeed hired by Sultana
Papadopolis to steal Sultan Klaptikos’ memory of the ship.
Papadopolis didn’t want it herself, so he beached the thing
on the Material Plane on an island scattered with huge
skeletons. He doesn’t know the name of the place, but a
successful DC 12 Intelligence (History) check allows a
character to remember The Whale Bones, a few hundred
miles west of Waterdeep whose shores are often scattered
with their namesake.
After recovering this information, Klaptikos teleports
himself and the characters to The Whale Bones. After
spending the better part of a day searching, the characters
find the ship, the Flying Squid. Unfortunately, the ship has
been breached by a gang of eight berserkers led by Aslaug
Waveborn (NE female Northlander human gladiator with
disadvantage on Perception checks and ranged attack
rolls). Aslaug has thick, braided hair, a leather eyepatch
and wields a +1 spear with the waterborne Minor Property
(see Special Features in chapter 7 of the Dungeon Master’s
Guide). Characters will have to fight off the crew to get the
ship back, although killing Aslaug causes the others to flee.

79
CHAPTER 3: SCOURING THE SEAS
perilous coastline serves as the backdrop for Close to Faenûn are the Whalebones and Ruathym,

A
this story. It transpires that the entirety of ancient homes of the ancestors of the Illuskan people, and
the Sword Coast and the Island Kingdoms the Moonshaes, where many of those same people now
are beset by pirates, the Kraken Society, and share the islands with the Ffolk and an elf offshoot known
the mind flayers manipulating both. This as the Llewyr. The free port of Mintarn lies nearby, a neutral
chapter describes this setting, beginning site for meetings between enemies and a recruitment spot
with an overview of the Island Kingdoms and some of its that offers abundant jobs for sailors. Despite its size, the
key inhabitants, then presenting descriptions of specific tiny island of Orlumbor, with its treacherous harbour and
locations. The chapter concludes with a lead up to its skilled, in-demand shipwrights, is an independent and
discovering Sea King Tentrix’s lair, a ship graveyard called influential nation unto itself. In the seas to the south, pirates
Driftwood Docks in the Nelanther Isles. of many races and predilections sail from the Nelanther
Until the characters find a more expeditious means of Isles, preying on trade running north and south along the
transportation, they will be doing a lot of overland and coasts. Further to the north are the islands of Gundarlun,
overseas travel on foot and ship. Chapter 5 of the Dungeon The Purple Rocks and Tuern. Gundarlun is the only island
Master’s Guide provides advice and tools to help make member of the Lord’s Alliance and boasts a powerful navy
wilderness travel fun for you and the players, as well as called the Kingsfleet which is busy defending the coast
rules for foraging and becoming lost. You can use the travel- from pirates. Tuern is a violent place of tribal warfare and
montage approach or the hour-by-hour approach, or you raiding, like many other Northlander isles. The Purple
can experiment with both to see which approach works Rocks, a gathering of smaller islands ruled by their own
best for you. That chapter also includes a table to randomly kings, pay homage to the kraken Slarkrethel. Their strange
determine the weather and a table of random urban lives are completely defined by their worship to the King of
encounters (useful when the adventurers arrive at a city). the Trackless Depths.

FOLK OF THE SWORD COAST Civilised Folk


West of the Sword Coast lies the Sea of Swords and beyond Humans are the most widespread of the civilized races,
that the Trackless Sea, a vast expanse separating Faerûn but no unified human nation exists on the Sword Coast,
from whatever lies to the far west. Between the shore and only individual cities, towns, villages, fiefdoms, farmsteads,
the unknown are a number of islands, some large and fortresses, and outposts connected to one another by long,
others so small they lack names of their own. These island mostly unprotected rivers and roads. Human settlements
nations trade, and war, with Faerûn and one another, just rely on various industries for survival including fishing,
like any mainland nation. mining, and farming. Coastal cities such as Waterdeep,

80
Luskan, and Neverwinter are home to human traders,
shipbuilders, and artisans.
Ffolk
Although each city of the Sword Coast enjoys and The Ffolk of the Moonshae Isles are descended from
maintains its independence, all these communities are at Tethyrian settlers who came to the isles a thousand
risk of being overrun by the monstrous threats that live years ago. The Ffolk have a deep respect for nature, and
outside their walls. Fear of the wilderness and its many are primarily farmers, worshiping the goddess they call
terrors led to the formation of the Lords’ Alliance, a loose the Earthmother and keeping to old druidic ways. Ffolk
confederacy of human-dominated settlements built on shipwrights are well regarded, having proven their ability
mutually beneficial trade agreements and a willingness to build sturdy ships that are capable of weathering the
to seek out and destroy threats to civilization. Members tumultuous seas around their home. The leader of the
of the Lords’ Alliance include the cities of Waterdeep, Ffolk is the High King Derid Kendrick, who rules from the
Neverwinter, Baldur’s Gate and Gundbarg. fortress of Caer Callidyr on Alaron. Despite their official
Within the settlements of the Sword Coast, one can ruler, the ffolk are not the kind to be bound by society, and
find humans, dwarves, elves, and other civilised races the druids in the woods and mountains pay little heed to the
commingling more or less peacefully. Waterdeep, in court of the High King.
particular, is a melting pot of races from all over Faerûn.
Outside of these communities, however, people have much
less tolerance for other races, as folk tend to feel safer
Orcs and Half-Orcs
among their own kind. Small towns and villages dominated The history of the North is replete with tales of orc hordes
by humans tend to have few, if any nonhumans, with most spilling out of the mountains to attack the mines, ranches,
dwarves, elves, and halflings preferring to live in their own farmsteads, and settlements of other folk. When a
settlements, far from human-claimed lands. In generations particularly strong orc chieftain unites multiple tribes under
past, most human settlers of the Island Kingdoms were one banner, the resulting horde typically rampages across
fair-haired and light-skinned. Since then, the riches and the land, laying waste to strongholds and slaughtering other
promise of the islands have attracted distant foreigners, and creatures in its path. Civilised communities form their own
several generations of cultural intermingling have given the coalitions to combat rampaging orcs, with mixed results.
humans of the Island Kingdoms and Sword Coast much Not all orc chieftains are bent on destruction: King
more diversity in their appearance (see “Human Names and Obould Many-Arrows forged a tenuous alliance with his
Ethnicities” in chapter 2 of the Player’s Handbook). dwarf neighbours and helped maintain peace in the Silver
Marches during his tumultuous reign. Some of the Many-
Northlanders Arrows orcs invaded Neverwinter during its time of troubles
and still reside in the Tower District today. Half-orcs in the
The terms Northlander, Northfolk, and Northmen are North are often burdened with the evil reputation of their
interchangeable. They refer to one of several tall, fair- orc cousins. It takes a half-orc of great character to step
haired, seagoing peoples that ply the cold northern waters out of the shadow of evil and live as an equal among the
and dwell on the islands of the west, including Tuern, civilized races.
Gundarlun, Ruathym, the Purple Rocks, and the Korinn
Archipelago. Northfolk ancestors built small villages along
the Sword Coast that have since become cities, including
Shield Dwarves
fabled Illusk (now Luskan), Eigersstor (now Neverwinter), Shield dwarves (also known as mountain dwarves) have a
and Nimoar’s Hold (now Waterdeep). These early number of strongholds along the Sword Coast, including
Northlanders farmed the rocky coastlines, fished coastal Ironmaster, Thornhold, and Gauntlgrym. Shield dwarves
waters, and hunted seals and whales on the open sea. can also be found in smaller communities in the Island
Although Northlanders are often referred to as Kingdoms, such as the Ironstar dwarves of Mintarn, and
barbarians, not all of them fit this description. Along the scattered clans in the Moonshae Isles. Few non-dwarves
Sword Coast, some tribes have become fairly civilized, live in these bastions of dwarvenkind. Outside their walls,
primarily due to the growth of the coastal cities and the clans of shield dwarves are spread thinly throughout the
increasing influence of outsiders. These people farm, fish, Sword Coast, to the extent that it’s hard to find a settlement
and mine their rugged lands, then shrewdly trade their that doesn’t include at least a handful of dwarven residents.
goods with foreign buyers. Many once-feared tribes have
become merchants whose bartering skills are equal to
or better than the warlike talents of their ancestors, such
Elves
that many a Northlander merchant earns more booty Sun elves and moon elves, like dwarves, live among
than their raiding neighbours. In many cases, however, humans in settlements throughout the Sword Coast. The
the Northlanders of the Island Kingdoms still uphold the elven kingdoms of old are distant memories even to elves,
raiding and reaving culture of their past. Longships filled and only a few ancient ruins and relics of these kingdoms
with berserkers loyal to one king set out over the waves survive. Dangerous and xenophobic wood elves are known
to find new islands to plunder. Those who return with the to haunt certain forests along the Sword Coast.
finest goods and the biggest scars tend to become the next Few elves live out in the Island Kingdoms, save for
kings. the Llewyrr elves of the Moonshaes. They hail from the

81
kingdom of Synnoria on the isle of Gwynneth. The Llewyrr
are a mix between wood elves and moon elves, descended
Alaron
perhaps from a fleet on their way to Evermeet. They are The largest and most populous isle of the Moonshaes is
often vegetarian and act as wardens over the animals of Alaron. The Ffolk stronghold of Caer Callidyr overlooks
Myrloch Vale. The elves here mix freely with dwarves and a bay south of the Fairheight Mountains, at the northern
humans so long as they are respectful of the wildlife. edge of Dernal Forest. The forest is a perilous place, filled
with goblins, worgs, and their ilk. The deeper one goes, the
Halflings more otherworldly the woods become, with fey creatures
leading travellers astray, or to their doom. Even the High
Small populations of lightfoot halflings can be found in King’s rangers walk the forest with care. The Fairheight
most human-dominated settlements of the Sword Coast. Mountains are occupied by the Rookoath clan of dwarves,
Scattered throughout the fertile valleys of the North are who have recently driven out a shadow dragon from the
small clusters of strongheart halfling homesteads, some of Dernal Forest with Clan Rustfire of Gwynneth. On the
which spread into the lands of the Sword Coast. Halfling Great South Head of Alaron is a port town called Kythyss,
homesteads tend to be off the beaten path and fairly well which has been hiring mercenaries to guard caravans
hidden, thus minimizing the halflings’ contact with bandits, running north to Callidyr.
barbarians, and marauding monsters. It’s not unusual to see Alaron is ruled by High King Derid Kendrick (NG male
a quaint hamlet of halfling homesteads nestled in a grassy Tethyrian human noble) who lives in Caer Callidyrr, the
ravine or along the shore of a river. There are no large capital city of the Ffolk people on the Moonshaes. The
halfling communities in the Island Kingdoms, but families great Castle Callidyrr is constructed from huge blocks
of more adventurous small-folk have emigrated overseas for of alabaster. The Ffolk of Alaron are welcoming to other
a shot at a new life. civilised peoples, and to a lesser extent to peaceful Norls.

Suggested Encounter
RANDOM ENCOUNTERS Adventurers who visit Alaron are quickly noticed by caravan
While the characters are moving throughout the Sword owners from the Great South Head and asked to visit the
Coast and Island Kingdoms, they are likely to encounter small fishing city of Kythyss. The city is being forced to hire
wandering monsters. You should use the information in Amnian mercenaries to protect the sea lane between Caer
Appendix A: Random Encounters to help you manage the Callidyrr and Kythyss from pirates. The harbourmaster
characters travel. from Kythyss, Thedarra Talmerrin (LN female Tethyrian
human thug), asks the characters to escort a keelboat
LOCATIONS IN THE ISLAND called the Silvery Horn between the cities.
If the characters express interest in the work, Thedarra
KINGDOMS & SWORD COAST shares the following information:

The locations described in this section appear on the ●● Scouts patrolling the eastern coast of Alaron have
Sword Coast map in this chapter. Additional information reported sightings of merrow along the shore.
on several of these places can be found in the Sword Coast ●● A spellcasting merrow, known as a merroni,
Adventurer’s Guide. Not depicted on the map are scores of attacked a trade ship two days ago.
tiny hamlets and dozens of tiny, unnamed islands scattered ●● If the characters can get the Silvery Horn to Caer
throughout the Sword Coast and Island Kingdoms. Callidyrr safely, they’ll be awarded 250 gp and a
These places are too small to be of consequence. Even quaal’s feather token – swan boat by the captain of
so, adventurers traveling along a road or a trail might the ship, Travok Rookoath (N male Shield dwarf
come across a tiny settlement consisting of a handful of bandit captain).
homesteads built around an inn or tavern where locals ●● The Silvery Horn is a cog boat with a crew of eight
gather. (If you need a tavern name, use the Tavern Name commoners from Alaron. It holds 40 tons of salted
Generator table in chapter 5 of the Dungeon Master’s fish.
Guide.)
Some location entries include a suggested encounter Characters who accept the quest must accompany the
that occurs when the characters first arrive or shortly Silvery Horn, either on board or in a nearby ship, for the
thereafter. You can ignore the encounter and create your 250-mile journey north from Kythyss to Caer Callidyrr.
own activity based on the information given in a location’s Check for random encounters as normal during the journey.
description; for example, the “Alaron” section mentions evil Around the 100-mile mark, as the characters pass the rocky
fey creatures in the Dernal Forest, which might make for a coastline of Rushdown Wood, the Silvery Horn is attacked
fun encounter of your own creation. by eight merrow and a merroni (appendix B) with a wand
of web. The merrow try to harpoon the crew overboard
or clamber onto the ship if necessary, while the merroni
assaults the crew with spells from a distance. If the merroni
is threatened, the merrow fight to the death to protect it.

82
If the battle turns against the merrow, the merroni
attempts to flee south. Characters who pursue the merroni
Ascarle
and succeed on a DC 15 Wisdom (Survival) check realise Ascarle is a sunken elven city located off the northern
it is fleeing toward the Nelanther Isles. Characters who shores of Trisk in the Purple Rocks. The underwater
capture the merroni can interrogate it for information. If settlement is the lair of Slarkrethel the kraken but has
they succeed on a DC 20 Charisma (Intimidation) check, since been taken over by Zellix’Phor and its colony of
the merroni reveals that it is part of a huge network of mind flayers. See chapter 5 “Lair of Zellix’Phor” for more
pirates working for Sea King Tentrix. information on this location.
Treasure
Characters who kill the merrow and their merroni leader
Aulmyr
can plunder the wand of web, (2d4 + 2) 50 gp gems in a Deep beneath the waves lies Aulmyr, a merfolk settlement
leather pouch, and a scrap of sodden parchment depicting in a deep-sea trench around 3,000 feet down. Aulmyr
a route to an island surrounded by swirling water. This is is located in the heart of a kelp forest, which makes it
a drawing of the route in and out of Driftwood Docks, a unnoticeable, except from above. The city itself consists of
notoriously dangerous island in the Nelanthers. Characters dozens of huge, vibrantly coloured anemones and sponges
from the Nelanthers would recognise it instantly, as do which have been hollowed out by the merfolk and fitted
those who succeed on a DC 25 Intelligence (History) check. with floors and rooms. Much like an overground settlement,
Characters with a nautical background have advantage on the city has different locales and attractions, different wards
the check. of the city harbour different trades and house different
folk. The majority of the settlement is occupied by merfolk,
Ardeep Forest though there are a few neighbourhoods of tritons, sea elves,
and even a small monastery in the lower reaches of the city
This forest east of Waterdeep and the Dessarin River was that is home exclusively to aldani.
once part of the long-lost elven kingdom of Illefarn. Now it’s Aulmyr is a plutocracy, ruled by a wealthy merchant
home to a small clan of wood elves recently arrived from class who buy their place in the court of Chieftain Nissailin
Evermeet. They refuse to leave their woods, guarding relics Southsea (LN non-binary merfolk noble who wields a
and ruins of ages past, and they want nothing to do with the trident). Court fees are 25 gp a month, to be paid on the
world beyond their borders. last day of each, but needn’t be paid in coins. Recently
Aulmyr has been plagued by strange visitors from the west,
Asavir’s Channel humanoids with piscine mutations that appear in their
anemone homes during the dark hours. One of the tritons
The stretch of water between the Nelanther Isles and in Nissailin’s court named Belthyn Vuuxariath (NE female
Dragon’s Head, the Tethyrian peninsula, is known as triton) is a deep scion, transformed by Slarkrethel to keep
Asavir’s Channel. The strait is named after a notorious eyes on Aulmyr. It is because of her that the visitors keep
pirate king from centuries back who used to plunder arriving. They steal from the merfolk community on their
Amnian vessels relentlessly as they travelled through. way to the Sword Coast.
The waterway is no better today, and any ship risking the Characters can stay in numerous places in Aulmyr
journey is almost certain to be attacked by raiders from the including taverns which serve fresh shellfish and fleshy
Nelanther. Recently, the strait has been harassed not only pouches of fermented roe. They might instead seek
by pirates but by an undead dragon turtle known as the luxury in the Southsea Court, sanctuary in the lobsterfolk
Curse of Irphong. monastery, or simply sleep rough in the kelp forest.
Suggested Encounter
The first time characters enter Asavir’s Channel in a
seafaring vessel, they are attacked by a zombie dragon
Sidebar: Water Pressure
turtle (appendix B). Characters with a passive Wisdom Some locations beneath the ocean are so deep that water
(Perception) of 20 or higher notice the immense beast pressure becomes a problem. Creatures and vehicles at
coming up from beneath the waves directly under the ship. a depth of 3,000 feet or lower take 7 (2d6) bludgeoning
If the characters notice the dragon turtle, the crew can damage per minute from water pressure unless they
avoid it with a successful DC 15 group Dexterity check. are adapted or built to withstand this environment.
Otherwise, the dragon turtle slams into the bottom of the Storm giants, whales, sharks, crustaceans, and aquatic
ship, dealing 62 (5d10 + 7) bludgeoning damage to it. invertebrates are immune to water pressure at this depth,
The dragon turtle has no interest in killing the crew, as are vehicles with a damage threshold of 10 or higher.
only sinking the ship on behalf of its master (see the “Sea Other creatures might be immune to the effect of water
Tower of Irphong” section). If the boat is sunk, a pirate pressure, at your discretion. Typically, a magic item that
crew of twenty skeletons on a sailing ship called Day’s End gives its wearer the ability to breathe water also protects
comes to collect any survivors. If they succeed, they take it from deep-sea pressures.
the survivors to the Sea Tower of Irphong, and then on to
Driftwood Docks.

83
Suggested Encounter attacking force must climb the barren hillside under fire
from archers before it can assault the outer wall. The
The first time the characters spend the night in Aulmyr, circular wall that surrounds Bryn Shander stands 30 feet
they awaken in the middle of the night to see dark shapes high and is made of tight-fitting stone blocks. Defenders
moving about their chambers. Belthyn has informed the stand atop a planked walkway that hugs interior of the wall.
Kraken Society of their presence in the city and has been Spaced along the wall are stone watchtowers, wherein
given a detachment of ten sea spawn and six deep scions guards can take shelter during blizzards and warm their
to assassinate them. The group splits into two and tries to hands and feet by iron stoves. The buildings of Bryn
surprise a different character each as they sleep. Shander are plain wooden structures with pitched rooftops
Characters who defeat and interrogate the creatures can to keep snow from settling on them. Clouds of white smoke
get some limited information about Slarkrethel: issue forth day and night from stone chimneys and holes in
rooftops.
●● The Kraken Society has agents throughout the city, Each community in Ten-Towns has an elected speaker
the most prominent of which is the triton, Belthyn who leads the residents and represents their interests.
Vuuxariath. The current speaker of Bryn Shander is Duvessa Shane
●● The characters are being hunted by the Kraken (LG female Illuskan human noble). She has appointed
Society for interfering with their plans. Markham Southwell (LG male Turami human veteran) as
●● The sea spawn don’t know who the head of the her sheriff, making him responsible for training the town’s
Kraken Society is, but the deep scions do. They militia (good-aligned male and female guards of various
reveal this information if a character succeeds ethnicities) and keeping the peace.
on a DC 17 Charisma (Intimidation) check. If the
check succeeds by 5 or more, they also reveal that
Slarkrethel lairs in Ascarle, north of Purple Rocks.
Caer Allisynn
This majestic, underwater castle was built by an old King of
Treasure the Moonshaes for his beloved wife, who perished during a
Each deep scion carries a pouch containing 2d10 gp. war over a century ago. While Caer Allisynn is normally an
underwater realm, it occasionally rises from the ocean to
Aurilssbarg bask in the glorious sun when the weather is right. There
is a 10 percent chance that the castle has risen above the
See the “Ice Peak” section. waves when the characters visit. The castle is located
between the islands of Norland, Alaron and Oman’s Isle, in
Baldur’s Gate the relatively shallow Sea of Moonshae.
Characters who wish to reach the castle can do so by
Baldur’s Gate is a prominent city on the Sword Coast. See swimming down just off the bay of Oman’s Isle, which is
chapter 2 “Baldur’s Gate” or the Sword Coast Adventurer’s around 100 feet deep. On days when the water is clear, the
Guide for more information on this location. vague outline of the castle can be seen beneath the waves.
Suggested Encounter Suggested Encounter
Unless it has already occurred, you can run the “Attack Characters might wish to plunder the tomb of Queen
on Baldur’s Gate” encounter (see chapter 2) whenever the Allisynn for the trove of treasure that she was buried with.
characters visit the city. If they are able to swim down to the entrance to Caer
Allisynn, there is nothing to stop them entering the tomb.
Bryn Shander C1. Great Hall
Bryn Shander is the largest of ten settlements known
As you swing open the enormous oaken doors of the
collectively as Ten-Towns, located in the frigid heart of
submerged castle, you are met with a display of grandeur.
lcewind Dale. Here, caravans from the south converge
The castle must be magically protected from the ravages
with traders from across lcewind Dale to swap goods and
of the ocean in some way as, despite the salty water which
rumours. Fishers, trappers, furriers, and sellswords rub
fills it, the grand hall before you looks as it must have done
elbows in the town’s taprooms, and gruff dwarves, wide-
over a century ago. Fine tapestries line the walls depicting
eyed travellers, and skulking ne’er-do-wells wander its
argent unicorns in verdant forests, raucous satyr in revelry
streets. Merchants from the south trade dyes, hardwood,
and a beautiful, silver-haired woman with strong features
dried herbs and spices, textiles, fruits, wines, and other
surrounded by tiny winged fey.
commodities for scrimshaw and other items made from the
bones of the knucklehead trout that populate the region’s Creatures. This room is empty, but sounds made in here,
rivers and lakes. such as the furling of tapestries, gather the attention of the
The town is situated atop a hill south of the mountain scrags in area c2.
known as Kelvin’s Cairn, a major landmark in Icewind Treasure. The enormous tapestries are worth 1,500 gp
Dale. From its windswept perch, Bryn Shander has a each but would be recognised by Ffolk, Llewyrr elves, and
commanding view of the surrounding tundra, and an dwarves from the Moonshaes.

84
Caer Allisynn. 1 square = 5 feet
C2. Guard Towers C3. Queen Allisynn’s Tomb

Rising up high above the rest of the castle are two, pointed Sitting on a raised dais in the centre of this chamber is a
towers dotted with arrow slits. Inside their interior walls coffin made of jade-tinted glass with gilded edges. Traced
and spiral stairs have been sculpted with floral patterns in in thin lines across the surface are exquisite flowering
alabaster. vines. Standing in the corners of the chamber are suits of
armour enamelled in green and white, their hands resting on
Creatures. Each tower contains a scrag, which uses the greatswords whose blades resemble slender leaves.
stat block of a troll with the following changes:
Coffin. A detect magic spell cast on the coffin reveals an
●● Scrags have a swim speed of 30 feet. aura of abjuration magic. Inside the coffin is the body of a
●● Amphibious. The scrag can breathe air and water. woman who you immediately recognise from the tapestry
●● Aquatic Regeneration. The scrag regains 10 hit hanging in the great hall. Any humanoid remains placed
points at the start of its turn if it fully submerged in inside the coffin do not degrade and can’t become undead
water. If the scrag takes acid or fire damage, this by any means short of a wish spell. The coffin can only be
trait doesn’t function at the start of the scrag’s next opened with a knock spell and must be resealed with an
turn. The scrag only dies if it starts its turn with 0 arcane lock spell.
hit points and doesn’t regenerate. Queen Allisynn. Creatures who steal anything from
Caer Allisynn cause a speak with dead effect to occur on
If the scrags hear movement in area C1, they leave this the Queen’s corpse. She asks why the characters would
area to investigate. steal from her tomb and beseeches them to return anything

85
they have taken, as they were gifts from her husband, King western walls, and in winter, this moisture can cause
Cymrych Hugh. Characters who explain that they are using treacherous build-ups of ice. Sometimes entire towers
the items to fight off an unnatural threat to the Realms, and along the western edge are abandoned for the season, they
promise to return the items, can attempt a DC 20 Charisma become so overtaken by frost.
(Persuasion) check. On a success, the Queen lets them From the centre rises the largest and thickest tower
take the items. On a failure, the Queen spits a fey curse at of Candlekeep. About the central keep a garden spirals
the characters, causing the suits of armour to animate and in rising steps, and those lucky enough to enter the
attack. See Fey Queen’s Curse in area c4.
Creatures. If Queen Allisynn chooses, she can animate library proper do so by passing around and up
the suits of armour in this chamber. The four suits of through this green space to the keep’s main door.
animated armour each wield a greatsword (+4 to hit, reach However, most folk who visit Candlekeep see this structure
5 ft., one target, dealing 9 (2d6 + 2) slashing damage on a only from the courtyard east of it, where the facilities for
hit). arriving scholars lie.
The only gate into Candlekeep stands at the end of the
C4. The Queen’s Trove Way of the Lion, which is the only road that provides access
The doors to this area are locked but can be opened with to and from the outside world. The route extends from
a successful DC 20 Strength check, or a successful DC 18 Beregost, leagues away, and winds a lonely path out on the
Dexterity check using thieves’ tools. peninsula where Candlekeep stands.
Characters might end up in Candlekeep should they
Stands of weapons, suits of armour and cases filled with fine accept Ramazith Flamesinger’s Quest in chapter 2.
treasures line the walls of these chambers. Each item seems Otherwise, access is only granted to those who can bring
to glisten as if just polished. a work of writing not already in possession of the monks
of Candlekeep. Ramazith thankfully has a tome of marine
Treasure. There is a wealth of treasure in this room: ecology which he can present, but the characters might
need to search for their own should they come without him.
●● A necklace of iridescent purple pearls (2,500 gp) If characters gain access to Candlekeep, they can use its
●● An oaken quarterstaff inlaid with tiny emeralds great library to help research almost any topic. They should
(1,500 gp) be able to discover more information about any of the
●● Three silk cloaks with knot motifs (750 gp each) Island Kingdoms, including the Nelanther Isles and Purple
●● A silver brooch in the shape of a unicorn (500 gp) Rocks. If the characters are looking for shady information
●● Assorted jewellery and gems (1,500 gp) they might not find in a book, they can get in contact with
●● A figurine of wondrous power: ivory goats Steamy Pete (N male Chondathan human apprentice
●● A ring of cold resistance wizard), a young scribe who is known as a source of illicit
●● A pair of gloves of missile snaring information. Steamy earned his nickname thanks to a scald
scar that runs across his left arm, he makes up a different
Any character that takes an item from area c4 without story for the wound each time he’s asked. What information
gaining the Queen’s permission (see area c3) is cursed, a the characters gather is up to the DM but should be enough
fact only revealed by casting an identify spell on the items. to help move forward the story.
Casting the remove curse spell or similar magic ends the
curse. While cursed, a creature is plagued by fey creatures. Cloakwood
At the start of each Long Rest, roll a d20. On a result of
15 or higher, the creature is attacked by a Fey creature or Around fifty miles north of Candlekeep is an ancient, thickly
creatures relevant to the environment they are in. grown forest called Cloakwood. This forest is filled with fey
and monsters that deter most sensible folk from visiting the
C5. The Spire beautiful, rugged landscape that lies within. The forest is
This spiralling tower spears up into the ocean above it. Inside slashed with stream-cut ravines heading toward the cliff line
it are dozens of bird figures carved from various woods in that are shaded by tall specimens of beech, elm, and white
amazing, lifelike detail. pine. The variety of natural flora and fauna is stunning,
enhanced by the isolation of the place.
Treasure. There are thirty-five wooden bird figurines in Unknown to most is that the cliffs of Cloakwood are
the tower (25 gp each). puckered with smugglers coves and hidden caverns. One
of these, known as Breakhand Cove, has become a regular
Candlekeep meeting place for high-ranking members of the Kraken
Society. Characters might visit this location if they accept
Candlekeep stands on a volcanic crag around a hundred Dread High Trident Abeline Nerovarco’s Quest in chapter 2.
feet from the coastline, a flat-topped spur of rough stone
out in the midst of the surging sea. The top of this crag is Suggested Encounter
hemmed in entirely by a tall wall, interrupted by several Adventurers who travel along the coastline of Cloakwood,
towers, which enclose a large space from which more either by foot or ship, hear echoed chanting emerging from
towers rise. The mist of sea-spray fills the air nearest the one of the sea caves set into the high cliffs. Outside the

86
cave, beached in a small cove, is a keelboat, empty save for head and its cheeks peel open revealing row upon row of
three 10-foot lengths of chain. If the characters investigate, serrated teeth. Any character that sees the transformation
they discover a group of Kraken Society cultists in the must succeed on a DC 15 Wisdom saving throw or gain
throes of a sanguine ceremony. The group is made up of a random form of short-term madness, determined by
three cultists and two berserkers and led by a deep scion rolling on the Short-Term Madness table in chapter 8 of the
with the following changes: Dungeon Master’s Guide.
The commoners are Amnian fishers. Their boat was
●● The deep scion wears a bronze, kraken embossed capsized by a giant octopus and they were plucked out
breastplate (AC 15) the water by the cult, chained up, and brought here. If the
●● The deep scion has 80 hit points. characters can return the fisherfolk to Murann they are
●● The deep scion wields a +1 dagger instead of a rewarded with 100 gp by the Harbour Guard.
battleaxe: +6 to hit, reach 5 ft., one target, dealing
7 (1d4 + 5) slashing damage on a hit. The dagger is Cloud Peaks
permanently rusty.
●● The deep scion has a Challenge of 4 (1,100 XP) This small but incredibly tall mountain range stands on
the southern border of the Sword Coast, and the northern
The two berserkers are holding down three commoners border of Amn. Despite its heights, the range is relatively
while the cultists chant and the scion repeatedly dips a easy to traverse thanks to the numerous ravines that cut
rusty blade into the seawater the fills the first foot of the through the mountains. The Trade Way follows one of these
cave. Unless the characters intervene, the scion slashes known as Fang Pass. The biggest threat to those passing
the throats of the commoners and uses the bloody water to through the Cloud Peaks are ogres and their hill giant
anoint the closed eyes of the cultists. kin who have numerous outposts throughout the highest
If the characters attack the deep scion, it undergoes a mountains, and the terrifying remorhaz that ambush
hideous transformation. Its skin blotches with patches travellers in the passes by burrowing through the ice and
of blue-black bruising which spreads to cover its entire snow and bursting up beneath their feet.
body, its fingers become claw-like and webbed, fins and
tentacles grow from its forearms, shins and the back of its

87
Daggerford Driftwood Docks
Built on a hillside in the floodplain of the Delimbiyr River, Located on a western atoll of the Nelanthers, Driftwood
the walled town of Daggerford is dominated by a three-story Docks is a stretch of water notorious for scuppering and
keep that belongs to its duchess, Morwen Daggerford (LN beaching ships. The rapid, ripping currents pull ships in
female Tethyrian human veteran). From atop Daggerford’s from half a mile away and smash them against hidden
walls, dozens of farms and a scattering of hamlets are reefs and rocky outcroppings. So many vessels have been
visible, all under the protection of the Lords’ Alliance. wrecked here that the place resembles a ship graveyard,
Until recently, Duchess Daggerford had been captured with towering hulls and forecastles lining the dangerous
by Baroness Wynne Cromm in Cromm’s Hold near the waterways.
Lizard Marsh and replaced by a succubus who attempted Driftwood Docks is home to Sea King Tentrix’s floating
to replace her. Thankfully, a band of adventurers managed lair, the base of the Black Armada. See “Pirate Kings &
to reveal the plot and reinstate Morwen as the rightful ruler Kraken Priests” for information on uncovering this location,
of Daggerford. Removing the succubus Pencheska from and “Driftwood Docks” in chapter 4 for a full description.
Daggerford also severed the ties of the Black Network with
Daggerford, leaving it without a militia and open to attack. Endless Ice
Around a tenday ago, a small pirate fleet of coasters made
their way up the Delimbiyr River and into the town. They This enormous glacier north of the Spine of the World is
raided the taverns and noble houses, kidnapped citizens perhaps one of the bleakest areas in the North. The ice
and stole precious treasures. Thoroughly shaken by the sheet seems to stretch on forever and is haunted only by the
attack, the Duchess became desperate and grabbed hold of most rugged of arctic monstrosities.
the first sign of help, a noblewoman from Waterdeep called
Aisha Goldor (NE female Bedine human noble) and her Evermoors
private army of twenty veterans known as the Goldor Arms.
Aisha is a member of the Kraken Society and is slowly The Evermoors is a vast, unsettled area of fog-shrouded
gaining more power over the Duchess, turning Daggerford hills, cold bogs, rocky ridges, and small peaks. Adventurers
into a safe haven for Krakenar throughout the Sword Coast. crossing this expanse might spot the occasional castle
If the characters are searching for a specific member of the ruin or crumbled tower – a remnant of a bygone realm.
Kraken Society who is fleeing from them, such as Finnan Although the region attracts many prospectors, no kingdom
Undergallow (see the “Thornhold” section), Druette the or civilisation in recent history has been able to tame it.
Raven (see the “Luskan” section), or Jasper Littlefellow (see Savage hill giants, ettins, ogres, orcs, and trolls dwell here
the “Port Llast” section), there is a strong chance they end in great numbers. Settlements that stand on the edge of
up in Daggerford, protected by the Goldor Arms. the Evermoors face constant threats from these and other
monsters.
Dragonspear Castle
Fields of the Dead
This crumbling, ruined castle is continually shrouded by
a thick mist which permits only the vague outline of the The Fields of the Dead is a vast, rolling plain of windswept
derelict fort to be seen. Though it may seem like a sheltered grasses that seems to go on to the horizon in every
spot to camp, Dragonspear Castle is actually one of the direction. The wind almost always seems to blow here, and
more dangerous locales of the Sword Coast. Numerous the stirring of the grass that it causes is often referred to
battles have been done here against devils and undead who as the ‘whispers of the dead’. The grassland is dotted with
assaulted the place on multiple occasions throughout its hillocks and barrows which contain the dead soldiers of one
history. of dozens of wars fought on these lands. Thankfully, there
is hospitality here too; the local farmers tend to be kind and
Suggested Encounter generous and offer some respite from roving monsters and
Characters who explore the castle can clearly see the signs bandits that lair in the plain, or the nearby Trollclaws and
of warfare around the ruins. Skeletons clad in armour Wood of Sharp Teeth.
litter the courtyards, abandoned weapons remain stuck in
the earth of greens, and blood stains remain in chambers Fireshear
protected from the elements.
If the characters decide to rest here, roll a d20: Long ago, a meteor strike blasted a crater in the frozen
tundra near the coast of the Trackless Sea, shearing away
●● On a roll of 1-5, nothing happens. tons of rock and exposing rich veins of ore. In the years
●● On a roll of 6-10, the characters are attacked by that followed, miners settled nearby, giving rise to the town
three spined devils who flap out of the unclosed of Fireshear. The miners work for a consortium of three
infernal portal in the depths of the castle. allied merchant companies: Hammaver House of Mirabar,
●● On a roll of 11-20 the characters are attacked by the Silver Triangle of Neverwinter, and the Delvers of
four shadows who attempt to drain the strength of Brokenstone of Waterdeep. The settlement is made up of
the characters as they sleep. squat stone structures that resemble igloos, their domes

88
good at supporting the weight of snow and deflecting the The sahuagin run rampant throughout the town, breaking
cold wind. Most homes are dug out of the rock and include off into smaller groups of four or five to raid the homes of
deep cellars laden with preserves. the miners. The baron and two raiders attempt to knock
The miners of Fireshear dwell here all year. Ramps people unconscious rather than kill them and drag their
carved into the cliffs lead down to the shore, where stone bodies to the shore for Luzgrigaul.
docks protrude into a shallow bay that freezes by late fall As townsfolk retreat to the mines or flee across the
and doesn’t thaw until early summer. Fireshear imports open tundra, Dasharra becomes aware of the attack, and
most of its food, clothing, and other necessities. Ice fishing provides aerial support, attacking the sahuagin at range
is a popular pastime among children, but all able-bodied with her heavy crossbow while mounted atop her griffon. If
adults are expected to toil in the mines. the baron is killed, the sahuagin retreat back into the ocean.
The town has three leaders, who form a ruling triumvirate After three rounds of combat, Luzgrigaul (appendix B)
that handles trade negotiations with representatives of emerges from the ocean. They attempt to stealth around
other settlements and disperses supplies among the the town and devour the brains of the townsfolk. Unless the
townsfolk. Each member is a representative of one of the characters are lucky, they may never see Luzgrigaul, only
town’s founding companies. Triumvirate members serve for the horrifying, brainless corpses left behind by their attack.
life or until they resign, and they are known to take bribes, If the characters find and attack Luzgrigaul, the mind flayer
rewarding families who pay them in coin or precious ore doesn’t stay to fight against the odds. They telepathically
with supplies of higher quality or in greater quantity. The communicate with the sahuagin to intervene, giving them a
current members are Tharkus Gromm (NE male shield chance to escape.
dwarf thug) of Hammaver House; Darva (NG female copper
dragonborn mage) of the Silver Triangle; and Zalaron Flamsterd
Daska (N male Tethyrian human veteran) of the Delvers of
Brokenstone. In the southwest of the Moonshae Isles is a small, barren
Fireshear is also home to a retired civilar (captain) of island named Flamsterd. The island is barely inhabited,
Waterdeep’s Griffon Cavalry and a member of the Emerald with only a few fishing communities on the eastern coast
Enclave named Dasharra Keldabar (LG female shield dwarf of the island where grass still grows. Further inland, and
veteran). She lives north of town, in a mostly underground on the western coast, the island is a bleak wasteland. No
hovel on a ridge that overlooks the sea. Locals know that plant save tough brown grass grows in the sandy soil, and
Dasharra raises griffons, trains them as mounts, and few animals frequent the land save for colonies of seabirds
teaches people to ride them. The griffons are kept in a which enjoy the lack of human disturbance.
low, sturdy wooden shelter next to her home. At any time,
Dasharra has 1d4 + 6 adult griffons and 1d4 griffon eggs Flamster’s Sunken Tower
in her care. Dasharra employs six Zhentarim mercenaries
(N male and female Tethyrian human veterans) as guards, To the southwest of the island of Flamsterd is a tower
three of whom stand watch outside the griffon pens while sunken beneath the waves. Characters are unlikely to
the others rest in a cramped loft above the griffons’ stalls. notice this unless they travel past the location of the tower
If one or more characters are members of the Emerald underwater or in a ship or visit the southwestern coast of
Enclave or members of Waterdeep’s Griffon Cavalry, they Flamsterd. The tower is squat, with a crenelated upper floor
can easily convince Dasharra to help them fly to Luskan, and is surrounded by a lush and healthy garden. The entire
Neverwinter, Gundarlun or some other destination within a structure and its surroundings are encased in a bubble of
few hundred miles of Fireshear. Otherwise, they must pay breathable air which allows everything other than seawater
for her services. She charges 250 gp per person for training to pass through it. Because of this, there are often helpless
and another 25 gp per person per day of travel. Characters marine animals, mostly small fish, flopping around within
who want to be trained must undergo three days of intense the bubble having accidentally passed through the barrier.
lessons, after which they know enough about griffon riding The tower is occupied by Flamsterd (CG male Tethyrian
to control their mounts. Each griffon can carry one Medium human archmage) and his three underlings nicknamed
rider or two Small riders (along with their armour and Eyh, Bie and See (LG humans apprentice wizards of
portable gear). Dasharra’s “alpha griffon,” Screecher, allows mixed race and gender).
only her to ride it. Dasharra’s other griffons are trained to Flamsterd is an incredibly old wizard after whom the
follow Screecher wherever it goes and can’t be coaxed into island of Flamsterd was named. He left the island and
veering off course unless they are magically charmed. teleported his tower beneath the waves with the help of
local druids after his old apprentices became unruly and
Suggested Encounter devastated the island almost two centuries ago. Flemsterd
Three days after the characters arrive in Fireshear, the now practices the strange and dangerous art of creating
mining town is assaulted by sea devils in preparation for permanent spell effects. He has mastered a permanent
an attack by the illithid, Luzgrigaul. The attack begins version of the alter self spell, the darkvision spell, and
suddenly, as twenty sahuagin equipped with flensing claws, the jump spell. He’s currently working on perfecting a
eight sahuagin raiders (appendix B) and a sahuagin baron permanent tongues spell by practising on nearby whales,
equipped with a mind blade and wearing mind carapace some of whom speak broken Common.
armour, leap from the frigid ocean onto the town’s piers. Characters who visit the mage can have permanent spells

89
cast on themselves for 250 gp, enough to cover the material
costs of the spells. If the characters are willing to be
Forest of Tethir
Flamsterd’s experiment, he attempts to cast the permanent This enormous forest, also known as Wealdath, is home
tongues spell on them for free. Roll a d20: to a large community of wood elves and is considered the
southern border of Amn. It stretches all the way out to the
●● On a roll of 11 or higher the spell is successful. end of the Dragon’s Head peninsula and just as far east
●● On a roll of 10 or less, the spell fails; roll on the into the continent. The forest is not particularly thick, save
Wild Magic Surge table in chapter 3 of the Player’s at least ten miles from the borders where the evergreens
Handbook to see what effect occurs instead. become more densely packed. The Trade Way passes
Permanent spell effects put a character under the through the wood near the coast. The forest is home to a
effect of said spell until ended by the dispel magic wide variety of beasts and fey creatures.
spell or similar magic.
Suggested Encounter
Suggested Encounter
Twenty bugbears, six centaurs, and a bugbear chief (with
Characters with a passive Wisdom (Perception) of 16 or 100 hit points) are toiling away near the coast of the forest
higher who stay at the tower for more than an hour notice felling trees. The bugbears are forcing the centaurs into
a strange clawing sound coming from within, broken every labour, felling the trees with their axes and strapping the
now and then by a reptilian screech. The sound is muffled huge stands of timber to the centaur to be dragged to a
but seems to be coming from the higher chambers of the sawing station. From there, the planks of wood are being
tower. If confronted about this, Flamsterd maintains that transported onto a ship called Grankhul’s Shadow.
it must be coming from outside the tower’s grounds. A Unless the characters intervene, the goblinoids continue
successful DC 12 Wisdom (Insight) check reveals that he is to fill up their vessel with timber, a process which takes
lying. six more hours. During this time, characters who can
If characters press the issue, he takes them up to a understand Goblin will hear the bugbears discussing the
cramped chamber at the top of the tower. Within is a high price of timber in the Nelanther Isles, the constant
hideous one-eyed creature that frantically skitters around recruitment of new crew by the pirate captains, and
the room through piles of discarded books and papers. the rumours of a new Sea King in the western atolls.
Flamsterd explains that the creature is a nothic but used Characters also have the chance to sneak onto Grankhul’s
to be his apprentice, Dea. Flamsterd doesn’t know what Shadow, which is unoccupied while the bugbears work.
caused the transformation but thinks that Dea must have Once the bugbears have filled their ship, they kill the
encountered some dark magic that warped her form and centaur and leave, sailing west.
mind. Dea is obsessed with magic items and pays particular
attention to any characters that display them. Treasure
If the characters give Dea a magic item, she reveals Characters who sneak onto Grankhul’s Shadow unnoticed
that she was warped when she attempted a scrying spell can steal from the vessel, as can those who defeat the
on the city of Ascarle. She saw a goblinoids. The ship contains 2,500 cp, 140 sp and 30 gp
creature there which was so alien in assorted coins, gems, and treasures. Characters who
that it terrified her. Before Dea succeed on a DC 15 Intelligence (Investigation) check also
she could end the spell, discover three magic items; roll on Magic Item Table B in
the creature sent a pulse chapter 7 of the Dungeon Master’s Guide to determine what
of psychic energy back they find.
through the connection
which corrupted her
human form into that of
Fort Morninglord
a nothic. Flamsterd does This abandoned fortress is entirely bricked up, all windows
not tolerate any violence and doors sealed shut. The place is regularly patrolled by
toward Dea as he is sure a detachment of paladins from Elturguard, headed by the
he can cure her. High Overseers of Torm (eight LG mixed genders Tethyrian
human war priests of Torm). If they catch the characters
snooping around, they explain that the entire garrison of
paladins stationed at the fort disappeared only a few years
ago, hence the place was sealed shut. None should enter,
lest they meet the same fate.
This might seem like a great adventure hook to some
groups but plays no part in the storyline of this campaign.
Any further adventure in Fort Morninglord is undertaken at
the DMs discretion.

90
Fort Vuuxaria and especially laments the lack of wild hippocamps here.
If a character can convince Zunis that they truly care for
The only permanent triton stronghold in the Trackless Sea the beasts with a successful DC 15 Charisma (Animal
is Fort Vuuxaria. This stone citadel is built in a deep-sea Handling) check, he takes them to one side in the stables
trench north of Gundarlun and Purple Rocks. Most tritons and says if they pay him 200 gp here and now, he’ll arrange
in this adventure hail from Vuuxaria, which was founded it so the changing of the guard is delayed later that day, so
around a century ago. Vuuxaria stands on a rocky plateau the character has a chance to take one of the hippocamps.
within the sea trench and is built of hexagonal blocks of
translucent polished green stone. The fort is equipped
Suggested Encounter
with siege weapons, such as ballista, which protrude While the characters stay at Fort Vuuxaria, they notice the
from domed towers which punctuate the city’s periphery. fort is home to a race of degenerate fishlike humanoids
The city is lit by hundreds of glass globes which contain with huge glassy eyes and purplish skin. If the characters
bioluminescent jellyfish. Characters visiting Vuuxaria must ask the tritons about them, they are told about kuo-toa;
deal with water pressure (see “Water Pressure” sidebar). insane creatures who paddle around the streets aimlessly.
The tritons of Vuuxaria are not unwelcoming, but have a Normally the kuo-toa are seen as inconsequential, but
poor understanding of the surface world, and assume that recently they’ve been stealing seemingly random objects. If
any visitors are here to thank them for their unending war the characters ask around the noble houses about the kuo-
against the horrors of the deep. Tritons have been waging toa, the tritons claim they’ll take almost anything valuable if
war against elemental evils and marine monsters since they get the chance, but prefer idols and statuettes.
their genesis and believe they are owed honour and prestige If the characters go searching for kuo-toa, they encounter
for their deeds. The triton society is highly militaristic, and them in groups of 2d4 + 2. There is a 50 percent chance
there are only a few among the population who are not that any particular group they encounter have (1d4) 25 gp
attached to the military in some fashion. Most of these are stolen art objects with them (roll on the 25 gp Art Objects
nobles visiting the Material Plane for a change of scene. table in chapter 7 of the Dungeon Master’s Guide to
Fort Vuuxia’s Stratigos, Feloren Vuuxariath (LG female determine what the items are).
triton champion), manages the day-to-day life of the tritons Characters can watch the kuo-toa secretly provided
of Vuuxaria and is a master tactician when it comes to they succeed on a DC 14 group Dexterity (Stealth) check.
warfare. She is in command of ten Taxiarhos (gladiators), If the characters fail, the kuo-toa notice them. Instead of
who lead battalions of ten triton hoplites (veterans). The fleeing, the kuo-toa head straight back to their lair, luring
tritons are entirely aware of the existence of Slarkrethel, the characters along. The kuo-toa spend a few hours
though they are yet to learn of Zellix’Phor. If the characters each day searching through the city for objects that seem
describe the actions of the Kraken Society and can provide interesting to them, which range from pieces of broken
evidence of the link between the society and Slarkrethel, coral to whalebone statuettes of hippocamps. Once the
Stratigos Feloren agrees to mobilise troops should they groups have collected three or four items, they leave the
attack the kraken. Six of the ten battalions are out hunting city through a narrow crack in the plateau upon which it is
sahuagin, who have been plaguing the fort of late, and built that heads straight down into the rock. After following
Feloren cannot defend the city with fewer than three the tunnel for a hundred feet or more, it opens out into the
battalions, so she sends for Taxiarhos Molos and the lair of a morkoth who refers to itself in the third person as
Dragon Turtle Battalion which he commands. Tentacular Spectacular.
Each Taxiarhos from Fort Vuuxaria rides a hippocamp, a M1. Kuo-Toa Caverns
blue-green creature native to the Elemental Plane of Water
with a horse’s body and a fish’s tail. Hippocamps have the If the characters follow the kuo-toa, read or paraphrase the
statistics of a warhorse with the following changes: following:

Following the winding tunnels, you eventually come to a


●● A hippocamp has a base speed of 5 feet, and a
narrow passageway which culminates in a hole. The drop
swim speed of 60 feet.
down to the air-filled cavern below is just under ten feet.
●● Amphibious. The hippocamp can breathe air and
There doesn’t seem to be a material barrier keeping the water
water.
from rushing down into the cavern, but you can tell that it is
dry down there.
Characters can be trained to ride a hippocamp mount
for 250 gp which involves three days on intense training.
Characters can buy a hippocamp for 400 gp. They can If the characters enter, read or paraphrase the following:
also buy barding for the hippocamps and lances. They
You hop down into the dry cavern beneath you. Looking
are guarded day and night by eight triton veterans who
up, you can see the surface of the water above you holding
work in shifts to ensure their safety from sahuagin attacks.
firm like a membrane. The dank caverns and tunnels that
The triton responsible for the care of the hippocamps is
surround you are covered with a thin, slimy fluid which sticks
Hipparchus Zunis Pumanath (NG male triton gladiator).
to your boots. The warrens are a series of small caverns
Unlike many of the other tritons, Zunis was born on the
interconnected with tunnels. The corners of the chambers
Elemental Plane of Water in Fort Pumana. Zunis has
contain piles of smelly rags peppered with fishbones.
come to detest the colder waters of the Material Plane
91
Entrance & Dimensions. The entrance to the caverns is M2. Inner Sanctum
around 10 feet up. Creatures attempting to leave through
the hole must succeed on a DC 12 Strength (Athletics) You enter a cavernous chamber filled with an enormous
check. The caverns vary from 4 to 6 feet tall. bubble of water. The cave is lit by a slowly pulsing mass of
Slime. The floor in this area is covered in slippery slime. pearlescent matter which floats in the bubble. Huge white
When a creature with feet (other than kuo-toa) moves crystals thrust out from the eastern wall and floor, glittering
for the first time on its turn, it must succeed on a DC 10 in the twinkling light. The walls of the cave contain hundreds
Dexterity (Athletics) check or fall prone. A creature can of alcoves, ranging in size from a few inches across to a few
avoid making the check by treating the area as difficult feet. Filling these alcoves are an abundance of treasures.
terrain. Cavern Dimensions. The water bubble is 50 feet tall.
Creatures. Scurrying through the caverns are four kuo- The ceiling is 30 feet above that. There are two rocky
toa, plus any that entered with the characters. If the kuo- shelves at a height of 60 feet. Climbing up to the shelves
toa know the characters are there, they flee to area m2. If requires a succcessful DC 10 Strength (Athletics) check.
more than half of them die, they try to escape the dungeon Creatures. The morkoth named Tentacular Spectacular
through area m5 via the secret tunnel. is swimming around in the water bubble tending its
Net Traps. Each natural stair is trapped with a falling treasures. It knows the characters are in its lair, thanks
net trap (see chapter 5 of the Dungeon Master’s Guide). to its regional effects. The morkoth is truly evil and would
Creatures caught in the nets are grabbed by the kuo-toa and delight in imprisoning the characters, who it views as living
taken to area m4 to be imprisoned. One of the kuo-toa goes treasures. Tentacular would rather do this by charming the
to area m2 on the way to get the keys. characters than knocking them unconscious in combat.
Water Bubble. The lowest chamber contains a bubble of Tentacular is a stuttering creature prone to excitement
water which fills the chamber and surrounding tunnels. and touching its treasures repeatedly with its tentacles.
Secret Tunnel. Characters with a passive Wisdom Characters who ask the morkoth to stop stealing from
(Perception) of 16 or higher notice thin chisel lines around Vuuxaria offend Tentacular. It has been here far longer
a portion of the wall. A character who succeeds on a DC 16 than the triton fort and thinks the ‘blue-skins’ are repulsive
Intelligence (Investigation) check can work out how to open creatures. If asked about the survival mantle in area m3,
the door. The tunnel beyond smells of burning. Creatures Tentacular explains that it is an illithid breathing machine.
here move at twice their normal speed (the tunnel is 85 feet If the characters ask what illithids are, Tentacular describes
long).
Fort Vuuxaria. 1 square = 5 feet

92
them as “…inferior, brain-eating tentacle-faces…” area m2. The cages are covered with glyphs which radiate
Crystals. There are nine large crystals in the chamber. an antimagic field, preventing imprisoned creatures using
Each has an AC of 13 and 10 hit points. Casting a spell magic. Two of the cells are empty, the others contain:
while at least one crystal remains causes a wild magic
surge (roll of the Wild Magic Surge table in chapter 3 of the ●● Felenzi’ir (LE female githyanki knight) who begs
Player’s Handbook), centred on the caster. to be freed in Gith. Felenzi’ir has been held captive
Treasure. The alcoves in the walls contain almost one by Tentacular Spectacular for six years and has
hundred items. Most of these are worthless trinkets (roll on irrepressible jitters which pose disadvantage on
the Trinkets table in chapter 5 of the Player’s Handbook). attack rolls, ability checks and saving throws that
Characters who succeed on a DC 15 Intelligence check, involve Strength or Dexterity thanks to the chaos
or spend 10 minutes going through the alcoves, discovers of her imprisonment. The jitters can be suppressed
treasure items worth a total of 3,500 gp. They also discover with the calm emotions spell or cured with a
a wand of stone shape (appendix C), a ring of warmth, greater restoration spell. Felenzi’ir makes little
a wand of web, a wand of diminution (appendix C), a sense unless reunited with her silver greatsword
quaal’s feather token: anchor, a githyanki silver greatsword (see area m2). If reunited, Felenzi’ir collects herself,
(belonging to Fenelzi’ir; see area m4), a potion of greater though her jitters remain. If characters cure her
healing, and a potion of vitality. The keys to the cells in area madess, she takes the characters to Tuern, to a
m4 are in one of the alcoves. githyanki crèche in Flame Fault (see the “Tuern”
M3. Grand Gallery section).
●● Kholos Vuuxariath (LG male triton martial arts
This chamber of smoothed worked stone seems out of place expert) who remains stoic despite the chaos
in the cavernous dungeon, not least because it is perpetually surrounding him. Kholos was once an avid explorer
snowing in there. Standing in the centre of the chamber are of the Sword Coast but was captured by Tentacular
two stone statues of tritons wielding spears and shields. The Spectacular to tell stories of this other land. If the
western and southern walls are marked by archways, behind characters free Kholos, he can help pull strings
which are nooks lit by flickering blue flames. for them in Fort Vuuxariath, as he once ran the
monastery there. Kholos is cheery despite his
Light. The nooks are lit by continual flame spells. imprisonment, and has a serious taste for cheese,
Treasure. Resting in each nook is a valuable item. Going which he calls ‘solid milk’.
anticlockwise, they contain a wind fan, a survival mantle, a
masterpiece painting of Vuuxaria (worth 2,500 gp), a staff of M5. Mirrored Grotto
the eel (appendix C), and a small clock powered by flowing
The light from a chamber to the north is reflected hundreds
water filled with dozens of tiny cogs (1,500 gp).
of times by the mirrored walls of this cavern. Immense white
Traps. Each nook is trapped. Any creature that enters
crystals sprout from the northern wall, piercing through the
and alcove without telepathically asking it to remain open
thin layer of shiny metal. Your reflections are distorted by the
triggers a magical ward. The ward can be noticed with a
warped mirrors into horrifying forms.
successful DC 18 Intelligence (Investigation) check; the
ward can be destroyed with a dispel magic spell (DC 20).
If the trap is triggered, the stone archway melts, sealing Water Bubble. The water bubble is 10 feet tall. The
the doorway. The nook is then filled with a cloudkill ceiling is 10 feet above that.
spell for 1 minute. Smashing open the sealed archway Mirrored Walls & Ceiling. The cavern is covered with
requires a successful DC 20 Strength check, the archways a metallic material which reflects the contents of the
have AC 17, 20 hit points, and resistance to nonmagical chamber. A creature that is not submerged in water that
bludgeoning, piercing and slashing damage. sees their reflection in the mirror must succeed on a DC
M4. Prison 15 Wisdom saving throw or fall under the effects of the
confusion spell for 1 minute. A creature can avoid this effect
Standing on the ceiling, encased in a cage made of rusted by remaining submerged, or averting their eyes from the
iron, is a lone humanoid figure. The entire room seems to be cavern walls, leaving them effectively blinded.
turned on its head. The walls are an oozing, greasy material Crystals. There are five large crystals in the chamber.
that seems to continually flow up to the ceiling. The floor is Each has an AC of 13 and 10 hit points. Casting a spell
made of the same material which swirls unendingly. while at least one crystal remains causes a wild magic
surge (roll of the Wild Magic Surge table in chapter 3 of the
Player’s Handbook), centred on the caster.
Gravity. This chamber is under the effects of a permanent Southern Tunnel. This 100 feet tunnel leads to an exit.
reverse gravity spell. Characters can climb onto the ceiling Secret Tunnel. Characters with a passive Wisdom
with a successful DC 15 Dexterity (Acrobatics) check. (Perception) of 16 or higher notice chisel lines around
Cages. There are four cages protruding from the ceiling. a portion of wall. A character who succeeds on a DC 16
The cages are locked, requiring a successful DC 20 Intelligence (Investigation) check learns how to open the
Strength check, or a successful DC 15 Dexterity check door. The tunnel beyond smells of burning, creatures here
using thieves’ tools, to open. The keys are in an alcove in Dash without using an action. The tunnel is 85 feet long.

93
Gauntlgrym Goldenfields
Once a great city and a bastion of the empire of Delzoun, Goldenfields is a huge, walled temple-farm dedicated to
this dwarven stronghold stood abandoned for centuries Chauntea, the goddess of agriculture. Called “the Granary
beneath the mountains. Recently, an army of dwarves led by of the North,” it’s the only reason many Northerners ever
Bruenor Battlehammer reclaimed it, ousting drow squatters taste soft-fleshed fruit larger than bush berries. Waterdeep
and sending them scurrying back into the Underdark. and its neighbours consume the temple’s reliable output:
Bruenor now sits on Gauntlgrym’s throne as king. carefully husbanded grains and dried, oil-packed, or salted
The “heart” of Gauntlgrym is its legendary forge, within foodstuffs preserved in vast storage cellars, vats, and squat
which is trapped a fire primordial known as Maegera the stone grain-towers.
Dawn Titan. For more information on Gauntlgrym and its Run by Abbot Ellardin Darovik (NG male Damaran
inhabitants, see the Sword Coast Adventurer’s Guide and human priest of Chauntea), Goldenfields is a stronghold
the adventure Out of the Abyss. of the Emerald Enclave. Members of that faction are as
welcome here as clergy of Chauntea; many of them stay
Suggested Encounter for months at a time to help with the work and the vigilant
While the characters are visiting the dwarven citadel, defence of the farm against insects and blights, as well
something goes horribly wrong in the mines. A mind as would-be vandals and plunderers. Hired guards and
witness and six drow elite warrior thralls have attacked adventurers patrol the walls and the land immediately
the workforce and are running rampant throughout the around them. Inside the farm, young treants allied with
upper levels near the forge. Lurking nearby, but out of the Emerald Enclave hide within stands of trees, ready to
sight is the mind flayer Druskis (appendix B). While the animate trees to repel invaders. More than five thousand
drow and mind witness run riot through the streets of people live and work in Goldenfields year-round, farming
Gauntlgrym, the mind flayer is gorging on as many dwarves more than twenty square miles of tillage in gangs of hard-
as possible, hoping to gain important information about working gardeners.
the fall of the mind flayer colony which used to live beneath
Gauntlgrym, and create new mind flayers from the dwarves. Gull Rocks
The characters encounter the mind witness and thralls
in at the top of a 60-foot-long, 40-foot-wide, 100-foot-tall Half a dozen islets jut up from the Sea of Swords to the
hallway crisscrossed by raised walkways which connect west of the Moonshae Isles. This string of tiny islands is
different areas of the city. There are a dozen dwarf called Gull Rocks and is home to a colony of aarakocra
commoners fleeing the scene when the characters arrive, who are expert fisherfolk and navigators. The aarakocra of
desperately trying to flee the thralls, but running straight Gull Rocks are almost exclusively white with black wings
into the path of the mind witness. Characters with a passive and yellow beaks. Their wingspans are far larger than their
Wisdom (Perception) of 11 or higher notice Druskis mainland kin, and their beaks resemble those of seagulls.
devouring the brain of a dwarven soldier in the shadows of The aarakocra colony is led by five aarakocra priests who
an archway on the hall floor. Druskis leaves on initiative 20 summon an air elemental if the islets are threatened.
of the next round.

94
Gundarlun In the north of the island, High Lady Ordalf’s son, Prince
Araithe, leads the struggle against the dark fey of the forest
The island nation of Gundarlun is a string of barren of Winterglen. The prince is a pragmatist willing to accept
mountains rising up out of the Trackless Sea. Mighty aid in fending off his people’s foes, and is known to allow
waves crash against its rocky shores. Clinging to the adventuring companies to cross the Strait of Alaron and
mountainsides above the water are stone keeps with fishing land on Gwynneth if they pledge to aid the cause.
villages huddled around them, each one ruled by a ruthless If the characters need a guide to the Moonshae Isles, they
jar! who answers to the King of Gundarlun, Olgrave Redaxe can get into contact with Eliri Mystralath (CG female half-
(CN male Illuskan human berserker with 90 hit points). elf druid who can change into a brown bear), a wild-eyed,
The king lives in a crumbling fortress that overlooks red-haired maniac of a woman who knows the islands like
Gundbarg, the island’s only port. the back of her hand. Eliri is part Llewyr and part Ffolk and
A full description of Gundarlun and the locations on the is a proud member of the oldest druidic circle on Gwynneth.
island can be found in chapter 1. She insists on painting the faces of her allies with blue
paint. Eliri knows the location of several Moonwells which
Suggested Encounter the characters can use if they need and has had vague
The first time the characters visit Gundbarg, they discover visions of the Black Armada while bathing in these pools.
the town is under attack by a slime-covered worm of The exact information contained within Eliri’s visions is up
immense size with barbed tentacles that lash out from the to the DM.
creature’s mouth. The worm is a neothelid, the result of a Characters might end up in Gywnneth if they accept
mind flayer tadpole from the crash devouring the others, Hamma the Dryad’s Quest in chapter 2.
and rapidly mutating into its current form. Now that the
neothelid is mature, it has become hungry for humanoid Helm’s Hold
brains, the most readily available of which are in Gundbarg.
Located a short distance southeast of Neverwinter, Helm’s
When the characters arrive on the scene, the neothelid
Hold is a fortified monastery enclosed on all sides by stone
is smashing apart one of the dragon ships of the Kingsfleet
walls patrolled day and night by members of the Order of
filled with injured warriors hoping for a few days respite.
the Gilded Eye, a splinter sect of the Order of the Gauntlet.
The warriors can be of little help against the aberration,
Helm’s Hold is firmly under the Gilded Eye’s control, and
save as a temporary distraction. On its first turn in combat,
its members have taken Helm’s doctrine of protection to
the neothelid uses its acid breath on the fleeing crew,
extremes. The high-minded inquisitors of the Gilded Eye
causing half a dozen of them to fall to the ground and
are convinced that evil is rampant. They are determined to
melt away, leaving only their brains behind. After this, the
root out those under “demonic influence” and are quick to
neothelid attacks a random character each turn.
persecute anyone who doesn’t act in accordance with their
After two rounds of combat with the neothelid, the mind
beliefs.
flayer, Tharcereli (appendix B), appears on the docks and
Within the walls of Helm’s Hold are numerous residences
starts attacking the creature. Mind flayers view neothelids
surrounding a central district called the Heartward,
as abominations that must be exterminated. If Tharcereli
wherein the characters can find a roomy tavern called
drops below half its hit points, it flees through the streets
the Old Dirty Dwarf, several quiet hostels, and a bustling
of Gunbarg, heading west toward Berranzo. The alien
marketplace. A wooden hangman’s scaffold stands in the
creature does not stop until it reaches the mines, where it
centre of the marketplace, and on certain nights, when
can meet with its kin Thiliossk before returning to Ascarle.
clouds obscure the waning moon, luminous ghosts wander
See Berranzo in chapter 1 for more information.
around it, going about the business of the living. Phantom
If the characters meet with King Redaxe after the attack,
vendors sell ephemeral apples at empty stands, ghost
he rewards them with a dragon ship of their own and a
children play in the streets, and spirits hang one another on
crew of berserkers.
the scaffold. Some of the scenes appear to be re-enactments
of past events, whereas others have not occurred at
Gwynneth least, not yet. The ghosts speak mostly nonsense, but
Over the past century, the isle of Gwynneth has become some of what they say might offer clues to past or future
ever more fey and mysterious, home to the elven realm happenings.
of Sarifal, under the rule of High Lady Ordalf. Sarifal Dominating the skyline is the Cathedral of Helm, a
shares the island with the reclusive mountain kingdom of towering and inspiring edifice of pale grey stone that’s
Synnoria, the home of the Llewyr elves, plus a few small visible for miles around. As much a fortress as a temple,
shield dwarf settlements, and the ruins of Caer Corwell, the cathedral contains an orphanage, a hospital, an asylum,
the former Ffolk settlement on Gwynneth. High King and training grounds for Gilded Eye initiates. Holy Watcher
Derid wants to reclaim the old citadel and rebuild it as an Qerria (LG female Tethyrian human priest of Helm), who
embassy but has yet to secure Lady Ordalf’s consent to do presides over the cathedral, is determined to root out
so. Gwynneth is also home to Myrloch Vale, a lush valley corruption wherever she finds it. Few doubt that her words
nestled in the mountains with the shimmering waters of the carry the weight of Helm’s divine wisdom. She is served
Myrloch to the south. Druid circles are active in the Vale, by dozens of Gilded Eye inquisitors (male and female cult
allied with the elves and the fey creatures of this area. fanatics of various alignments and ethnicities) who employ

95
a host of acolytes, assassins, guards, knights, spies, and For most people, Hundelstone is either the last outpost of
veterans. Evildoers and enemies of the Gilded Eye are civilization before taking the pass north to Icewind Dale or
rounded up and brought to Helm’s Hold to face judgment. the first welcome sign of refuge after making the wearying
Those deemed to be under “demonic influence” or those trip back. Many of the dwarves and gnomes here spend
who threaten the Gilded Eye are hanged, their bodies their days excavating tunnels, mining ore, or smelting and
burned to ashes to prevent them from being raised from the smithing the local iron and tin. (Adventurers who venture
dead. down into these tunnels might be surprised to find that
some of them descend for miles, in some cases all the
High Forest way to the Underdark.) Hundelstone’s few score human
residents are mostly sellswords or would-be adventurers
Although much less expansive than in ancient times, who earn a living as caravan guards or beast hunters in the
the High Forest is still vast and mysterious. Larger than crags.
most kingdoms, it encompasses mountains. The High
Forest is home to treants of enormous size, stags with Ice Peak
antlers as wide across as a wagon, brown bears bigger
than large sheds, owlbears, wolves, unicorns, and many The frozen island that lies southeast of the Sea of Moving
other creatures, including fiercely territorial wood elves Ice is named for the snow-capped promontory that
and Uthgardt barbarians of the Tree Ghost tribe. The dominates its northern half. Most of the inhabitants live in
forest holds many hidden settlements, haunted ruins, fey a few settlements clustered around the twin bays on the
crossings, and ancient magical wards. southern shore. Caves in the mountain’s peak serve as a
In the outermost fringes of the forest, woodcutters ply their lair for Arveiaturace, the white wyrm known to sailors as
trade, and outlaws on the run might find refuge. But as Iceclaws because of her habit of diving on hapless vessels
everyone knows, those who venture too deep into the High and tearing them apart with her talons.
Forest are often not seen again. Longships crowd the docks of Aurilssbarg, the island’s
largest community. Typical of the settlements on Ice Peak,
High Moor the streets of Aurilssbarg are paved with logs laid side by
side, and its buildings are low wooden structures whose
A great cataclysm occurred on the High Moor long ago, pitched roofs are covered in sod. The heart of Aurilssbarg
wiping out an entire elven kingdom, but little evidence is Green Hall, a spacious tavern with a lengthy firepit that
of this event now remains except for some haunted can spit six goats at a time to feed the cold and hungry
ruins, tombs, and dungeons shrouded in thick fog. Many crews that arrive after unloading their ships at the docks.
adventurers have perished in search of these ancient sites, Locals come here as well to hear the latest news from the
for the High Moor is home to many monsters. mainland, although by the time it reaches Ice Peak, such
news is often out of date and wildly exaggerated, little
High Road better than idle rumour. Still, the isolated inhabitants of
Aurilssbarg eat it up all the same.
This well-traveled highway follows the coast from Luskan to The island’s smaller coastal settlements include the
Waterdeep, connecting with Neverwinter along the way. For fishing and trapping villages of Bjorn’s Hold and Icewolf.
years, the stretch of the High Road between Neverwinter The natives of Ice Peak survive by catching fish and
and Waterdeep fell into disuse and disrepair because of hunting goats, seals, and whales. The island boasts a large
frequent monster attacks. When he was both the Lord yeti population. They feed on mountain goats, avoiding
Protector of Neverwinter and the Open Lord of Waterdeep, Northlanders unless food is scarce.
Lord Dagult Neverember hired adventurers to make the
old road safe and spent considerable coin to repair it. Many Suggested Encounter
now consider the High Road a safer means of travel than a While staying at Aurilssbarg, a Zhentarim coaster crewed
sea voyage thanks to the pirate attacks. by twelve Black Network thugs from Leilon arrives
with a full hold of crates. The ship is captained by the
Hundelstone audacious Perra Myastan (NE female black dragonborn
swashbuckler) who rolls up at the Green Hall with half
At the highest elevations along Ten Trail, only a few shrubs a dozen kegs of strong ale in tow. Perra puts on a huge
cling to life amid patches of moss-covered rock. Travelers show about the strength of the Zhentarim during this time
on this route eventually come to Hundelstone, perching of piracy, encouraging any who want to work on a vessel
on the mountain slopes much like the surrounding flora. that’s faster and smarter than the pirates to sign up with
The town’s buildings are low, with most of their rooms cut the Black Network. The bravado is accentuated by Perra’s
out of the hard soil and rock below ground level, and their pet flying snake which swoops around the room, landing
roofs steeply pitched to better shed the snows that blanket on those who seem recipient for a moment before moving
the mountains in the winter. The shield dwarves and rock on. Characters who succeed on a DC 16 Wisdom (Insight)
gnomes in Hundelstone get a chuckle out of warning check realise that the captain is making a bit too much of a
visitors to stoop low as they walk about town, lest they be show of it. Characters with a passive Wisdom (Perception)
blown away by the wind. of 20 or higher notice a pair of dwarven Zhentarim thugs

96
sneaking in the back of the Green Hall with a large keg Termalaine, and Lonelywood line the shores of
which seems to be moving slightly of its own accord. Maer Dualdon, which feeds into the Shaengarne
The keg contains a swarm of cranium rats, which the River and holds seemingly countless numbers of
Zhentarim have been paid to smuggle into the Green Hall. knucklehead trout.
Here, the rats can spy on some of the best-travelled crews of ●● The villages of Dougan’s Hole and Good Mead
the North and gather information on trade routes to target. stand a few miles apart on the north shore of
The information is collected by the mind flayers, passed Redwaters which, contrary to its name, sparkles
on to Zellix’Phor, who uses his connection with Sea King emerald green during the day and silver at night.
Tentrix to inform the pirate crews. ●● The town of Easthaven and, nestled among the
Characters who investigate and reveal the truth about foothills of Kelvin’s Cairn, the villages of Caer-
Captain Myastan provoke her ire, and she challenges the Dineval and Caer-Konig hug the shores of Lac
party to a duel. Refusing the duel reflects badly on the Dinneshere, which freezes in winter.
characters in the eyes of the sailors, leaving them unable
to recruit crew members here, or join the crew of another The population of Ten-Towns is composed mostly of
vessel. If the characters accept, they must nominate one humans and dwarves, with the humans outnumbering the
character to duel with Perra. The duel is one-on-one dwarves roughly twenty to one. In times of great peril, the
melee combat in which magic is forbidden, though this leaders of Ten-Towns, known as Town Speakers, meet at
doesn’t stop Perra using her breath weapon to open the Bryn Shander to discuss solutions to their problems. If one
brawl. If the characters defeat Perra, they have the right of the smaller settlements comes under attack by a threat
to commandeer her ship, Le Dragon Noir, though the too great to overcome, its inhabitants are trained to flee to
Zhentarim might try to get it back at some point. If Perra Bryn Shander and take shelter behind its walls.
defeats the character, she has the right to commandeer the Characters travelling through Icewind Dale are likely
party’s ship. to encounter creatures such as frost giants, yeti and
remorhazes. If the characters are near to the coast, they
Icewind Dale are almost certain to encounter one of the giant great ships,
crewed by sixteen frost giants, that raids the towns and
Icewind Dale has snow, ice, and freezing temperatures in villages from time to time. Characters who spy on these
abundance. The sun never rises far above the horizon even ships, or who manage to charm or capture a frost giant,
at the height of summer and the height of summer is a hear talk of Sea King Tentrix, a pirate lord who’s taking
fleeting thing. Winter here is long and ruthless. the coast by storm. He hails from the south but has even
Icewind Dale is surrounded by perilous terrain. The ice managed to recruit some frost giants to his cause.
cliffs of the Reghed Glacier rise up in the east like prison
walls. The towering, snow-capped peaks of the Spine of the Suggested Encounter
World loom to the south. To the north and west, the Sea of Each of the Ten Towns settlements currently has wanted
Moving Ice churns bergs and floes in an endless tumult, like posters up bearing a charcoal sketch of a human with dark
winter grinding its teeth in anticipation of its next freezing eyes, a thick beard and a missing ear, under which reads
assault. Between these formidable obstacles lies windswept “The Town Speakers offer a bounty of 500 gp to whomever
tundra dotted with settlements and the occasional small can deliver to them the pirate captain of the Howling Fiend.
forest or stand of trees. Wanted dead or alive”.
A singular mountain called Kelvin’s Cairn rises from If characters visit Lac Dinneshere they are greeted by the
the heart of Icewind Dale. During the summer, snow from sight of two flaming fishing vessels. Circling around behind
Kelvin’s Cairn flows into three mineral-rich lakes: Maer the burning boats is a coaster called the Howling Fiend.
Dualdon, Lac Dinneshere, and Redwaters. By midsummer, There are numerous rowboats and the odd keelboat or
Icewind Dale shakes off the torpor of winter and comes coaster moored on the shores of Lac Dinneshere that the
forth in full flower. Grasses grow two or three feet high in party could commandeer to catch the pirates.
the span of weeks. Birds flock to the marshes formed by The Howling Fiend is equipped with a black ice ram
the thawing soil, and reindeer calves fill out the herds that (appendix C) and is crewed by twelve thugs. Their captain,
diminished in the winter. Pyrse Auliff (CN male Illuskan human swashbuckler with
Reghed barbarians follow the reindeer herds as they a +1 black ice rapier (appendix C)) is a member of Ship
migrate across Icewind Dale, and dwarf miners haunt the Rethnor of Luskan but is under the influence of Vaelish
caves and tunnels under Kelvin’s Cairn, rarely emerging Gant, a mage (without 4th or 5th level spells). The crew of
except to trade ore for food. Most of lcewind Dale’s the Howling Fiend fight to the death and are clearly insane.
inhabitants, however, live in ten permanent settlements This is due to their constant proximity to black ice. Captain
collectively known as Ten-Towns: Pyrse offers to trade information for his life or freedom,
namely that he’s working for Vaelish, who can be found in
●● The walled town of Bryn Shander, which lies at the Bryn Shander.
northern end of the Ten Trail, is the first stop for If characters pursue the lead, they easily catch up with
most visiting merchants and traders and by far the Gant, who has no idea that he’s been revealed. Gant is a
largest of the ten communities. member of the Arcane Brotherhood working for Jendrick
●● The hunting and fishing villages of Bremen, Targos, the Blue (see the “Luskan” section for more information).

97
Ioma death. After this, the harpies arrive and use their songs to a
devastating effect.
One of the larger islands in the Nelanther, Ioma is a popular The harpies currently plaguing Ioma are more dangerous
port for those travelling through. Although still riddled than most of their kind. They use the statistics of a harpy
with pirates, Ioma, and its largest settlement Ioma Town, with the following changes:
is relatively peaceful compared to the other isles thanks to
the presence of The Triarchy, three Cowled Wizards from ●● They have a Dexterity of 18 (+4) (AC 14).
Amn who oversee the mining operations on the island. ●● They have 63 hit points.
The low mountain of Ioma is marked by a vein of purple ●● Their claws deal 8 (2d6 + 1) slashing damage, and
quartz, dubbed Iomic crystal, that was once thought to have they wield shortbows instead of clubs; +6 to hit,
magic-reflecting powers but is now sold as faux amethyst in range 80/320 feet., one target, dealing 7 (1d6 +
mainland Amn. 4) piercing damage on a hit. They can make three
The Triarchy is made up of three mages; Jessiri claw attacks or two shortbow attacks.
Evermantle (N female Tethyrian human) who hails from ●● The DC for their Luring Song is 15.
Amn and is the unofficial head of the Triarchy, Marcon ●● They have a challenge rating of 3 (700 XP).
Ramfosco (NG male Turami human) who deals primarily ●● Flyby. The harpy doesn’t provoke an opportunity
with providing protection for the miners from the dangers attack when it flies out of an enemy’s reach.
of the island, and Caran Greywyrm (LN female Chondathan
human) who takes charge of the books for the Amnian Ironmaster
government.
The majority of inhabitants of Ioma are ‘civilised’ The dwarven city of Ironmaster is perched at the western
humanoids, but like anywhere in the Nelanther, there are edge of Icewind Dale, where the Shaengarne River flows
also lizardfolk, minotaur, orcs, and ogres who hold sway into the Sea of Moving Ice. The city is nestled in a great
over various parcels of land and bodies of water. Tribes of cleft where the Shaengarne rushes to the sea. It’s stone
the various races form and fold every few tendays causing towers rise like spikes from the valley floor, and the rooms
constant skirmishes on land and battles at sea. and passages of Ironmaster weave in and out of never-
melting ice and the stone of the valley walls. Mining tunnels
Suggested Encounter extend from the valley walls far below the tundra, providing
the dwarves with an apparently limitless supply of iron.
Although adventurous types pass through the Nelanthers
Ironmaster is populated exclusively by dwarves. Members
daily, most are only interested in the opportunities piracy
of other races are forbidden to set foot in Ironmaster Vale.
can present. A few hours after the characters arrive in
Great stone menhirs marked with the city’s coat-of-arms, a
Ioma Town, they are approached by Marcon Ramfosco
red anvil on a grey diamond standing on end, are arranged
who asks a favour of them. The crystal miners have been
in a perimeter around the vale to warn away travellers who
struggling of late with a pair of harpies who seem intent on
stray too close.
preventing them from doing their work. The monstrosities
Ironmaster is ruled by Lord Clanmaster Stogue Sstar (LG
have been luring miners off cliff edges to their death with
male shield dwarf veteran who wields a battleaxe instead
their songs but also swooping down to attack them directly.
of a longsword). Although Sstar is grateful for any help the
Ramfosco promises a reward of 100 gp each for the dead
characters can offer (see below), he is loathe to let them
harpies’ heads. The next excursion to the mine is tomorrow
stay in the city. Instead, he rewards each character with 100
morning.
gp worth of gems for each giant they kill and asks that they
If the characters choose not to accompany the miners (a
respect the culture of the dwarves of Ironmaster and leave.
group of twenty commoners of mixed race and gender),
they can track down the harpy lair with a successful DC Suggested Encounter
20 Wisdom (Survival) check and fight the two creatures
in their lair. If they kill the creatures, they can recover 1d4 Characters who visit Ironmaster for the first time find the
items off Magic Item Table A in chapter 7 of the Dungeon city in chaos. Four frost giants from Svardborg have landed
Master’s Guide and discover a clutch of harpy eggs, in a giant greatship and are scooping up the dwarves into
presumably the reason for the harpies to start attacking. gigantic wooden lobster pots. The giants are split up,
If the characters accompany the miners, they are attacked allowing characters to attack them one at a time. Although
by the harpies while crossing a gorge on the mountainside. the dwarves of Ironmaster would not normally tolerate the
The gorge is half a mile long, 50 feet wide and 100 feet presence of non-dwarves in the city, they need all the help
deep but crossed in several places by sturdy rope bridges. they can get.
Each bridge is 15 feet wide and can take the weight of If two of the giants are slain, the remaining two make a
several wagons filled with stone. While crossing, one of the break for their ship and attempt to flee back to Svardborg. If
lead miners slows their pace and begins to look off into the cornered, the giants fight to the death. If somehow caught,
distance searchingly. Suddenly, they start running for the they don’t reveal anything about their change of faith.
edge of the bridge. Characters within 30 feet that succeed Characters who examine the bodies of the giants easily
on a DC 20 Dexterity check can get there in time to stop the notice the huge kraken tattoos on their arms, indicating
miners plunging over the edge of the rope bridge to their their loyalty the Kraken Society.

98
Iumathiashae Suggested Encounter
When the characters first arrive in the Korinn Archipelago,
Buildings of water-sculpted rock, seaweed, shells, and they (or their ship) is attacked by a marine chimera (see
glittering mother of pearl soar in harmonious spirals below) under the control of an orc blade of ilneval. The
and curves up from the seafloor in the sea elf city of orc is the captain of a longship crewed by ten Northlander
Iumathiashae. This truly magnificent underwater tribal warriors and four half-orc berserkers. The sail of the
settlement is one of the first barriers between the Realms ship sports a bloody longsword, the symbol of Ilneval.
and Evermeet, a fabled heaven-like domain of the elves. The pirates bring the longship in ever closer, waiting
Evermeet is protected by all manner of barriers and wards, for the monstrosity to wear the characters down. If at any
one of which, the cyclone barrier, is maintained by the elves time the blade of ilneval is killed, the chimera breaks rank
of Iumathiashae. The great city beneath the waves glows and starts attacking whoever is closest to it. The chimera
constantly with a green-yellow light that can be seen even has the hindquarters of a giant eel, the forequarters of an
from the surface of the ocean, though only the brave dare enormous turtle, and the leathery wings of a white dragon,
to swim down and take a look. Iumathiashae is patrolled along with the heads of those three creatures.
at all hours by sea elf veterans riding on dolphins or giant The marine chimera uses the statistics of a chimera with
scallop shell chariots pulled by hippocampi. Unless you the following changes:
are expected, the sea elves are likely to turn you away.
Characters who are determined to meet with King Elashor, ●● It has a base speed of 10 feet, and a swim speed of
the leader of the community, must succeed on a DC 20 30 feet.
Charisma (Persuasion) check to be shown to his chambers. ●● It has a tail attack instead of a horns attack which
King Elashor (CG male sea elf noble) is a serenely deals an additional 1d4 lightning damage on a hit.
calm ruler who lets his people keep to themselves. The ●● Its claw attack deals 9 (2d4 + 4) slashing damage.
community is one of farmers and fishers, and Elashor is ●● It has a Cold Breath instead of a Fire Breath, which
happy just to settle minor disputes while upkeeping his own deals cold damage instead of fire damage.
pearl garden. Despite his calm, Elashor knows that he is
responsible for deterring foolhardy folk from attempting
the journey to Evermeet, which he doesn’t take lightly.
Kressilacc
Every hour, sea elf mages upkeep a permanent magical In a deep-sea trench between the Oman’s Isle and Alaron
storm to the west of Iumathiashae, and patrols of chariot- in the Moonshaes is the sahuagin settlement of Kressilacc.
riding soldiers can be seen coming and going from the city Sea devils rarely settle permanently in one place thanks for
constantly. If characters do get an audience with Elashor, their disinterest in building and fortifying, but Kressilacc is
he welcomes them to stay for a short while. Any attempts to an exception to that rule. Kressilacc is a ruined sea elf city
muster forces from him fail; the elves of Iumathiashae are that was won by the sahuagin in an underwater war that
of a different world to the mortals of Faerûn. lasted for almost a century between the sea devils and the
sea elves of Tír faoi Thoinn. Kressilacc is currently ruled
Korinn Archipelago by a circle of five sahuagin priestesses who venerate their
shark god, Sekolah, and breed giant sharks which they
Hundreds of rocky islands form this archipelago north believe are his children. Life in Kressilacc is dangerous
of the larger Moonshae Isles. Seafaring barbarians and even for sahuagin. The daily ritual consists of numerous
marine monstrosities prowl the waters around these sacrifices by the priestesses and blood sports including
islands, which are home to griffons, harpies, wyverns, giant crab wrestling, gladiatorial matches, and obstacle
dragons, goblinoids, and old ruins haunted by evil wizards, races to sort the weak from the strong, and to appease their
gargoyles, and other forsaken creatures. The islands are bloodthirsty god.
populated mostly by Northlanders, who herd sheep, fish In order for the characters to visit Kressilacc, they must
the nearby waters, and occasionally go raiding or pirating. conceal their identities or slip into the shadows of the
Dozens of separate settlements are their own mini- ruined sea elf city. If they are seen by the sahuagin at any
kingdoms with little that unifies them besides a shared time, they are ruthlessly attacked and killed, or driven out
Northlander culture. of the city. Although there are no barons in Kressilacc,
There’s no safe harbour for outsiders in the archipelago. the priestesses are just as brutal and would accept the
For other Northlanders, the settlement of Westhaven on characters as a great sacrifice to Sekolah.
Pandira serves as a neutral ground where Northlanders of
all stripes who ply the waters of the Sea of Swords might
come to port, wait out a storm and/or resupply. Those who
Kryptgarden Forest
accompany a Northlander to Westhaven might be permitted A small wooded region near Westbridge hides many
to stay for a while, but they certainly aren’t afforded the old dwarven ruins and the extensive underground city
respect that a fellow Norl deserves. known as Southkrypt. For centuries, Kryptgarden Forest
Characters might find themselves visiting Pandira on has been the home and hunting ground of the ancient
the Korinn Archipelago if they accept Priestess of High female green dragon, Claugiyliamatar, better known to
Moonlight Melessa Suaril’s Quest in chapter 2. many as Old Gnawbone. She earned her nickname from

99
her habit of gnawing on old kills and is often seen with a to end the pirate menace.” Once she has imparted this
mangled corpse hanging from her mouth. Other dragons information, Old Gnawbone takes flight and returns to her
rarely remain in Kryptgarden Forest for long, because lair to finish her meal.
Claugiyliamatar drives them out. Claugiyliamatar is an ancient green dragon, with the
following additional features that increase her challenge
Suggested Encounter rating to 23 (50,000 XP).
Claugiyliamatar rarely meddles in the affairs of humans
and their kin. Even so, her collection of crystal balls allows Innate Spellcasting. Claugiyliamatar’s spellcasting ability
her to stay abreast of events happening in the world. She is is Charisma (spell save DC 19). She can innately cast the
aware that great fleets of pirates are amassing in the south, following spells, requiring no material components:
and that adventurers have their work cut out for them. As
the characters travel through her forest, Old Gnawbone’s 1/day each: invisibility, legend lore, protection from energy,
woodland spies (birds, rodents, and other harmless forest true seeing
critters) warn her of their presence. She decides on a whim
to leave her lair and confront them. The characters hear Spellcasting. Claugiyliamatar is an 8th-level spellcaster.
something enormous approaching them through the dark Her spellcasting ability is Wisdom (spell save DC 18; +10
woods and tangled underbrush, and they might be startled to hit with spell attacks). She has the following druid spells
when a great green dragon’s head bursts into view with the prepared:
tenderised corpse of an Uthgardt barbarian dangling from
its mouth. Cantrips (at will): druidcraft, mending, produce flame
If the characters attack Claugiyliamatar, she breathes 1st level (4 slots): cure wounds, detect magic, entangle,
poison gas at them, takes to the air, and returns to her speak with animals
hidden lair. If the characters restrain themselves, she 2nd level (3 slots): animal messenger, pass without trace
tells them (in Common) to travel south to the Nelanther 3rd level (3 slots): dispel magic, plant growth
Isles and search for a ship’s graveyard called Driftwood 4th level (2 slots): blight, locate creature, stoneskin
Docks. “Therein,” she says, “you’ll learn what must be done

100
Lathtarl’s Lantern thugs. Overseeing the negotiations is ‘Lady’ Vonda Agosto
(LE female Turami human assassin), a high-ranking
Lathtarl’s Lantern was once a notorious wrecking site, Zhentarim agent. Vonda is a breeder of flying snakes and
where pirates would light lanterns to draw merchant is constantly surrounded by at least five of the reptiles (use
vessels into rocky reefs to scupper them. Nowadays though, the swarm of poisonous snakes statistics with a fly speed
Lathtarl has cleaned up its act somewhat. Instead of luring on 60 ft.). Characters who wish to travel through Leilon
merchants to their doom with ghostly lights, Lathtarl now must pay a gate toll of 1 sp to enter the town, collected by
lures them in with the opportunity for a hearty meal and gangs of six Zhentarim thugs that loiter around the town’s
cheap drink at the famous Wailing Wave inn. ramshackle wall. There is no charge for characters who can
Lathtarl’s Lantern is also a base for the Scaly Eye prove their affiliation with the Black Network.
Merchant Company, run by Lhammaruntosz the ancient Leilon provides the perfect opportunity for characters
bronze dragon who lairs on Orlumbor. Mother Claws, as to meet up with pirates with potential anonymity, as the
she is known, has many agents in Lantern who help keep inhabitants here are constantly swapping between towns
her merchant ships safe and fend off pirates who give and boats. Characters who spend time at The Orc’s Tusks,
chase. the favoured tavern in the town, can gather rumours
Lantern is ‘ruled’ by Irak Pholdaruk (NG male about the Nelanther, the Black Armada, Sea King Tentrix
Chondathan human commoner), a cheery old man with and his floating lair at Driftwood Docks. The DM should
an enormous moustache, whose ancestor forged the choose exactly what information becomes available to the
connection with Mother Claws in the first place. Pholdaruk characters. The owner of the Tusks in undercover Harper
has no title though Lanternites often refer to him as Mayor. agent named Gorunn Bronzebelly (NG male shield dwarf
spy). If he spots any other Harper agents in this tavern,
Suggested Encounter he winks at them and subtly flashes a harper symbol in
Characters who visit Lathtarl’s Lantern are urged to their direction. If they meet with him privately, he warns
meet with Mayor Pholdaruk in the Wailing Wave, where the characters not to hang around in Leilon for too long.
he spends most of his evenings. Pholdaruk asks if the Gorunn tells the characters that the following afternoon
characters would pay Mother Claws a visit on the island there will be a a raid by the Order of the Gauntlet, who have
of Orlumbor (see the “Orlumbor” section). He’s heard that heard about the mercenary antics of the Zhentarim based
some of the Scaly Eye ships have gone missing in the south here.
and is extremely worried about the pirate presence along Suggested Encounter
the Sword Coast. In addition, something is seriously wrong
with Roaringshore – a pirate hold only two days south The afternoon following the character’s arrival is
of Lantern. Normally the place is dangerous enough, but interrupted by the sound of commotion at the walls of
hideous, crustacean-like creatures have been appearing the town and the thundering of hooves. Storming into
from the town’s direction and attacking Lantern. As if on the settlement come six knights on riding horses led
cue, screams can be heard from outside the tavern as two by Shandri Dundragon (LG female Chondathan human
uchuulons (appendix B) start attacking the village. These priest of Helm; see chapter 1) mounted on a dappled grey
are the experiments of G’zagrix, a mind flayer that makes its warhorse. Shandri and the knights are members of the
home in the Broken Goblet tavern. Order of the Gauntlet, who have heard of the Zhentarim
operations in Leilon. The knights are searching for Vonda
Leilon to imprison her at Helm’s Hold for her criminal activity.
After only a few minutes, a fight breaks out between the
Leilon was a small town near the High Road, straddling the two factions. While Vonda is being rushed out of the town
distance between mines in the mountains and the mudflats on horseback with a guard of six Zhentarim veterans,
on the coast from which its people would send out barges Midda Goldbottle (NE female lightfoot halfling mage) and
of ore to waiting ships. For many years, the town stood four thugs attempt to hold back the Order of the Gauntlet.
abandoned because the protective magic around a wizard’s If the party don’t intervene, Vonda manages to escape
tower, called the House of Thalivar, went awry, causing while the knights are distracted. The Order take a casualty
any who looked at it to be paralyzed. The few travelers still in the fighting and flee Leilon back to Helm’s Hold.
taking the High Road and braving the expansion of the
Mere of Dead Men had to travel for miles around Leilon or Lizard Marsh
pass by it at night to avoid the tower’s mysterious power.
When Lord Neverember decided to reopen the High Road Instead of flowing freely into the sea, the Delimbiyr River
to travel, tearing down the tower became a top priority. It dissolves into a morass of waterways threading around and
is now safe to pass through Leilon, and it is once again a beneath trees festooned with moss, forming a vast swamp.
working town, but all who live there owe allegiance to Lord Lizard Marsh is known for two things: bloodthirsty insects
Neverember. and dangerous monsters. In the event the characters
Despite Neverember staking a claim to Leilon, the real find themselves here, use the Swamp Monsters table in
governing force in the town are the Zhentarim. Leilon has appendix B of the Dungeon Master’s Guide to inspire
become a base of operations through which pirate crews encounter ideas.
are hired, and the place is crawling with cutthroats and Near the north-eastern edge of the Lizard Marsh stands

101
Cromm’s Hold, a squat stone keep surrounded by a wall. known as scattershields, are popular. Off in the distance,
Baroness Wynne Cromm (LE female Illuskan human one can see horses and herds of cattle on sprawling
noble) and her garrison of eighteen soldiers (male and ranches.
female human veterans of various ethnicities) watch the Monsters or brigands sometimes mistake Longsaddle
Lizard Marsh for signs of lizardfolk aggression. for easy pickings-unaware that a family of powerful human
wizards, the Harpells, lives nearby. Their grand house,
Longsaddle Ivy Mansion, lies west of Longsaddle at the end of a long,
winding path. The Harpells founded the village but take no
This sleepy little frontier village, and member of the Lords’ part in its government, preferring to live quietly on their
Alliance, straddles the Long Road, with rows of homes and estate. Magical wards placed throughout Longsaddle and
businesses on either side of the trade route. Noteworthy the Ivy Mansion warn the Harpells when trouble’s afoot.
establishments include a rustic inn called the Gilded
Horseshoe and a friendly festhall called the Gambling
Golem, where card games, and a local marbles game

102
Lost Peaks Suljack (of Ship Suljack), to allow more pirate crews into
Luskan for safe haven, despite protestations from the Lord’s
These forested mountains rise up in the northwest part Alliance. There are often several pirate vessels taking
of the High Forest. Many fey dwell around these peaks, as refuse in Luskan’s Harbour where they cannot be touched
well as a large tribe of centaurs that keep a careful eye on by Gundarlun’s kingsfleet or the Neverwinter navy.
human hunters and woodcutters operating out of Olostin’s For more information about Luskan, see the Sword Coast
Hold. Adventurer’s Guide.

Suggested Encounter
Lurkwood The first time characters spend time in Luskan, they are
The southern verge of the Lurkwood is safe enough to approached by Jarlaxle Baenre (appendix B) disguised as
attract woodcutters, trappers, and hunters from Mirabar, a sun elf ship’s captain called Jalinndan Baelkiir. He politely
Xantharl’s Keep, and Longsaddle, but there’s really no enquires about their business in Luskan and eventually
corner safe from the Uthgardt tribes that hunt here asks them to meet with him the following day, in a tavern
(primarily Black Raven and Thunderbeast barbarians). named One-Eyed Jax, should they be looking for more work.
Goblinoids, wolves, and dire wolves also prowl these If characters meet with Jarlaxle, he informs them that
woods. Luskan has been showing increased leniency toward
pirates of late, providing shelter for crews actively being
Luskan chased by the Lord’s Alliance. He needs someone to
investigate the Arcane Brotherhood for him. He’s positive
The City of Sails often conjures romantic images of a that one of the members is working with the pirates in
magnificent port metropolis, majestic merchant galleons some fashion but can’t work out who. Characters can
with bright sails, and dashing swashbucklers who greet track down members of the Brotherhood by asking around
their enemies with a playful wink and a tip of the hat. Luskan, using downtime to research their location, or using
In reality, Luskan is anything but that. It’s a dirty dive with spells to ascertain their whereabouts. The members of the
filthy streets, squat buildings, ramshackle docks, creaky old Brotherhood and their locations are:
longships, and crass pirates thinly disguised as sea traders.
Rising above the fog and the stench is the Hosttower of the ●● Cashaan the Red, Archmage of the Arcane (N male
Arcane, home of a league of power-hungry wizards called Calishite human necromancer); Hosttower of the
the Arcane Brotherhood. Their ghastly tower branches Arcane: Cashaan is the newly appointed archmagi,
into multiple thinner spires at the top. From a distance, the earning the title by ousting the undead that were
Hosttower might be mistaken for a giant, leafless tree. To occupying the Hosttower. If questioned, Cashaan
those who have the misfortune of seeing it up close, it looks laughs in the faces of the party, claiming he couldn’t
like a clawed hand bursting out of the ground, each of its care less about the goings on of Luskan.
fingers a tower with many peering windows. ●● Zelenn the White, Overwizard of the West (LN
Five High Captains rule the city. Each one is a glorified female moon elf evoker); Neverwinter: Zelenn is
pirate lord who controls a fleet of longships. The five fleets from Neverwinter and has strong ties with Lord
serve many purposes: they defend Luskan against seafaring Neverember. If the party call her into question, she
barbarians and other enemies, they conduct legitimate sea can produce papers linking her with Neverember
trade up and down the Sword Coast, and they raid and and, by association, the Lord’s Alliance.
plunder the island kingdoms to the west (and the occasional ●● Jendrick the Blue, Overwizard of the South (CN
settlement on the Sword Coast). The High Captains have no male Illuskan human mage with a staff of frost);
influence over the actions of the Arcane Brotherhood, nor is Dougan’s Hole: Jendrick is currently lying low after
it apparent that the wizards have any allegiance to Luskan. he organised a failed takeover of Icewind Dale
Luskan’s best-kept secret is that the High Captains which would have cemented a claim for Archmage.
are under the sway of Jarlaxle Baenre, the leader of a Jendrick has strong associations with pirates,
clandestine brotherhood of drow mercenaries and rogues including the crew of the Howling Fiend (see the
called Bregan D’aerthe. Jarlaxle is a master schemer (and a “Icewind Dale” section). He’s perfectly happy with
master of disguise) who would like to bring Luskan into the the Ships of Luskan allowing more piracy, but it
Lords’ Alliance, but the City of Sails has such an unsavoury wasn’t his doing. He suspects Druette the Raven,
reputation, and so little to offer, that most alliance members who’s been acting strangely of late; talking to
won’t allow it. That doesn’t stop Jarlaxle from trying, herself, drawing strange symbols on the walls, and
especially now that the alliance has lost two members: staring out to sea for hours on end.
Everlund and Sundabar. ●● Teyva the Gray, Overwizard of the East (NE female
Unbeknownst to most is that Druette the Raven, half-elf illusionist); Baldur’s Gate: Teyva is a self-
Overwizard of the North of the Arcane Brotherhood is a taught mage and expert thief whose skills lie in
member of the Kraken Society. Slarkrethel contacted her diplomacy rather than arcane talent. She’s currently
before Zellix’Phor overcame him, but the connection has trying to gain influence in Baldur’s Gate but to
been maintained by the elder brain to great effect. Druette little effect. She knows little of what’s occurring in
is currently of convincing Third High Captain Dagmaer Luskan, as she’s focussed on the south.

103
●● Druette the Raven, Overwizard of the North (N
female Illuskan human diviner with a cloak of the
Maelstrom
bat); Port Llast: Druette is a member of the Kraken Maelstrom lies on the floor of the Trackless Sea, nearly
Society who is being influenced by the elder brain 3,000 feet beneath the surface. For centuries, it has been
Zellix’Phor. She has convinced Third High Captain the stronghold of the world’s most powerful storm giant
Dagmaer Suljack (of Ship Suljack), to allow more kings. The undersea fortress of King Hekaton is carved
pirate crews into Luskan for safe haven. She isn’t into a reef which boasts four rocky towers covered in
aware that she works for the Kraken but knows barnacles and coral that reach skyward. Between the
of other Kraken Society members, such as Dread towers is a large sinkhole that descends into the heart of
High Trident Abeline Nerovarco. Druette only the fortress. A natural phenomenon sometimes causes the
reveals this information if her life is at risk. If she ocean currents at the surface to form a great whirlpool with
starts spouting names or locations associated with enough strength to draw ships down into it. These vessels
the Kraken Society, Zellix’Phor deals 70 psychic are torn apart as they are pulled down, and the wreckage
damage to her, enough to kill Druette instantly. is deposited at the bottom of the sinkhole, where hulking
Characters might also uncover that Druette is crabs pick through it for their storm giant masters.
responsible by spying on her or talking with her The easiest and safest way to reach Maelstrom is with
fellow Brotherhood members. teleportation magic. Characters can also reach Maelstrom
by ship through the sinkhole. Any ship that sails over
Jarlaxle asks that the characters seek him out once Maelstrom encounters a giant whirlpool, which inexorably
they’ve identified who’s responsible for the pirate sheltering. draws the vessel into the depths.
They can find him here at the tavern, or on his ship, The Skill Challenge. The characters must succeed on five
Eyecatcher, in Luskan’s harbour. If the characters report DC 20 skill checks before failing three to avoid being drawn
back to Jarlaxle, he arranges for the drow of Bregan into the whirlpool. Allow any reasonable skill to be used,
D’aerthe, his mercenary company, to assassinate Druette. such as the following examples:
If any of the characters are drow, or if they volunteer
to help kill Druette, Jarlaxle is inclined to reveal his true ●● Strength (Athletics) check to row the ship away
identity to them. If they agree to join Bregan D’aerthe, ●● Dexterity check to furl the sails and avoid the wind
he gives them control over his submarine, the Scarlet ●● Constitution check to keep your stomach on the
Marpenoth (AC 20, 300 hit points, damage threshold 15, swirling ship
speed 2pmh, 5 crew, 10 passengers, 2 tons of cargo) and its ●● Intelligence check to calculate an angle of escape
five drow elite warrior crew. ●● Wisdom (Perception) check to observe the rips of
the current
●● Charisma (Performance) check to inspire the crew

104
If the characters fail three checks before succeeding on
five, the ship’s hull is torn apart, and its wreckage sucked
Mere of Dead Men
to the bottom of a sinkhole in the heart of the stronghold. A kingdom that stood here long ago was washed away
Creatures aboard the vessel must make a DC 20 when a lich named Iniarv caused the sea to flow inland.
Constitution saving throw, taking 55 (10d10) bludgeoning The swamp gets its name from the thousands who died
damage on a failed save, or half as much damage on a in the flood. Travelers on the High Road, which skirts the
successful one. There’s no air in the sinkhole, so characters Mere to the east, must resist the urge to be lured into the
who survive the shipwreck must hold their breath, locate swamp by bobbing will-o’-wisps. Countless adventurers
an air pocket, or use magic to breathe. Characters who are have perished in the Mere, drawn by true tales of ruined
drawn down into the depths must also contend with water castles half-sunk in the mire. These once noble estates are
pressure (see “Water Pressure” sidebar). now home to lizardfolk, undead, and worse. The greatest
If the characters succeed on five checks before failing threats to would-be treasure hunters are the ancient black
three, they manage to navigate their ship around the dragon twins Voaraghamanthar and Waervaerendor. While
whirlpool and avoid Maelstrom altogether. the former is considered the undisputed Lord of the Mere,
the latter is hardly known at all and the two dragons like it
Suggested Encounter that way.
A full map of the locations in Maelstrom can be found in If the characters explore the Mere, use the Swamp
chapter 10 of Storm King’s Thunder. Monsters table in appendix B of the Dungeon Master’s
The first time the characters enter Maelstrom, they are Guide to inspire encounter ideas.
apprehended by two storm giants who grab them in their
enormous hands and carry them to Imperator Uthor, a
weather-beaten giant with a long, braided beard. Rather
Mintarn
than being angry with them for invading the fortress, Uthor Mintarn has long been a neutral ground for various forces,
is eager to hear what the ‘small-folk’ have to say about the a place aloof from the conflicts between the city-states of
surface. Uthor rarely leaves the depths of the ocean, but if the coast and the rivalries of the Northlander isles. Any
the crushed vessels which are pulled down into Maelstrom ship, be it pirate, privateer, or merchant vessel, could
are anything to go by, all is not well. dock at Mintarn and find a warm welcome. Many treaties
If the characters mention increased piracy, Uthor seems were struck on its shores, and when peace couldn’t be
unsurprised and explains that many of the ships caught achieved, soldiers and ships of Mintarn hired themselves
in the whirlpool above Maelstrom have been flying black out to various power groups, with no fear of retribution on
banners. Sometimes the vessels are filled with human Mintarn.
captives, other times with strange items that wouldn’t Not long ago, Mintarn was awash with coin thanks to
normally be taken by pirates, such as books, art, and tools. Dagult Neverember’s White Sails ship-building company,
If the characters mention the Kraken Society, Uthor’s face and his coin funnelled through Waterdeep after their navy
grows grave. He sends the guards to bring King Hekaton to was wasted chasing pirates. On top of this, Neverember
the scrying pool and heads there with the characters. When began hiring Tarnian mercenaries to fill the ranks of the
Hekaton arrives, Uthor introduces the characters to the Neverwinter Watch.
giant king and explains the actions of the Kraken Society Unfortunately, the weight of all this gold on the island
to him. Hekaton explains that the Kraken Society is more awoke Hoondarrh – the Red Rage of Mintarn, an ancient
than a faction of telepathically linked agents; it is genuinely red dragon to whom the northlanders paid yearly tribute.
controlled by an ancient and evil kraken named Slarkrethel. Despite their proper tithe, Hoondarrh wanted more and
The kraken has bothered Hekaton many times before, but laid waste to Castle Mintarn to make his point. The folk of
he’s never taken such an interest in the mainland before. Mintarn scrambled to meet the impatient wyrm’s demands
Hekaton uses the pool to cast scrying on Slarkrethel. As and could do little to resist him as their soldiers served in
he does so, each creature in the room has their head filled foreign armies.
with visions of writhing, slimy tentacles which cause their Since that fateful day, and Neverembers exile from
heads to throb. They are then bombarded with images in Waterdeep, things haven’t been great for Mintarn. The place
quick succession; babies being thrown from cliffs into the still has plenty of cosy inns and an abundance of brilliant
ocean, human limbs warping in piscine appendages, brains green wine, but the locals are starting to get desperate. The
mutating and blackening, and hideous, tentacled creatures current Tyrant of Mintarn is Bloeth Embuirhan (LN female
emerging from the depths of the ocean onto the shore. Chondathan human gladiator with 90 hit points) who’s
Hekaton immediately knows something is amiss. trying against the odds to keep Hoondarrh satisfied. The
Slarkrethel is normally arrogant enough to allow himself dragon lives on a mountain named Skadaurak that rises
to be seen. He tells the characters that their best bet at from the ocean to the north of Mintarn. His tributes are left
uncovering what’s behind this will be Purple Rocks. The in on a sandy beach inside a sea cave. Many more caverns
people there venerate the kraken and are likely to know spread out from the tithe cave, and the Red Rage’s snoring
more. Hekaton sends a storm giant named Ygdis to echoes throughout.
accompany them and gives them a conch of teleportation The characters might end up on Mintarn if they accept
(appendix C) which brings them back to Maelstrom if Len-jes’ Quest in chapter 2.
blown.

105
Suggested Encounter Cantrips (at will): blade ward, mending, message, ray of
frost
Characters may try and plunder the great hoard of 1st level (4 slots): alarm, mage armour, magic missile,
Hoondarrh while they visit Mintarn. Rumours abound shield
about the treasures that lie within his cavernous lair on 2nd level (3 slots): arcane lock, darkness, detect thoughts
Skadaurak, including a magic pearl which prevents aging, 3rd level (3 slots): counterspell, dispel magic, haste
a dozen human skulls made of solid ruby, and a life-sized 4th level (3 slots): banishment, greater invisibility, stoneskin
dragon made entirely of gold. The locals also claim that the 5th level (2 slots): cone of cold, wall of force
Red Rage slumbers for most of the year. He only awakes 6th level (1 slot): flesh to stone, globe of invulnerability
when it comes time to receive tribute from the Tarnians. 7th level (1 slot): symbol, teleport
Characters who venture to Skadaurak discover that the
island is a hollowed-out mountain, with several sea caves
permitting entrance where the rock meets the ocean.
Mirabar
There’s no sign of the dragon, nor of his hoard from the Mirabar is the richest city of the North by far. It sits
outside. Characters who enter one of the sea caves hear atop a knoll on the north side of the Mirar River like an
the slow rise and fall of Hoondarrh’s snores, a steady beat unassailable fortress, enclosed on all sides by sloped outer
which can give the characters warning of the dragon’s walls as wide at the base as many city blocks in Waterdeep.
waking. Hoondarrh has riddled his lair with all variety of Defenders can fire arrows down from atop the walls, or, in
traps, both simple and complex, always deadly. Use the winter, pour water down them to make ice slides. There is
examples in chapter 5 of the Dungeon Master’s Guide and no shortage of stone and weaponry. Even the docks have
chapter 2 of Xanathar’s Guide to Everything to inspire the battlements and fortifications.
lair’s defences. When the characters start exploring, and Visitors to Mirabar often wonder why they don’t see more
each time they trigger a trap, have them make a DC 26 dwarves, as humans make up the majority of the city’s
group Dexterity (Stealth) check to avoid waking Hoondarrh. surface dwellers. Another city lies just below the surface,
If the characters fail three of these Stealth checks, the Red and that place is dominated by dwarves. Underground,
Rage stops snoring and begins to wake up. The characters Mirabar is a city of lit residential caverns, superheated
have 1d4 + 1 rounds to escape before Hoondarrh wakes forges, foundries that operate day and night, and tunnels
and searches them out. leading to the mines.
If characters get past five traps without waking Mirabar’s marchion, Selin Ramur (LN male Damaran
Hoondarrh, they can plunder his hoard. Roll on the human noble), meets with the other members of the Lords’
Treasure Hoard: Challenge 17+ table in chapter 7 of the Alliance to ensure that Mirabar’s interests aren’t ignored.
Dungeon Master’s Guide to determine what they find. While the marchion handles foreign policy, true power
Hoondarrh is a truly ancient dragon, obsessed with within the city rests with the Council of Sparkling Stones,
extending his life as far as he possibly can, which is the a group of dwarf elders that manages the city’s security
reason for his long slumber each year. He also delights and decides where the output of Mirabar’s mines are sold.
in luring adventurers into his lair and seeing them The city’s defence falls to the Axe of Mirabar, a well-armed
dismembered by his vicious traps. Hoondarrh is an ancient shield dwarf garrison. All members of the Axe of Mirabar
red dragon, with the following additional features that are shield dwarves. A typical member is a veteran, with the
increase his challenge rating to 25 (75,000 XP). following changes:

Special Equipment. Hoondarrh has a magical emerald ●● A member of the Axe of Mirabar has AC 18 (plate),
called Ongild (which functions as a ring of regeneration and 67 (9d8 + 27) hit points and a speed of 25 feet.
gives him the Innate Spellcasting feature) embedded in his ●● He or she has a Constitution score of 16 (+3) and
scaly hide, and he carries a rod of lordly might and wears a darkvision out to a range of 60 feet.
ring of feather falling. ●● He or she speaks Common and Dwarvish.
●● He or she has advantage on saving throws against
Innate Spellcasting. Hoondarrh’s spellcasting ability is poison and resistance to poison damage.
Charisma (spell save DC 22; +10 to hit with spell attacks). ●● He or she wields a battleaxe instead of a longsword
He can innately cast the following spells, requiring no and a handaxe instead of a shortsword.
material components:
1/day each: delayed blast fireball, prismatic spray, reverse
The rugged land around Mirabar is littered with mine
gravity
heads, open quarries, and heaps of slag and rubble. The
mines of Mirabar yield up vast quantities of most known
Spellcasting. Hoondarrh is a 14th-level spellcaster. His
metals and gemstones. Working mines of any significance
spellcasting ability is Intelligence (spell save DC 20; +12 to
are heavily fortified. All miners who enter, dwarf and
hit with spell attacks). He has the following wizard spells
human, are searched both before and after shifts, ensuring
prepared:
security. It is an inconvenience the miners accept because,
unlike many other places in the North, Mirabar pays well
and cares for the workers.

106
Suggested Encounter Misty Forest
Docked in Mirarbar’s fortified docks is a ship called The
Carny. The ship is almost as broad as it is long and has a This evergreen forest gets its name from the fog that
huge, striped big top tethered to its deck. A wooden sign creeps down from the High Moor and enshrouds it,
by the ship reads; “The greatest floating show you’ll ever making navigation difficult on even the best of days. The
see! Fire-flinging, sword-swallowing, tiger-taming and forest is patrolled by wood elves, who defend the woods
more! Shows at high noon and dusk. 5 sp a ticket, 1 sp for from poachers. Visitors who leave the inhabitants of the
children.” Misty Forest alone, and who build their campfires small and
Standing next to the sign is a bedraggled young girl solely of fallen branches, are usually not disturbed.
wearing a brightly coloured tunic and jester hat. Characters
who succeed on a DC 18 Wisdom (Perception) check notice Mithral Hall
a sulphurous smell about her. If the check succeeds by 5
or more, they notice a strand of red slime which trails from The ancestral home of the Battlehammer clan of shield
her ankle to the ship. The girl, who introduces herself as dwarves is a nigh-impregnable vault beneath the Frost
‘Little Lion’, is a simulacrum formed by an elder oblex Hills, with massive granite doors sealing its entrance and a
which lairs in the hold of The Carny. The ooze was created host of battle-hardened defenders waiting beyond. Despite
by Zellix’Phor and the illithid colony and is being used to its almost mythic reputation, Mithral Hall is more of a
spy on Mirabar and capture choice victims for the mind stronghold than a city, with tunnels to other dwarfholds
flayers. Any creature memory drained by the oblex has its hidden deep below its mines.
memories telepathically transmitted to Zellix’Phor. Bruenor Battlehammer gave up the title of King of
The shows on The Carny are enormously entertaining. Mithral Hall for the third and final time when he set
They deliver all the sign promises and more, wrapped up out to reclaim the lost dwarven city of Gauntlgrym.
in the spectacular showmanship of Belladonna Beguile, His handpicked successor, Dagnabbet Waybeard, now
a charming ringmistress who wears a purple top hat and rules Mithral Hall as queen. A bold leader and a fierce
tails. Before the show commences, Belladonna announces warrior, Queen Dagnabbet firmly supports Mithral Hall’s
the presence of Gilthur Goldfinder (LN male shield dwarf membership in the Lords’ Alliance.
noble), an esteemed member of the Council of Sparkling
Stones. Gilthur stands to face the audience, bowing deeply. Moray
Characters with a passive Wisdom (Perception) of 18 or
higher notice the following strange occurrences throughout To the west of Gwynneth, Moray is a land at war with
the show: itself. The embattled Ffolk of Caer Moray struggle to keep
the port town open so that Dynnegall, farther inland, can
●● The fire is fake – a minor illusion style effect. receive vital goods and supplies. These supplies sometimes
●● One of the sword-swallowers seems to cut the side include reinforcements to deal with the threats of the
of his mouth but no blood spouts from the wound. island, which are many and varied; the Black Blood tribe
●● One of the two tigers in the show swipes at the of Malar-worshiping werefolk, the giants of the Trollclaw
tamers, seemingly catching one of them with its Range in the north, and the ogres and orcs of the Orcskill
claws, though neither tamer reacts. Mountains in the south. The Ffolk of Moray are loyal to the
●● The whole place has a vague scent of rotten eggs. High King. They hope for a return to a unified Moonshaes
under the Kendrick banner and are determined to hold on
Characters with a passive Wisdom (Perception) of 23 or long enough to see it.
higher notice slime strands trailing from each performer in Caer Moray is little more than a walled port that is home
the circus. The oblex has an array of thirteen performers to the majority of humans on the isle. Beyond its walls are
(including Belladonna and Little Lion) in its retinue of numerous fishing and farming villages called cantrevs.
simulacra but also has ten guards thralls to keep order. Many of these are situated in the lush, fertile valley of the
At some point during the show, the oblex uses its Eat Shannyth River.
Memories action through Belladonna on Gilthur. It appears
as if the dwarf has a stroke and he is quickly removed from Suggested Encounter
the ship by two of the guards. The following day, The Carny The characters are sought out by Ursa Thickhide (NG
leaves Mirabar down the River Mirar toward the coast. female Illuskan human werebear), a member of the
Emerald Enclave who has a quest for them. She and
four others were sent to the island to help protect the
Moonwells, pool of sacred water, from the Black Blood
Tribe, who are sacrificing humanoids in these pools in an
attempt to summon an aspect of Malar. The group were
tricked by a jackalwere and led into a dead-end pass,
where they were ambushed by a gang of lycanthropes.
Usra managed to escape, but the others were killed, or so
she thought. In the last few days, Warpip, a squirrel pet

107
belonging to Ellawick Gnackle (CG female forest gnome The hut contains five prisoners; Ellawick Gnackle,
druid), scampered out of the woods to Ursa and brought Rhydian Morgan (LG male Ffolk human commoner), and
news that Ellawick was imprisoned in a Black Blood three orcs named Urzul (male), Shamog (male) and Baggi
encampment in the Trollclaw Range, around a half day walk (female). Each is locked in a wooden cage secured with
from Caer Moray. a padlock. Rugrig has the keys to all the cages. The cage
If the characters agree to assist Ursa and the Emerald locks can be picked with a successful DC 10 Dexterity
Enclave, they can travel with the werebear to the Black check using thieves’ tools or smashed apart (AC 15, 30 hit
Blood encampment, which is little more than a wooden points). Keep in mind that any noise may alert surrounding
hut and half a dozen tents surrounded by a hastily erected creatures. Any damage dealt beyond the cage’s hit points is
palisade wall. The camp contains four werewolves, two transferred to the prisoner within. The prisoners are kept
jackalweres that guard the prisoners in the hut, and Rugrig suppressed by the Sleep Gaze of the jackalwere guards. If
Foamtankard, a wereboar with the following changes that characters stake out the prison and succeed on a DC 14
increase his challenge rating to 5 (1,800 XP): Wisdom (Perception) check, they overhear the jackalweres
talking about sacrificing the prisoners tomorrow.
●● Rugrig wears spiked armour (AC 14 in humanoid The following day, the prisoners are loaded up on a
form). cart, pulled by a captured auroch belonging to the orcs,
●● Rugrig has 120 hit points. and taken to a Moonwell three hours away. Unless the
●● Rugrig wields clawed gauntlets instead of a maul; characters intervene, they are sacrificed here one by one,
+5 to hit, reach 5 ft., one target, dealing 6 (1d6 turning the glistening water of the pond a deep red.
+ 3) piercing damage. If Rugrig attacks with the
gauntlets, he can make an additional gauntlet Treasure
attack as a bonus action. A character proficient Each werewolf member of the Black Blood Tribe carries
with shortswords is considered proficient with the 2d10 gp in a pouch. Rugrig also wears an electrum signet
gauntlets. ring (worth 50 gp) bearing the bear paw symbol of Malar.
●● Rugrig wears a periapt of wound closure.

108
Murann merchants. However, after Mintarn’s fortunes turned, the
settlement went into decline. Without trade to support
Murann, also known as the Sailor’s City, is the second them, more and more merfolk left.
largest city in Amn. It lies at the western end of the Tethir To make matters worse, a ship crossing the waves atop
Road in the Tarseth Bay. The city’s economy is based the city dropped a coffin of black mahogany overboard,
entirely on ocean trade, and goods travel both ways which landed in the centre of the underwater market. That
between the city all the way to the continent of Maztica. The coffin contained Mei Ling, a vampire who quickly adapted
city is occupied mostly by merchants, shipwrights and the to her new underwater environment. She fed voraciously on
Harbour Guard who defend the port against opportunistic the few merfolk that remained and has since turned the city
pirates and the Shadow Thieves guild that operates out of into her lair.
Amn. The city is ruled by a parliament of merchant family Characters might end up Narino if they accept Len-jes’
heads, who try to ensure that the port stays open at all Quest in chapter 2.
times, and that trade remains firmly in Muranni favour.
The families in the parliament are the Hirehooks, the
Suggested Encounter
Nubaedfyd, the Kaptonnemes, the Luraxxol, the Ophals, While exploring the underwater city, the characters are
and the Tuskar. certain to come across the largest building in the ruins;
Thanks to the Harbour Guard, Murann is a relatively safe a palace carved into an enormous boulder covered with
city to visit. The biggest dangers that face the populace corals and anemones. The lower levels of the palace which
are the ever-present Shadow Thieves who organise crime served as living quarters and banquet halls have, for the
throughout Amn, and the tribes of ogres, led by powerful most part, caved in, leaving only the upper levels open. It is
oni, who attack out of the Tejarn Hills to the east of the city. here that the vampire Mei Ling resides.
N1. Audience Chamber
Suggested Encounter
The first time characters enter the city, they find that Following a smooth, spiralling corridor leads you to a domed
the harbour is under attack by a sentient galleon called chamber with a gallery above. The chamber is lit by some
Dreadcutter. The galleon bristles with weaponry and flies magical light which causes the pearls set into the architraves
a black pennant. Dreadcutter is a sentient chaotic evil ship to glisten. Dozens of tiny fish flitter in shoals around the
with an Intelligence of 16, a Wisdom of 10, and a Charisma chamber and crustaceans scuttle across the floor. Each of
of 18. It has hearing out to a range of 120 feet. The ship can the four walls of the gallery above sport a vicious-looking
speak and read Common, and communicate telepathically gargoyle with twinkling sapphire eyes.
with any creature within 120 feet of it in a malicious, snarky
Creatures. As the characters look around the chamber,
tone. Dreadcutter is arrogant and egotistic, desiring nothing
Mei Ling swims gracefully down from the gallery above.
more than to become the most feared pirate vessel on the
The vampire introduces herself to the characters and asks
Sword Coast. The ship was created when a powerful drow
why they have chosen to visit her. She is a gracious host,
wizard took her life aboard the galleon after being captured
though has a habit of invading people’s personal space
by humans. Her soul lingers in the ship but retains no
and never seems to blink. Mei Ling prefers not to create
memory or semblance of its former life.
vampire spawn but might do so if one of the characters
Dreadcutter is a magical sentient construct. It has AC 15,
takes her fancy.
300 hit points, and a damage threshold of 20. It is equipped
Mei Ling uses the statistics of a vampire with the
with two ballistae, a mangonel, and a ram, and can make
following changes:
one attack with each per turn. A character can attune to and
interact with Dreadcutter as if it were a sentient weapon,
●● She has AC 18 (natural armour, bracers of defense)
though Dreadcutter attempts to take control of its wielder if
●● She has a swim speed of 30 feet.
it doesn’t sink at least one ship per tenday.
●● She transforms into a quipper rather than a bat
Dreadcutter was hired by Sea King Tentrix to attack
using her Shapechange feature.
Murann as part of the ongoing offensive against the Sword
●● The natural currents of the ocean don’t count as
Coast and Island Kingdoms. A character who attunes to
‘running water’ for any of Mei Ling’s features.
Dreadcutter can get this information from the ship so long
●● She wields a vicious greatsword; +9 to hit, reach
as they comply with Dreadcutter’s wishes. If the characters
5 ft., one creature, dealing 11 (2d6 + 4) slashing
don’t intervene, Dreadcutter destroys the majority of
damage on a hit.
Murann’s naval forces before taking off toward Asavir’s
Channel. As it leaves, the sound of harsh cackling sweeps in
If combat breaks out with Mei Ling in this chamber, the
on the wind.
four gargoyles (with a swim speed of 60 feet, but no fly
speed) swoop down from the gallery above and assist her.
Narino Light. The room is continually lit with a permanent light
spell that has no specific source.
Narino is an abandoned underwater merfolk city south
Gallery. Overlooking the main chamber, at a height of
of Mintarn. The merfolk there were once a society of
30 feet, is a gallery. Nothing prevents creatures swimming
wealthy merchants who traded pearls and corals to the
between the two levels. There are several windows, barred
folk of Mintarn, as well as Waterdhavian and Neverwintian
109
by coral growths, that look out over the ruined city. N2. Crypts
Treasure. Characters with an edged tool, such as a
dagger, can spend 10 minutes prising pearls out of the The corridor ahead has four doors leading south and three
chamber walls. Roll a d20 for each 10-minute period, up to alcoves on the north wall. Each alcove contains a bas relief of
a maximum of 3d20. The characters recover a number of a regal merfolk wearing a wealth of jewellery.
10 gp pearls equal to that result. The following information pertains to the specific crypts,
Secret Corridor. Characters with a passive Wisdom working from left (west) to right (east). The stone doors are
(Perception) of 20 or higher notice bubbles collecting named, save for the westernmost, which has had the name
around the architrave of one of the recessed arches. A etched out.
successful DC 20 Intelligence (Investigation) check allows a Mei Ling’s Coffin. The door to this crypt is barred from
character to open the secret door by pressing a sequence of the inside with three steel bars. It can be forced open
pearls whose lustre is diminished. with a successful DC 30 Strength check. Inside the walls
The door is warded with a symbol spell with the have been decorated with dozens of skulls of a variety of
Hopelessness effect, which is triggered when a non- creatures. Taking up most of the floor space is a black
undead opens the door. The symbol can be spotted with mahogany coffin that is warded against degradation by the
a successful DC 25 Intelligence (Investigation) check. If ocean. This is Mei Ling’s resting place. Any creature other
the symbol is triggered, it also sets off an alarm spell in than Mei Ling who touches the coffin causes the skulls to
Mei Ling’s mind. The secret door on the other end of the animate and attack (use the swarm of quippers statistics).
corridor can be opened from the inside without a check. There is a secret door in the rear of the crypt that can be

Narino. 1 square = 5 feet

110
spotted with a successful DC 20 Wisdom (Perception) bolts. Berriamo has no real loyalty to Mei Ling, who created
check. Opening the door requires a successful DC 20 him in a moment of weakness. The two rarely talk to each
Intelligence (Investigation) check. other but cohabit out of a strange sense of family. Berriamo
Elethera Strongcurrent’s Tomb. The door opens into a defends Narino as it is his home, but won’t risk his life to
small chamber containing dozens of weapons and shields, save Mei Ling.
and a large stone sarcophagus sculpted with scenes of Treasure. Hanging from hooks are a number of
battle. The weapons in the chamber are made of sharp crossbows; a heavy crossbow inlaid with mother of pearl
coral, shell and the like and are still functional. They include (150 gp), a light crossbow made of green crystal (75 gp), a
four spears, six clubs, and two shields. The sarcophagus scrimshawed hand crossbow made of whalebone (125 gp)
can be opened with a successful DC 15 Strength check. and a hand crossbow of warning made of twisted coral.
Inside is the skeleton of a merfolk holding a shield of N5. Upper Corridor
missile catching made of an enormous scallop shell and a
+1 spear with the Guardian property (see chapter 7 of the You enter an arched corridor supported by giant twisted
Dungeon Master’s Guide). shells that act as columns. Weaving in and out of these is an
Mialenna Frozendepth’s Tomb. Growing from the walls enormous eel, whose green skin crackles with sparks.
of this chamber are dozens of oysters in a thick matt of
mossy seaweed. The stone sarcophagus is decorated with Creatures. Guarding the corridor is Mei Ling’s pet giant
streams of mother of pearl in a swirling pattern reminiscent lightning eel (appendix B). The eel attacks anyone it doesn’t
of a whirlpool. The sarcophagus is covered with barnacles recognise that enters the corridor but flees if reduces to half
and can be opened with a successful DC 15 Strength check. its hit points or less.
Inside is the skeleton of a merfolk holding an enormous
pearl which functions as a crystal ball of mind reading. Nesmé
Uthemaris Swiftwave’s Tomb. Hundreds of glyphs and
symbols cover the walls of this chamber in interlocking Despite a heroic effort to save the town, Nesmé fell during
circles and spirals. The stone sarcophagus has different the War of the Silver Marches to a horde of orcs aided by
metals inlaid into it in a coiling motif. The sarcophagus is an ancient white dragon named Arauthator. It was then
protected with an arcane lock spell but can still be smashed conquered by drow until they too were forced to abandon
open with a successful DC 25 Strength check. Opening the it. Today, Nesmé lies in ruins, and monsters from the
sarcophagus reveals a skeleton of a merfolk interred with Evermoors thwart efforts to rebuild it.
a staff of withering and a circlet of blasting. Taking either The town stood on the east side of the Surbrin River,
of the items causes a wraith (with a 60 ft. swim speed) to enclosed within a circular wall festooned with ballistae
attack whoever holds the items. and catapults, and connected by a fortified bridge to a
formidable castle on the west side of the river. This western
N3. Library bastion enclosed the docks, paddocks, and stock pens, and
also gave the townsfolk and the militia a place to fall back to
Following a spiral ramp up the side of the boulder leads you
in the event the town was breached. Although the militia put
to an empty chamber. The walls of the room have hundreds,
up a good fight against the orcs, the town couldn’t withstand
if not thousands of nooks cut into them, each of which holds
the dragon’s attacks. The castle on the western shore has
a thin sheet of dark grey stone.
partially collapsed, the bridge has been destroyed, and the
town’s defences have been torn down. Within the town
Tablets. Each sheet of stone is inscribed with Aquan walls, now breached in several places, are piles of debris
runes, based on Dwarvish script. They detail the history that were once shops, taverns, inns, and festhalls. Skulls,
of Narino and its peoples including their trade, worship, bones, rusted armour, and broken weapons are all that
government, wars, and treasures. The entire collection remain of those killed by orc axes and the dragon’s icy
(1,450 tablets) would take multiple trips to salvage. Each breath.
tablet weighs 5 lbs. and is worth 25 gp.
Neverwinter
Practising his aim on wooden statues and shell shields at the
far end of the room is a pallid merfolk wielding a beautifully Neverwinter is a prominent city on the Sword Coast. A full
ornamented crossbow. Hanging from hooks on the wall description of the settlement can be found in chapter 2. For
behind him are four more crossbows, each ornamented in its more information on Neverwinter, see the Sword Coast
own unique fashion. Adventurer’s Guide.

Suggested Encounter
N4. Shooting Range
Unless it has already occurred, you can run the “Attack
on Neverwinter” encounter (see chapter 2) whenever the
Creatures. When the characters first enter the room, characters visit the city.
Berriamo Deepcurrent, a merfolk vampire spawn wielding
a +1 light crossbow that looks like an eel, is practising his
aim on the statues, which are peppered with crossbow

111
Neverwinter Wood Oman’s Isle
The forest east of Neverwinter seems to have a magical Oman’s Isle is a blasted place controlled by fomorians that
quality about it, or at least an air of mystical secrecy. hurl huge stones at any ship that comes too near the coast.
Neverwinter Wood holds countless ruins and more than a The island is home to the ruins of the Iron Keep, once home
few crumbling castles. The always-warm Neverwinter River, to the island’s rulers, and sought after by both Jarl Rault of
which flows out of the wood, has its source deep beneath Norland and High King Derid of Alaron.
Mount Hotenow, an active volcano in the northern reaches The island is currently under the tyrannical rule of
of the forest. The volcano last erupted some fifty years Hathfell the ettin who lairs in the Iron Keep with twelve
ago. Lava pouring down from the mountain burned a wide fomorians. The creatures attack non-giants on sight and
swath through Neverwinter Wood, destroying everything it fight to the death. They aim to corrupt a Moonwell on
touched. New trees have begun to grow where the ancient Oman’s Isle and use it to teleport to other Moonwells in the
ones once stood, though the effect of the catastrophe is still Moonshaes, with the help of Crughth, an orc claw of luthic.
plain for all to see.
Suggested Encounter
Norland Characters might visit Oman’s Isle in search of the Cairn of
Thelgarr Ironhand. The cairn is hidden in a forest on the
North of Moray lies Norland, the stronghold of the island, but most Norls (including Raul the Wise) know its
Northlanders of the Moonshae Isles. Much has happened exact location. Although the cairn has not been breached by
among the Norls of late, weakening their grip on the the giants, it is guarded day and night by two fomorians.
Moonshaes, but High King Kendrick lacks the power to When the characters first arrive at the cairn, the two
capitalise on it. In recent years, a Northlander woman fomorians are locked in combat with three chuuls which
calling herself the Storm Maiden arose as a battle leader have been sent as a distraction by the Kraken Society.
among them, which was unusual because Northlanders The Kraken Society members, led by the notorious Storm
don’t allow women to raid or fish. Said to be blessed by Maiden of Moray, accessed the cairn via a subterranean
both Valkur and Umberlee at her birth, the Storm Maiden stream and are hoping to plunder its treasures.
gathered great numbers of Norls to her banner, and it The entrance to the cairn is a descending stair in the
seemed she might contest the king for control of Norland. centre of a ring of standing stones. The entrance to the
However, a decade ago, she seemed to be consumed by the cairn is blocked by a huge stone which looks as if it could
power of Umberlee, and she drove her followers on a mad be rolled aside. Moving the stone requires a successful DC
quest to control the Sea of Swords. When at last she was 15 Strength check.
defeated at sea, she and her ship vanished into the waves.
She is known to be unable to drown, and many people fear I1. Antechamber
her return.
You descend the rough stone stairs down into an unlit
Rault the Wise (N male Illuskan human berserker),
chamber. Twisting roots push through the cobbled walls and
King of the Norls, lost both his elderly son Olfgaut and
the packed mud ceiling. A single exit on the southern wall
grandson in battles against the Storm Maiden, leaving
leads further into the tomb. Standing either side of the door
succession in question. He has a granddaughter of great
are two stone statues of northlander warriors.
spirit and wisdom, but in the male-dominated Northlander
society, and so soon after the disastrous rise to power of the Light. All the chambers in the cairn are unlit.
Storm Maiden, it is unthinkable that rule should fall to her. Statues. A closer look at the statues reveals that they are
Rault rules from his castle in Rogarsheim on the eastern both clutching a wooden token in their left hands with a
edge of the island, and several jarls bend the knee to him tree engraved upon it. Casting detect magic on the tokens
throughout the island. shows an aura of abjuration magic.
If the characters pay a visit to Rault in Rogarsheim and Exit. The single exit from the room is protected with
talk to him about the pirate attacks, he tells them that glyph of warding which requires a successful DC 20
Norland has indeed been attacked multiple times by crews. Intelligence (Investigation) check to discover. Any creature
He fears that the Storm Maiden will return with a crew and that crosses the threshold without a wooden token (see
try to take his throne. Rault asks the characters to track above) triggers the glyph, which casts the spike growth spell
down the Storm Maiden (who is currently a Pirate Lord over the entire corridor.
of Sea King Tentrix) and kill her. If they promise to do so, I2. Shrine to Tempus
Rault tells the characters to visit Oman’s Isle. Although the
place is swarming with giants, there is a tomb there that Columns of white stone line the corridors of this chamber.
belongs to Thelgaar Ironhand, a powerful Jarl who united At the far end is a shrine made of the same stone, atop which
the Northlanders. This Cairn is said to hold magic items lies an enormous greatsword with a blood red blade as wide
that could help the characters, namely a magic greatsword as a man’s palm. Rather than tapering to a point, the blade
and an unsinkable longship. If the characters bring Rault broadens into an axe-like head. The southwestern corner of
the greatsword, they can keep the longship and anything the chamber has crumbled away, leaving a 5-foot wide hole.
else they find. Rault does not know that the Storm Maiden
is soon to pilfer the cairn for herself.
112
Ironhand Cairn. 1 square = 5 feet
Green Slime. Characters with a passive Wisdom others. A character that steps on the flagstone triggers the
(Perception) of 10 or higher notice that the ceiling of this trap, which acts on initiative 20 and 10:
chamber is covered with patches of wet, sticky slime. This
substance is green slime (see chapter 5 of the Dungeon ●● On initiative 20, poisonous, flammable gas quickly
Master’s Guide). fills the room from tiny holes in the columns.
Treasure. Atop the shrine is a giant slayer greatsword Characters in the chamber must succeed on a DC
called Ironhand’s Reckoning, that carries great political 20 Constitution saving throw or become poisoned
weight amongst the Northlanders. A character who takes for 1 minute.
the sword from the shrine hears a deafening horn blast ●● On initiative 10, sparks appear in the alcoves and
and must make a DC 20 Constitution saving throw. On a ignite the gas. Each creature in the chamber must
failed save, the character takes 22 (4d10) thunder damage make a DC 20 Dexterity saving throw, taking 22
and is deafened for 1 minute. On a successful save, the (4d10) fire damage on a failed save, or half as much
target takes half the damage and isn’t deafened. After the on a successful one.
boom, the shrine seems to bleed from the surface, pouring
onto the floor. Five berserker spirits with resistance to all Secret Door. Characters with a passive Wisdom
damage appear within 10 feet of the character with the (Perception) of 18 or higher notice a slight breeze coming
sword and attack them. from the eastern alcove. A successful DC 18 Intelligence
Hole. The hole in the southwestern corner drops down (Investigation) check uncovers a secret door, which can be
10 feet into the river in area i4. opened by twisting the back wall of the alcove.
I3. Death Trap I4. Subterranean River

This chamber seems in worse condition than those before. Wading through the river are six cloaked figures, their sodden
The flagstones of the floor are out of place and cracked in robes pulling at their necks. The leading figure carries a
many areas. The white stone columns are blackened with lantern which lights their way. As you watch, a black form
soot, as are the alcoves on the north and south walls. unfolds from the ceiling and drops down on the figure at the
rear of the party, wrapping around their head as they plunge
Trap. Characters with a passive Wisdom (Perception) of
into the icy water.
18 or higher notice that the first flagstone of the chamber
(when approached from area i1) is raised higher than the

113
Flowing through the cairn is a rapid river which crashes the city’s navy lay disabled in its harbour, the strong ships of
against its stone banks. When the characters first discover Orlumbor proved sturdy enough that folk could live on and
the river, read or paraphrase the following: in them while the city recovered.
Creatures. The figures are five Kraken Society spies led Orlumbor was once a simple shipwright island, supplying
by the Storm Maiden (appendix B). They are searching for the city-states of the Sword Coast with vessels for their
the magic items buried with Ironhand and are making their navies. Waterdeep in particular relied on Orlumbor to
way toward area i5 when they are attacked by a cloaker. supply ships for its defence, making the island a wealthy
River. The river is freezing cold, flows from west to east and well-protected place in return. When Lord Neverember
at a rate of 30 feet per round, and is 5 feet deep. Characters sank Waterdeep’s navy in his fight against pirates, he
who fall prone in the water are carried along by the current. arranged to hire mercenary ships to replace the force,
The river terminates on the eastern shores of Oman’s Isle funnelling ill-gotten proceeds into his own pockets, and
but flows through several tight passages without access to leaving both the coffers and the shipyards of Orlumbor
air. Trudging up the river to the west forces a character to high and dry. After Neverember was ousted, Waterdeep’s
move at half speed but leads to a safe exit. business returned, and with it much of the isle’s prosperity.
Treasure. Atop the cliffs in the southwest of the crypts is Reaching Orlumbor by ship is tricky because of the rocky,
the cloaker’s lair. Mixed in with discarded bones and clothes cavernous approach to the harbour. Once a ship navigates
are a potion of greater healing, a potion of climbing, a belt the route properly, it can find a wider berth, and any minor
with a golden buckle (25 gp) and a golden torc (100 gp). damage to the new visitor is happily (and cheaply) repaired
I5. Ironhand’s Tomb by the Orlumbor dockworkers. These are folk born and
bred to work on ships. The homes on Orlumbor are built
You emerge into the chamber through which the into the caverns of the island, and just as well defended as
subterranean river flows. The sound of it surging past echoes the docks that are its life’s blood.
throughout the room, making it hard to hear. A stone bridge More than once down the years, Waterdeep’s protection
crosses the river and leads up to a raised plinth atop which is has kept Orlumbor from falling to Mintarn, Luskan, Arnn,
a sarcophagus. The stone lid of the sarcophagus is sculpted or Baldur’s Gate, all of which have sought to claim the
in the likeness of a northlander warrior of immense height islands and its shipyards for their own. None of these other
and breadth, grasping an enormous greatsword. places ever considered that Orlumbor might simply choose
not to build ships for them, but thankfully, it’s never come
River. See area i4. Characters have disadvantage on to that. Now, Orlumbor once again serves Waterdeep, in
Wisdom (Perception) checks that rely on hearing in this exchange for coin, foodstuffs, and other goods from Faerûn.
chamber thanks to the echoing river. Characters might visit Orlumbor should they accept
Creatures. If the characters didn’t already encounter Selacia Cradano’s Quest in chapter 2.
them in area i4, the Krakenar burst into the chamber from
the west a round after the characters arrive. On initiative Suggested Encounter
20 the following round, the cloaker appears. Rather than As the party approach Orlumbor, they are visited by
attacking the characters, the Krakenar make a break for the Lhammaruntosz, an ancient bronze dragon who lairs
tomb and try to take off with the items. on the island. Lhammaruntosz doesn’t conceal her true
Bridge. The bridge is magically trapped with a flesh to appearance but approaches cautiously in case she is
stone spell (DC 20) which is triggered when a creature mistaken for an evil dragon. If the characters don’t attack,
walks onto the bridge. Characters with a passive Wisdom Lhammaruntosz introduces herself as Mother Claws. She
(Perception) of 12 or higher notice the words ‘Never the inquires as to the purpose of the party’s visit to Orlumbor
easy path’ etched into the bridge on the northern side. and whether they saw a cog named the Bobbing Barrel on
Tomb. The lid of the sarcophagus can be moved with their journey here.
a successful DC 15 Strength check. Any character who If the party make clear that they are adventurers,
is not an Illuskan human that moves the lid causes the Llhamaruntosz asks if they would do her a favour. She is
body of Thelgarr Ironhand to awaken as a sword wraith the proprietor of the famed Scaly Eye merchant company,
commander. which operates up and down the Sword Coast. Normally
Treasure. The tomb contains 700 cp, 8,000 sp, 2,300 no one would dare target her ships, but recently the
gp, and 130 pp. Set down beside the skeletal corpse of pirates have been getting bolder. While she was rescuing
Thelgarr Ironhand is a folding boat with a dragonhead a stranded crew near Luskan, she lost contact with the
figurehead that cannot sink, even when reduced to 0 hit Bobbing Barrel. Mother Claws fears the cog must have
points, and a suit of adamantine armour (scale mail). been attacked in Asavir’s Channel near the Nelanther Isles.
If they accept, she promises them 500 gp for any
Orlumbor information they return, plus an additional 50 gp for each
crew member they recover. The crew consisted of six
If you’re looking to purchase or repair a ship, there is
guards led by Azzakh Norixius (NG male gold dragonborn
no better place to do it along the Sword Coast than in
bandit captain). Lhammaruntosz gives the characters a
Orlumbor. The finest shipwrights in the world live here,
blue pennant with a weeping eye on it for them to fly. This
and their joining work is among the reasons Waterdeep
is the mark of the Scaly Eye fleet and should offer some
remained so strong for so many years. Even when much of
measure of protection against pirates. Any subsequent
114
random encounter with pirates has a 50 percent chance of spelled doom for many small coastal towns, Port Llast is
ending early when the pirates see the pennant and flee. flourishing. The town’s First Captain, Helvig Brightwood
Characters who search the ocean floor of Asavir’s (LN female Illuskan human noble with a +3 longsword),
Channel and succeed on a DC 18 Intelligence has made a deal with the Ships of Luskan. In return
(Investigation) check find part of the wrecked Bobbing for Port Llast’s protection, Luskan is paid a cut of the
Barrel among the mass of sunken ships there. It was sunk harbour tax which the town collects from anchoring ships
by the Curse of Irphong (see the “Asavir’s Channel” section) (2 gp a day). Because of this, the harbour of Port Llast is
and the crew were kidnapped and taken to Driftwood Docks guarded at all times by two Luskar galleons crewed by
via the Sea Tower of Irphong. thirty berserkers each. The harbour is further fortified
Lhammaruntosz is an ancient bronze dragon, with the by a sea wall, atop which are two mangonels (+5 to hit,
following additional features which increase her challenge range 200/800 ft. (not within 30 ft.), dealing 27 (5d10)
rating to 25 (75,000 XP): bludgeoning damage on a hit). Overseeing the defences and
influencing the decisions of First Captain Brightwood is
Regeneration. Lhammaruntosz regains 20 hit points at Anther Stoneharrow (N male Illuskan human veteran) who
the start of its turn. Lhammaruntosz only dies if she starts works for Ship Kurth.
her turn with 0 hit points and doesn’t regenerate. This trait Floating in the harbour is a massive bireme called The
doesn’t function in an antimagic field. Bookwyrm painted with stripes of white and yellow. The
broad boat sits low in the water and bobs rhythmically with
Special Equipment. Lhammaruntosz carries an altered the waves and is often a hub of activity. Many of the folk
wand of fireballs that deals acid instead of fire damage. of Port Llast visit the ship, travelling out to it on smaller
rowboats and returning with elaborately carved wooden
boxes.
Spellcasting. Lhammaruntosz is a 12th-level spellcaster. Characters who inquire about the boat are told it’s a
Her spellcasting ability is Charisma (spell save DC 21; +11 travelling library that moves up and down the Sword Coast
to hit with spell attacks). She has the following sorcerer swapping and loaning books. The library is run by the
spells prepared: Order of the First Scribe, a community of monks devoted
to Deneir (sixteen acolytes of Deneir of mixed races and
Cantrips (at will): acid splash, dancing lights, light, genders). The order is led by Sam Silvereyes (NG non-
mage hand, mending, true strike binary lightfoot halfling priest of Deneir), a kind-hearted
1st level (4 slots): comprehend languages, expeditious halfling who sings the praises of Deneir and wants to
retreat promote literacy across the Realms. The library disperses
2nd level (3 slots): darkness, detect thoughts, suggestion free copies of the Tome of Universal Harmony, a seminal
3rd level (3 slots): dispel magic, tongues text of Deneir, and loans out rarer books for a cost of 5 sp
4th level (3 slots): dimension door, stoneskin a day, with a deposit of 25 gp. The rarer books are given
5th level (2 slots): cloudkill, dominate person out in enchanted boxes which are watertight and float on
6th level (1 slot): arcane gate water. The Bookwyrm is due to leave Port Llast tomorrow
afternoon, headed south for Neverwinter.
Phandalin Sam Silvereyes doesn’t know that their partner, Jasper
Littlefellow (see below), has fallen into the clutches of the
In the northern foothills of the Sword Mountains lies the Kraken Society during their time out at sea. Promised with
nondescript mining settlement of Phandalin. Although the ever greater knowledge, Jasper weakened to the telepathic
village might not look like much, it provides a safe haven for communications which he assumes come from an aspect
adventurers eager to explore the surrounding wilderness, of Deneir. Jasper is currently on his way back from Luskan,
which is home to many old ruins and abandoned dwarven where he and some fellow Krakenar agents stole a tome of
mines. the deep (appendix C) from the Hosttower of the Arcane.
A map of Phandalin appears in the Lost Mine of As soon as they arrive tomorrow morning, The Bookwyrm
Phandelver adventure in the D&D Starter Set. moves on to Neverwinter. Sam is extremely loyal to Jasper,
defending him even if his theft is revealed.
Port Llast
Suggested Encounter
This coastal town has been, at various points in its violent
The morning after the characters arrive, as The Bookwyrm
history, plundered by pirates, enslaved by evil cults, set
is getting ready to leave, a small cog cuts through the
ablaze, overrun by sahuagin, and even raided by drow, yet
waves toward the boat. The smaller vessel drops anchor up
it weathered every storm and shows glimmers of renewed
close to The Bookwyrm and its crew use grappling hooks
prosperity once more. It’s the only port between Luskan
to swing themselves across. The crew consists of four
and Neverwinter, and the only place between the two cities
martial arts adepts and Jasper Littlefellow (N male lightfoot
where tall cliffs give way to sandy shores. Port Llast’s
halfling), who uses the statistics of a martial arts adept
harbour is strewn with shipwrecks, the tombs of seafarers
with the following changes:
who fought for the town’s spoils and lost.
Although the pirate attacks along the coast have

115
●● Jasper’s size is Small.
●● His speed is 25 feet.
Red Larch
●● When he rolls a 1 on an attack roll, ability check, or Named for a distinctive stand of red larch trees that were
saving throw, he can reroll the die and must use the cut down when the village was founded, Red Larch is
new roll. situated on a fertile patch of land on the western outskirts
●● He has advantage on saving throws against being of the Sumber Hills, at a place where the Kheldell Path
frightened. and the Cairn Road meet the Long Road. Despite its small
●● He can move through the space of any creature that size, Red Larch offers many fine amenities, including the
is a size larger than his. Allfaiths Shrine, a place of worship that caters to multiple
●● He can attempt to hide even when he is obscured faiths; the Swinging Sword, a respectable three-story stone
only by a creature that is at least one size larger inn with a high-pitched roof; and the Helm at Highsun, a
than him. ramshackle yet lively tavern.
●● He wields a staff of thunder and lightning (+4 to A map of Red Larch and a detailed description of the
hit). As an action, he can make two attacks with the village and its inhabitants can be found in the adventure
staff, which deals 5 (1d6 + 2) bludgeoning damage, Princes of the Apocalypse.
or 6 (1d8 + 2) bludgeoning damage if used with two
hands, on a hit.
Red Rocks
As the crew from the cog board, The Bookwyrm begins Off the coast lies a collection of tiny islets known collectively
to leave port. Before they get out of sight, however, four as the Red Rocks. Most of these landforms are sea stacks
drow fighters and four drow spies led by Braelin Janquay carved by the waves of the Sea of Swords, but some are
(LN male drow elite warrior with a helm of teleportation) little more than boulders peeking up above the waves. The
teleport onto the ship. The drow begin to fight with the Red Rocks have sunk countless ships over the centuries, so
newly arrived Jasper and his allies. After the first round of sailors tend to give the area a wide berth. Fishers in small
combat, Sam runs up onto the deck and joins the fight on vessels frequent these waters, however, since the area is
Jasper’s side. The drow are agents of Bregan D’aerthe, a home to a huge variety of fish and shellfish, many of which
society of male drow run by Jarlaxle who keep Luskan in are prized in Waterdeep.
check. Jarlaxle himself send the drow after Jasper to recover Characters who attempt to sail through the rocks in a
the stolen tome of the deep. ship that requires more than two crew members run the
If the characters do nothing to intervene, Jasper uses his risk of scuppering their ship. The crew of the ship must
staff to devastating effect, killing several of the drow and succeed on a DC 16 group Dexterity check. Failure results
severely injuring Braelin, who teleports himself and the in the ship being smashed against the rocks and taking 27
remaining Bregan D’aerthe drow back to Luskan. (5d10) bludgeoning damage.
Characters who navigate through the treacherous terrain
Purple Rocks are likely to encounter a group of merfolk who live in sea
caves beneath the rocky sea stacks. The merfolk of Red
A cluster of rocky islands far to the west in the Trackless Rocks are more aggressive than other communities of
Sea is named for the dark purple hue that they take on their kind and collect tolls from ships that pass nearby. The
under stormy skies. The two largest islands among the normal citizen of Red Rocks uses the statistics of a tribal
Purple Rocks have one settlement apiece: the town of warrior with the following changes:
Vilkstead on the eastern island of Utheraal, and the slightly
smaller town called Ulf of Thuger on the island of Trisk ●● A member of the Red Rocks merfolk community is
to the west. Each island also has its own king: Sea-King lawful evil.
Frannis of Utheraal and Sea-King Krulk of Trisk (CN male ●● He or she has AC 14 (hide armour, shield).
Illuskan human gladiators). ●● He or she has a speed of 10 ft. and a swim speed of
The Northlanders of Utheraal and Trisk are under the 40 ft.
sway of the kraken Slarkrethel. They show their devotion, ●● He or she has proficiency in Perception +2.
among other ways, by tossing their newborn children into ●● He or she can speak Aquan and Common.
the sea. The islanders wear tattoos of krakens made with ●● He or she can breathe air and water.
squid ink and build longships that boast kraken-shaped
figureheads. They greet visitors with food and shelter but The reason for the aggressive nature of the merfolk has
don’t speak of Slarkrethel or the absence of children from been speculated about by sailors along the Sword Coast
their communities. for perhaps hundreds of years, but few know the truth. Red
Purple Rocks is home to the highest-ranking members of Rocks was once a kraken hatchery, where the monolithic
the Kraken Society (see “Pirate Kings & Kraken Priests” beasts once stored their eggs. The local merfolk were
for information on uncovering this location, and “Purple corrupted by the evil influence of the leviathans and were
Rocks” in chapter 4 for a full description). forced to serve as guards and caretakers for the newly
born krakens. Although no eggs have been left here for
centuries, the merfolk still pledge allegiance to the krakens,
specifically to Slarkrethel.
116
Suggested Encounter are charms on the tavern itself, the most notable being
the altered reverse gravity spell which draws all thrown
Any vessels that travel close to or through Red Rocks are projectiles to the ceiling, and the continual flame spells
spied upon by the merfolk community. Characters with which light the place.
a passive Wisdom (Perception) of 12 or higher notice The Broken Goblet is home to a rogue mind flayer
their shadowed forms lurking in the shadows. Unless the named G’zagrix. Most of the staff are its thralls, though
characters are hitching a ride in an unremarkable fishing it maintains an alliance with Harrick based on free staff
ship, the merfolk watch them for a while and then head labour for him, and brains for G’zagrix. The antimagic
back into the depths of Red Rocks. that perpetuates throughout the tavern has no effect of
Within the hour, the ship the characters are in is attacked the illithid’s psionic abilities. G’zagrix despises other mind
by a giant shark who is dominated by Tempest (NE male flayers, especially those loyal to elder brains and, should
merfolk warlock of the great old one wielding a +2 rod the characters accept the brain-eating monster as an ally,
of the pact keeper). On initiative 10 the following round could provide insights into the Colony of Zellix’Phor and its
Tempest and five merfolk tribal warriors (see above) join attendants.
the combat. The merfolk aim to thoroughly damage the ship
before asking for a payment of 1,000 gp lest they sink it.
If the giant shark is killed, or Tempest drops to half his hit
Ruathym
points or less, the merfolk flee. The barbarians of Ruathym, the ancestral home of the
Unlike many members of the Kraken Society, all the Northlanders, are at war with Luskan and have been for
merfolk of Red Rocks know that the faction is run by the as long as any of them can remember. Luskanite raiders
kraken Slarkrethel. They don’t know about the incursion have plundered and razed the island’s settlements more
of the illithids however. Characters who capture and than once, but the natives keep rebuilding their villages and
interrogate a merfolk can get this information from them ships while singing songs of bloody vengeance.
with a successful DC 20 Charisma (Intimidation) check, The reigning king of Ruathym is First Axe Vok Dorrg (CE
otherwise, the merfolk would rather take the secret to its male Illuskan human priest), a blind and vindictive old man
grave. Characters who sneak into one of the underwater who worships Valkur, a lesser god of the sea. The king rules
caves in the sea stacks might also get a clue as to this from the Hall of Black Waves, a temple in the seaside town
information, as each contains cave art of kraken, their eggs, of Ruathym. Though he’s too old to take up arms himself,
and their merfolk defenders. Vok Dorrg has many fierce sons and grandsons to captain
his ships and terrorise his enemies.
Reghed Glacier The Ruathen were once betrayed by agents of the Kraken
Society who tried to rekindle a war between Ruathym
The cold winds that give Icewind Dale its name blow down and Luskan by pickling elves in casks and stowing them
off this high, frozen landscape. Few dare to venture near on Ruathen boats. Ever since, the Northmen of the isle
the high walls of its easternmost edge, and little is known of have been on the lookout for Krakenar who they execute if
what might live on or within the glacier. found. Ruathym could provide a safe harbour for characters
fleeing the society, as only the most powerful members of
Roaringshore the Krakenar would dare step foot on Ruathym. The island
also houses a great library called the Green Rooms which is
This isolated village nestles in a small deep-water cove on
filled with arcane lore. Characters openly investigating the
the coast about a third of the way south from the mouth
Kraken Society are given access to the library by First Axe
of the Winding Water toward the city of Baldur’s Gate.
Dorgg, who does all he can to help them in their search.
Unlike Lathtarl’s Lantern to the north, Roaringshore
Ever worried about the view of Luskan in the eyes of the
remains a notorious pirate hold, the reputation of which
Lord’s Alliance, Jarlaxle Baenre has sent three members of
has spread far up and down the length of the Sword Coast.
Bregan D’aerthe, disguised as Northlanders, to Ruathym to
Roaringshore is a dangerous place to be for normal folk,
keep eyes on the court of First Axe Dorgg and ensure that
as the hold is filled with runaways, thieves and the most
tempers don’t boil over and once again bring war to Luskan.
ruthless of pirates, many of whom crew ships loyal to Sea
Both states are constantly raiding each other’s ships, which
King Tentrix.
is mostly tolerated, but Jarlaxle worries that when First Axe
Roaringshore has no official leader, the closest is Harrick
Dorgg dies, his successor might not be so understanding.
Ironguard (NE male Tethyrian human swashbuckler), a
Characters might notice the three agents meeting
Krakenar agent who runs the Broken Goblet, a disreputable
together in the Green Rooms each afternoon. If a character
tavern adored by pirates throughout the Sea of Swords.
observes one of these meetings and succeeds on a DC 15
Many folk come to join the Kraken Society through this
Wisdom (Perception) check, they notice that the Northmen
place, turning their crimes into collections for the faction’s
speak with an Elvish accent and exchange hand signals
coffers, though none know the truth behind the society.
when they think no one is looking. A drow character
The Broken Goblet is famed for its ornate, if lewd,
recognises the hand signals as Drow Sign Language.
drinking glasses which are hand blown in the village. It is
Additionally, the disguises don’t stand up to physical
also warded against spellcasters, shrouding any without
inspection, meaning characters who interact with the three
a ‘ward token’ in an antimagic field. Despite this, there
have a chance to notice the illusion.

117
The drow agents are Zarquin Do’Arren, Clezzt Marcre
and Azaki Caphaxath (LN males) and use the statistics of
Sea of Moving Ice
drow elite warriors with the following additional features The sea west of Icewind Dale is a maze of shifting ice
that increase their challenge rating to 6 (2,300 XP): sheets and icebergs. A few frozen islands are inhabited by
tribes of Ice Hunters, a group of humans the Northlanders
Cunning Action. On each of its turns, the drow can use a pushed toward the pole long ago. It’s not uncommon to
bonus action to take the Dash, Disengage, or Hide action. see a frost giant greatship traverse these waters hunting
whales, walruses, and seals.
Sneak Attack (1/Turn). The drow deals an extra 7 (2d6) The Sea of Moving Ice is also the domain of several
damage when it hits a target with a weapon attack and has white dragons, the largest and most powerful of which
advantage on the attack roll, or when the target is within 5 are two ancient white dragons named Arauthator
feet of an ally of the drow that isn’t incapacitated and the and Arveiaturace. Each dragon makes its lair inside a
drow doesn’t have disadvantage on the attack roll. hollowed-out iceberg. Arauthator’s iceberg, Oyaviggaton,
has Northfolk barbarians living on it and is described in
Special Equipment. Each drow wears a token of disguise the adventure The Rise of Tiamat. Arveiaturace is known
(an iron amulet embossed with a spider emblem that to hunt in lcewind Dale and the nearby settlements of
functions as a hat of disguise). Ironmaster and Fireshear.
Characters who explore the Sea of Moving Ice in
Although the other drow don’t yet know it, Zarquin wintertime are subject to extreme cold temperatures
Do’Arren has been replaced by a doppelganger named (see the “Wilderness Survival” section in chapter 5 of the
Yhog hired by the Kraken Society. Thanks to the inquisition- Dungeon Master’s Guide).
style tactics of the Ruathen against Krakenar agents, using
a doppelganger seemed the only way to infiltrate the island.
The Krakenar don’t know that Yhog accidentally targeted
Sea of Swords
a member of Bregan D’aerthe instead of a Ruathen, but The sea west of the Sword Coast is known as the Sea of
Yhog is relishing the opportunity to interact with so many Swords. The islands that dot it are well mapped, as are the
factions. Yhog ambushed Zarquin and drowned him off shipping routes and trade winds that allow easy access up
Ruathym’s north coast. Yhog doesn’t know that a recent and down the coast. As of late, the sea has been plagued
cold snap froze much of the ocean around the island and by an increased pirate presence that threatens the balance
the drow’s body has been found encased in ice. of cities on the mainland and the Island Kingdoms in the
If characters investigate the Kraken Society in the Green ocean beyond.
Rooms, the doppelganger approaches them disguised as
a Northlander called Uin and try to form a friendship. The
doppelganger is a master deceiver and knows enough about
Sea Tower of Irphong
the Krakenar to keep the characters interested in it. If it Jutting up from a rocky island called Irphong is a stone
thinks the characters have uncovered too much and are a sea tower, just one of several strange structures that are
threat, it tries to assassinate them one by one. dotted around the Nelanthers. Many have speculated as
the purpose of these towers, and why lights are appearing
Suggested Encounter at their tops in recent years, but few know the reality.
A few days after the characters first arrive in Ruathym there Rumours also abound in the Nelanthers of requests for
is uproar in the marketplace of the small coastal town. pirates and slavers to bring children not more than one
Standing pride of place in the square is a 6-foot tall, 3-foot month from the womb to the Sea Tower of Irphong, where
wide and deep block of ice which contains the frozen corpse they are apparently rewarded greatly for their squealing
of the drow Zarquin. The islanders have no idea what the cargo. Pirates who have fulfilled this trade can be found
corpse is doing on Ruathym and paranoia abounds. Many of both in Ioma Town and the Port of Skaug, though not all are
the Ruathen are panicked and have started to form a levvy willing to admit they have done so.
of armed bersekers and tribal warriors ready to search the The truth is that the Sea Tower of Irphong is now
island from top to bottom for drow invaders. occupied by Tulkhan, a Red Wizard of Thay who fled to the
At the same time, the disguised Clezzt and Azaki (posing Nelanthers after the thayan operations in Daggerford were
as Northmen Clet and Azak) are frantically trying to find crushed. Since arriving, he made his presence known by
a way off the island, which the characters might be able to hiring pirate crews to capture babies from the mainland,
provide. They don’t understand how Zarquin came to be which he used in a dark ritual to reanimate the zombie
frozen in ice, but it’s only so long before he thaws, and the dragon turtle known as the Curse of Irphong. After a few
locals discover his token of disguise. Since the three arrived Black Armada vessels were sunk in Asavir’s Channel by
on the island together, that would place them under serious the beast, Sea King Tentrix contacted Tulkhan and asked
suspicion. whether he’d work for the pirates by getting the dragon
Meanwhile, the doppelganger has chosen a new turtle to sink Lord’s Alliance warships and merchant
Northlander form, that of a woman named Igrith, to avoid vessels trying to pass through the Nelanthers. In return,
detection. Characters might wonder where their new friend Tentrix would ensure that word didn’t reach Daggerford
Uin has gone and put two and two together. about the location of the Red Wizard’s presence.

118
A ship called Day’s End is docked here for most of the S2. Boneyard
day and night, leaving only to pick up stranded crew from
sunken ships in Asavir’s Channel. Occasionally the dragon You appear in a pitch-black room filled with a charnel reek.
turtle comes to the Sea Tower to return magic items it has Bones crunch beneath your feet, almost causing you to lose
recovered from the wrecks to its master. your footing. Slowly, the room fills with the noise of clacking
and scraping as something shifts the skeletal remains.
Suggested Encounter
Creatures. When a character appears in this area, five
Characters who are sunk by the Curse of Irphong (see the skeletal swarms (appendix B) animate and attack them.
“Asavir’s Channel” section), or who are searching for the Animating Crystal. Characters with a passive Wisdom
crew of the Bobbing Barrel on behalf of Lhammaruntosz (Perception) of 14 or higher notice a fist-sized ruby hanging
(see the “Orlumbor” section) might find themselves visiting from the ceiling by a iron chain. The ruby is suspended 30
the Sea Tower or Irphong. feet up in this 40-foot tall chamber. Casting detect magic on
Although the entrance to the Sea Tower is always open, the ruby reveals an aura of necromancy emanating from it.
Tulkhan has warded the tower against intruders through Destroying the ruby (AC 13, 10 hit points, resistance to all
the use of trapped portals, and with undead guards. damage types), or casting dispel magic on it, prevents the
S1. Tower Entrance swarms from animating. The sapphire is worth 25,000 gp if
cleansed of necromancy magic.
As you approach the bleak sea tower, you realise that there Portal. Theportal in this room which leads to area s1.
is no door in the archway which provides entry to the place. S3. Library
Neither are there any windows up the stone shaft of the
tower, leaving its exterior entirely featureless. Floating around In a puff of red smoke, you appear in a well-stocked library.
the top of the tower are several bright balls of light which The shelves in the chamber are made of sculpted whalebone
phase from green to orange and back as they drift. and are laden with tomes and scrolls. Toward the rear of the
The lowest level of the tower is as featureless as its exterior, room is a six-foot-tall cupboard made of iron. There are four
save for three stone portals from which wisp a red, smoke- portals in the room, one in each cardinal direction.
like energy. Bookshelves. There are dozens of books on the shelves
Creatures. The lights at the top of the tower are three in this room, each worth 25 gp and weighing 5 lbs. Any
will-o-wisps. Although not openly hostile to the characters, creature other than Tulkhan who takes a book from the
the wisps can sense when someone falls to 0 hit points in shelf must succeed on a DC 15 Charisma saving throw
the tower. When they do, they turn invisible and descend or be aged 1d10 years. A casting of detect magic on the
through the building to use their Life Drain on the creature. shelves reveals an aura of necromancy magic, which can be
Portal. There are two portals in the room that are removed with a casting of dispel magic.
identical at first glance – stone rings covered in arcane Wardrobe. The iron wardrobe is locked. Tulkhan has the
glyphs. The portal in the north leads to area s2. The portal key. The wardrobe is protected with an arcane lock but can
in the east leads to area s3. The portal in the west leads to be opened with a successful DC 30 Strength check, or a
area s5. The rough area to which a portal would teleport successful DC 25 Dexterity check using thieves’ tools. The
a character can be determined with a successful DC 20 first creature to open the wardrobe without using the key
Intelligence (Arcana) check, or a casting of detect magic releases three shadows into the room that immediately
(this applies to all portals in the tower). Undead creatures attack the opener. Inside the wardrobe is Tulkhan’s
cannot pass through the portals. spellbook in which are written the spells he has prepared
(see the necromancer in Volo’s Guide to Monsters), ten

Sea Tower of Irphong. 1 square = 5 feet

119
vials of blood which act as potions of longevity, and five fine hit, reach 5 ft., one target; dealing 6 (1d4 + 4) bludgeoning
red robes which are instantly recognisable as those of a damage on a hit).
Red Wizard (30 gp each). Tulkhan would rather surrender than die. He has little
Portals. The northern portal leads to area s1. The loyalty to Sea King Tentrix and freely gives away the
southern portal leads to area s4. The western portal leads location of Driftwood Docks in return for his life. He can
to area s2. A creature that steps through the eastern portal offer the characters a faithful map of the Nelanthers which
must make a DC 20 Constitution saving throw. On a failed gives them advantage on checks made to navigate and avoid
save, the creature takes 22 (4d10) necrotic damage and is hazards while in a ship in the Nelanthers
cursed. On a successful save, the creature takes half the Treasure. Most of the equipment in this room is well-
damage and isn’t cursed. used and covered in viscera, rust, or both. None of it is in
A cursed creature’s senses slowly become dulled. At the good enough condition to be sold.
end of each Long Rest, the creature takes a -1 penalty to Portals. There are three portals in the room. The
Wisdom (Perception) checks and their passive (Wisdom) northern portal leads to area s1. The southeast portal leads
Perception. If this penalty reaches -5, they are permanently to area s5. The southest portal leads to area s2.
blinded and deafened, and cannot taste or smell, causing S5. Tulkhan’s Chamber
them to automatically fail all Wisdom (Perception) checks
and have a passive Wisdom (Perception) of 0. A large four-poster bed bordered by red velvet curtains takes
Before the penalty reaches -5, a remove curse spell ends up most of this level of the tower. Spread around the room
the effects on a creature. After the penalty reaches -5, only a are several fine pieces of furniture decked with glassware
wish spell can restore the character’s senses. and delicate metallic instruments. Although the room smells
S4. Workshop musty and damp, it’s warm enough to be comfortable.
Creatures. Hiding behind the drawn curtains of the four-
A patchwork mess of children’s bodies occupies most of this
poster bed is a ghast. Characters with a passive Wisdom
workshop. The hideous golem’s tiny arms flail wildly with
(Perception) of 13 or higher hear a slight creaking from
even the slightest of movements as it scuttles across the
within the bed, other characters are surprised when the
room on dozens of feet. Working at a bench is a red-robed,
undead launches itself through the curtains toward them.
bald man whose head is covered with black tattoos.
Treasure. The assorted laboratory equipment in this
room is worth 250 gp. In the unlocked drawer of a side-
Creatures. Tulkhan (NE male Thayan human table next to the bed is 348 gp, 483 sp and 12 cp, an ivory
necromancer wearing a cloak of protection) is working mask (150 gp), and a spell scroll of create undead.
at the bench stitching together pieces of flesh. Moving Portal. There are three portals in this chamber. The
around the room bringing him tools and reagents is a flesh southern portal ileads to area s1. The eastern portal leads
golem (who can make five Fist attacks as an action; +7 to to area s2. The western portal leads to area s4.
Sea Tower of Irphong. 1 square = 5 feet

120
Secomber sounds a larger horn set in the centre of the Port of Skaug.
Different sequences of blasts indicate the presence of friend
This town of farmers, fishers, brewers, and stonecutters or foe, allowing locals to respond hours before ships arrive.
is perched on three hills located near the confluence of Although Maliceprow gets on with most of Skaug’s
the Unicorn Run and the Delimbiyr River. Beneath these inhabitants, she despises Sea King Tentrix. His actions
hills lie ruins that were once part of Athalantar, a bygone have allowed pirates to get away with more of late, making
kingdom. The townsfolk have turned the buried ruins into her safe haven less desirable. If the characters are looking
cellars, larders, and shelters. for Tentrix, Maliceprow reveals his location in Driftwood
Secomber is under the heel of the Urshani hobgoblins, Docks and offers to repair, arm, or crew their ship if they
who dwell in the High Moor and demand tribute several have one. If not, she escorts the characters to the harbour,
times a year. Secomber has no defence against the Urshani. searches out a caravel called Angel’s Bane and orders the
Its residents give the hobgoblins food, homemade ale, and captain onto the dock. She proceeds to stick her poisoned
ore to retain their freedom. The hobgoblins’ demands have blade into his stomach, killing him in a matter of seconds.
left the community impoverished. Encounters with the The crew cheer and she gives the vessel to the characters.
hobgoblins are not covered in this adventure. The caravel has a crew of eight lizardfolk, two ogres and
five human thugs, with side-shears and two ballistae.
Skaug Suggested Encounter
Skaug is a rough-and-tumble port that welcomes pirates of A day or two after the characters arrive in town, there is a
every stripe, and actively discourages bthose who threaten pirate wedding. As most pirates are wanted for crimes on
the flow of grog and coin. Lawless Skaug is a good place to the mainland, Maliceprow performs a special ceremony
fill a ship with scurvy seadogs who value plunder over all for those who wish to make their relationship official. A
else. Life is cheap in its alleys and ale-soaked taverns. collection box is passed around the Keelhaul for a few days
Characters wishing to stay in Skaug must make some before the wedding to raise some funds for the event.
effort to appear as pirates. If they arrive in a vessel that is On the day of the wedding, a throng of people are out on
known to belong to a military faction, they are attacked the dock. Standing at the end of the a jetty is Portmaster
upon arrival by half a dozen pirate ships (see early warning Maliceprow, and the couple; Balama Marivaldi (NE female
system below). If they arrive in a merchant ship or known Turami human berserker) and Mishann Prexijandilin
pirate ship, they can get to the docks. Once in the Port (LN female blue dragonborn swashbuckler). The crowd
of Skaug, they must attempt to blend in with the locals includes Sea King Tentrix (appendix B), Captain Scummer
lest they are kicked out of town, or worse. A successful – a green slaad Pirate Lord, Cleft the minotaur owner of
DC 13 group Charisma (Performance) check (made with the Keelhaul, Captain Callous (appendix B), and any other
advantage if disguises are employed) is enough to keep pirate captain who has become notorious in your game.
under the radar. As the ceremony progresses, Maliceprow takes the
Of all the infamous taverns along the wharf, the Keelhaul couple’s hands and binds them together with rope. Both
is the longest-running concern. Cards, dice, companions- then kneel, before Maliceprow dunks their heads into
of-the-hour, illicit substances, and questionable deals can the ocean, claiming their love shall be as the sea; fierce
readily be found within its creaking timbers. Drunken yet calm, shallow yet deep, always everlasting. After the
patrons sometimes fling newcomers and alleged cheaters ceremony is complete, the donations from the Keelhaul
down a barnacle-filled chute, ejecting them from the prow- sponsor a huge banquet. Folding tables are erected along
fronted building and into the cold waters of the harbour the piers and steaming plates of roasted fish, seafood
outside. A creature shoved down the chute take 22 (4d10) platters and brightly coloured fruits are passed down, as
slashing damage and 10 (3d6) bludgeoning damage. well as dozens of bottles of wine and rum. During the meal,
The Keelhaul is run by Cleft (NE male minotaur), so Sea King Tentrix stands up on one of the tables and makes
named because of the axe-scar that runs down his snout a toast to the brides. He tells an embarrassing story about
and splits his top lip. Cleft served under Sea King Tentrix Mishann who served on his ship involving a dried monkey
and still has strong ties to the captain. If he overhears skin, too much rum, and a lot of vomit which is met with
adventurers asking questions about Tentrix, he sends word raucous laughter from all. He then gifts the brides with a
to the Sea King, preparing him for their arrival. pair of mithril rings before sitting back down to his meal.
Although Skaug has no true ruler, the main authority on Attacking Tentrix while the wedding is in full flow is a
the island is Portmaster Celine Maliceprow (NE female death sentence. Half the pirates in port are loyal to him,
Tethyrian human assassin). She a great-granddaughter and he is escorted everywhere by Captain Scummer and
of the notorious, hook-handed Burlor Maliceprow who is four thug bodyguards. Characters who succeed on a DC
known throughout the Nelanthers despite dying atleast a 16 Wisdom (Perception) check can eavesdrop on Tentrix’s
century ago. Maliceprow delights in the debauchery the that conversations. He details the reasons for the attacks on
Skaug has to offer and thwarts the mainland nations who the Sword Coast, revealing that he was put up to it by the
try to invade the islands and oust the pirates at every turn. elders from his home; Purple Rocks. Characters might
The advance warning system of Skaug plays a huge part also manage to follow Tentrix back to Driftwood Docks by
in its defence; a series of lookout spots on the Crow’s Nest stowing away on the small coaster that brought him here, or
Cliffs. Each contains a magical horn which, when blown, by following him in a small ship or in the water.

121
Small Teeth turned to worshipping the kraken Slarkrethel, hoping that
the King of the Trackless Depths might help them gain
Rolling foothills give way to snow-capped, lightly-forested power in the North and break free of the Ordning. If the
mountains known as Small Teeth to the north of Murann. characters haven’t already been to Ironmaster, the giants
The Teeths’ winding trails often mislead travellers, and they leave on their raid while the characters are in Svardborg
conceal greater dangers. Local goblins, ogres, and other (see the “Ironmaster” section).
humanoids have grown to enormous numbers under the
leadership of two strategy-conscious oni with minds for Sword Mountains
empire building. Humanoids here have learned much from
their battles with humans and are hard to defeat. The steep, craggy mountains north of Waterdeep are home
to a few scattered tribes of orcs and goblinoids. The hills
Snowdown around the Sword Mountains are strewn with the ruins
of bygone kingdoms and more than a few half-forgotten
The little isle of Snowdown, south of Alaron in the dungeons and tombs.
Moonshae Isles, is a possession of Arnn, where Lady
Erliza (LN female Tethyrian human noble) rules from Caer Thornhold
Westphal. She is the second of her name, noted for her
striking resemblance to her great-grandmother, the first Thornhold is a coastal fortress, a castle of grey stone with
Amnian ruler of the isle. a thick, curved wall and a two-towered central keep on the
Since taking possession of the place, Snowdown’s southern tip of the Mere of Dead Men. The cliff facing the
occupiers have cut down its woods, stripped its mines, and sea is so sheer and smooth that no wall need be built on the
choked its waterways with the refuse of the overworked side of the hill where Thornhold sits. The castle is without
Ffolk under their rule. Lady Erliza and her soldiers have adornment; only crenellations and arrow slits break its
ruthlessly put down several rebellions, and the Ffolk here solid face of stone. Inside the walls, surrounding the bailey,
refer to her as “Bloody Erliza.” Some Amnians believe are small buildings of wood and plaster that house animals
the isle is becoming more trouble to hold on to than its and are used for smithwork, candlemaking, gemcutting,
diminishing exports are worth, and further uprisings repairing wooden items (including wagons and the like),
are almost certainly brewing amongst the Ffolk, quietly and brewing beer.
supported by Alaron. Thornhold has been owned by the Margasters of
Waterdeep, the Knights of Samular (paladins of Tyr), and
Spine of the World the Zhentarim, though is currently occupied by shield
dwarves of the Stoneshaft clan. They refer to the castle as
Mountains of ice and black rock form a sky-scraping wall of Stoneshaft Hold. The Stoneshaft dwarves are reclusive
frigid peaks across the far north, which few creatures have and secretive, yet they are interested to hear what’s afoot in
the ability to surmount. Brutally cold winds, avalanches, Waterdeep, for they suspect the Margaster family is plotting
and icy rifts are the least of a traveller’s problems in the to attack the fortress and reclaim its ancestral holding.
Spine of the World. Tribes of giants, goblinoids, and ores Travellers are free to visit Thornhold, up to a point. The
dwell there, holding every cavern or abandoned dwarven Stoneshaft dwarves allow adventurers and caravans to
delve but those claimed by dragons. make camp within their walls, but they forbid access to the
keep and the extensive caves below. Thornhold is rumoured
Star Mounts to contain a passage to the Underdark, a claim that the
dwarves neither confirm nor deny.
Cloaked in clouds and vaguely menacing, these mountains The city is ruled by Lord Clanmaster Dworic Stoneshaft
rise from the heart of the High Forest and are tall enough (LN male shield dwarf noble) who is ever-eager to hear
to be seen from any edge of the forest. The Star Mounts news of Waterdeep, including the machinations of the
are the site of strange, gleaming lights on clear nights, and various factions within, the trends and styles of the
dragons are sometimes seen flying to and from the peaks. Waterdhavian upper classes, and specifically the recent
Fierce winds swirl through and around the mountains, pirate attack. Dworic is a great conversationalist and could
forcing flying creatures away or causing them to veer talk for hours about the changing fashions of cities along
suddenly and crash against the rocks. the Sword Coast. The city is protected by an elite armed
guard called the Stonewardens. A typical member is a
Svardborg knight, with the following changes:

Svardborg is an enormous iceberg floating in the Sea of ●● A member of the Stonewardens has AC 20 (plate,
Moving Ice that once belonged to Jarl Storvald (see Storm shield), 60 (8d8 + 24) hit points and a speed of 25
King’s Thunder for more information). The place consists feet.
of a few thawed lodges perched on 50-foot-high cliffs that ●● He or she has a Constitution score of 16 (+3) and
descend into the sea. The only access to the iceberg is a darkvision out to a range of 60 feet.
wooden pier made by the eight frost giants that live there. ●● He or she speaks Common and Dwarvish.
Without a ruler to guide them, the frost giants have ●● He or she has advantage on saving throws against

122
poison and resistance to poison damage. Intelligence (Investigation) check on said window
●● He or she wields a morningstar instead of a allows a character to discover a piece of fabric
greatsword (+5 to hit, reach 5 ft., one target, ripped off by the frame.
●● Fabric. A successful DC 10 Intelligence check
dealing 7 (1d8 + 3) piercing damage on a hit). reveals that the fabric is thick wool, probably from
Suggested Encounter a cloak or cape. If the check succeeds by 5 or more,
the character notices a salty smell on the material.
If characters spend a night in Thornhold, their rooms are ●● Guards. Chatting with the guards who were
broken into during the night by two angry Stonewardens watching the hall before and after the theft lets
per character. The Stonewardens seize the characters the characters know that the item went missing
and escort them to the jail cells beneath Thornhold. The at midnight during the change-over. It must have
following morning, Lord Clanmaster Dworic visits the occurred within the space of 5 minutes. Neither
characters in a state of upset. He asks why the characters, guard saw anything, but they made sure the city
his honoured guests, would do such a thing as feign gates were shut immediately, so the thief might
friendship to steal from him. He accuses the characters of still be trapped in Thornhold. A successful DC 10
stealing a Stoneshaft heirloom; a mace of smiting that has Wisdom (Insight) check reveals they are telling the
been passed down through Clan Stoneshaft for generations. truth.
Characters can attempt to plead their innocence with ●● Travellers. Asking around at local inns reveals
a successful DC 15 Charisma (Persuasion) check, made that only two other people arrived in Thornhold
with advantage if the characters have a decent alibi. around the time of the characters. One was a dwarf
On a success, Dworic apologises sincerely for the false gemstone merchant named Gunnloda Durthane
accusations and asks the characters if they can help him (LG female shield dwarf commoner) who is still
track down the missing heirloom. If the check fails, the staying at the tavern, and the other was a halfling
characters are imprisoned until they reveal what they did priest of Yondalla whose whereabouts is unknown.
with the heirloom. Dworic believes they must have passed it The halfling stayed a night but paid using strange
onto an agent of the Margasters of Waterdeep. Dworic has gold coins with a kraken on them. Conversation
already sent a mounted force of Stonewardens to the city to with Gunnloda reveals nothing.
demand they return the item, an act which could spark war ●● Halfling Priest. Characters who succeed on a DC
between Waterdeep and Thornhold. The journey is around 25 Wisdom (Survival) check can follow the trail of
140 miles, which the dwarves cover in five days. Characters the halfling by chatting to folk who saw him and
must act before then to prevent war. Characters should tracing tracks through the city. Reduce the DC of
have the opportunity to escape from the prison cells during the check by 5 for each day spent investigating.
guard changes, by casting spells, picking locks and the like. Eventually, the characters find Finnan Undergallow
Their escape attempts are made at your discretion. (N male lightfoot halfling master thief wearing
Characters who get the chance to investigate the crime a ring of free action) hiding in an abandoned
scene are led to a vaulted hall filled with treasures. mining warehouse. The halfling tries to escape the
Levitating atop marble plinths are drinking horns made of characters if possible. He was unable to escape
emerald, exquisitely crafted helms, weapons of adamantine the city after stealing the mace of smiting but has
and mithril and incredibly detailed sculptures of dwarven hidden the weapon away as insurance on his life.
gods. The largest plinth has nothing floating above it, and it Finnan is a member of the Kraken Society who
is to here that the characters are directed. The characters joined the faction after travelling to Purple Rocks.
are told that the item went missing around midnight, The mace is hidden in the chimney of a forge in the
during the change of the guard. Characters can discover the warehouse and can be found with a successful DC
following clues by looking in different places: 30 Intelligence (Investigation) check.

●● Plinth. A successful DC 20 Intelligence If the characters discover the mace before five days pass,
(Investigation) check around the base of the plinth the war between Thornhold and Waterdeep is prevented,
reveals a small piece of seaweed but no mud. and Lord Clanmaster Dworic rewards each character with
●● Seaweed. A successful DC 12 Intelligence (Nature) a magic item. To determine each item, roll on Magic Item
check allows a character to identify the seaweed Table F in chapter 7 of the Dungeon Master’s Guide, or
as dead man’s bootlaces, a plant only found on the allow each player to choose one item from that table. If the
northern Island Kingdoms of Tuern, Purple Rocks, characters don’t discover the mace in time, the war between
and Gundarlun. the cities is not covered in the scope of this adventure, but
●● Chamber Door. A successful DC 10 Intelligence there should be serious consequences.
(Investigation) check indicates that the door has not
been tampered with.
●● Chamber Windows. A successful DC 14 Wisdom
(Perception) check allows a character to notice
a cold breeze coming in through one of the
windows, which is slightly ajar. A successful DC 12

123
Tír faoi Thoinn Troll Hills & Trollbark Forest
South of the Moonshaes is a kelp forest known to most as As can be surmised from the names of these adjacent
Tír faoi Thoinn or the Land Beneath the Waves. Scattered regions, this forest, and the adjacent low mountains are
throughout the forest are the ruins of an elven city, twinned overrun with trolls of every type and description. This
with that of Kressilacc, that has fallen from grace in the last region has the closest thing to a troll nation and a common
few centuries. After the centuries long war between the sea troll language, though the empire of the trolls makes the
elves and sahuagin, the sea elves were eventually defeated. typical orc tribe look like a king’s court!
Many fled for Iumathiashae of Evermeet, leaving only a The Trollbark Forest is a dark wood of twisted live oaks,
handful of devoted priests of Deep Sashelas behind who black ash, and scrub pines. The forest floor is heavily
refused to leave their holy temple; a series of spires made tangled with underbrush, including both poisonous and
of blue claystone dotted with aquamarines and water opals. carnivorous varieties of plants. Low vales throughout the
The ancestors of those elves still guard the temple as Sea wood are filled with bogs and swamps. In short, it is the
Stewards – monks who train tirelessly to understand the sort of place that only trolls would want to live.
currents and waves of the ocean, the ecology of marine life, The Troll Hills are little better. Live oaks predominate to
and how best to kill sahuagin. the timberline, and their rounded peaks are topped with
Characters who enter the kelp forest don’t get far before thick patches of razor grass. Here the trolls and their allied
they are approached by four sea elf martial arts adepts races live in caverns that lie beneath most of the peaks. It
riding dolphins who ask their business in the Land has been said that in ancient days drow caravans moved
Beneath the Waves. They fear the presence of sahuagin through here at will to a hidden drow city, but when that city
spies, especially malenti, and don’t accept visitors to their was overrun by trolls, the drow destroyed all access to this
realm light-heartedly. Characters who worship Deep area from below.
Sashelas, or fellow elves who allow themselves to be The trolls of this region travel and raid as far north as the
examined, are permitted access to the temple, called the Lizard Marsh and west into the High Moor and Trollclaw
Undersea Spires. Ford. A colony of trolls in the Trollclaws to the west
communicates regularly with those within the forest.
Trackless Sea In addition to the rumored drow city beneath the Troll
Hills, the Troll Hills are the home of the Warlock’s Crypt.
Spanning west from the Sea of Swords and north to the Said to be the final resting place of Larloch, a great wizard
Sea of Moving Ice is the Trackless Sea, an enormous ocean of Netheril protected by his immortal, devoted servants, as
that reaches Chult in the south and Maztica in the west. well as a troop of trolls, it is reported to house great magics.
This great ocean is home to all manner of underwater In recent years, the trolls of the area have been engaged in
monstrosities and is colonised only in a few sparse places a war against the undead of Warlock’s Crypt, making the
by the Island Kingdoms. areas doubly dangerous for travellers.

Triboar Trollclaws
The bustling mercantile town of Triboar stands where A tangled landscape of rough hills along the northern
the Long Road meets the Evermoor Way. Triboar’s edge of the Fields of the Dead, the Trollclaws are
name is thought to have come from a traveller’s tale of home to a great many of the regenerating, bloodthirsty
slaying three boars here in the same day, over four hundred beasts. Exactly what makes these hills such prime ground
winters ago. The town is built on flat, fertile land, with a for trolls is unknown, but there’s no doubt that they dwell
few natural rises here and there. Nearly half of Triboar’s here in great numbers.
population lives outside the town proper, on sprawling Those traveling south to Baldur’s Gate or north out of the
ranches and neighbouring farmsteads, most of which lie to Fields of the Dead typically travel through the Trollclaws.
the north or east. The Trollclaw Ford is the only place for leagues that wagons
The current lord protector of Triboar is a good-natured can safely cross the Winding Water. Important as it is, the
Harper and ex-adventurer named Darathra Shendrel (LG site has been occupied by several forces over the years,
female Chondathan human veteran). Darathra enacts and as evidenced by the ruined remnants of forts and similar
modifies local laws (known as “the Lord’s Decree”), which buildings nearby. But those claimants have always fallen
are then enforced by the Twelve (good-aligned male and eventually to prolonged assaults by trolls.
female human veterans of various ethnicities on riding
horses), a squad of a dozen mounted warriors drawn from Tuern
the militia.
Triboar is a market for the horses raised by nearby The merciless Northfolk of Tuern pay tribute to three adult
ranches. Blacksmiths, harness-makers, and wagon-works red dragons that live inside and beneath the island’s active
also flourish in town. In addition, a number of guides volcanoes; a chain of black, grumbling, lava-filled cauldrons
operate out of Triboar. They take merchants and other that belch smoke and ash into the sky. Five Northfolk
travellers all over the Sword Coast, typically for stiff fees. tribes live on the island, each with its own settlement, king,

124
and a fleet of dragon-headed longships. Four of the kings
recognize the fifth, High King Ossul Haarn of Uttersea (CE
Tulmene
male Illuskan human gladiator with 90 hit points and a ring The small settlement on Tulmene on the south coast of the
of fire resistance), as their liege. Uttersea is the largest town Tethyr Peninsula would be little more than a fishing village
on the island and has a port for the High King’s armada of save for its sizable shipyard and dock. Its proximity to the
longships. The island is also home to small families of fire Nelanther makes Tulmene a dangerous place, constantly
giants who strive to unseat the island’s draconic overlords occupied by pirate crews of one ship or another. Because
and enslave the Northfolk. of this, the mayor of Tulmene, a gruff old man named Jakar
The lair of the red dragons is a deep crevasse in the Pyllam IV (N male Tethyrian human thug), has made a
western mountains called Flame Fault. The adult red deal with Sea King Tentrix that ensures Tulmene won’t
dragons are siblings called Velcuagos (male), Tchathraag be attacked by pirates, in return for free ship repairs and
(male), and Pyrozzathra (female) and are guardians of a berth in the harbour. Furthermore, keen fishing crews
a githyanki crèche cut into the side of Flame Fault. The looking to make a little extra coin act as informants for
crèche is important not just because young githyanki are the pirates, letting them know when merchant vessels
born and trained here, but because the dragon siblings have pass through Asavir’s Channel and The Race, a small,
pledged themselves to the githyanki and offer their young unprotected tract of water south of the Tethyrian Peninsula.
as mounts for the githyanki knights. The staff looking after Characters asking questions about Tentrix in Tulmene are
the crèche changes every few months so no githyanki is always given false information and reported to Jakar Pyllam
forced to age on the Material Plane for long. The current who sends out a spy to watch the characters while they are
leader is Zar’ryth (LE female githyanki kith’rak). Zar’ryth in town. Tulmene has a few taverns, including the four-
is aware that an illithid vessel has crashed on the Material storey quality inn, Tulmene’s Tower, and The Five Daggers
Plane on the island of Gundarlun. She has sent her agents – a dive bar frequented by visiting pirates and cutthroats.
to track down the mind flayers but has only got as far as Tulmene also has a temple to Umberlee and Valkur called
Purple Rocks. She also sent agents to the Cloaktower in the Wavelord’s House.
Neverwinter, which she falsely believes is a threat to the
safety of Tu’narath, their city in the Astral Plane. Suggested Encounter
Characters who come to the githyanki with information While the characters are staying in Tulmene, Desecratus
about mind flayers are cautiously welcomed into the crèche Profanis – a spirit naga Pirate Lord loyal to Sea King
with an armed guard of githyanki knights. They are Tentrix, arrives on a damaged caravel with a crew of fifteen
permitted a meeting with Zar’ryth who can provide three assorted lizardfolk, orcs, and human thugs. They pull into
githyanki knights and three young red dragons as allies Pyllam Shipyards where their vessel is repaired without a
to the characters should they wish to assault the illithids. fee. Desecratus Profanis and a handful of their crew head
She also deploys an astral skiff if it is useful. Characters to The Five Daggers where they stay for a few days as the
in the company of Felenzi’ir are rewarded by Zar’ryth with ship is repaired.
a magic item. To determine each item, roll on Magic Item You can use this as an opportunity to feed characters
Table F in chapter 7 of the Dungeon Master’s Guide, or information about Sea King Tentrix and his floating lair
allow each player to choose one item from that table. The in Driftwood Docks. It can also be used as a chance for
githyanki also have a berbalang spy in the lair of Sea King characters to kill one of Tentrix’s Pirate Lords before they
Tentrix who the characters may have met. They believe that head to Driftwood Docks, thus making the encounter there
Tentrix is an illithid thrall. easier for them. However, if the Desecratus Profanis is not
Suggested Encounter killed discretely, or if the mayor’s spy witnesses the event,
the militia of Tulmene, a group of ten neutral-aligned male
The first time characters visit Tuern, a trio of githyanki and female guards of various ethnicities, are sent after the
knights riding young red dragons flies over the coast characters to bring them to justice.
toward Purple Rocks. The githyanki are on a mission
to scout out the island in preparation for a full-scale
invasion by the githyanki, who believe the Rocklanders are
Underwave
harbouring the mind flayers from the crash. Seeing the Underwave is the coral palace of Sultan Klaptikos of the
dragons approach, the warriors of Uttersea are in a frenzy Great Wave, a marid currently trapped in a marid conch
to gather arms and man the siege weapons Uttersea has (see “Waterdeep” in chapter 2). Despite his absence, the
to defend itself. A few ballista bolts are fired toward the wardens of Underwave, triton and genasi guards, ensure
dragons and are met with blasts of fire from the beasts. the palace isn’t captured by the genie’s foes or monsters
Characters who talk with the warriors or High King of the deep. Underwave can be found to the west of the
Haarn find out that this is not an uncommon occurance. Moonshae Isles but is several thousand feet below the
Each time the warriors attempt to shoot the dragons, but waves. Characters without teleportation magic or the ability
have not yet succeeded. None of the Tuernish have noticed to breathe water cannot hope to reach the palace. Water
that the dragons are being ridden by githyanki and no one pressure is also an issue at this depth while not inside the
knows of the race’s presence on their island. They do know palace grounds (see “Water Pressure” sidebar).
that there are three adult red dragons on the island though, While Klaptikos is away, the Warden of Underwave is a
and that these three lair in Flame Fault. triton called Jhimas Pumanath. He awaits Klaptikos’ return
125
eagerly and ensures that his palace is not infiltrated by by the pirates of the Nelanther Isles.
spies or enemies by denying entry to all visitors. Jhimas Troubles beset this small forested realm, with threats as
uses the statistics of a gladiator with the following changes: diverse as pirates, unquiet spirits, and politics. Many ghosts
allegedly haunt the city, but the living residents get by well
●● Jhimas is lawful neutral. enough as long as they leave recalcitrant spirits in peace.
●● He has an armour class of 17 (+1 breastplate, To the east, the ogre kingdom of Muranndin cuts Velen
shield) off from the Trade Way. The pirates of the Nelanther Isles
●● He has a swim speed of 30 feet. threaten its western coasts. Powerful Amnian interests
●● He can speak Common and Primordial. have rendered the Duke of Velen almost powerless in his
●● He can breathe air and water. own land. Tethyr is far away and spares few resources for
●● He can communicate simple ideas with any beast its ally.
that can breathe water. Possibly in response to the gathering threats, Duke
●● He has resistance to cold damage and is acclimated Calchais (LN male Tethyrian noble) has handed down
to an underwater environment. stricter and stricter laws in recent years, though their harsh
●● He wields a trident instead of a spear. nature is concealed in rhetoric about honour for honour
●● Jhamis’ innate spellcasting ability is Charisma (spell and the loyalty due to friends. Murderers are executed,
save DC 13). Jhamis can innately cast the following which most accept as an apt punishment, assuming the
spells, requiring no material components: criminals are truly guilty. Thieves have all their possessions
1/day each: fog cloud, gust of wind, wall of water confiscated, no matter the scale of the theft. The thief
must work in service of the robbed person for a set period
Velen of time-based on the value of the stolen item. Even being
caught in a lie is cause for a whipping. Some citizens have
This small duchy takes a great deal of pride in its freedom. begun speaking against these draconian laws, but quietly,
Politically, it has a reputation for conducting itself with lest they besmirch the Duke’s honour.
honour, and it insists on the same high standards from its
citizens and visitors to the realm. Some say the standards
might be too high. With enemies on all sides, Velen
conducts most of its trade by sea in spite of constant threats
126
Warlock’s Crypt Whalebones
On the western edge of the Troll Hills lies an area of bizarre Petty, warmongering kings rule over the dozens of small
terrain: shattered rubble is strewn across the landscape, islands known as the Whalebones, so called because of the
between mounds of upturned earth and furrows of the sort whale skeletons that litter the islands’ beaches. Many have
one sees in the wake of trebuchet blows that miss their made their fortunes by stealing the bones from the islands,
mark. Farther in from the perimeter of this blasted land lies but not so many as have met their end at the hands of the
a scattered mess of buildings, some relatively intact, others locals while trying. Several of the larger islands are home to
half-collapsed and leaning on their neighbours. rocs that the storm giants of Maelstrom use as mounts. The
In the centre, rising above it all is a handful of twisted islanders leave treasure for the giants and food for the birds
towers looking for all the world like talons clawing at as tribute.
the sky. These towers can be seen from a good distance,
seemingly unharmed by the cataclysm that produced the Suggested Encounter
damage around them. Indeed, because of their pristine While travelling past the Whalebones, two storm giants
condition, some folk conjecture that these towers must have emerge from the Trackless Sea and call down their roc
been built after that event. mounts. The Storm Giants are from Maelstrom and on
The truth of the place now called Warlock’s Crypt is their way to Purple Rocks, where they fear something is
something different altogether. All the structures visible wrong with Slarkrethel. They don’t know exactly what is
here, from the now-shattered outbuildings to the central wrong with the kraken, but King Hekaton believes he has
towers, comprised a city that floated atop a disc of stone been corrupted by some evil, alien force. Characters can
during the time of ancient Netheril. When the ancient and accompany the friendly storm giants to Purple Rocks or ask
wicked magics of the Netherese failed, this city plummeted to be taken to Maelstrom to talk with King Hekaton.
from the sky; the chunks and slabs of stone scattered
about the site are not natural terrain but are the shards
of that disc. Warlock’s Crypt is rife with undead under
Wood of Sharp Teeth
the command of a lich dubbed the Shadow King, who The Wood of Sharp Teeth, previously called the
spill out beyond the walls of the strange city and into the Glimmerwood, is a forest dominated by large specimens
surrounding Trollbark Forest and Troll Hills. of moisture-loving trees such as swamp white oak,
black willow, and green ash which tower over thick
Waterdeep undergrowth. As its name suggests, the wood is crawling
with lycanthropes, most commonly werewolves, who are
Waterdeep is a prominent city on the Sword Coast. A full rumoured to be in allegiance with former Grand Duke
description of the settlement can be found in chapter 2. of Baldur’s Gate, Valarken. Because of this, the edges of
For more information on Waterdeep, see the Sword Coast the woodlands are frequently patrolled by Flaming Fist
Adventurer’s Guide. mercenaries who warn travellers of the dangers within.
Suggested Encounter Wreck of the Sea Witch
Unless it has already occurred, you can run the “Attack
on Waterdeep” encounter (see chapter 2) whenever the The infamous Sea Witch sank somewhere off the western
characters visit the city. coast of Ioma, and many a salvager has tried to find it
since. The Sea Witch was known for its complement of
Westbridge spell-slingers. These personnel allowed the captain, Mala
Ravenstar, to employ a variety of diabolical tactics against
A village strung out along the Long Road between Red foes. All assume the sunken ship’s hold must be bursting
Larch and Triboar, Westbridge (so named because it lies to with magic treasure.
the west of the Stone Bridge) is home to the Harvest Inn,
located on the west side of the Long Road facing the Stone Suggested Encounter
Trail. The inn’s proprietor is the affable Herivin Dardragon Characters who dive down to the wreck find it crawling with
(CG male strongheart halfling commoner), a curly- ten coelenites led by a coelenite mass mind. The creatures
haired collector and reseller of paintings and statuettes of have colonised the wreck because they are inexorably
questionable taste. drawn to the magic items stored within. Little more than
the hold of the ship remains which is now overgrown with
Westwood coral. If the characters can kill the coelenites, or sneak past
them, they have a chance of recovering magic items from
A tangled forest cloaking the eastern foothills of the Sword the wreck. Characters who succeed on a DC 20 Intelligence
Mountains, the Westwood is home to a shrine of Mielikki, (Investigation) check, or who cast detect magic, can locate
several woodcutters’ camps that are often taken over 1d4 magic items from Magic Item Table F in chapter 7 of
forcibly for a season or a few months at a time by bandits or the Dungeon Master’s Guide.
Uthgardt barbarians, and a few overgrown remnants of the
ancient elven kingdom of Rilithar.

127
Yartar the city of Yartar. Only a few Krakenar remain within the
city, most of whom are lying low until they receive further
The fortified city of Yartar stands on the east bank of communication from their superiors. The Grand Dame has
the Dessarin River. On the west bank is a walled fort been taken over by a new owner since Drylund’s death and
under the city’s control. Between them stretches a stone no longer has any affiliation with the Kraken Society.
bridge. Travellers must move through the citadel and pass
inspection before continuing to Triboar or crossing the
bridge to the city’s west gate. The Evermoor Way cuts
DEVELOPMENT
through the heart of Yartar, connecting the city’s western By completing quests presented at the end of chapter 2, and
and eastern gates. East of the city, the road becomes a trail exploring the locations presented in this chapter, characters
Yartar is prosperous and becoming increasingly crowded. should discover clues leading to the Kraken Society,
Some of its old buildings have been torn down and taller based primarily in Purple Rocks, and Sea King Tentrix,
ones built-four stories high, in some cases. whose floating lair can be found in Driftwood Docks in the
Because the city is a major river port, Yartar’s elected Nelanther Isles. The next chapter details these locations in
leader is called a Waterbaron. The current Waterbaron full and provides the missing pieces of the puzzle that send
is Nestra Ruthiol (LE female Tethyrian human noble), the characters to Ascarle, the lair of Slarkrethel, which has
a shrewd, vindictive woman in her late fifties. Yartar is a been taken over by the Colony of Zellix’Phor.
member of the Lords’ Alliance, and Ruthiol considers that
relationship vital to her city’s survival and prosperity. She Character Advancement
knows that both Harpers and Zhentarim are established
in the city, but her path crosses with theirs only when the The characters should advance to at least 8th level before
well-being of Yartarrans is threatened. Both factions have they assault Sea King Tentrix’s Floating Fortress or
infiltrated the thieves’ guild, the all-female Hand of Yartar. Purple Rocks in chapter 4.
After the machinations of Lord Khaspere Drylund were
thwarted, the Kraken Society have taken a back seat in
128
CHAPTER 4: PIRATE KINGS & KRAKEN PRIESTS
fter completing the quests detailed in chapter
TENTRIX & PIRATE LORDS

A
2, and exploring the Sword Coast and Island
Kingdoms in chapter 3, the characters should The following section contains roleplaying information for
have a good idea about who organised the Sea King Tentrix and his pirate lords who can be found
attacks on the Sword Coast. The Black throughout Driftwood Docks. Each Pirate Lord has its own
Armada was formed by Sea King Tentrix, a motivation for joining Tentrix in his campaign against the
notorious pirate king. Characters should hunt down Tentrix Sword Coast which could be exploited by the characters.
by following clues gained in the previous chapters, which
lead them to Driftwood Docks in the Nelanther Isles. Sea King Tentrix
Characters might have an inclination that the Black NE male Illuskan human (appendix B)
Armada and the Kraken Society are linked. They might not Hailing from Ulf of Thuger on Trisk, the northernmost of
fully understand the connection at this point; that Tentrix the Purple Rocks, Sea King Tentrix is a kraken priest who
is a Kraken Priest from Purple Rocks, but their encounter works directly for the kraken, Slarkrethel. Since leaving
with the pirate king should reveal this fact, and send them Trisk, Tentrix has amassed a huge cult of followers, most of
on the next stage of their journey to Purple Rocks. whom are pirates that serve on the Black Armada. Tentrix
coordinated the attacks on the Sword Coast after receiving
a telepathic message from Slarkrethel. Tentrix is excited
TRAVEL TO THE PIRATE ISLES to be taking the fight to the mainland and eagerly awaits
By this point in the adventure, the characters should have the rewards promised to him by the kraken. Tentrix doesn’t
access to a ship of their own or have formed a strong know that Slarkrethel has been replaced by Zellix’Phor, but
alliance with the captain of a loyal ship who can take them he’s aware of the Ruins of Ascarle, where Slarkrethel lairs.
to the Nelanthers. Alternatively, the characters might have Tentrix tries to keep his knowledge secret from everyone,
gained access to some form of teleportation magic or the never revealing the full story. Tentrix cares not for his
ability to travel underwater. own life, believing the kraken has the ability to bring him
Travelling to the Nelanther Isles themselves is an easy back from beyond the grave, but threats to his floating lair
task, as the pirate isles are detailed on almost every map of crack his stern exterior. If his lair is threatned, he begins to
the region. Sailors and merchants know to avoid the islands reveal information. Unfortunately, Tentrix’s direct link with
and to be wary of Asavir’s Channel and The Race, the Slarkrethel, and therefore Zellix’Phor, means the kraken
stretches of water that connect the isles to the mainland. can use an action to deal 90 psychic damage to Tentrix,
Characters might have a harder time finding Driftwood killing him instantly. Zellix’Phor does this if Tentrix is about
Docks, the lair of Sea King Tentrix. Characters might travel to reveal the location of Ascarle.
past the enormous ship graveyard and discover it by chance, Tentrix behaves as a pirate king; he is brutal, brash
force a pirate to reveal the location, or pay a hefty price for a and uncaring. He has devoted his life to worshipping
detailed map of the Nelanthers to discover its location. Slarkrethel, gaining a cutthroat reputation, and amassing
the nastiest crew of pirate lords he could muster. He’s
travelled throughout Faerûn to these ends and knows the
world’s oceans like the back of his hand. Tentrix is inflated
Sea King Tentrix with importance, exceedingly arrogant and believes himself
undefeatable.
Like most kraken priests, Tentrix has been transformed
beyond his human form. He has a face of tentacles that
hang down like a twitching, fleshy beard. His eyes ooze
ink down his face in staining streams. He wears a flowing
leather overcoat and a tricorn hat. Tentrix is rarely seen
without his familiar, a homunculus named Filch.

Tentrix’s Traits
Ideal. “I seek to bring glory to the kraken, Slarkrethel,
and in doing so become the deadliest pirate known to the
Sword Coast.”
Bond. “My crew are my kin, mess with them and you
mess with me.”
Flaw. “My notorious reputation has gone to my head; I
believe myself undefeatable.”

129
Captain Scummer Desecratus Profanis
CN non-binary green slaad LE female spirit naga
Most slaadi are agents of pure chaos that hail from the After being ousted from her Chultan lair by Ras Nsi,
Plane of Limbo. When slaadi travel to the Material Plane, Desecratus Profanis managed to take control of a ship
they create carnage by killing the resident humanoids or merchant ship leaving Chult. Discoering she had a taste
transforming them into more of their kind. Years ago, Sea for piracy, she began raiding other vessels on their way
King Tentrix’s vessel came across town being attack. Tentrix to and from peninsula, amassing a hoard of wealth and
flew into a rage after realising his raid could no longer go magic items. Seeking ever greater influence over the seas,
ahead, so kidnapped one of the creatures as revenge. He Desecratus travelled north to the Sword Coast where she
hoped to ransom the captive back to the slaad, but when his made a habit of sinking Lord’s Alliance vessels, which
first mate was killed before the message coudl be delivered, brought her to the attention of Sea King Tentrix. Although
Tentrix realised the foolishness of his plan. When Tentrix the pair initially tried to destroy each other, Desecratus
tried to kill the slaad in revenge, his blade hit the control saw something in Tentrix when he commanded the
gem embedded in its head which he removed, gaining ocean, revealing his connection to the powerful kraken,
control over the chaotic creature. Slarkrethel. Seeing potential for her own arcane gains,
Thenceforth, the slaad has obeyed Tentrix, who found Desecratus has allied with the Sea King and serves as a
he could teach the slaad a many things, including how to pirate lord under his command, hoping one day to unlock
captain a ship. Eventually, the slaad became a notorious the powers he has been afforded by the kraken.
pirate in its own right, adopting the identity of Captain Desecratus Profanis is a schemer. She chafes under
Scummer. Tentrix elevated the creature to pirate lord after Tentrix’s command, but realises that the Black Armada
Scummer sunk a Flaming Fist vessel chasing his own. comes with protection and power she could not otherwise
Scummer would rather not be controlled by Tentrix but enjoy. She is willing to assist Tentrix for now, but takes note
has no ambition to retrieve the control gem himself. If the whenever the kraken priest communes with Slarkrethel
characters retrieve the gem, the slaad accepts their control. and will strike when the time is right. She is willing to make
Captain Scummer looks like a bloated, bipedal, green deals with characters to bring down Tentrix, provided she is
toad with a gaping maw and horned brow. Scummer’s replaced as commander of the Black Armada. Her ability to
identity as a pirate captain is reflected in its choice of reform after death ensures this, even if she is betrayed.
attire; a bright red frock coat. Scummer wields an oar, Desecratus is a fourteen foot long, purple serpent with
adorned with fish skulls, as its staff. Although Scummer a woman’s face and blood red markings on her hood. She
can shapeshift into humanoid form, it does so only to avoid talks slowly and carefully with a lisping rattle. She wears an
certain death or when commanded to do so by Tentrix. eyepatch, covering the eye she lost in a fight with Ras-Nsi.

Scummer’s Traits Desecratus’s Traits


Ideal. “Spreading chaos can be achieved through my new Ideal. “I must amass enough power to return to Chult
life as a pirate captain.” and destroy Ras Nsi.”
Bond. “I am controlled by Sea King Tentrix, who has Bond. “My only loyalty is to myself. If Tentrix shows a
possession of the gem which is bound to my soul.” sign of weakness, I’ll strike.”
Flaw. “Despite my new identity, I have a tendency to Flaw. “I’m extremely proud and believe I deserve the
revert back to my chaotic nature.” utmost respect. A slight against me will not be forgotten.”

Desecratus Profanis
Captain Scummer

130
Dhurge Jarl Bluebeard
LE male sahuagin baron (appendix B) CE male frost giant (appendix B)
Sea devils are known for their ferocity, but not often for Chief defender of Driftwood Docks, Jarl Bluebeard is a
their magical prowess. Dhurge is an exception. Dhurge was frost giant from Svardborg who joined the Black Armada
born with the typical baron mutations (increased strength after Jarl Storvald was killed by an adventuring party and
and extra limbs), but rather than fighting his way to the the Ordning was restored. Looking for a way to please his
top of sahuagin society, as most barons do, Dhurge took a god, Thrym, the raiding lifestyle promised by Tentrix to
different route. While attacking a ship as a juvenile, Dhurge the giants caught his eye. Bluebeard’s fanatical devotion to
came across a wand of fireballs and quickly realised how pleasing Thrym is not his only mark of insanity. The giant
to use the item. The power afforded to him by the item also insists on eating nothing but raw shark meat, weaving
inspired him to search out more and more wands until he hammers into his beard, and hurling rocks at any ship not
had a full set. By the time Dhurge was fully grown, he has flying the flag of the Black Armada.
discovered more wands than his hands could carry and Despite serving the Sea King, Bluebeard knows little
had mastered their use. The arcane casting didn’t go down about Tentrix’s true allegiances. He respects Tentrix simply
well with the sahuagin of Kressilacc, Dhurges home, so he because he upholds a life that Thrym would approve of;
headed south to the Nelanthers where he knew he could something not common in the small-folk. He knows that
find work as a pirate. Here he was approached by Sea King Tentrix is from Purple Rocks and that he has magical
Tentrix, who recruited him into the Black Armada. control over the ocean, but nothing more.
Dhurge knows Tentrix must have a connection with As the name suggests, Jarl Bluebeard has a bright,
the kraken, Slarkrethel. He has seen the kraken priests ice-blue beard into which he has braided half a dozen
of Purple Rocks before and recognises the spellcasting warhammers. Not used to the warmer climate of the
he wields. He thinks highly of Tentrix, whose charismatic Nelanthers, the Jarl tends to shun shirts, leaving his torso
leadership has united dozens of crews under his command. bare, save a few skulls from prized kills. The Jarl’s nose
Dhurge is a four-armed sahuagin with intelligent, beady is broken beyond repair and he has several giant runes
eyes. He wields a wand in each hand, shooting spells at tattooed across his forehead.
incredible speed. Dhurge wears a long wizard’s robe that is
always sodden and is covered in parts by a mossy seaweed. Bluebeard’s Traits
Ideal. “Thrym is the father of frost giants, I will prove
Dhurge’s Traits myself worthy to be called his son.”
Ideal. “I collect wands; the more I have, the greater my Bond. “My alliance with Sea King Tentrix gives me the
power.” opportunity to raid and fight without him, I would be stuck
Bond. “Tentrix took me in when my culture rejected me. in Svardborg.”
I’ll protect him as best I can.” Flaw. “People sometimes call me insane. I kill them so
Flaw. “I can’t resist the allure of a magic wand. A rare one the rumour doesn’t spread.”
would buy my loyalty.”

Jarl Bluebeard

Dhurge

131
The Storm Maiden Lesser Pirates
N female Illuskan human (appendix B) On the top rung of the ladder is Sea King Tentrix. Tentrix
Hailing from Rogarsheim of Norland in the Moonshae commands every aspect of the Black Armada, as well as his
Isles, the Storm Maiden was once a feared battle leader. private lair. Serving directly beneath Tentrix are the pirate
At the height of her power, however, she led a crazed quest lords who ensure his orders are fulfilled. Beneath them are
to control the Sea of Swords that resulted in her ship pirates of lesser import.
vanishing beneath the waves. Blessed by Umberlee and
Valkur, the Storm Maiden somehow survived. It took many Kharon
years for her to return, but she immediately stole a ship Despite the enormous sail atop Tentrix’s lair, the
from a petty pirate captain and began amasing a new crew. construction of the vessel renders it almost immobile.
Although the Storm Maiden has no memory of her years Thankfully, Tentrix bought the loyalty of Kharon, a
under the waves, she remembers her defeat at the hands of merrenoloth capable of captaining any ship. The ship
the Tarnian White Sails Company and realised she needed counts as the merrenoloth’s lair, and they can use their lair
a fleet of vessels to take revenge on Mintarn. After she has actions and regional effects here. Kharon enjoys life aboard
done so, she will return to Norland and claim the island the ship. They’re paid well, and the riotous lifestyle of the
for her own. Her mission quickly drew the attention of Sea humans aboard amuses them. Despite their loyalty to the
King Tentrix, who offered her a position of command in the ship, Kharon’s contract specifies that they are under no
Black Armada should she help him enact his plans. obligation to fight in the ship’s defence.
The Storm Maiden knows Tentrix is a Rocklander who
venerates Slarkrethel, and believes she will be given Luthra ‘Powder’ Lingenhall
command of the Black Armada to use after Tentrix is done. The quartermaster of the lair is a young gnomish woman
The Storm Maiden appears as a young Norl woman nicknamed Powder. Powder has bright orange hair that
with white hair and eyes that swirl with stormy blue and stands straight up atop her head like the flame of a candle.
grey. She wields a javelin of lightning and carries an arrow- She is perpetually covered with soot and swadust. She
catching shield. She dresses in the usual attire of a Norl; wears a pair of eyes of minute seeing and a thick leather
leather armour and breeches with a fur cloak and horned robe puckered with burn holes, and is rarely seen without a
helm. She is a proud woman who believes her blessings pipe in her mouth.
from Umberlee and Valkur will guide her to victory. Powder uses the statistics of a swashbuckler with the
following changes:
Storm Maiden’s Traits
Ideal. “I will have revenge on Mintarn and claim Norland ●● Powder’s size is Small.
as my domain.” ●● Her alignment is chaotic neutral.
Bond. “Tentrix has promised me the Black Armada; I ●● Her speed is 25 feet.
need his authority to take command of the fleet.” ●● She has darkvision out to 60 feet.
Flaw. “My mood is like the sea, at times calm, at others ●● She has advantage on all Intelligence, Wisdom, and
tempestuous. Not even I can predict which it will be.” Charisma saving throws against magic.
●● She can speak Common and Gnomish.
●● She wields a musket instead of a rapier. Powder
can make two musket attacks as an action: Ranged
Weapon Attack: +6 to hit, range 40/120 ft., one
target. Hit: 10 (1d12 + 4) piercing damage.
●● She wears eyes of minute seeing and carries a
packet of smokepowder (appendix C).

Grabbit
The Storm Despite her stature, Grabbit the goblin boss holds great
Maiden sway on the ship. Most of the crew aboard are monstrous
and respond better to her orders than those from the pirate
lords or Tentrix himself. Her command over the crew
comes from her ruthlessness; she has a deadly habit of
kicking crew who question her authority off the plank (see
area t1) down to the zombie tank (area t12) where they’re
torn apart by the undead ogre within. Grabbit wears a helm
of comprehend languages that looks like a towering crown
of twisted driftwood, allowing her to communicate with the
crew. She wields a whip instead of a scimitar, and can make
two attacks with the whip as an action without disadvantage
on the second.

132
DRIFTWOOD DOCKS When characters get close to Driftwood Docks for the
first time during a day or start a day of travel there, have
Driftwood Docks is a ship graveyard inhabited by the them make a skill challenge.
nastiest pirates of the Sword Coast. The location was once Skill Challenge. The characters must succeed on five DC
little more than a handful of sharp rocks and fast currents, 20 skill checks before failing on three to safely navigate the
but as more ships foundered in the treacherous waters, dangerous waters surrounding Driftwood Docks. Allow any
their skeletons built up genuine islands. In the centre of reasonable skill to be used, such as the following examples:
these wooden islands is a deep harbour containing the lair
of Sea King Tentrix; a dozen partially dismembered pirate ●● Strength check to guide the ship around rocks like
vessels that are lashed together to form a floating fortress. a punt
Driftwood Docks is constantly patrolled by pirates loyal to ●● Dexterity (Acrobatics) check to stay upright on the
Tentrix. In charge of the defence of Driftwood Docks is Jarl rocking deck
Bluebeard, a brutal frost giant on the verge of insanity who ●● Constitution check to keep a staunch grip on ropes
has a habit of hurling rocks. for hours on end
Characters who arrive at Driftwood Docks must navigate ●● Intelligence (Nature) check to decipher the chaotic
the treacherous waters and overcome the defences of the pattern of currents
ship graveyard before they can enter the bay containing ●● Wisdom (Survival) chart a course through a reef
Tentrix’s lair. Once aboard, they might capture or kill the ●● Charisma (Performance) check to inspire the crew
Sea King and extract information from him or one of his
pirate lords, allowing them to progress to Purple Rocks. If the characters fail three checks before succeeding on
five, their ship is battered by the rocks and reefs, taking 55
Approaching Driftwood Docks (10d10) bludgeoning damage. The characters still reach
their destination, provided that their ship isn’t destroyed by
When the characters first approach the island of smashed this damage. If the characters succeed on five checks before
ships, read or paraphrase the following: failing three, they safely arrive at their destination having
avoided the dangers of Driftwood Docks.
In the distance, you can make out the steep sides of an island Characters might find alternative ways into Driftwood
formed entirely of smashed ships. The ship graveyard is Docks, such as stowing aboard a pirate ship or teleporting.
surrounded by almost unnavigable waters that roil and twist These methods have their own complications, the scope of
as if wrung by the hands of the gods. which is not covered here.
133
Driftwood Docks Entrance When characters first arrive at the entrance, each
creature is fulfilling its duties (see below). If the characters
When characters reach the entrance to the island on its wait, there is a changing of the guard which takes 1d4 + 1
southern side, read or paraphrase the following: minutes, during which time there are no thugs manning the
ballistae.
Having navigated the treacherous waters around the island,
you manage to find a handful of gullys which cleave through Ballistae
the broken ships, forming an entrance to the island’s interior. Each large island and both the bordering cliffs have
The high cliffs on either side are manned by humanoids at ballistae bolted to their decking which are manned by four
ballistae, scouring the water for enemy ships. thugs (mixed race and gender, including lizardfolk, orc
and the like). These ballistae use the statistics presented
The entrance to Driftwood Docks is a few hundred in chapter 8 of the Dungeon Master’s Guide. The ballistae
feet wide consists of a handful of gullies between cliffs of each have a barrel of nine bolts nearby, and one bolt loaded.
smashed ship. Tentrix has fortified the entrance with half If the ballistae are being shot at ships, one of the thugs
a dozen ballistae and drums which serve as an alarm to uses their action to ignite the bolt, causing the ballista to
alert those within the harbour that foes are approaching. deal an additional 11 (2d10) fire damage on a hit. This
The defence of Driftwood Docks is the responsibility of Jarl attack ignites anything flammable it hits, including ships. If
Bluebeard, who spends most of his time slumped against a the ballistae are attacking creatures, the fourth thug uses its
ruined tower to the northwest of the entrance daydreaming. action to Help the shooter. Islands block line of sight for the
ballistae.
Creatures If two or more thugs manning the ballistae die, those
The entrance is guarded by twenty-six thugs, three ogres, remaining move to the closest ballistae to assist firing it. If
three minotaur. The guards are led by Jarl Bluebeard no ballistae can be fired effectively, those remaining instead
(appendix B) and his charming first mate Jandar Stayanoga flee to the border cliffs and fire their heavy crossbows.
(NE male Rashemi human gladiator). Each creature’s
behaviour is detailed in the sections below. In addition, the
Bridges
entrance has ten bandit reinforcements standing by (see The large islands and cliffs are connected by rickety
the “Drums” section). wooden bridges just wide enough for a Large or smaller

Driftwood Docks. 1 square = 10 feet

134
creature to travel across. Characters can move at a normal with harmless giant runes.
pace across the bridges, but this puts strain on their poor Outside the tower is a bowl of commanding water
construction. Whenever one or more characters move at elementals which the Jarl uses the first time enemies are
normal speed across a bridge, roll a d6. On a roll of 1, a detected. After that, he hurls rocks from a pile at the foes
bridge flips or tilts to drop characters into the water below. until they come into melee range, when he changes to using
These areas can be navigated safely by treating them as his tentacle rod and battleaxe.
difficult terrain. Treasure. An unlocked trunk within the tower contains
The bridges have AC 11, 18 hit points, immunity to 1,850 gp, 4,600 sp, 230 cp, and a collection of whalebone
poison and psychic damage, and vulnerability to fire scrimshaw (worth 500 gp). The trunk also contains a potion
damage. Reducing a bridge to 0 hit points destroys it, of gaseous form, a potion of superior healing (which the Jarl
throwing any creature on the bridge into the water below. will drink if low on hit points) and a potion of heroism.

Cliffs Seawater
The ‘land’ of Driftwater Docks is not stable ground; it is The water in Driftwood Docks is filled with ripping currents
made of hundreds of smashed ships thrown together in and whirlpools. Water vehicles treat the water as difficult
ramshackle piles atop a bed of rocks. The larger ‘islands’ terrain, and creatures in the water must spend 4 feet of
have rough decking laid down on their tops, making it movement for every 1 foot it moves. When a creature enters
easier to stand atop them. Creatures can move across the the water for the first time on a turn or starts its turn in the
‘land’ as normal, but a creature that takes the Dash action water, it must succeed on a DC 15 Strength saving throw or
must succeed on a DC 10 Dexterity saving throw or fall be pulled beneath the waves. A creature already underwater
prone, tripping over the debris-strewn ground. who fails the saving throw takes 11 (2d10) bludgeoning
The cliffs and islands in Driftwood Docks are 50 feet tall. damage from being battered by debris.
A creature without an innate climbing speed can scramble
up the cliffside with a successful DC 12 Strength (Athletics)
check. Creatures can attempt to jump from high points,
such as ship masts, onto the islands. See chapter 8 of the
Player’s Handbook for rules on jumping.

Drums Jandar Stayanoga


Each large island and the bordering cliffs have drums on
their decks. These drums can be played using an action,
and are manned by either an ogre or minotaur. If a drum
is sounded, each other drummer joins in. If three or more
drums are sounded simultaneously, the noise is loud
enough to warn anyone in the Driftwood Docks harbour
that foes are on their way (see “They Saw You Coming” in
the Floating Lair section). In addition, a reinforcement of
ten bandits arrives on initiative 10 the following round. The
bandits can man ballistae, jump onto enemy ships, or fire
their crossbows at the crew.
Once the drums have been sounded, the ogres and/or
minotaurs run to the closest island or cliff and jump down
onto the invading ship.
Each drum has AC 13, 10 hit points, and immunity to
poison and psychic damage. Reducing a drum to 0 hit
points destroys it, preventing it from being played.

Ruined Tower
To the northwest of the Driftwood Docks entrance is a
ruined tower. Jarl Bluebeard foolishly decided to start
constructing the tower from stone atop the rough decking,
but quickly realised it wouldn’t hold after his own footsteps
caused the tower to partially collapse. Now, Jarl Bluebeard
uses the tower as a leaning post and shark smoker. He
also stores some valuable possessions within it. Inside, the
tower looks like a huge smokestack; a smouldering fire on
the ground, with the corpse of a giant shark hanging above
from a spit by its tail, slowly curing in the smoke. Stashed
inside, left of the door, is the Jarl’s wooden trunk, engraved

135
TENTRIX’S FLOATING LAIR They Saw You Coming
When the characters make their way through the entrance If the characters are noticed at the entrance to Driftwood
and into the harbour, read or paraphrase the following: Docks, or if they make their presence known aboard the
lair, the crew rush to battle stations. The actions of the
After making your way through the entrance to Driftwood
crew are summarised in the Lair Roster Table overleaf.
Docks, you find yourselves in a large, deep expanse of water
Characters are likely to be noticed either by the lookouts
used as a harbour for a dozen or so pirate ships of sundry
at the entrance to Driftwood Docks or by Blurg, the goblin
construction.
lookout in area t20.
Standing out above all of these is a towering vessel that
Area descriptions presented below assume that the
looks like eight ships lashed together around a central hull
characters have not been spotted on their way to the lair,
nearly a hundred feet across. The strange, floating structure
and thus life is going on as normal for the crew. If the
has a phenomenal sail of giant proportions emblazoned
characters are spotted, you should adjust the descriptions
with the sign of the Black Armada, a red skull surrounded by
to reflect the current inhabitants and their actions.
tentacles on a field of black.

The following sections describe in detail the chambers


Locations
within Sea King Tentrix’s floating lair, the general features The following sections detail the different areas of
which are constant throughout, and the various characters
found within.
Tentrix’s lair:
T1. Top Deck
Golden Crown: General Features As you enter the central hub of the lair, you’re confronted
The following features are common throughout the lair. with a view of a short goblin with a tall driftwood crown
Some levels of the lair have additional features that are cracking a whip around her head while a pale lizardfolk backs
described at the beginning of their respective sections. away from her toward the edge of a wooden plank over a hole
Balustrades. Several areas, including the poop decks in the centre of the room.
and mezzanine level, are bordered by low balustrades “Scaly creeps gotta remember who the boss is!” screeches
instead of walls, denoted by a dotted line. The balustrades the goblin as, with a slash of her whip, she sends the
are 4 feet high. lizardfolk flying off the end of the plank. The creature’s
Ceilings. Unless specified otherwise, the ceilings in the scream ends abruptly with a splash, followed by a flailing
lair are 8 feet high. sound, and then silence. The gathered onlookers quickly
Kharon. The floating lair is considered the lair of scurry back to work.
Kharon the merrenoloth (see “Lesser Pirates”). Kharon
Creatures. When the characters enter, the room contains
can use their lair actions and regional effects to hinder
Grabbit (goblin boss wielding a whip with a helm of
the progress of any invaders.
comprehend languages), three goblins, four lizardfolk, and
Lighting. All areas of the lair are well lit by oil lamps
two human bandits. All begin to disperse after the scene
either suspended from the ceiling by a chain, attached to
described above.
pillars, or placed atop furniture.
Stairs & Hole. The central hole descends the entire way
Noise. Sounds of merrymaking and repair work fill the
to area t12, where it culminates in the water-filled tank, and
ship. Wisdom (Perception) checks that rely on hearing
up to area t20. The stairs that spiral around it connect those
have disadvantage.
three areas, as well as area t11, the interior mezzanine.
Walls. All walls within the lair are made of wood (AC
Characters falling down the hole take no damage provided
15). A 10-foot square of exterior wall has 50 hit points, a
they land in the water-filled tank at the bottom. If the tank is
10-foot square of interior wall has 30 hit points.
drained, they take fall damage as normal.

T2. Forecastles
Crew Four of the ships from which the lair is made poke their
forecastles out above the water’s surface.
The crew of Tentrix’s lair is constantly rotating. Pirates
who come make port in Driftwood Docks serve for a tenday
on the vessel before setting sail again. Because of this, These areas are empty.
the crew is a mixture of humanoids, including lizardfolk,
goblins, and orcs. Like most pirates, the crew of Tentrix’s
T3. Captain Scummer’s Quarters
lair are not particularly loyal; if outmatched, they flee. The door to area t3 is locked. It can be opened with a
Due to the constant changeover, it is easy for characters successful DC 18 Strength check, a successful DC 20
to blend in. Provided characters wear suitable attire Dexterity check using thieves’ tools, or with Captain
(traveller’s clothes or a disguise) they can infiltrate the ship. Scummer’s key, found in his pocket.
Each crew member carries 2d10 gp in a belt pouch.

136
Lair Roster Table
The following roster table summarises the locations of the lair’s inhabitants when the characters approach and indicates
how those creatures react when intruders are detected.

Area Creature(s) Notes


T1 Grabbit, 3 goblins, 4 lizardfolk, 2 bandits Grabbit and the goblins head to area t2, the lizardfolk head
to area t4 to man the ballistae, and the bandits head to area
t6 to man the cannons.
T3 1 rug of smothering The rug remains here until disturbed.
T4 4 lizardfolk, 1 oaken bolter The lizardfolk remain here to guard the oaken bolter.
T5 Dhurge Dhurge heads out onto the deck of this area.
T6 Powder, 2 bandits The bandits remain here to man the cannons.
T7 Storm Maiden, 2 berserkers, and 1 berbalang The Storm Maiden and berserkers remain here until they
see a foe to attack. The berbalang remains here and hides.
T9 1 swarm of poisonous snakes The snakes remain here until disturbed.
T10 1 minotaur The minotaur remains here to man the ballista.
T11 5 bandits, 1 bard, 2 goblins, 3 lizardfolk, 1 The goblins head to area t2, the lizardfolk head to area t4
minotaur, 3 orcs, 1 veteran to man the ballistae, the bandits head to area t6 to man the
cannons. The bard, minotaur, orcs, and veteran remain here
until disturbed.
T12 Sea King Tentrix, Captain Scummer, Desecratus Sea King Tentrix and Captain Scummer head to area t13,
Profanis, 4 bandits, 1 zombie ogre, 1 colossal using the colossal octopus to block it. Desecratus and the
octopus bandits remain here.
T17 3 goblins, 2 orcs, 1 bandit, 1 monkey The goblins, orcs and bandit head to area t12 to help defend.
The monkey remains here.
T18 Lady Doreena Sternquarter Doreena remains here.
T20 Kharon, Filch, 4 orcs, 1 goblin All creatures remain here, though Filch follows the
characters should they enter the lair.

Behind the door is a luxurious cabin. A decorated curtain T4. Captain Scummer’s Poop Deck
depicts a scene of beautiful elves in a pristine garden and
Lounging atop this deck are four lizardfolk. The scaly
sections off part of the chamber. Opposite the curtain is a
humanoids lean against the balustrade of the deck, chewing
curved, wooden desk and rocking chair.
old bones and spotting fish in the waters below. Mounted
onto the wooden platform is a strange device that resembles
Creatures. The beautiful curtain animates if anyone other a large ballista with a snarling reptilian face at its end.
than Captain Scummer touches it as a rug of smothering.
Treasure. The wooden desk has several draws, none of Creatures. There are four lizardfolk atop this deck and
which are locked. They contain various papers and maps an oaken bolter created by Powder.
detailing trade agreements and routes along the Sword
Coast. Characters who succeed on a DC 20 Intelligence T5. Dhurge’s Quarters
(Investigation) check discover that one drawer has a false Sat at a small desk, carefully polishing a wooden wand, is a
bottom. Hidden within are 500 gp of small emeralds in a hulking brute of a sahuagin. The beastly creature has four
leather pouch and a vial of thick, creamy-coloured fluid. muscled arms which cradle the wand delicately.
The fluid can be identified as carrion crawler mucus with a
successful DC 16 Intelligence (Nature) check. (see chapter Creatures. Dhurge (appendix B) is here sorting through
8 of the Dungeon Master’s Guide). and his wands. He attacks any intruders who don’t knock.
Behind the curtain is a bed covered by long silk sheets Treasure. An unlocked drawer in the desk contains a
and throw pillows. Characters who part the sheets and look wand of magic detection and a wand of secrets, as well
beneath the bed find a locked box. The box can be opened as handwritten notes in Common about Tentrix’s possible
with a successful DC 10 Strength check, a successful involvement with the kraken Slarkrethel, and his ancestral
DC 16 Dexterity check, or with a key kept in Captain link to Purple Rocks.
Scummer’s pocket. Opening the box with a Strength check As well as his equipment, Dhurge carries a mermaid’s
breaks the contents. Inside are three potions of greater purse (shark egg sack) containing bright corals worth 100
healing and 312 gp in assorted coinage. gp, and 24 gp in assorted coinage.

137
T6. Dhurge’s Poop Deck a tiny, decorated, clockwork beetle that spits sparks (250
gp), a set of tinker’s tools (50 gp), a spyglass (1,000 gp), a
Working atop the deck is a gnome with a shock of orange key to the hidden store in area t16, and 65 gp in assorted
hair. She’s bent down low beneath a huge iron tube, belled coinage.
at one end, and mounted on wheels. As she works, puffs of
smoke puff up into the air accompanied by pops and cracks T7. Storm Maiden’s Quarters
that break through the babble of the crew. Nearby two rough
Two burly humans guard the entrance to the quarters on the
looking fellows are skimming stones off the side of the boat.
southeast ship. As you watch, a woman with wild white hair
Creatures. Working on one of the cannons is Powder comes marching toward the humans from the central hub
(see the “Lair Inhabitants” section). Standing nearby are of the lair. As she approaches, the three get into a heated
two human bandits. If she is uninterrupted for 10 minutes, conversation which eventually calms down into laughter. A
Powder fixes the broken cannon (see below) and heads to moment later, a loud explosion from the poop deck above
area t16 to grab some tools. draws their attention.
Weapons. There are two cannons mounted on the
Creatures. The two men are human berserkers from
deck (see chapter 8 of the Dungeon Master’s Guide).
Norland, loyal to the Storm Maiden (appendix B), who
The southernmost cannon operational, but the other is
appears on the deck. The three talk about a prisoner in
malfunctioning. A creature that tries to fire the broken
area t18. Characters who succeed on a DC 12 Wisdom
cannon causes it to explode, completely destroying it. Any
(Perception) check overhear the conversation, which
creature within 15 feet of the cannon must make a DC 16
reveals the identity of the prisoner as Lady Doreena
Dexterity saving throw, taking 44 (8d10) fire damage on a
Sternquarter; a member of the Lord’s Alliance captured on
failed save, or half as much damage on successful one.
the Sword Coast. Tentrix intends to ransom her back to the
The cannons were created by Powder, and characters
Lord’s Alliance for a hefty sum but has refused to send the
who have no experience with firearms are unlikely to have
Storm Maiden to make the trade, which has frustrated her.
the vaguest idea how to use them without first succeeding
Treasure. As well as her equipment, the Storm Maiden
on a DC 20 Intelligence check. The cannons require ten
wears a golden pendant in the shape of thundercloud with
shots worth of smokepowder per discharge.
three lightning bolts beneath (25 gp), a gold torc (250 gp),
Treasure. Two kegs of smokepowder (appendix C) stand
and an ivory bracer (25 gp).
near the cannon. As well as her equipment, Powder carries
Tentrix’s Floating Lair. 1 square = 5 feet

138
When the explosion happens, the two berserkers head up T9. Desecratus Profanis’s Quarters
to the poop deck to investigate.
If the characters enter the Storm Maiden’s quarters The door to area t9 is locked with an arcane lock – only
proper, read or paraphrase the following: Desecratus can open it normally. The door can be opened
with a knock spell, a successful DC 30 Strength check, or a
The cabin before you is sparsely furnished, with next to no successful DC 30 Dexterity check using thieves’ tools.
decoration. The only features are a crossed pair of greataxes The door is also protected by a glyph of warding,
behind a hefty wooden shield, painted with bright red and discoverable with a successful DC 14 Intelligence
blue stripes. There is a desk pressed up against the far (Investigation) check. Any creature other than Desecratus
wall. A wooden bed, its frame carved in a similar fashion to that opens the door triggers the glyph, which has the spell
northlander dragonships, stands nearby. infernal calling stored within it. When triggered, the spell
summons a white abishai whose common name is Ix’thex
Creatures. Characters with a passive Wisdom the Indomitable.
(Perception) of 15 or higher hear something move beneath The devil’s first thought is not to fight but to bargain with
the Storm Maiden’s bed. Attempting to hide beneath is a the characters. If the characters can retrieve Ix’thex’s devil
berbalang named Oloc. Oloc is a spectral duplicate of its talisman from Desecratus and bring it to her, she gives
true form, which hides on the Astral Plane. them access to Desecratus’s quarters.
Oloc has been hired by the githyanki of Flame Fault on If the characters gain entry to the chamber, read or
Tuern to investigate Sea King Tentrix’s lair. Oloc wasn’t told paraphrase the following:
why to investigate, only to listen for mentions of Purple You emerge into a chamber dimly lit by purple light. Rows of
Rocks and anything connected to the Astral Plane. So humanoid skulls lead up to a dais against the back wall. The
far Oloc has found out that Tentrix is from Purple Rocks, dais is made of dark stone and carved with strange, arcane
and that he has a connection to a dark power there. Oloc’s runes. Serpentine forms are engraved into the walls of the
ability to cast speak with dead may come in useful if the cabin, their gaping, fanged maws pointing toward the dais.
characters want to extract information from a dead Tentrix,
as the Sea King loses his connection with Slarkrethel
should he be killed. Creatures. Characters with a passive Wisdom
Treasure. There are two greataxes and a shield mounted (Perception) of 14 or higher notice the sound of hissing
on the wall. The desk has three copper flagons emblazoned and writhing coming from beneath the dais, and spot small
with dragons atop it (1 gp each) as well as a bottle of fine holes along its base. Creatures other than Desecratus who
mead (25 gp). step onto the dais are attacked by a swarm of poisonous
snakes which emerges from the holes.
T8. Storm Maiden’s Poop Deck Light. This room is dimly lit.
Treasure. Characters who succeed on a DC 18 Wisdom
A large, catapult-type mechanism takes up most of the (Perception) check notice a ridge toward the back of the
space on this small deck. Clambering around the mechanism dais. The ridge is a secret compartment that can be opened
are three goblins, two of whom seem to be trying to grab with a successful DC 18 Intelligence (Investigation) check.
something off the third. After a few minutes of trying to Inside is a spellbook containing the spells arcane lock,
keep away from the others, the goblin gives up and throws a contact other plane, glyph of warding, and infernal calling,
packet toward its pursuers. As one of the goblins catches the a black candle with an illusory flame that extinguishes all
packet, it explodes in a ball of flame and smoke, throwing the nonmagical light sources in a room when snuffed, and an
three charred goblin corpses overboard. From the deck below obsidian talisman engraved with a cobra head with rubies
you hear shouts of exclamation. for eyes (2,500 gp).
Creatures. Characters might intervene before the T10. Desecratus Profanis’s Poop Deck
three goblins blow themselves up with the packet of
smokepowder (appendix C) stolen from Powder (see area A brutish minotaur with a leather patch covering one eye
t6). After the explosion, the goblins are killed, and the leans on a ballista, staring out into the bay and grunting a sea
two berserkers from area t7 come to investigate. Seeing shanty to itself.
nothing other than a soot-stained mangonel, they head back
down. Creatures. There is a minotaur on the deck, their
Weapons. Despite the explosion, the deck’s mangonel missing eye gives them disadvantage on ranged attack rolls.
(see chapter 8 of the Dungeon Master’s Guide) is still Weapons. The deck is outfitted with one ballista (see
functional. It is not manned unless the characters were chapter 8 of the Dungeon Master’s Guide).
spotted (see the Lair Roster Table).

139
Tentrix’s Floating Lair. 1 square = 5 feet
T11. The Jolly Roger Combat. If a fight breaks out in this area that causes
creatures to topple down to area t11, or there is a loud or
Descending the stairs from area t1 or ascending them from highly visible spell effect, the characters are spotted by the
area t12 brings the characters to this mezzanine level. creatures in area t11. Have the events described in that
Raucous laughter and the tumbling metre of poorly played area occur.
instruments fills this balcony. The place is lit by hanging Fighting in this area should give the pirates a chance to
chandeliers filled with dripping candles that cast light down use some dirty tactics, battering people with chairs, shoving
into the hold below. creatures over the balustrade, igniting bottles of rum to
At one end of the balcony is a recessed bar, where half throw, and swinging from one side of the balcony to the
a dozen humanoids slosh their grog around in tin mugs. other. If characters engage in similar activities, award them
Opposite this is a ragged three-piece band atop a table, who with Inspiration.
are thrashing out a lusty shanty. As you watch, a minotaur Service. If the characters are posing as pirates, they can
beating out the staggering rhythm on a battered drum slips in grab an ale or grog and a piece of bread or cheese for free
a spilt drink and barrels into a seated goblin, throwing them at the bar.
into the air and over the balustrade. The creature lands with a The barkeep, a scarred orc named Hrug, chats to them
sickening crunch, and the room erupts in laughter. about what’s happening in the lair. He reveals that the pirate
lords are meeting tomorrow, apparently to discuss an attack
on Luskan by the Black Armada.
Creatures. Hrug (NE male orc veteran) mans the bar Treasure. The bar is well-stocked with half a dozen
for three lizardfolk and three orcs. At the other end of the bottles of strong spirits (10 gp each). The four chandeliers
mezzanine, four bandits and two goblins clap along to a hanging from the ceiling are gold-plated (100 gp each).
shanty being played by a minotaur, a bandit and a plump
dwarven bard playing an instrument of the bards: doss lute.

140
T12. Hold (the northwest corner to area t19 for example. Characters
must apply a weight of over 300 lbs to these pressure plates
Descending the stairs from area t11 brings the characters in order to compress them. The easiest way to do this is
to this lower level. Read or paraphrase the following: to lure the ogre zombie onto the plates by holding ‘food’,
Sunk into the centre of the ships hold is an enormous, water- anything from rations to dead goblins, in the water above
filled tank, above which the spiral stair curves around. the plate, or by banging on the glass.
Standing around the hold are several individuals; a man
in the attire of a pirate whose face is covered in tentacles, a
T13. Audience Chamber
lumbering green toad-like humanoid, and a giant purple snake To enter this area, characters must clear the petrified
with the face of a woman. Accompanying them are a rag-tag octopus blocking the entrance. This can be achieved by
group of pirates. using a spell scroll of stone to flesh (see area t15), or by
casting dispel magic (DC 16), upon it. Doing so causes the
colossal octopus (appendix B) to attack the characters,
Creatures. When the characters enter the area for
and allows Sea King Tentrix (appendix B) and Captain
the first time, Sea King Tentrix (appendix B), Captain
Scummer (green slaad) to join the fight.
Scummer (green slaad), and Desecratus Profanis (spirit
Tentrix is in command of Scummer thanks to owning its
naga) are arguing about the Armada’s next move. They are
control gem. He uses Scummer to take hits, while looking
accompanied by four bandits.
for an opening to escape into the main body of the lair.
The argument revolves around whether they should
Tentrix doesn’t flee the lair completely, but searches for
directly attack Luskan’s navy or send hired pirates to do so.
more allies he can bring into the fight.
Tentrix favours the latter, Profanis the former.
If characters enter area t13, read or paraphrase the
The tank in the room contains an ogre zombie.
following:
Combat. If a fight breaks out in this room, it alerts the
sleeping creatures in area t17, all of whom barge in on There is little in this chamber save for a throne of melted
initiative 10 the following turn. cutlasses and woollen tapestries with strange, otherworldly
Events. The characters are noticed unless they succeed motifs stretching across them. They seem at once to depict
on a DC 12 Dexterity (Stealth) check while descending the swirling masses of dark tentacles, whirlpools of raging waves,
stairs if they make a commotion in area t11, or if they reveal spiralling galaxies of stars, and dark, bulbous eyes.
themselves by casting spells with vocal components. If
noticed, several events occur:
Treasure. Although they are unnerving to behold, the two
●● Desecratus Profanis casts dominate person on
tapestries are finely made (250 gp each). Captain Scummer
the first character she notices (provided they are
has the key to area t3, and to his lockbox, in his pocket.
humanoid). She attempts to use this character to
Tentrix has the key to area t14, the secret store in area t16,
block the spiral stair, to prevent any others from
and the prison cells in area t18.
descending. She then uses spells that don’t require
concentration, such as lightning bolt, to attack the
other characters. The bandits assist her by firing
their crossbows.
●● Sea King Tentrix screams insults at the characters
as a colossal octopus (appendix B) emerges from
the hole in the deck behind him. He and Captain
Scummer run across the beast into area t13, and
Tentrix casts flesh to stone from a the spell scroll,
turning the colossal octopus into solid stone,
blocking the entrance to area t13 after them.

Hole. There is a large hole in the deck of the hold that Hrug the Barkeep
spans into area t13. Lurking beneath this is a colossal
octopus (see above). Characters can use this hole to enter
or exit the lair, via the ocean, from below.
Tank & Doors. There is a 25-foot wide, 25-foot deep,
12-foot tall tank set 5-feet lower than the floor level in the
centre of the hold. Inside the tank is an ogre zombie whose
eyes have been plucked from its skull, and whose body
festers with multiple wounds. The ship uses the zombie as
waste disposal, but also as a locking mechanism.
Characters who look down into the tank notice pressure
plates in each corner of the tank. Each of these pressure
plates corresponds to the door they are directly opposite

141
Tentrix’s Floating Lair. 1 square = 5 feet
142
T14. Tentrix’s Quarters an elemental gem: emerald.
Inside the third chest are the possessions of Lady
The door to area t14 is locked. It can be opened with a Doreena Sternquarter; a folding boat, leather armour
successful DC 18 Strength check, a successful DC 20 emblazoned with the symbol of the Lord’s Alliance (15 gp),
Dexterity check using thieves’ tools, or with a key kept a rapier with a star of sapphires in the pommel (150 gp),
in Sea King Tentrix’s pocket. Read or paraphrase the an explorer’s pack (10 gp) and five daggers (10 gp), plus the
following: worthless equipment of Azzakh Norixius and his crew (see
You open the door, revealing a small, cramped bedroom. A area t18 for descriptions of Doreena and Azzakh).
low, single bed takes up most of this triangular chamber, the T16. Storeroom
only other furniture being a small wooden desk and chair.
The wooden panels in the room have been engraved with Crates and barrels, piled right up to the ceiling, fill this
depictions of deep sea creatures, including a kraken which chamber. Tools hang from the wall beside the door.
takes up most of the wall.
The door to this chamber is barred by a mechanism
connected to a pressure plate in area t12. Characters
Treasure. Atop the desk are numerous papers, most of
can open the door without compressing the plate with a
which appear to be contracts of employment, recruiting
successful DC 25 Strength check. Written on the lintel is
ship captains into the Black Armada. Also in the pile are the
the word ‘store’ in Tentrix’s cipher: store.
identification papers of Lady Doreena Sternquarter (area
Read or paraphrase the following:
t18), a report about the Black Armada attacks along the
Treasure. This room contains eight-hundred rations (5
Sword Coast (which should be supplemented through your
sp each), one-hundred kegs of ale (5 gp each), one-hundred
play experience of chapter 2), and a note written in Tentrix’s
flasks of oil (1 sp each).
cipher (appendix E).
Secret Door. Characters with a passive Wisdom
Characters who look under the bed discover a gold-plated
(Perception) of 15 or higher notice an inconsistency within
chest (2,500 gp). The chest is locked, Tentrix has the key. It
the panelling of this room. Characters who succeed on a
can be opened with a successful DC 20 Strength check, or
successful DC 15 Intelligence (Investigation) check discover
a successful DC 18 Dexterity check using thieves’ tools.
small, hidden hinges, a keyhole, and a note which says
The chest is trapped with a Poison Needle (see chapter 5
‘BEWARE SMOKEPOWDER’ in Tentrix’s cipher:
of the Dungeon Master’s Guide). Inside the chest is 320 cp,
BEWARE SMOKEPOWDER
600 sp, and 682 gp, as well as two emeralds (500 gp each)
The door has two keys, one owned by Powder and the
and a whalebone idol of Slarkrethel the kraken (250 gp). A
other by Sea King Tentrix. The door can be opened with
creature that touches the idol has horrifying visions of an
a successful DC 10 Strength check, or a DC 20 Dexterity
enormous brain sinking writhing tentacles deep into flesh,
check using thieves’ tools.
and feel an intense throbbing in their skull. The creature
The room contains five kegs of smokepowder (appendix
must make a DC 20 Wisdom saving throw. On a failed save,
C). A character that opens the door with a strength check
the creature takes 22 (4d10) psychic damage and suffers
barges straight into the kegs, causing them to explode.
a long-term madness effect (see chapter 8 of the Dungeon
Master’s Guide). On a successful save, the creature takes T17. Bunkhouse
half the damage and suffers a short-term madness effect.
Strung up in this room are two dozen hammocks, one row
T15. Treasure Chamber atop the other. A handful of figures lie in the gently swinging
The door to this chamber is barred by a mechanism beds, snoozing off their last round of grog. The chamber
connected to a pressure plate in area t12. Characters smells strongly of sweat and ale.
can open the door without compressing the plate with a
Creatures. There are three goblins, two orcs and a
successful DC 25 Strength check. Written on the lintel is
bandit sleeping in this room (unless
the word ‘treasure’ in Tentrix’s cipher: treasure.
they headed to area t12
Read or paraphrase the following:
after hearing a fight). One
This room contains three large, wooden chests inlaid with of the goblins has also
whalebone, mother of pearl, and coral. smuggled a pet monkey
(appendix B) on board,
who wears a small
Treasure. The chests are not locked, each is worth 500
tricorn hat and
gp. Inside the first chest are dozens of empty glass vials and
throws groundnut
containers, six potions of healing, two potions of greater
shells at pretty much
healing, two potions of swimming, one potion of frost
anyone.
giant strength, one potion of diminution, and one potion of
longeivity.
Inside the second chest are eighty-one azurites (10 gp
each), sixty-four malachites (10 gp each) seventy-three
turquoises (10 gp each), six moonstones (50 gp each), and

143
T18. Prison Tentrix’s homunculus, appears to poison her again.
The second cell contains Azzakh Norixius (NG male gold
The door to this chamber is barred by a mechanism dragonborn bandit captain) and two human guards who
connected to a pressure plate in area t12. Characters are what remains of the crew of the Bobbing Barrel (see
can open the door without compressing the plate with a “Orlumbor” and “Asavir’s Channel”). Their ship was sunk
successful DC 25 Strength check. Written on the lintel is by the Curse of Irphong, and most of the crew were killed.
the word ‘prison’ in Tentrix’s cipher: prison They were spared to be ransomed back to Llhamaruntosz.
Read or paraphrase the following: The prisoners’ equipment is in area t15.
Two rows of rust-covered iron bars separate this room into Cells. The cells are made of iron bars sunk into the
distinct prison cells. Slumped on the ground in the corner of deck and ceiling. The bars can be battered down with a
one of the cells is an unconscious woman with greasy brown successful DC 25 Strength check. The padlock locking the
hair and a black eye. A thick padlock hangs from the door of cells can be picked with a successful DC 20 Dexterity check
her cell. The second cell contains a dragonborn and a two using thieves’ tools. Tentrix has both keys.
humans. T19. Trapped Chamber
The door to this chamber is barred by a mechanism
Creatures. The cell contains the unconscious Lady
connected to a pressure plate in area t12. Characters
Doreena Sternquarter (LG female Chondathan human
can open the door without compressing the plate with a
swashbuckler). Lady Doreena was fighting off pirates along
successful DC 25 Strength check. Written on the lintel is
the Sword Coast when she was kidnapped by the Black
the word ‘gold’. Beneath this is the word ‘cursed’ written in
Armada. Realising her potential worth, they brought her
Tentrix’s cipher: cursed.
back to Tentrix’s lair. Tentrix intends to ransom her back to
Read or paraphrase the following:
the Lord’s Alliance.
Lady Sternquarter comes back to consciousness in 1d10 An enormous pile of gold coins fills this chamber. The
minutes. When she awakens, she begs the characters to wooden panels that cover the walls are covered with
find her equipment before they help her escape, sos he can engravings of pirates digging up huge chests, a pirate king
assist them. She has a foldable boat, which they can use to sitting atop a throne surrounded by treasure, and a skeletal
escape if need be. 1d4 + 1 rounds after she wakes, Filch, undead being buried under thousands of coins.

Tentrix’s Floating Lair. 1 square = 5 feet

144
Treasure. The room contains a pile of 180,000 gp, each Weapons. Each corner of the balustrade is fitted with a
minted with a skull on its ‘head’ and crossbones on its ‘tail’. scorpio (+5 to hit, range 120/360 ft., one target, dealing 11
The gold coins are worth the same amount as a normal (2d10) piercing damage on a hit. It takes one action to load
gold piece and could be melted down into gold bars or a scorpio, and one action to fire it). Each scorpio has a box
swapped for ‘normal’ gold pieces at a money changer. of ten bolts with it.
Curse. The gold pieces are cursed, a fact revealed only Lookout. Characters who climb the 50-foot rope-ladder
when an identify spell is cast on the gold piece, or after the up the mast come to a small lookout spot. In the lookout
effects of the curse become apparent. A casting of detect is Blug, a goblin with eyes of the eagle. Blug would rather
magic reveals an aura of necromancy around the gold. Any become the slave of the characters than die and begs for
creature that carries the gold for an hour or more is cursed. mercy if threatened.
The curse can only be removed by casting of remove curse
or similar magic and does not end if the creature disposes
of the gold. DEVELOPMENT
While cursed, the creature’s type becomes undead. In 1d4 By the time characters have raided the floating lair of Sea
days, the creature loses all appetite for food and drink and King Tentrix and dealt with the pirates within, they may
no longer needs them to survive. 1d4 days after that, the have uncovered some of the following information:
creature loses all need for air or sleep. 1d4 days after that,
the creature’s flesh begins to slough off its bones, leaving it ●● Sea King Tentrix works for the kraken, Slarkrethel
a bare skeleton. This process takes 1d10 days and, while ●● Sea King Tentrix comes from Purple Rocks
mildly painful and grotesque, has no effect on the creatures ●● Sea King Tentrix is responsible for creating the
hit points. After the transformation is complete, the Black Armada and attacking the Sword Coast
creature gains the following changes:
This information should lead the characters to Purple
●● The creature’s Dexterity score increases by 2. Rocks, where they can infiltrate the headquarters of the
●● The creature’s Strength score decreases by 2. Kraken Society and discover the location as Ascarle, where
●● The creature’s Charisma score decreases by 4. Slarkrethel the kraken lairs.
●● The creature gains vulnerability to bludgeoning
damage and immunity to poison damage.
●● The creature can’t be poisoned, or gain levels of Character Advancement
exhaustion. After the characters have defeated Sea King Tentrix, they
●● The creature gains darkvision out to a range of 60 should reach at least 9th level.
feet if it doesn’t already have it.
●● The creature is Undead

T20. Crow’s Nest


Atop the decks of the lashed-together ships is a wooden,
octagonal platform surrounded on all sides by a balustrade. Lady Doreena
From this platform rises a thick mast, draped with a black Sternquarter
sail. Each corner of the balustrade has a scorpio bolted to it,
several of which are armed by gruff-looking orcs. Standing
behind the ship’s wheel is a gaunt, hooded figure leaning on
an oar with a small, winged creature on its shoulder.
Ascending the stairs from area t1 brings the characters to
this open-air upper level. Read or paraphrase the following:
Creatures. There are four orcs manning the scorpios.
Behind the wheel is Kharon the merrenoloth. Kharon was
hired by Tentrix to protect the ship, which they do by using
their lair actions and regional effects. Kharon’s defence of
the lair doesn’t extend beyond this; they teleport away if
threatened.
Kharon can be bribed to disclose information about the
layout of the ship, the location of smokepowder aboard,
its inhabitants, and anything else the characters want to
know for 1,000 gp. For a price of 10 gp a day, Kharon takes
captainship of the character’s ship, making them able to
protect it using their lair actions and regional effects.
On Kharon’s shoulder is Sea King Tentrix’s homunculus,
Filch. He telepathically communicates the location of the
characters to Tentrix, even following them through the lair.

145
PURPLE ROCKS strange creatures have been visiting the islands, who
seem linked to the kraken. These visitors are the mind
Purple Rocks can be found on almost any map of the flayer Attendants of Zellix’Phor, who devour the brains of
Sword Coast and Island Kingdoms and is a relatively Rocklanders for sustenance, and take others below the
easy location to travel to. Although the Rocklanders don’t waves for ceremorphosis.
receive many visitors, or trade much with the other Island The only weak link in the hierarchy of Purple Rocks is
Kingdoms, they are well-known shipwrights capable of Sea-King Frannis. Frannis cannot believe that the kraken
repairing damaged vessels, or sheltering crews when there has abandoned them but cannot reconcile the behaviours
are storms. The real challenge comes if characters want to of the King of the Trackless Depths, nor the ‘visitors’ who
leave Utheraal, the ‘public island’ where visitors are housed. haunt his crumbling castle. Given the chance, Frannis
makes a break to escape the island and makes pleas for
Sea-Kings and Deep Lords protection from the characters.

Although nominally ruled over by two kings, Sea-King


Frannis of Utheraal and Sea-King Krulk of Trissk (CN
male Illuskan human gladiators), Purple Rocks is actually
controlled by a circle of five Deep Lords, kraken priests
known to the Rocklanders as The Elders. Though each
Deep Lord is equal, Deep Lord Ingrimarr (NE non-binary
Illuskan human warlock of the great old one with Hoch Deep Lord
Miraz’s staff of the magi) is the voice of the council and acts Ingrimarr
as the mouthpiece for Slarkrethel the kraken.
Each Elder’s connection with the kraken means that
Slarkrethel, or now Zellix’Phor, can kill them elepathyically
by using an action to rupture their brains.
All of The Elders know something is wrong with
Slarkrethel, though they don’t know what. Their efforts
to placate the kraken, such as throwing children into the
sea, have failed to produce the usual effects; abundant
fish stocks and protection from the northerly storm. In an
effort to appease Slarkrethel, they have been taking more
drastic measures, such as sacrificing humanoids who visit
the islands. In addition to the lack of action by Slarkrethel,

146
UTHERAAL Sanity Scores
When the characters come close to Purple Rocks, they are
If you wish to leave a psychological scar on the
greeted by a longship, whose prow is carved into the form
characters, you can introduce a new score called Sanity.
of a kraken. The longship is crewed by forty tribal warriors,
A character’s sanity score equals their Wisdom modifier +
many of whom boast tattoos of stylised tentacles that wrap
Charisma modifier (minimum of 2). It is an indication of
around their biceps. When the characters are approached
how well they can bear the consequences of confronting
by the ship, read or paraphrase the following:
disturbing circumstances and resist the call of madness.
Headed toward you is a wooden longship with a prow carved Characters can spend a Sanity point to help them
to resemble a squid-like creature. The burly men who crew succeed in certain situations. They can expend a point of
the boat look sullen, not aggressive. As the ship cuts through Sanity to automatically succeed on:
the waves and draws close to you, a man heads to the prow
and beckons you closer. The young man’s skin seems loose ●● An ability check to understand some eldritch
around his face, showing the pink waterline beneath his clue, such deciphering the mind-warping text on
bulging eyes. a shrine to Slarkrethel
●● A Charisma saving throw to resist horror.
Once the characters are within earshot of the man, he
Whenever a character gains a form of madness, they
asks why they’re visiting Purple Rocks. If the characters
lose a Sanity point. A greater restoration spell restores
can come up with a reasonable explanation, such as to
a point of Sanity to a creature who still has at least one
restock on supplies, shelter from an incoming storm, or get
point remaining. If a character’s Sanity is reduced to
their ship repaired, he asks the characters to follow their
0, they go indefinitely insane. Going indefinitely insane
longship to the southern island; Utheraal.
renders a character unplayable. Their mind has been
If the characters arrived at Purple Rocks by other means,
so corrupted by horror that they cannot function. The
such as by flight or teleportation, you will need to adjust the
character might die of a heart attack, commit suicide, or
text to match their arrival. No matter how the characters
be reduced to a gibbering mess. Any spell that brings a
arrive, they are quickly escorted to the settlement of
character back to life, such as raise dead, restores the
Vilkstead on Utheraal. The escort takes them to Vilkstead
character and their and Sanity score, but they return with
Castle where they meet Sea-King Frannis.
a form of indefinite madness that cannot be removed,
While staying on Vilkstead, the characters might notice a
short of a wish spell or similar magic. You can choose or
few strange traits of the locals.
determine the madness randomly from the table below:
●● The Rocklanders occasionally converse in a version
of Deep Speech unique to the island. d100 Flaw (lasts until cured by a wish spell)
●● The Rocklanders have an unpleasant smell to them; 01-15 “Being drunk keeps me sane”
a mix of fish and sulphur. 16-25 “I adorn myself with fish skeletons, wash in sea
●● The skin of the Rocklanders seems loose and water, and wear clothes of matted seaweed.”
rubbery or scarred and weather-beaten. Their eyes
are rheumy and their hair lank and greasy. 26-30 “I believe I have been contacted by Slarkrethel,
●● The population seems to be mostly young or and that he speaks to me through my dreams”
middle-aged men. The characters might spot 31-35 “I am convinced I must immerse myself in salt
the occasional woman but never see a young or water every eight hours or I will die.”
old person. It is not unusual for Northlanders to 36-45 “Defeating Slarkrethel is my only aim. Nothing
house visitors away from the women given their will stand between me and my goal.”
patriarchal, misogynistic culture, but no other Norls
46-50 “I only eat raw fish and seaweed.”
hide away their young and elderly.
51-55 “I pick at my skin constantly, trying to find the
Unfathomable Horror scales and suckers that I know are underneath.”
56-70 “The ocean terrifies me; being on the coast gives
Content Warning. These rules are intended to be me jitters, being submerged would kill me.”
horrifying, and contain many disturbing descriptions.
71-80 “I am convinced that the Kraken Society are
The islands of Purple Rocks are inhabited by folk whose
hunting me, and their agents watch me always.”
lives have been corrupted by their veneration of Slarkrethel.
Although their day to day life might seem similar to that 81-85 “I see writhing tentacles in the shadows. They
of any Norl community, the Rocklanders hide that sinister are horrors of the deep that want to devour me.”
secret that drives their whole culture. 86-95 “I can’t take anything seriously. The more
While characters stay on Purple Rocks, they are likely to serious the situation, the funnier I find it.”
bear witness to some disturbing events. If you want to play 96-00 “Human sacrifice is the only way to appease the
into the eldritch horror feel of the location, you can use the kraken, Slarkrethel.”
following rules to help assist you:

147
Horror. Horror involves more than simple fright. It entails the other two start a small driftwood fire. With terrifying
revulsion and anguish. Often it arises when adventurers efficiency, the three gut the dolphin and throw its viscera
see something completely contrary to the common onto the flames producing a sour, acrid smoke. They make
understanding of what can and should occur in the world, quick work of butchering the dolphin before carrying the
or upon the realisation of a dreadful truth. flesh to Vilkstead.
In such a situation, you can call on the characters to make Development. Characters who succeed on a DC 12
a Charisma saving throw to resist the horror. Disturbing Intelligence (Nature) check know that the meat of dolphins
events that occur on the islands have a DC noted next is not good to eat; the Rocklanders must be doing so as a
to them, but you can set the DC yourself based on the last resort.
magnitude of the horrific circumstances. On a failed save,
the character gains a short-term form of madness, or a long- Guest Longhouse
term form if the save fails by 5 or more, that you choose The characters are invited to stay in a mouldering wooden
or determine randomly (see chapter 8 of the Dungeon longhouse, the thatched ceiling of which is white and furry
Master’s Guide). with mildew. The longhouse consists of a large communal
hall, with four private chambers off a corridor at the far end.
Locations in Vilkstead During the day, the communal area is frequented by young
men eating a rank fish stew and smoking pipes.
When the characters arrive on the southern island Disturbing Encounter (DC 10). At any time two or more
of Utheraal, they are escorted to Vilkstead, a fishing Rocklanders are in the communal space, the characters
settlement of slate-roofed shacks, thatched longhouses, overhear a conversation. They speak in a malign vernacular
and plain, granite shrines. The whole island has a dark whose utterance is reminiscent of a drowned man coughing
purple hue underneath the stormy sky that seems to hang up seawater (a derivate of Deep Speech known only to the
perpetually over Purple Rocks. The characters are first Rocklanders).
taken to Vilkstead Castle to meet with Sea-King Frannis, Development. Characters who can understand Deep
then to a longhouse where they can rest during their stay. Speech can attempt a DC 18 Intelligence check to
While the characters remain on the island, they can explore understand the conversation. On a success, the character
freely, though they are not permitted to leave without an understands a smattering of the discussion; The Elders are
escort (see the “Leaving Utheraal” section). meeting later today to discuss a festival of some sort due to
The following sections detail a few areas of interest take place tonight.
the characters might wish to visit, as well as a potentially
disturbing encounters that occurs when the characters Granite Shrines
first arrive there. These encounters can be moved to other Spread around Vilkstead are around half a dozen plain,
locations, or occur at a different time of your choosing. granite shrines. At first glance, these standing stones
Harbour appear to be nothing more than that, but it’s clear there’s
more than meets the eye. Whenever a Rocklanders walks
The main feature of Vilkstead is its large, open bay past one of the stones, they are sure to stop and press their
that is protected from the northern winds (known to palms against it.
the Northalnders as the Aurilsbreath) by high-cliffs and Disturbing Encounter (DC 15). Any character that
mountains. Within the bay is a deep harbour that shelters places their palm upon a standing stone has their mind
a handful of kraken-headed longships and many more twisted by the resoundingly evil psyche of the kraken,
small fishing vessels. Small groups of male Rocklanders Slarkrethel, controlled at this time by Zellix’Phor.
sit fishing off the edge of rotting piers with long rods and Terrifying hallucinations of enveloping, oily waves from
crabbing lines. the Tarterian depths, filled with squamous tentacles
Disturbing Encounter (DC 14). One of the fishermen belonging to unknown horrors flood the creature’s mind.
suddenly begins choking and spluttering, a sickening, To the Rocklanders, this connection with the kraken keeps
squelching noise. After a few wretches, the man coughs up them enthralled; to outsiders, it is madness-inducing.
a live eel that flops in a pool of regurgitated slime on the
pier. Quickly, one of the other men whacks the eels over the Abandoned Temple
head with a wooden cudgel and slings it into their keep net. A short walk from the centre of Vilkstead, in a shadowed
Beach grove of tall pines, is a rotting antiquarian temple with a
many-tiered, gabled roof supported by thick wooden pillars
On the stretch of coast east to the bay is a long, black sand whose grain is stained a deep red hue. The wooden temple
beach. Although the beach is picturesque, the unceasing does not seem to be frequented by the Rocklanders, though
sound of the tide pulling at the shore makes you uneasy. A the trail that leads to the temple is clear of vegetation.
few fishing boats ply the waters not far from shore. Inside, the temple is filled with a charnel stench. The
Disturbing Encounter (DC 12). While the characters wooden boards are mouldering and seem to ooze a
check out the beach, a fishing boat grounds itself on the viscous, scarlet sap. With each gust of wind, the structure
sandy shore. The Rocklanders disembark from the boat moans like an injured animal. The rooms of the temple are
and dump a pile of empty nets on the ground. Then, three curiously empty, save for the innermost chamber, a balcony
of the men grab the corpse of a dolphin from the boat while
148
crowned hall, which contains some towering form covered cloaked in a head-to-toe black veil. This figure is a mind
with a fungus-peppered sailcloth. flayer created by ceremorphosis from a Rocklander.
Disturbing Encounter (DC 15). Should the sailcloth be Characters with a passive Wisdom (Perception) of 20 or
drawn away, it reveals a wooden statue beneath. The statue higher notice that the cloak wafts over the stone floor as
is that of a broad, muscular Northman whose arms have if the figure is floating. Characters with a passive Wisdom
been mutated into writhing tentacles of a singularly unholy (Perception) of 25 or higher notice the obscured form of
quality. Where the wood is cracked with age, a pustulent, tentacles where the figure’s mouth should be, and must
pallid fungi has encroached, filling the spaces with globular, succeed on a DC 12 Wisdom saving throw or become
sucker-like growths. The malformed man towers to a height frightened of the figure for 1 minute.
of fourteen feet. Development. After a few moments, the characters arrive
Strewn on the moist plinth atop which the statue in the presence of Sea-King Frannis (CN male Illuskan
stands is the pallid, festering corpse of an unrecognisable human gladiator) and his four berserker bodyguards.
humanoid. The carcass’s flesh seems bloated and webbed Frannis is a thin, gaunt man whose mouth hangs open
with blackened veins, and it lies in a turbid puddle of liquid. revealing a row of repulsive brown teeth. Frannis was
The corpse is clutching a jade scroll case (200 gp) in its once a devout worshipper of Slarkrethel, but the strange
rigor-mortised fist. The parchment inside bears a high- phenomena of recent months has broken his faith.
pillared iron grate (appendix E). Each pillar is topped with a Frannis greets and welcomes the characters to the
strange statue; a loathsome creature of singular character, island, shaking their hands in his own clammy claws. He
whose cephalopodic nature is betrayed by the presence of lets them know that they are welcome to stay in the guest
leathery, bat-like wings and a crouched, humanoid frame. longhouse for as long as they need, though they are not
Characters who explore Trisk’s northern shore are able permitted to leave the island. As he talks, the mind flayer
to locate the remnants of the pillars and gates within a few from the previous room enters, causing Frannis to break
days, giving them the location of Ascarle. out in a cold sweat. Characters who succeed on a DC 10
Development. A successful DC 16 Intelligence (Religion) Wisdom (Insight) check can see there’s some desperation
check reveals to the characters that the statue was once or madness in his bug-eyed stare. Frannis permits the
of Valkur, the Northlander god of courage, strength, and characters to leave the castle and head to the longhouse.
sailing skill. If characters ask about the execution, Frannis proclaims;
Characters who succeed on a DC 18 Intelligence ‘Those who displease the Deep Gods must take the Traitor’s
(History) check can ascertain that the alterations to its form Plunge’, in a stentorian voice that is not his own.
have occurred more recently, as the cracks of age are less
prevalent in the wood of the tentacles.
Characters who examine the corpse and succeed on a
DC 12 Wisdom (Medicine) check can determine the cause
of death to be drowning. If the check succeeds by 5 or
more, they also gather that the creature suffered necrotic
damage before death. A successful DC 18 Intelligence
(Investigation) check reveals the puddle to be a slithering
tracker, the cause of the corpse’s death. If the characters
don’t notice the tracker, it follows them from the temple,
waiting for the right time to strike.

Vilkstead Castle
This crumbling edifice leers down over the harbour from
the high cliffs to it’s north. The fort is battered constantly by
a frigid north wind that whips around the ruinous structure,
creating a mournful wailing that echoes throughout. The
auditory assault is only worsened by the unceasing crashing
of waves against the rocky coastline below.
Disturbing Encounter (DC 15). When the characters
first arrive in Vilkstead, they are escorted to the castle
by ten tribal warriors. They enter the fort through
a dilapidated gateway, guarded by two rheumy-eyed
berserkers.
As the characters are led into the habitable region of the
ruins, they pass through a domed, circular chamber whose
walls are engraved with crashing wave motifs. There is a
5-foot radius hole in the centre of the floor, beneath which
is a drop of several hundred feet to the ocean below. Three
berserkers lead a bound commoner to the hole and throw
him down. The entire process is overseen by a figure

149
Events in Vilkstead are flung into the roiling ocean. Climbing up the cliffs come
a dozen sea spawn who engage in a blasphemous ritual
During their stay in Vilkstead, the characters might witness with the Rocklanders; a hedonistic, swirling dancing lit by
the following events. The encounter with Sea-King Frannis flickering green flames, followed by a feast on the corpse
should help to propel the story forward if the characters of a shark. After the ritual is complete, the sea spawn jump
seem lost. from the cliffs into the ocean depths once more, and the
Rocklanders return to their homes.
Desperate Flight If the characters intervene in any way with the ceremony,
One night, Sea-King Frannis flees his castle in desperation. they are attacked by all present. The Rocklanders try to
His nerves have worn thin thanks to the presence of throw the characters down into the water below. If they
mind flayers in his home and the strange occurrences succeed, the characters are captured by another twelve
on Purple Rocks. The characters wake up to the sound sea spawn who take them to Ascarle. Any characters that
of Frannis entering their longhouse. He makes a plea for witness the deep scions transform must succeed on a DC
the characters to leave and take him with them, claiming 15 Wisdom saving throw or gain a random form of short-
that there are strange beings in his castle, the kraken, term madness, determined by rolling on the Short-Term
Slarkrehtel, is dead, and his court has turned against him. Madness table in chapter 8 of the Dungeon Master’s Guide.
Frannis can tell the characters as much of the following
information as you think they need to progress the story: Leaving Utheraal
At some point, it is likely that the characters will want
●● The Rocklanders venerate the kraken, Slarkrethel,
to leave Utheraal. It’s the Rocklander’s request that they
but he has been killed by aberrant forces.
remain on Utheraal until they wish to leave, and avoid the
●● The kraken lairs north of Trisk in the underwater
island of Trisk altogether.
city of Ascarle.
By Sea. If the characters try to leave by boat, they are met
●● One of the creatures that killed Slarkrethel
by a longship crewed by forty tribal warriors and led by a
transformed Frannis’ brother into one of their kind,
deep scion. The squid-headed ship directs the characters
a loathsome, tentacle-faced monster.
out into the Trackless Sea, blocking their path to Trisk. If
the characters try to head in that direction, the longship
Development. Not long after Frannis arrives, the
cuts them off.
characters are disturbed once again as a gang of
Characters leaving at night can attempt a DC 16 group
Rocklanders bursts into the longhouse looking for him. The
Dexterity (Stealth) check to leave without being seen. Such
group consists of three mind flayer thrall berserkers and
stealth is not possible during the day unless the characters
two deep scions, led from the back by the mind flayer from
come up with a suitable distraction.
Vilkstead Castle.
By Land. Characters leaving by land have the chance
The Rocklanders try to seize Frannis. When he resists,
of slinking away unnoticed by succeeding on a DC 14
the deep scions undergo a hideous transformation; the skin
group Dexterity (Stealth) check. The check is made with
on their mouths peels away to reveal rows of needle-like
advantage at night. If the check fails, the characters are
teeth and their limbs sprout grotesque, fish-like fins. Any
hounded by a gang of six berserkers who try to turn them
character that sees the transformation must succeed on
back, using violence if necessary. The characters must wait
a DC 15 Wisdom saving throw or gain a random form of
at least 12 hours before attempting to escape again. If the
short-term madness, determined by rolling on the Short-
characters are caught twice, they are asked to leave the
Term Madness table in chapter 8 of the Dungeon Master’s
island and escorted from Purple Rocks by a longship (see
Guide.
above).
If the group is successful at spiriting away Frannis, they
After escaping, the characters must endure two days of
can take him to the beach and out into the shallows. Any
random encounters travelling across the island. During
remaining Rocklanders surround the Sea-King before the
this time you can challenge them further by having six
mind flayer, or another Rocklander, uses a knife to slit his
berserkers mounted on riding horses catch up with the
throat and holds his head beneath the breaking waves.
characters and try to return them to Vilkstead. Once the
Characters who save Sea-King Frannis should get
characters reach the northwest shore, they can swim for
answers to any questions they have about Slarkrethel, the
ten miles to the island of Trisk if they have a swim speed,
Rocklanders, and the mind flayer inhabitants of Purple
or must use a boat or raft to make the journey, arriving just
Rocks.
east of Ulf of Thuger.
Children of the Deep Flying & Teleportation. Realistically, there is little the
Rocklanders can do to prevent the characters using magic
One night, when the full moon is high above the islands, to escape Vilkstead. However, the use of such magic alerts
the characters are awoken by the sound of children crying. the mind flayer in VIlkstead Castle of the characters
Out on the harbour cliffs, a gathering of a dozen Rocklander movements. The illithid can then pursue the characters
commoners, overseen by three deep scions, hold their wherever they go.
new-born babies out over the edge, above the crashing
waves below. As the characters watch, the dozen babies

150
TRISK sacrilegious hieroglyphics. Characters who look upon
the bas-reliefs must make a DC 12 Wisdom saving throw,
Unlike Utheraal, the island of Trisk does not welcome becoming frightened on a failed saving throw. If the saving
visitors. The Rocklanders of Trisk are the most devout throw fails by 5 or more, the character also gains a form of
and include among their number a circle of kraken priests short-term madness, determined by rolling on the Short-
known as The Elders, and a small group of sea spawn and Term Madness table in chapter 8 of the Dungeon Master’s
deep scions who do not lair with Slarkrethel in Ascarle. Guide.
Characters who find themselves on Trisk are sure to Secret Door. Characters with a passive Wisdom
witness the true horror of Slarkrethel worship. (Perception) of 18 or higher notice a secret door built
Trisk is uninhabited save for Ulf of Thuger, and a into an alcove at the rear of the temple. A character
nameless encampment on the northernmost point of the can open the door with a successful DC 18 Intelligence
island where the kraken priests commune directly with (Investigation) check. The priests use this door to escape if
Slarkrethel when the stars align. The land and sea around they are attacked inside the temple.
Ulf of Thuger are patrolled night and day by gangs of six Statue. In the centre of the chamber is a statue of a
deep scions led by a kraken priest, who attempt to capture kraken. Deep Lord Ingrimarr has both an arcane eye and
any intruders and take them to the Temple of Tentacles. magic mouth spell on the statue, which they can use to keep
Each day the characters spend in Ulf of Thuger, the an eye on and discipline prisoners with.
characters can attempt a DC 16 Dexterity (Stealth) check Capture. If the Elders spot the characters, they attempt
to move around cautiously, with success indicating that they to attack and enslave them, using them as sacrifices at the
avoid drawing attention to themselves. star alignment. The same occurs if characters are captured
While spending time in Ulf of Thuger, characters might on the island itself. The characters are bound in rusted
notice the following: handcuffs and manacles, stripped of all their belongings,
and chained to rings in the alcoves of the temple.
●● Many of the Rocklanders are horrifyingly deformed; Characters can hide a tiny item on their person with a
their skin is covered in chitinous plates, they have successful DC 15 Dexterity (Sleight of Hand) check. The
multiple rows of teeth that occasionally fall out, chains require a successful DC 20 Strength check to break,
or their fingertips are mutated into octopus-like or a successful DC 18 Dexterity check using thieves’ tools
suckers. to pick the lock. Give the characters at least one night to
●● Like the Rocklanders of Vilkstead, those from Ulf attempt escape.
of Thuger reek of rotting fish and sulphur, and Once the stars have aligned (which occurs at your
converse in a hideous, choking dialect. discretion), the characters are dragged from the temple
●● There are ‘other’ creatures among the Rocklanders by their handcuffs to the ocean shallows. They are forced
that the characters never quite see in full. These to kneel in the water while the kraken priests mutter
dreadful, Chthonic, beings vary from grotesque, foul utterances filled with latent horror. After the ritual is
hump-backed monstrosities to loathsome, complete, the kraken priests attempt to kill the characters
amorphous aberrations. If the characters try by slitting their throats. The characters should have at least
to search out these beings, their minds fail to one opportunity to escape during the ritual.
comprehend their ghastly forms, corrupting their
very souls with insidious madness.
Kraken Circle
Temple of Tentacles If encountered together in the temple, the five kraken
priest Elders can each cast the following spells from the
The only building of note within Ulf of Thuger is the warlock’s spell list but must share the spell slots among
sepulchral Temple of Tentacles, a domed granite building themselves:
carved to resemble a gigantic squid standing erect on
its spiralling tentacles. The temple is on the shoreline, Cantrips (at will): eldritch blast, minor illusion,
allowing the ocean to wash through the building at high prestidigitation, thunderclap
tide, filling it to a depth of 1 foot. The Temple of Tentacles 1st-5th level (3 5th-level slots): arms of hadar,
is home to The Elders, a group of five kraken priests led banishment, counterspell, crown of madness, darkness,
by Deep Lord Ingrimarr (NE non-binary Illuskan human dream, enthrall, fear, hallucinatory terrain, hunger of
warlock of the great old one with a staff of the magi). hadar, witch bolt
The Elders meet each dusk and dawn with Ingrimarr to
discuss the state of Slarkrethel and Purple Rocks, and what For casting these spells, each kraken priest is a 12th-level
their next move should be. They have limited knowledge spellcaster that uses Wisdom as its spellcasting ability
about the Kraken Society on the Sword Coast but they (spell save DC 14, +6 to hit with spell attacks).
know of its existence. They occasionally meet with krakenar
agents to enact Slarkrethel’s plans.
Unholy Engravings. Inside, the temple is covered with
profane carvings of tentacle-armed men, and fractured,

151
Temple of Tentacles. 1 square = 5 feet

152
Northern Trisk P3. Lower Level
On the northern shore of Trisk is a nameless encampment Descending into the basement level of the tower plunges
where The Elders of Ulf of Thuger come to commune with you into darkness. The cramped lower level appears entirely
the kraken, Slarkrethel, when the stars align. At other empty, save for detritus blown in by the wind.
times, the encampment lies bare, devoid of all mortal life. Secret Door. Characters who succeed on a DC 16
However, in the catacombs beneath the encampment is Wisdom (Perception) check feel a breeze coming from the
a subterranean tunnel which leads directly to the heart north corner of the eastern wall. Characters who succeed
of Ascarle. From this yawning descent lurch debased on a DC 16 Intelligence (Investigation) check discover that
miscreations whose ilk is not known in the mortal planes. the breeze comes from a secret door, which can be opened
These aberrations from the void between the stars are by depressing a certain stone in the wall.
formed of the malignancy of Slarkrethel manifest and guard
his sacred places.
As characters draw near to the site, read or paraphrase Tendrils of Hadar
the following:
The dungeon contains a machine which can be used to
The lower levels of a crumbling tower jut up from the earth replicate constellations, found in area p6. The machine
like a broken finger-bone. The exterior of the structure is currently set to Tendrils of Hadar, which gives all
has been lashed by the wind and rain, causing extensive characters in areas p4-9 disadvantage on Wisdom
damage. There’s something unsettling about the squat ruin. and Charisma saving throws. See area p4 for more
Something ancient. information.

P1. Tower Entry P4. Subterranean Shrine


You baulk at the sight of a crucified figure hanging from the
The long, shadowed cavern that opens before you reeks of
crumbling tower wall. The corpse is near indescribable; a
sulphur. The walls seem to be covered with green, viscous
detestable amalgam of cephalopod and man, decomposition
ooze. The atmosphere seems charged with some malignant
rendering its finer features unrecognisable.
force beyond the edge of mortal perception. From this end of
Corpse. Characters who see the corpse must succeed on the cave you can make out a raised plinth surmounted by an
a DC 15 Wisdom saving throw or gain a random form of altar of green stone.
short-term madness, determined by rolling on the Short-
Ledge. In the southwest of the cavern is a 20-foot high
Term Madness table in chapter 8 of the Dungeon Master’s
rock shelf that leads to area p7. Characters with a passive
Guide.
Wisdom (Perception) of 20 or higher can hear whispering
Characters who succeed on a DC 20 Intelligence (Nature)
sounds from the tunnel (see area p7).
check can determine that the creature is some foreign
Statues. Each of the statues is covered by a thick layer of
aberration from the fathoms below. A successful DC 20
the harmless green ooze. Clearing away the slime reveals
Wisdom (Medicine) check reveals that the creature died
horrific mutations of the human form rendered in jet-black
several tendays ago and has been hung here since.
stone. The figures are humanoid in form, but have dozens
Treasure. There are is a handful of corals and shells
of thin, drooping tentacles where their faces should be.
exquisitely carved to resemble starfish (300 gp) beneath the
Fins sprout from their limbs, and their skin has a distinctly
corpse.
scabrous quality. The base of the statues reads, ‘Yogg-
P2. Ruined Top Fh’leydn – The Sufferers’.
The statues are psychically linked to the ochre jellies in
From this elevation you can see along the length and breadth the room. Any damage dealt to the oozes is instead split
of the northern shore of Trisk. Black waves grasp at the between the three statues. When the statues take damage,
shore as if trying to drag the land down into the depths. The they cry like a struck animal. The statues have AC 17; 25 hit
unceasing sound of the tide echoes around in your mind. points; immunity to cold, fire, poison, and psychic damage;
and resistance to non-magical bludgeoning, piercing, and
Pillars. Characters who succeed on a DC 16 Wisdom
slashing damage. The connection is broken if a statue is
(Perception) check while atop the tower notice a pair of
destroyed, or if targeted with dispel magic (DC 15).
pillars, one slightly shorter than the other, to the west.
If a statue is destroyed it emits a hideous scream. Each
These pillars match those on the parchment in the
creature within 30 feet of the statue that can hear it
Abandoned Temple in Vilsktead. Characters who explore
must succeed on a DC 10 Wisdom saving throw or gain
the waters beyond find the location of Ascarle.
a random form of short-term madness, determined by
rolling on the Short-Term Madness table in chapter 8 of the
Dungeon Master’s Guide.
Creatures. There are five starfish-shaped ochre jellies
in the chamber, one in each of the five ooze-filled alcoves.

153
These jellies are psychically linked to the statues (see ●● Crate Two. Fourteen boxes containing ten candles
above). They attack any creature that walks past them. each (1cp per candle).
Altar. At the eastern end of the cavern is a 5-foot tall ●● Crate Three. A set of navigator’s tools (25 gp),
plinth atop which is an altar of green stone. On the altar a brass spyglass covered in verdigris that is
is a +2 dagger made of coral, a ring of free action and two always cold to the touch (1,000 gp), three books
copper chalices with silver filigrees depicting strange, of astrology and astronomy (25 gp each), and
tentacles humanoids (25 gp each). The altar is currently hundreds of pieces of parchment detailing
glowing a faint purple (see area p6). constellations and complex star maps.
On either side of the altar are two tapestries degraded ●● Crate Four. A bronze gong (15 gp), three feet in
by mould and smeared green ooze. Drawing the southern diameter, a hammer with which to hit it, and a
tapestry aside reveals a descending tunnel. Characters with small wooden box with a bronze kraken clasp.
a passive Wisdom (Perception) of 20 or higher can hear Inside the box is a ring of shooting stars. The ring is
whispering sounds from behind it (see area p7). cursed; any creature attuned to it gains vulnerability
to psychic damage.
P5. Storage
P6. Strong Room
Little of worth remains in this storeroom. The dozen or so
wooden crates here are covered with a brown, fungous sheet. Both stone doors to this chamber are locked. The keys are
kept by Ursel in area p7. The doors can be unlocked with
Brown Mould. Growing over each crate in the room a successful DC 18 Dexterity check using thieves’ tools, or
is a sheet of brown mould (see chapter 5 of the Dungeon smashed down with a successful DC 16 Strength check.
Master’s Guide). Read or paraphrase the following:
Crates. Characters who succeed on a DC 15 Wisdom
(Perception) or Intelligence (Investigation) check notice Inside this cramped chamber are three wheel-like
that four of the crates are intact and might contain goods. contraptions made of tarnished metal. The angular devices
The crates are nailed shut and require a successful DC 12 consist of balls of copper connected by thin rods of steel.
Strength check to open. The crates contain the following: Attached to each is a crank and chain. The walls of the
chamber display a myriad of constellations rendered in shells
●● Crate One. Six robes embroidered with a seaweed and corals.
and tentacle design around the arms (5 gp each).

Unnamed Encampment. 1 square = 5 feet

154
Contraptions. Each of the three wheels can be rotated the shoggoth was too much for her to bear. After her mind
using the crank and chain. The position of the balls can snapped, she deafened herself with a dagger. Her madness
be made to match three different constellation patterns or manifests as a near-constant conversation between herself
scrambled to match none. Characters with knowledge of and some invisible being, and a hatred of the colour green.
the stars, or who have discovered the books and parchment Before characters can even attempt to communicate
in the crates in area p5, can attempt an Intelligence check with Ursel, they need to supress or cure her madness with
to interpret the machinery. Depending on the result of the a calm emotions or greater restoration spell. Once this
check, the character gains different information: has been done, characters can converse with her using
telepathy, writing, or by succeeding on a DC 15 Intelligence
●● 0-10. The character understands nothing. check. Ursel knows the layout of the dungeon, as well as
●● 11-14. The character believes the machinery can its link to Ascarle. She warns the characters to avoid the
be rotated to resemble constellations, though they passage out of fear rather than any lingering devotion to
don’t recognise any of them. Slarkrethel and the Elders. Ursel knows what area p6
●● 15-18. The character realises they can rotate the contains, and has the keys to the chamber, but doesn’t know
wheels to break the current constellation. about the workings of the machinery within.
●● 19+. The character knows the machinery is Treasure. As well as the keys to area p6a and her
currently depicting a constellation called Tendrils equipment, Ursel wears a gold ring that resembles a squid
of Hadar. The wheels can be rotated to form The (200 gp) and carries a potion of greater healing. She gives
Arrows of the Gods and the Crown. Tendrils of this to the characters if they insist on taking the tunnel to
Hadar is an evil constellation, involving the Far Ascarle.
Realm-infested star Hadar itself. The Arrows of
the Gods indicate true east in the North, and are P8. Guard Room
associated with raiding and war. The Crown is said
This small, unlocked chamber clearly served as a guard room
to be a good omen; a promise of riches to come.
at some point. It contains a narrow wooden bed, a squat table
and chairs, and a wide cupboard.
The characters can use the cranks to change the
constellation, doing so has the following effects: There is nothing of note in this room.

●● No Constellation. The shoggoth in area p9 loses P9. Statue and Tunnel


its damage resistances. The altar in area p4 stops
glowing. A statue of green stone looms high in a chamber opposite a
●● Tendrils of Hadar. Creatures in the dungeon have narrow tunnel which descends into the bowels of the earth.
disadvantage on Wisdom and Charisma saving The dreadful aspect of the monolith is hard to bear but
throws. The altar in area p4 glows purple. seems to depict a grotesquely emaciated humanoid carrying
●● The Arrows of the Gods. Creatures in the dungeon a gong in its mouth. The unseeing eyes stare endlessly into
have advantage on attack rolls and Wisdom the void, or perhaps into the tunnel behind you.
(Survival) checks. The altar in area p4 glows red. Statue. The raised statue on the plinth reads, ‘Cthug-
●● Crown. Anything that touches the altar in area p4 Harog – The Warden’. Although there is nothing special
turns to solid gold. If a nonmagical object touches about the statue itself, it might indicate to the characters
the altar it turns to gold and loses all functionality. that loud noises can deter the shoggoth.
If a creature touches the altar, it must succeed on Tunnel. The narrow tunnel continues to descend and
a DC 20 Constitution saving throw against being cut through the earth for around a mile, before eventually
magically petrified. On a failed save, the creature reaching area 32 in Ascarle. The tunnel is guarded by a
begins to turn to gold and is restrained. It must hideous shoggoth (appendix B) that resides around 60
repeat the saving throw at the end of its next turn. feet into the tunnel, whose sole aim is to slaughter any
On a success, the effect ends. On a failure, the who would dare travel to Ascarle. Remember that if the
creature is petrified and is transformed into solid machinery in area p6 is set to no constellation, the shoggoth
gold. The altar in area p4 glows yellow. loses its damage resistances.
If the characters retrieved the gong from area p5, they can
P7. Ursel’s Camp use it to subdue the shoggoth. If a character uses its action
As you travel down the tunnel, you pick up on the sound of on a turn to play the gong, the shoggoth doesn’t attack on its
whispered conversation. Rounding a corner, you notice a next turn. If it is attacked by a character in the meantime, it
mildew-covered canvas has been nailed into the natural stone can use its reaction to take the Actions it would have done
wall. The source of the whispering is clearly behind it. on its turn.

Ursel. Whispering to herself behind the canvas is Ursel


(CN female Illuskan human gladiator). Ursel has been Character Advancement
driven insane by the shoggoth which guards the passage
After the characters have discovered the entrance to
between area p9 and Ascarle. She was supposed to guard
Ascarle, they should reach at least 10th level.
the entrance to the sunken city, but the endless droning of

155
CHAPTER 5: ASCARLE
he information that the characters have Legendary Resistance (3/Day). If Slarkrethel fails a saving

T
gathered over the course of this adventure throw, it can choose to succeed instead.
should lead them to the sunken city of
Ascarle, not far from Purple Rocks. It is here Spellcasting. Slarkrethel is a 20th-level spellcaster. Its
that the powerful kraken Slarkrethel makes spellcasting ability is Intelligence (spell save DC 22; +14
its home, and oversees the actions of the to hit with spell attacks). It has the following wizard spells
Kraken Society. Unknown to most, the kraken has been prepared:
corrupted by the presence of Zellix’Phor, and elder brain
from the Astral Plane whose nautiloid crash-landed on the 1st level (4 slots): comprehend languages, detect magic,
island of Gundarlun at the start of this adventure. identify, sleep
Provided they keep their wits about them, the characters 2nd level (3 slots): blindness/deafness, detect thoughts,
have the chance to destroy the elder brain and its mind suggestion
flayer attendants, and perhaps even Slarkrethel the kraken. 3rd level (3 slots): fly, nondetection, sending
4th level (3 slots): arcane eye, ice storm, locate creature
5th level (3 slots): cloudkill, scrying, telekinesis
KRAKEN & ELDER BRAIN 6th level (2 slots): chain lightning, flesh to stone, mass
Slarkrethel the kraken has been subdued by Zellix’Phor. suggestion
Zelli’x Phor is an elder brain. Slarkrethel is a kraken with 7th level (2 slots): delayed blast fireball, sequester, teleport
the following changes: 8th level (1 slot): control weather, feeblemind
9th level (1 slot): foresight, power word kill
●● Slarkrethel has a challenge rating of 25 (75,000
XP).
●● It casts foresight on itself before it attacks.
●● It gains the Legendary Resistance and Spellcasting
vtures described below.

156
Zellix’Phor is in full control of Slarkrethel and can use by the elder brain Zellix’Phor, who is grafted into the skull
its action to instead use the kraken’s action. It can also use of the King of the Trackless Depths. Zellix’Phor’s colony
the kraken’s speed and features. Zellix’Phor cannot use its of illithids has taken up host in Ascarle, gaining command
Tentacles attack while grafted onto Slarkrethel. over the kraken’s agents in the ruined city and throughout
Characters can choose to attack either the elder brain or the Realms. Although Shava the Damned is still responsible
the kraken, but the elder brain is protected by certain spells in part for the protection of the city, the mind flayers rule
(see Abjuration Brains below). This protection is obvious supreme.
to the characters, who see magical auras surrounding
Zellix’Phor. Ruin Areas
Zellix’Phor wants to prevent intruders from entering its
lair, and of course, wants to avoid dying. There are several The ruins of Ascarle spread for miles, and have a distinctly
15-foot radius holes throughout the ruins which lead elven feel. Little is left of the ancient city, but here and there
down into the dungeons, which the kraken can manoeuvre a few remaining pieces of architecture have defied the
through to attack characters. ravages of time and tide. Much of the ruins are taken up by
●● If Slarkrethel is about to be killed: Zellix’Phor uses vast forests of seaweed, huge boulders, and the remnants
teleport to transport itself to area 70, where its of walls. The central city is where the Krakenar and
protective dome should keep it from harm. Slarkrethel itself spend most of their time.
●● If Zellix’Phor is about to be killed: it casts plane
shift to travel to the Fractured Hand on the Astral A. Hidden Entrance
Plane (see “Astral Retreat”). The same is true for This building is covered with seaweed and is unguarded.
the various mind flayers that occupy the Dungeons. Only characters with a passive Wisdom (Perception) of 18
or higher notice the building beneath. Entering the ruined

RUINS OF ASCARLE chamber requires a successful DC 20 Dexterity check to


slip through the destroyed door, or through a crack in the
Eons ago, the city of Ascarle was built by moon elves on the wall. The stairs lead to area 1 of the Dungeons of Ascarle.
northern coast of what came to be known as Trisk of Purple
Rocks. They built the city from coral and crystal from the B. Northern Entrance
oceans, because they venerated the god Deep Sashelas Slarkrethel and Zellix’Phor (see above) are here when the
above all others. For many centuries the elves lived in characters first arrive. The hole in the ocean floor here
peace in their island home, cultivating a unique style of leads to area 21.
architecture and art using the materials the ocean provided.
Unfortunately, the peace could not last forever. Word of C. Krakenar Entrance
the rich city spread to the drow inhabiting Underdark, who Agents of the Krakenar are permitted to use this entrance
saw the chance to strike at an unsuspecting elven city and to the lair. It is guarded at all times by a triton champion
claim the treasures for their own. Motivated by the bitter thrall, two merrow, and four sahuagin raiders (appendix
hatred of Lolth, the drow sacked the city with ruthlessness, B). These creatures remain here and guard the entrance
killing many of the elves and routing the rest. The drow against intruders. The stairs lead to area 15 of the
managed to desecrate many of the shrines dedicated to Dungeons of Ascarle.
Deep Sashelas, but were kept from entering his most holy Baldur’s Gate. If the characters failed to rescue
temple in the subterranean layer of the city by flooding the Ramazith Flamesinger in Baldur’s Gate, there are an
chambers with seawater. After spending less than a decade additional four merrow guarding this entrance.
in their captured city, the drow returned to the Underdark.
Over the next century, the ruined city of Ascarle was D. Cave-In Entrance
claimed by the Northern ice, which fractured the very This entrance is inside a crumbling stone building that has
earth beneath the city, dragging it into the ocean as the been covered with boulders. Entering the ruined chamber
great glacier melted. It was not long before Slarkrethel requires a successful DC 20 Strength check to remove the
the kraken discovered this new addition to his underwater cave-in or break down a section of wall. The stairs lead to
realm and claimed it as his own. Since then, Slarkrethel area 30 of the Dungeons of Ascarle.
has laired in Ascarle, appointing various evil wardens as
Regent to guard the city. The most recent Regent was a E. Western Entrance
rogue illithid named Vestress, who came to power in the
This entrance is guarded by six merrow, who don’t leave
13th century DR.
their posts. It leads to area 32 of the Dungeons of Ascarle.
In the Year of Maidens, 1361 DR, the city was assaulted
Baldur’s Gate. If the characters failed to rescue
by the drow Lireal Baenre who grievously wounded
Ramazith Flamesinger in Baldur’s Gate, there are an
Vestress and freed the captives from the city. Vestress
additional four merrow guarding this entrance.
would later die of her wounds and be interred by the new
Regent of Ascarle, an elven queen turned deathlock by
Slarkrethel named Shava the Damned.
Within the past year, a major power shift has occurred
within Ascarle. The kraken Slarkrethel has been dominated

157
Ruins of Ascarle. 1 square = 5 feet
158
F. Seaweed Entrance Events in Ascarle
Characters with a passive Wisdom (Perception) of 16 or
higher notice an entrance to the dungeon in the midst of a Should the dungeon crawl through Ascarle start to feel
kelp forest. If their score is 20 or higher, the character also monotonous, you can use the following events to breathe
notices two sea lions (appendix B) guarding the entrance. new life into the adventure.
The sea lions attack any who attempt to use the entrance. Githyanki Attack
Those that do fall 50 feet into area 32 of the Dungeons of
Ascarle. A group of three githyanki warriors and Sarth Tra’ados
the githyanki knight appear in Ascarle in their astral skiff.
G. Southern Entrance The characters might have already met these githyanki in
This entrance is guarded by two merfolk kraken priests Neverwinter, where they assaulted the Cloak Tower. If they
and a sahuagin baron. They guard their post but leave it to have been defeated, you can instead use three githyanki
pursue any who attempted to use the entrance. A suitable knights each riding a young red dragon who have arrived
distraction (such as an illusion) could draw the Krakenar from Flame Fault on Tuern. The aim of any githyanki group
away from their post. is to locate and destroy Zellix’Phor. Because of this, they
Baldur’s Gate. If the characters failed to rescue could be allies to the characters, though their aggressive,
Ramazith Flamesinger in Baldur’s Gate, there are an fight first ask questions later tactics might not align with
additional four merrow guarding this entrance. those of the party.

Krakenar Reinforcements
DUNGEONS OF ASCARLE If the characters didn’t kill all of The Elders of Purple
The Dungeons of Ascarle are a mixture of moon elf, drow, Rocks, the remaining kraken priests take to the dungeon
Krakenar, and illithid architecture. Parts of it have remained in search of the characters. At your discretion, they could
unchanged for centuries and others have recent alterations be accompanied by a shoggoth (appendix B) to help them
to make them fit for purpose. search for and capture the characters. You can use the
kraken priests to introduce some of the eldritch horror from
Abjuration Brains Purple Rocks into this dungeon, and could event implement
the Sanity score introduced in chapter 4 to up the level of
Hidden throughout the dungeons are four brains of threat they pose.
murdered spellcasters. These brains are each concentrating
on an abjuration spell, and have been preserved within
Thunder & Lightning
the jars which keep the brains alive and enhance them, Two giff mercenaries named Thunder and Lightning
allowing them to maintain concentration on their spells burst into the dungeon in an explosion of smokepowder
until destroyed or the spell ends. The canopic jars are (appendix C). They are accompanied by a monodrone
obviously related to mind flayers due to their tentacles dressed as a pirate, with an eyepatch and oversized tricorn
design and strange materials. hat. The giff are smokepowder obsessed and try to solve
Each canopic jar is hidden in its own area, and in its own any problem before them through the use of the volatile
way. Dealing damage to a jar, the brain within, or casting substance. They managed to arrive here after exploring a
dispel magic on the jar causes the brain’s concentration to peculiar metal structure on a stone hand floating through
end. the Astral Plane (see “Astral Retreat”).
Each brain is concentrating on a different spell:
Triton Thralls
●● Area 24. mage armour Six triton veteran thralls on a giant manta ray (use the
●● Area 37. death ward killer whale statistics) are dispatched by the mind flayers
●● Area 78. mind blank in search of the characters. The manta ray is so large
●● Area 87. globe of invulnerability that it can only move throughout the larger areas of the
dungeon, making use of the holes in the ceiling to track the
Various clues as to the meaning and location of the characters throughout.
abjuration brains are scattered around the dungeons, but
you can drop other clues in the following ways:

●● Overheard conversations between Krakenar or


mind flayer thralls.
●● Magical interrogation methods, such as zone of
truth on the mind flayers.
●● Strange diagrams and scrawled notes in Qualith
about the jars.

159
Dungeons of Ascarle. 1 square = 10 feet
General Features: Dungeons of Ascarle 1-16 Desecrated Catacombs
The following features are common throughout the
dungeon. Additional Features sidebars are presented at The desecrated catacombs were once moon elf crypts,
the start of each relevant section: built eons ago. The crypts were desecrated and partially
Seaweed. Areas on the map marked with seaweed are destroyed during a drow invasion of Ascarle. Now, the
overgrown with bladderwrack and eelgrass. Medium and catacombs are home to Shava the Damned, an undead
smaller creatures can hide in the vegetation, as can Large Elven Queen loyal to Slarkrethel, her Krakenar minions,
creatures provided they drop prone. A creature lying and monsters under her control.
prone in the seaweed has half cover. Any area occupied by This section of the dungeon has been submerged for
the seaweed is considered difficult terrain. centuries and it shows. The walls, floors, and ceilings are
Water. Much of the dungeon is submerged. Creatures covered with algae, barnacles, and mussels, which have
that cannot breathe water must hold their breath. destroyed much of the original architecture. Huge clumps
Underwater combat rules apply. Where the water meets of seaweed have overtaken some chambers, making them
air, it is held back by arcane runes etched into the superb lairs for marine monsters.
surrounding stone. A successful casting of dispel magic
(DC 20) causes water to start leaking through. The rest of
the dungeon begins filling at a rate of 1-foot per minute.

160
5. Baron Guard
Additional Features: Desecrated Catacombs
A hulking, four-armed sahuagin baron blocks the entrance to
The following features are common throughout the this corridor. The shark-like monster wields a vicious-looking
desecrated catacombs: trident and net. Tattooed across its chest is the stylised giant
Ceilings, Floors, and Walls. Most of the stone squid of the Kraken Society.
architecture of the catacombs is covered with a thick
layer of algae and shellfish. Unless noted otherwise, Creatures. A sahuagin baron guards this corridor. It
ceilings are 10-feet-high. wields a net and a vicious trident. The sahuagin can make
Light. The catacombs are unlit except where noted a net attack in place of a claw or trident attack. If combat
otherwise. Creatures rely on their darkvision to see. breaks out in this room, it alerts Shava the Damned in
area 6. She can use the opportunity to join the fight or flee
1. Secret Antechamber through the secret door in that room.

You uncover a hidden passageway that was overgrown by 6. The Throne of the Damned
seaweed. Heading down the passage, you find yourself in a Seated atop a throne of crystal and coral is a crowned elven
small chamber thick with vegetation. woman whose fetid skin peels from her frame, revealing the
Entrance/Exit. The stairs beyond this chamber lead to bones beneath. In one hand she twirls a rod that resembles
area A in the Ruins of Ascarle. two intertwined tentacles capped with a fish skull.
Eastern Doorway. The door leading into this chamber Creatures. Seated at the throne is Shava the Damned,
on the eastern wall is concealed by the algae growing over a deathlock mastermind whose patron (Great Old One)
it. The doorway can be discovered with a successful DC 15 is Slarkrethel. She wields a +3 rod of the pact keeper and
Wisdom (Perception) or Intelligence (Investigation) check. wears a ring of evasion and a ring of swimming. Bound to
Divination. Slarkrethel has permanent arcane eye Slarkrethel’s will, Shava tries to recruit the characters into
and alarm spells in this room. If the alarm is triggered, the Kraken Society before engaging them in combat.
Slarkrethel uses the arcane eye to discern what creatures Shava knows all of Ascarle’s history and has seen much
have entered, commanding Shava to send the creatures of it. Shava also knows the function and location of the
from area 15 to investigate. abjuration brains, though she won’t give up the information
2. Vodyanoi Lair willingly.
Treasure. Shava sits on and is attuned to a sunken
The seaweed in this room wafts gently in the underwater throne. As well as her equipment, she wears a moonstone
currents. Piercing through the western wall and floor of this ring in the shape of a skull (100 gp) and a necklace of black
chamber is a deep fissure. pearls (5,000 gp).
Secret Door. Characters with a passive Wisdom
Creatures. Hidden in the seaweed near the fissure is a (Perception) of 18 or higher notice the northern door,
vodyanoi (appendix B). Characters with a passive Wisdom which can be opened with a successful DC 18 Intelligence
(Perception) of 11 or higher are not surprised by the (Investigation) check. Shava knows of the door and uses it
lumbering crustacean when it attacks. to escape if necessary.
Fissure. The fissure is 30 feet deep and connects areas 2,
14 and 22.

3. Robing Room
This room is empty, save for a mat of green algae and the
mouldering remains of some wooden furniture.
Treasure. Characters who search through the debris Shava the Damned
and succeed on a DC 16 Intelligence (Investigation) check
discover a piwafi (appendix C) left by the drow.

4. Crustacean Pit
Two net-covered pits filled with crabs and lobsters take up
the majority of this room.
Creatures. The crustaceans are being fed by four
sahuagin. Each pit contains a swarm of crustaceans (use
swarm of quippers statistics).
Pits. Each pit is 10-foot square and covered by a net.
Inside are crustaceans used as food by the sahuagin and
merrow of the dungeon when human flesh is scarce.

161
7. Shava’s Hoard Light. This room is lit by a perpetual dancing lights spell
created by the merfolk conjurer in area 9.
The door to this chamber is magically locked and trapped. Stairs. The stairs lead down to area 71.
Thanks to the arcane lock spell upon it, this door can only Gallery. Overlooking this room is area 9.
be opened with a successful DC 20 Strength check, or
Dexterity check using thieves’ tools. A creature that touches 11. Coelenite Guards
the door immediately runs out of breath, unless it can
breathe underwater. Following a narrow, natural passageway leads you to a
featureless cavern covered in blue-green seaweed.
Opening the door reveals a barnacle-encrusted pile of coins
and treasure. Creatures. Lurking in this room is a coelenite mass mind
(appendix B) and three coelenites (appendix B). The creatures
emerge if they hear characters approaching from the north and
Treasure. The room contains a pile of ancient elven
try to turn them back, using force as a last resort.
currency (2,300 gp if cleaned), twelve moonstones (50 gp
each), ten pearls (100 gp each), a figurine of wondrous 12. Crab Hollow
power: aquamarine dolphin (appendix C), a suit of elven
chain, and a pair of drow slippers of spider climbing. Save for a few clumps of seaweed and a pile of rocky debris,
there appears to be nothing in this cavern.
8. Divination Room
Creatures. Disguised as a pile of debris is a hulking
Great swathes of seaweed fill this chamber, slowly undulating crab (appendix B). The crab tries to sneak up behind the
with the rippling current. smallest character in the party as they enter area 13.
Treasure. Inside the gut of the crab is a platinum chalice
Treasure. Characters that search through the seaweed
set with bloodstones (2,500 gp) - this is the chalice that
and succeed on a DC 15 Intelligence (Investigation) check
Qualnus is searching for (see area 13).
discover a toppled plinth. Not far from this plinth is an
immaculate crystal skull. The crystal skull allows it’s 13. Qualnus’ Gallery
wielder to cast the speak with dead spell once per day.
Extending out before you is a long, natural cavern with
9. Vaulted Gallery smooth stone walls curiously clear of algae. Suspended in
bubbles which slowly float throughout are a dozen goblets
The large gallery before you overlooks a smaller chamber
and chalices. Two large sandy mounds break your line of sight
below. The ceiling of this gallery is held up by gently spiralling
in the cavern; you can hear a strange muttering emanating
pillars reminiscent of conch shells. In an alcove on the
from somewhere within.
eastern wall is a statue of an elf covered in tar.
Creatures. Lairing in this chamber is Qualnus, an eye
Creatures. This area and area 10 below is guarded by
of the deep (appendix B) loyal to Shava. Shava pays the
two sahuagin raiders (appendix B) and a merfolk conjurer.
aberration for its service with its favoured treasure; cups.
Light. This room is lit by a perpetual dancing lights spell
Characters who can speak Aquan or Deep Speech hear
created by the merfolk.
Qualnus lamenting the loss of its favoured chalice. The
Statue. The elven statue has been covered with tar,
creature wails intolerably as it searches about the area.
painting it black. Chiselled into the chest of the statue is
Qualnus doesn’t know but the chalice was accidentally
an enormous spider symbol. Stuck over the eyes into the
eaten by the hulking crab in area 12. Returning the missing
tar are two rubies (5,000 gp each). Prying a ruby eye from
chalice creates an ally of Qualnus, who helps them with
its socket without damaging it requires a dagger blade, or
anything they desire. Qualnus attempts to flee should it be
other edged tool, and a successful DC 15 Dexterity (Sleight
reduced to half its hit points or fewer.
of Hand) check.
Sanctum. Accessible only by a hole in the ceiling is
If one or more rubies are removed or damaged, a hideous
Qualnus’s Sanctum (area 13a). This area contains a sandy
yochlol is summoned in its true form. Suitable surprised at
bed for Qualnus to sleep in and three beautifully crafted
its sudden immersion, the demon wildly attacks whoever
platinum goblets set with various stones (2,500 gp each).
holds one or more of the rubies.
Treasure. Floating in bubbles throughout the chamber
Passage. In the north-east of the chamber is a passage
are twelve goblets (8,000 gp total).
which has been smashed through. Large creatures must
squeeze through this space. 14. Elven Crypts
10. Tomb Landing Despite the anemones and algae which cover them, you
can still easily make out the hundreds of death masks that
A broad stone staircase leads down from this chamber
line the walls of these catacombs. Sprouting off at regular
further into the dungeon. The walls are covered by bas-reliefs
intervals are the crypts of eons-dead elves. Many of the
depicting elves stretching their arms out toward the ocean.
decorative elements of the tombs have been defaced with
Although they are covered in places by algae and shellfish,
etchings of spiders and webs.
the beauty of the sculpture is evident.

162
Desecrated Ground. Thanks to the unholy actions of 15. Merrow Guardroom
the drow, the crypts are considered desecrated ground (see
chapter 5 of the Dungeon Master’s Guide). Heading down the grand stairs brings you to a pillared
Creatures. Hidden around the corners of the crypts are antechamber covered in algae and shellfish.
six lacedons (ghouls with a swim speed of 30 feet).
Royal Crypts. The eastern, larger crypts belong to high- Entrance/Exit. The stairs in this chamber lead to area C
ranking moon elves and still contain stone coffins. Three in the Ruins of Ascarle.
of these have been broken open and emptied, but three Creatures. This chamber is guarded by four merrow
remain intact. and a sahuagin priestess. If the tide of battle turns against
An intact coffin can be opened with a successful DC them, one merrow flees to area 6 to warn Shava of the
13 Strength check. Inside each is the skeleton of an elf intruders.
adorned with magically protected jewellery and armour 16. Moonbow Chapel
(500 gp per coffin). A detect magic spell reveals an aura of
abjuration magic around the pieces. This chamber has been thoroughly defiled. Chiselled into
Breaking open a coffin releases a banshee which the walls are huge spider emblems surrounded by etched
immediately attacks. cobwebs. The floor is covered with debris including shattered
Warrior Crypts. The smaller alcoves contain the statue parts, bent and tarnished candlesticks, and the
shattered and destroyed remnants of coffins belonging to remnants of leather-bound tomes. An alcove on the southern
lower-ranking elves. wall houses a small altar which has an enormous black spider
Statue and Secret Door. Occupying the westernmost atop it.
alcove is a humanoid statue wielding a wand and rapier.
Its head has been removed. Characters with a passive Debris. In amongst the debris is the head of the elf statue
Wisdom (Perception) of 20 or higher notice the outline of a from area 14.
doorway behind the statue. A successful DC 16 Intelligence Stairs. The stairs that split this chamber in half lead to
(Investigation) check reveals that the statue is standing on a area 10.
pressure plate that is keeping the door sealed. Altar. A successful DC 18 Intelligence (Religion) check
Moving the statue requires a successful DC 16 Strength reveals that this altar was once a shrine to Sehanine
check. Unless already destroyed, any non-elf that moves Moonbow.
the statue causes the banshees to emerge from the royal Atop the altar is a spider made of twisted black metal. A
crypts and attack (see above). If the head is replaced on the successful DC 12 Intelligence (Religion) check reveals this
statue and fixed (as with a mending spell or mason’s tools), to be a symbol of Lolth.
the statue bows its head and can be commanded to move Treasure. Hanging above the altar is a moonbow
instead of forced. The head is located in area 16. (appendix C) protected by an invisibility spell.
Fissure. The fissure is 30 feet deep and connects areas 2, Removing the debris and metal spider from this chapel
14, and 22. causes it to emit dim moonlight, revealing the moonbow.

17-31 Undersea Shrine


This chapel was dedicated to the elven deity Deep
Sashelas when the moon elves originally built Ascarle.
Their proximity to the coast meant Sashelas had a strong
following. The moon elves managed to collapse the
entrance to the shrine when the drow attacked, preventing
them from desecrating the place. Since the rift opened
up in areas 2, 14, and 22, the minions of Slarkrethel have
been able to make their way between the them, though they
have taken fewer protective measures thanks to the cave-in
above.

Additional Features: Undersea Shrine


The following features are common throughout the
undersea shrine:
Ceilings, Floors, and Walls. Most surfaces in the
shrine are made from stone blocks, decorated in places
with dolphin motifs and mosaics. Unless noted otherwise,
ceilings are 10-feet-high.
Light. The shrine is unlit except where noted
otherwise. Creatures rely on their darkvision to see.

163
17. Trapped Corridor Idol of Fear. Any creature that ends its turn within 30
feet of the idol must make a saving throw against the
Stretching out before you is a long, featureless corridor of Idol of Fear effect.
smooth stone. At the far end is a stone kraken statuette.
Countermeasures. Each of the trap’s active elements can
Kraken’s Arms be thwarted by particular countermeasures.
Complex trap (level 11-16, dangerous threat)
Grasping Tentacles. Characters can sever the tentacles,
This trap was designed by the Krakenar agents of attempt to dispel them, or dodge them. The tentacles
Slarkrethel to prevent intruders making their way into the disappear if their attack bonus is reduced to -8. Ways to
northwestern section of his dungeon. reduce it are described below:
Trigger. This trap activates as soon as a creature not
wearing a symbol of the Kraken Society enters the corridor, Dexterity (Acrobatics), DC 15. As an action, a creature
and it remains active while such a creature remains within. that can see the tentacles can attempt a Dexterity,
Initiative. The trap acts on initiative count 20 and 10. (Acrobatics) check. A successful check means that the
Active Elements. The Kraken’s Arms includes grasping character has learned how to dodge the tentacles’
tentacles along the first 70 feet, acidic water throughout, flailing, imposing disadvantage on the tentacles’ attacks
and an idol of fear in its final 30 feet. against the creature while it isn’t incapacitated.
Attack. A creature in the area can ready an attack to strike
Grasping Tentacles (Initiative 20). The tentacles attack at one of the tentacles as it goes by. The tentacle gains
each creature in the first 70 feet of the hallway, with a advantage on its attack against the creature. The
+8 bonus to the attack roll, dealing 22 (4d10) creature then attacks. Each tentacle has AC 15 and
bludgeoning damage and is grappled (escape DC 15) on 15 hit points. Destroying a tentacle reduces the
a hit. Grasping Tentacles attack bonus by 2.
Acidic Water (Initiative 10). Each creature in the Intelligence (Arcana) check, DC 15. Creatures can use
corridor must make a DC 15 Constitution saving throw. their knowledge of magic to attempt to dispel the
A creature takes 5 (1d10) acid damage on a failed save, shadowy tentacles. A successful check reduces the
or half as much on a successful one. Grasping Tentacles attack bonus by 2.
Idol of Fear (Initiative 10). Each creature in the 30-foot
long area beyond the Grasping Tentacles must make Acidic Water. Characters can attempt to neutralise the
a DC 15 Wisdom saving throw. On a failed saving acid or to block the holes from which it leaks:
throw, the creature becomes frightened by the idol, and
must immediately use its reaction to move its speed Neutralise. A creature can reset the Acid Water damage
toward the tentacles. The frightened creature can’t to 0 by casting purify food and drink or using similar
move closer to the far end of the corridor until it uses magic.
its action to make a DC 15 Wisdom saving throw, Block the Holes. There are four sets of holes through
ending the condition on itself on a success. which acid is being pumped. A creature can use an
action to make a DC 15 Intelligence (Investigation)
Dynamic Elements. The acid and idol become more check, finding one set of holes on each success. A
dangerous the longer the trap remains active. subsequent action can be used to plug the holes with
shredded cloth, such as from a bedroll. Once all four
Acid Increases. Ever more acid is pumped into the holes are plugged, the Acidic Waters damage cannot
corridor. The damage from the Acidic Water element further increase.
increases by 5 (1d10) each round after it activates, to a
maximum of 55 (10d10). Idol of Fear. The idol can be dispelled or destroyed:
Idol’s Defense. Tampering with the Idol of Fear causes it
to emit psychic waves. Each successful check on an Dispel. The idol can be dispelled with three successful
attempt to disable to idol causes a 30-foot cone of DC 15 Intelligence (Religion) checks. Each check
psychic energy to blast from the idol. Each creature in requires an action. A creature must be within 5 feet of
the area must make a DC 15 Constitution saving throw. the idol to attempt the check, and only one creature can
A creature takes 22 (4d10) psychic damage on a failed work on this task at any one time. Once a creature
save, or half as much on a successful one. attempts a check for this purpose, no other character
can do so until the end of that creature’s next turn.
Constant Elements. The Grasping Tentacles and Idol Alternatively, the idol can be disabled with three
of Fear affect each creature that ends its turn in the area successful castings of dispel magic (DC 15) targeting
affected by these elements. the idol.
Destroy. The idol has AC 15, 50 hit points, immunity
Grasping Tentacles. Any creature that ends its turn in to poison and psychic damage, and resistance to all
the tentacles’ area is targeted by an attack: +5 attack non-magical damage.
bonus, 5 (1d10) bludgeoning damage on a hit.
164
18. Collapsible Chamber In with the decayed books of centuries past is a spellbook
containing the following spells; conjure elemental, conjure
A hulking monstrosity, half-fish half-lion, coils around this minor elementals, and planar binding. Nearby, a jade scroll
chamber nosing at piles of discarded bones and sniffing case (200 gp) contains three spell scrolls; arcane gate,
the water for the scent of fresh food. The ceiling and pillars chain lightning, and plane shift.
which hold the chamber up also look badly damaged. Characters with a passive Wisdom (Perception) of 20 or
higher notice one book has clearly been used more recently
Creatures. The sea lion (appendix B) in this chamber than the others. It concerns the extension of concentration
can be easily distracted by food, though it only eats raw on spells, even beyond death. Several pages have been torn
beasts and humanoids. If no suitable offering is made, it out. This provides a clue to the presence of the abjuration
attacks whoever comes through. brains.
Pillars and Ceiling. The pillars in the chamber are close Taking anything from the bookshelf causes three water
to being destroyed. A creature that misses a melee attack elemental myrmidons to emerge from the steam vent and
roll within 5 feet of a pillar must make a DC 15 Dexterity attack.
saving throw. On a failed save, the creature hits the pillar, There are two medium tapestries (150 gp each) and one
destroying it. large tapestry (250 gp). They are all warded with abjuration
If all pillars are destroyed, the ceiling caves in. Each magic which prevents them from degrading naturally.
creature in the chamber must make a DC 15 Dexterity Waterdeep. If the characters failed to recover the marid
saving throw. On a failed save, the creature takes 22 (4d10) conch, the marid Sultan Klaptikos of the Great Wave
bludgeoning damage from falling stone and is buried under is here fighting for the Kraken Society. He guards this
stone and sand. While buried, the creature is prone and chamber and those beyond with his life.
blinded. It also can’t breathe and has total cover against
attacks and other effects that might target it. 20. Armoury
A burrowing creature can move through the collapsed
area at its burrowing speed, leaving no tunnel in its wake Empty weapon racks of barnacle-encrusted wood hang from
as the debris fills in behind it. A buried creature that doesn’t the walls of this chamber.
have a burrowing speed can, at the start of its turn, make
This area is empty.
a DC 15 Strength (Athletics) check. If the check succeeds,
the creature can pull itself in a direction at a rate of 1 foot 21. Children of Undersea
for every 5 feet of movement spent. If that movement isn’t
enough to exit the collapsed area, the creature can repeat Darting around in this broad chamber are ephemeral, silver-
the check on its next turn. A creature standing at either coloured dolphins. Sprawling patches of seaweed sprout
end of the collapsed area can use its action to pull a buried up from between the cracked mosaic floor whose original
creature out of the area, provided the buried creature is design is unrecognisable. High up in the ceiling is a ragged
within reach (no ability check required). hole, through which filters a soft turquoise light.

19. Conjuring Room Ceiling & Light. The ceiling of this chamber is 20 feet
tall. The room is dimly lit (see below).
Bursting through the floor of this room is a natural steam
Entrance/Exit. The 15-foot radius hole in the ceiling
vent from which a stream of bubbles surge, heating the
leads to area B of the Ruins of Ascarle.
chamber. Around the base of the vent is a circle of arcane
Dolphins. Filling the chamber is a permanent dancing
symbols. The walls are adorned with tapestries portraying the
lights effect which manifests as silver dolphins. They try to
elemental planes that must be protected from aging.
avoid being touched, but if a creature does touch one, they
have polymorph cast upon them (save DC 15), with the new
Creatures. Two rogue water elementals surge around
form as a dolphin. The spell lasts its maximum duration or
this chamber.
until dispelled.
Steam Vent. Creatures that move directly above a vent
Creatures. Floating among the dolphins is an eidolon;
for the first time on a turn, or that start their turn there, take
an amorphous spectre that morphs between shapelessness,
11 (2d10) fire damage.
dolphin, and humanoid form. The eidolon protects area
Conjuration Circle. While the circle is intact, elemental
24 from desecration. The Krakenar have avoided its wrath
type creatures have advantage on attack rolls and saving
by maintaining a shrine to Deep Sashelas along with the
throws, and any conjuration spells cast in the area last for
others. The eidolon pursues anyone who takes items from
twice their normal duration. Casting dispel magic destroys
the shrines in area 24. Its sacred statue is in area 23.
the circle.
Although the eidolon is only a fractured version of
Concealed Door. Behind one of the tapestries is a short
its former self, it can still speak Elvish and uphold a
corridor and door. Characters with a passive Wisdom
reasonable, if detached, conversation. Good roleplay or a
(Perception) of 14 or higher notice the tapestry flap as if hit
successful DC 20 Charisma (Persuasion) check calms the
by a current from behind.
angry spirit.
Treasure. Characters with a passive Wisdom
(Perception) of 14 or higher notice a bookshelf filled with
books and scrolls behind the eastern tapestry.

165
22. Ruined Chamber attack option: +8 to hit, reach 5 ft., one target, dealing 11
(2d10) force damage on a hit. If the statuette is dropped the
A broad fissure slices this room in two. The damage caused duplicate disappears. If destroyed, the duplicate reforms in
by this geological strike has destroyed any semblance of what 1d4 rounds provided the statuette is still being held.
the room once was. Beyond the Door. Behind the door is a small chamber
containing four alcoves. Placing the dolphin, orca, eel, and
Fissure. The fissure is 30 feet deep and connects areas 2, squid statuettes in the alcoves, in that order, causes a secret
14, and 22. door to appear. Until the statuettes are placed into the
23. Sacred Statue correct alcoves, the secret door cannot be discovered.
The statuettes disappear from the alcoves after 10
Looming above you is a near-perfect rendition of an elven minutes, after which they reappear in the pit. During these
warrior in white marble. The details and proportions of the 10 minutes, the Wrath of Undersea trap is deactivated.
statue are so exact as to be unerringly lifelike. Wrath of Undersea
Statue. The elven warrior statue is a sacred statue which Complex trap (level 11-16, deadly threat)
can be inhabited by the eidolon in area 21.
The Wrath of Undersea is a deadly trap devised by the
24. Contested Shrine acolytes of Deep Sashelas to protect their holy treasures in
Secret Door. A secret door connects area 28 and 24. the vault beyond.
Creatures with a passive Wisdom (Perception) of 16 or Trigger. This trap activates as soon as a creature not
higher notice the door. A successful DC 16 Intelligence bearing a symbol of Deep Sashelas enters the room, and
(Investigation) check gives a creature the knowledge that remains active while such a creature is in the room.
tracing a dolphin on the door causes it to open. Initiative. The trap acts on initiative count 20 and 10.
Creatures. Guarding the shrine is a giant shark, two Active Elements. The trap fills the room with a whirlpool
merfolk kraken priests, and four sahuagin. and other deadly effects.
Altars. Atop the altars are dozens of trinkets and holy
objects, including silver dolphin statuettes, wooden carvings Sleep Spell (Initiative 20). The trap casts the sleep spell
of twin waves breaking, and the unmistakable aspects of at 9th level (94 (21d8) hit points).
Slarkrethel carved from driftwood and whalebone. Whirlpool (Initiative 20). A ripping whirlpool forms,
Characters who succeed on a DC 12 Intelligence centred on the bottom of the pit. Each creature in
(Religion) check recognise the other symbols as belonging the room must make a DC 20 Strength saving throw.
to Deep Sashelas and Umberlee. On a failed saving throw, the creature takes 33 (6d10)
Treasure. The total value of holy symbols and offerings bludgeoning damage, is knocked prone, and is pulled
on the altars is 3,000 gp. 30 feet toward the bottom of the pit. On a successful
Canopic Jar. Atop the central shrine is a canopic jar save, the creature takes half the damage and isn’t
containing a spellcaster’s brain concentrating on mage pulled.
armour (see the “Abjuration Brains” section). Seaweed Growth (Initiative 10). A 5-foot thick mat of
seaweed grows to cover the pit.
25. Puzzle Clue Room
Dynamic Element. The longer the whirlpool lasts, the
A beautiful mosaic of coloured tiles covers the walls of more lethal it becomes.
this room. The craftsmanship and artistic talent of it is
remarkable. The artwork depicts an underwater scene of Increased Velocity. The damage from the Whirlpool
dolphins, orcas, eels, and squid. element increases by 11 (2d10) each round after it
Mosaic. The mosaic is the key to the puzzle in area activates, to a maximum of 55 (10d10).
26. Left to right, the animals portrayed in the mosaic are
dolphin, orca, eel, and squid. Countermeasures. There are a few ways that the trap
can be resisted:
26. Death Trap
Whirlpool. Characters can use an action to brace
A deep pit fills this otherwise empty chamber. At the bottom themselves against the floor, walls, or ceiling. Doing
of the pit are a handful of statuettes of different marine so gives them advantage on the saving throw against
animals. Beyond the pit is a stone door covered with an the Whirlpool element until the start of their next turn.
engraving of a coral reef. Seaweed Mat. A 5-foot square section of the mat can be
destroyed with either a successful DC 20 Strength
Statuettes. There are six statuettes at the bottom of the
check or by attacking it; AC 15, 15 hit points, immunity
pit in this chamber: a dolphin, orca, eel, squid, turtle, and
to poison and psychic damage.
shark.
Leave the Room. The easiest way to deactivate the trap
Picking up a statuette causes a spectral duplicate of
is to leave the room. Once the room is empty of
said creature to appear. The creatures each have AC 15,
triggering creatures, it deactivates.
50 hit points, resistance to nonmagical damage and one
166
27. Elven Treasure Vault 30. Ancient Antechamber
This room is only accessible by solving the puzzle and trap The broad staircase in this chamber leads down to a mosaic
in area 26. floor with glittering blue tiles forming a dolphin symbol.
Glittering before you is a hoard of wealth unlike any you Raised high above the stairway are two plinths, each of which
have seen before. Immaculate suits of mithral armour hang has a hideous gargoyle atop it.
from wooden mannequins, masterpieces of painting and Creatures. The two gargoyles are kapoacinths (gargoyles
threadwork line the walls, and chests filled with magnificent with a 60-foot swim speed instead of fly speed). The
jewellery overflow onto the marble floor. kapoacinths attack any non-Krakenar intruders.
Characters who can speak Aquan or Terran can convince
Protective Spells. This area is under the effects of a the gargoyles that they are Krakenar with a successful DC
hallow spell with the Extradimensional Interference effect, 15 Charisma (Persuasion) check.
and a permanent nondetection spell. Entrance/Exit. The stairs in this chamber lead to area D
Treasure. The two chests each contain 35,000 gp of in the Ruins of Ascarle.
assorted jewellery and gemstones. There are four tapestries
and two paintings (2,500 gp each). There is a mithral 31. Escape Hatch
breastplate, mithral chainmail and an elven chain hanging
You emerge into a cylindrical tunnel plated with iridescent,
from mannequins. Hanging from a rack is an adamantine
burnished metal that is cool to the touch.
longsword, a trident of warning, and a +2 rapier. A small
silver box with inlaid sapphires (1,500 gp) contains a potion Trap. Characters with a passive Wisdom (Perception) of
of flying, a potion of invisibility, a potion of speed and two 20 or higher notice a small pressure plate at each end of
potions of supreme healing. the corridor. Any weight applied to these plates causes the
doors to lock, and a cloudkill spell to be cast at 9th level
28. Royal Corridor throughout the corridor.
This rounded corridor is paved with flagstones of azurite that Secret Doors. The doors are Qualith Door Locks (see
glitter gently as you move. A few rooms and alcoves branch General Features) that are unlocked unless the trap is
off from it, and a large marble statue of an elf stands at one triggered (see above).
end.
Statue & Secret Door. The statue is of Deep Sashelas,
depicted as a fair elven man, accompanied by a dolphin.
He points his metal trident at a portion of the wall which is
actually a secret door.
Characters with a passive Wisdom (Perception) of 16
or higher notice the door. A successful DC 16 Intelligence
(Investigation) check reveals that using the statue’s trident
to trace the frame will open the door.
If the trident leaves this area, it disappears in a cloud of
bubbles and reappears in the statue’s hand.
Alcoves & Secret Door. Recessed from the corridor in
alcoves are bas-reliefs that depict elven royalty. One of them
matches Shava the Damned.
Characters with a passive Wisdom (Perception) of 20 or
higher notice a skillfully disguised Qualith Door Lock built
into the sculpture (see General Features).

29. Storerooms
These seaweed-filled chambers contain mouldering artifacts
that time and the sea have rendered unrecognisable.
These areas are empty save for the seaweed (see general
features).

167
32-41 Corrupted Caverns 33. Shrine to Cthallog
These natural caves once formed the majority of Separated from the rest of the caverns by rusted iron bars
Slarkrethel’s lair but were demolished when the illithids is an arched chamber from which hundreds of fang-like
excavated the domed caverns to house their quarters. stalagmites hang. In the centre of the natural stone floor
The caverns and their inhabitants are warped and is a deep pit, and in a nearby hollow is a greenstone altar
twisted beings whose contact with the Far Realm through spattered with some unnamable fluid. Atop the altar is an idol
Slarkrethel have preternaturally changed them. Worse made of whalebone.
still, the caves are now home to rejected mind flayer Doors. The iron-barred doors are both locked. The key
experiments. Occasionally, the devout of Purple Rocks can be found in area 34. The door can be forced open with
come to venerate Slarkrethel and his Far Realm spawn in a successful DC 20 Strength check or the lock picked with
these caverns, leaving behind offerings and sacrifices. a successful DC 18 Dexterity check using thieves’ tools.
Creatures. The idol atop the altar depicts a hideous,
crouched, tentacled monstrosity with folded, leathery wings
Additional Features: Corrupted Caverns that is at once reminiscent of a man, a dragon and a giant
The following features are common throughout the squid. The idol is actually a graven image (appendix B) that
corrupted caverns: attacks any non-Rocklanders who enter the cavern.
Ceilings, Floors, and Walls. The natural stone walls of Pit. In the bottom of the pit is a mutated, emaciated
the caverns are rough and damp. Unless noted otherwise, corpse that is a little too close to a human child for comfort.
ceilings are 20-feet high. Each creature that sees the corpse must make a DC 15
Light. The caverns are dimly lit by torches in sconces Charisma saving throw. On a failed save, the character
along the walls. gains a short-term form of madness, or a long-term form if
Sanity. If you want to make this area of the dungeon the save fails by 5 or more, that you choose or determine
deadlier, consider using the optional Sanity rules randomly (see chapter 8 of the Dungeon Master’s Guide).
presented in chapter 4 “Sanity Scores”. Treasure. On the altar are six zircons (50 gp each), a
potion of water breathing in a brass ewer with a jade inlay
(250 gp) and a chaotic evil candle of invocation.

32. Melting Stone 34. Acolyte Dormitory


Broad tunnels cut through the rock forming a circuit of Behind a rickety wooden door is a dormitory with two mangy
subterranean walkways. The enormous cavern smells damp bunk beds and a wonky table.
and ferrous, and the falling of droplets echoes throughout.
Hunched figures lurch throughout the cave. Creatures. There are two Rocklander cult fanatics and a
warlock of the great old one wearing a robe of eyes made
Creatures. Eight gibbering mouthers that have taken from flesh in the dormitory. They are sat at the table hand in
vaguely humanoid form lumber throughout the cavern. hand. Their veneration of Far Realm beings has sent them
They ignore the warped ground. insane. Though they do not attack immediately, they might
Warped Ground. Squares on the map marked with find the slightest thing, such as a certain word or colour,
swirls appear like regular stone but are actually 10-foot intensely offensive. Continual use of such a thing drives
deep pools or tar-like acid. them to violence, as does searching their dormitory or
Characters with a passive Wisdom (Perception) of 20 or stealing goods from area 33.
higher notice the stone seems to swirl slightly, indicating Treasure. Under the pillow of one of the bunks is a key
their corrupt nature. to area 33 and a book filled with symbols. Although it’s
A creature that steps on a marked square is treated not evident from the book, the symbols can all be made
as falling into quicksand (see chapter 5 of the Dungeon by the statues in area 41. Next to each are scrawled notes
Master’s Guide). In addition, when a creature enters the (appendix E).
marked square for the first time on a turn or starts its turn Ceiling. This chamber is 10 feet tall.
there, that creature takes 11 (2d10) acid damage.
Ceiling & Ledge. The ceiling is 50 foot high in this 35. Stalagmite Cavern
cavern. The ledge is 30 feet high.
A landscape of stalagmites sprout from the floor, creating a
Entrance/Exit. The 15-foot radius hole in the ceiling
hellscape of stone spears.
leads to area E of the Ruins of Ascarle. The water is held
back by arcane runes (see “General Features: Dungeons of Creatures. There are two urophions (appendix B)
Ascarle”). hidden amongst the stalagmites.
Stalagmites. The number of stalagmites in this chamber
makes it difficult terrain. Any creature that falls prone in the
area takes 2 (1d4) piercing damage.

168
36. Uchuulon Chamber
A deep pool of still, stagnant water fills this chamber. It reeks
of rotting shellfish and is cloudy with a fibrous sediment.
Every few seconds a drop falls from the ceiling, sending
ripples across the surface of the pool.
Creatures. There are three uchuulons (appendix B) in
the pool. They attempt to ambush characters if possible.
Characters with a passive Wisdom (Perception) of 14 or
higher notice the aberrations when they are within 10 feet
of the surface.
Water. The disgusting water is filled with rotting detritus,
restricting visibility to 10 feet. Any creature, other than
the uchuulons, that falls in the pool must make a DC 12
Constitution saving throw. On a failed save, the creature is
poisoned for one minute. On a successful save, the creature
is immune to the effect for 24 hours.

37. Storage Pool


The bottom of this cavern sinks down several times the
height of a man. At the bottom is a small jar.
Canopic Jar. Atop the central shrine is a canopic jar
containing a spellcaster’s brain concentrating on death
ward (see the “Abjuration Brains” section). 40. Fane of the Far Realm
Water. This area is filled with disgusting water from area
Veins of midnight black minerals carve through the rock walls
36.
of this huge fane, giving it an unsettlingly visceral look. Two
38. Carved Stone staircases lead up to a raised level above which is a broad
fissure open to the ruins above. On this level, four braziers
The walls of this cavern are covered in petroglyphs. The of green flame burn brightly, illuminating a haunting ritual
hideous, unspeakable forms portrayed in the ancient artwork sacrifice about to take place.
is appalling to behold, and the acts of debauchery in which
Creatures. There are four cult fanatics and two kraken
they are engaged make the portrayals all the worse.
priests engaged in the ritual. One kraken priest holds
Petroglyphs. Characters who succeed on a DC 16 down Balama Domine (NG female Turami human thug).
Intelligence (Investigation) check realise that one area is of The other kraken priest is concentrating on a ritual that
more recent design. It depicts priests warding off strange transforms Balama into a star spawn mangler at the end of
aberrations with green fire. This is a clue for getting past the priest’s second turn.
the guardian in area 39. Characters can prevent the ritual by depriving them
If the character fails the check, they must make a DC or their sight or ability to speak in any way, breaking the
18 Charisma saving throw. On a failed save, the character caster’s concentration, or by casting counterspell as the
gains a short-term form of madness, or a long-term form if ritual comes to its conclusion.
the save fails by 5 or more, that you choose or determine Trapped Stairs. The stairs closest the door are trapped.
randomly (see chapter 8 of the Dungeon Master’s Guide). Stepping on the top stair causes the stairs to tilt, turning
them into a slide. At the same time, a 10-foot square pit
39. Temple Antechamber filled with green fire swings open at the bottom of the stairs.
Any creature on the stairs when the trap is triggered must
A deep trench lines the edge of this natural cavern, from succeed on a DC 15 Dexterity saving throw or slide down
which green fire belches sporadically. To either side of the into the pit.
doorway are unlit braziers mounted in brackets on the wall. When a creature enters the pit for the first time on a turn
Creatures. Guarding the entrance to area 40 is a or starts its turn there, that creature takes 22 (4d10) fire
lumbering star spawn hulk. It only attacks if characters damage.
attempt to enter area 40. If the characters bear a brazier Characters with a passive Wisdom (Perception) of 18 or
lit with the green flame, the creature cowers and lets them higher notice the trap, and can avoid the top step.
pass. Ceiling & Levels. The ceiling of this chamber is 50 feet
Trench. A 10-foot deep trench follows the edge of the tall. The platform is 20 feet tall.
wall. When a creature enters the trench for the first time on Entrance/Exit. The 15-foot radius hole in the ceiling
a turn or starts its turn there, that creature takes 11 (2d10) leads to area F in the Ruins of Ascarle.
fire damage.

169
41. Hall of Six Statues 42-59 Illithid Lair
This wide chamber is bordered by midnight black columns in Sculpted from burnished star metals and bent glass,
stoas. In the centre of the chamber are six identical statues of the lair of the illithid colony of Zellix’Phor is a hideously
green stone. The horrendous forms sculpted in stone vomit alien sight to behold. It was constructed by thralls of the
forth twisting black beams of energy. illithid after the great domed caverns were created from
Statues. Each statue can be rotated using an action. the original caves. The inhabitants are the disciples of
The beams continue until they hit a statue, wall, column or Zellix’Phor, a handful of newly created mind flayers, and
creature. Overlapping beams has no additional effect. the colony’s thralls which serve them without question.
A creature hit by the beam is targeted by a ray of Entrance/Exit. Around the rear of the illithid lair is a
enfeeblement (DC 20). If the beams hit a pillar, they shoot 15-foot radius hole which leads to area G in the Ruins
across horizontally to close off the sides of the chamber of Ascarle. The water is held back by arcane runes (see
with a wall of fire (DC 20). “General Features: Dungeons of Ascarle”).
If a beam hits a statue, it stops. By rotating the statues 42. Entrance Dome
different symbols can be made using the beams. The
different symbols cause different effects (see appendix E for The circular chamber before you is formed of featureless
the symbols): iridescent metal. Several circular doors lead off to other parts
of the structure.
●● Symbol A. A yuan-ti anathema is summoned
between the central pillars. Creatures. There are two mutant sahuagin baron thralls
●● Symbol B. Both doors on the eastern wall unlock. guarding this chamber. The thralls have the following
●● Symbol C. Each creature in the room is subjected magic items:
to the slow spell (DC 20), which lasts for 1 minute.
●● Symbol D. A doppelganger of each creature ●● They each wear mind carapace plate mail (AC 18).
appears in the room in a mirrored position (as if ●● They each wield a mind blade: greatsword (+7
creating symmetry down the central line). to hit, reach 5 ft., dealing 14 (3d6 + 4) slashing
●● Symbol E. Each creature in the room is subjected damage plus 7 (2d6) psychic damage on a hit).
to the haste spell, which lasts for 1 minute.
Trapped Corridor. The corridor marked by 42a is
Doors. The doors on the eastern wall are both locked, trapped with a gas trap (see “Additional Features: Illithid
and can only be opened by making the required symbol: Lair”). In addition to the doors locking, a panel slides
across the southern wall blocking off the chamber beyond.
●● Left-Hand Door. The left-hand door is The panel can be opened like a Qualith door lock (see
magically trapped. Any creature that opens “Additional Features: Illithid Lair”).
the door sees an illusion of a cavernous tunnel
beyond created by the silent image
spell (DC 20).
A creature that steps through is
teleported to area 67, though
the illusion responds as if they
had walked through.
●● Right-Hand Door. The floor
of the corridor is subject to a
permanent spike growth spell
(DC 20).

Ceiling & Levels. The chamber is 30-


feet tall. The levels by the door are 20-feet
high.

170
Additional Features: Illithid Lair Constitution saving throw. The DC equals 10 + the number
of times the creature has used a pod in the last 24 hours.
The following features are common throughout the lair: On a successful save, the creature gains the benefits of a
Ceilings, Floors, and Walls. Each chamber is 10-foot Long Rest. On a failed save, the creature gains a level of
tall. Most surfaces are made of burnished meteoric iron exhaustion. Either way, the whole process takes 1 minute.
that is iridescent and cold to the touch. Mutations. The mind flayers often experiment on their
Gas Traps. Several areas of the lair are trapped. captives causing mutations which last until the creature is
Characters with a passive Wisdom (Perception) of 20 or cured by greater restoration or similar magic.
higher notice pressure plates on the floor. When a creature is referred to as mutated, or a creature
Stepping on a pressure plate triggers the trap. All suffers a mutation, roll on the following table:
doors slam shut and lock as poisonous gas fills the room.
Creatures in the room when the trap activates, and when d100 Effect
a creature starts its turn in the room, must make a DC 20 01-05 The colour of the target’s hair, eyes, and skin
Constitution saving throw. The creature takes 22 (4d10) become blue, purple, pink, or patterned.
poison damage on a failed save, or half as much damage 06-10 The target’s eyes push out of its head at the end
on a successful save. of stalks.
The gas lingers for 10 minutes, or until a door is opened.
11-15 The target’s hands grow claws, which can be
Light. The entire lair is well lit by glowing crystals built
used as daggers.
into the walls, powered by the generators in area 45.
Qualith Door Locks. Mounted on both sides of every 16-20 One of the target’s legs grows longer than the
door is a burnished plate of dark, alien metal embossed other, reducing its walking speed by 10 feet.
with a braille-like form of tactile writing known as Qualith. 21-25 The target’s eyes become beacons, filling a 15-
Mind flayers use their tentacles to read Qualith, which foot cone with dim light when they are open.
is composed in four-line stanzas indecipherable to other
26-30 A pair of leathery wings sprout from the target’s
creatures. A creature that touches a Qualith inscription,
back, granting it a flying speed of 30 feet.
however, can receive fragmentary insight into the
multilayered thoughts contained within it. A non-illithid 31-35 The target’s ears tear free from its head and
that wants to understand a Qualith inscription can make scurry away; the target is deafened.
a DC 18 Intelligence check to interpret the inscription. 36-40 Two of the target’s teeth turn into oversized,
A failed attempt results in a crushing headache and blunt tusks.
requires the creature to succeed on a DC 11 Wisdom 41-45 The target’s skin becomes scabby, granting it a
saving throw or develop a form of short-term madness (see +1 bonus to AC but reducing its Charisma by 2
“Madness” in chapter 8 of the Dungeon Master’s Guide). A (to a minimum of 1).
comprehend languages spell provides understanding of the
spell equivalent to what a mind flayer would get from it. 46-50 The target’s arms and legs swap, preventing the
Each door plate is imbued with psionic energy and target from moving unless it crawls.
functions like an arcane lock spell. The Qualith inscription 51-55 The target’s arms become tentacles with fingers
on the plate describes the genuflections a mind flayer on the ends, increasing its reach by 5 feet.
must make with its tentacles to open the door. Other 56-60 The target’s legs grow incredibly long and
creatures with at least four tentacles can imitate these springy, increasing its walking speed by 10 feet.
motions to bypass the lock, provided they can interpret
61-65 The target grows a whip-like tail, which it can
the inscription. A creature must be within 5 feet of the
use as a whip.
door to open it in this way. Creatures without the requisite
tentacles and knowledge must deal with the lock by more 66-70 The target’s eyes turn black, and it gains
conventional means, such as a knock spell. If magic is darkvision out to a range of 120 feet.
unavailable, a locked door can be opened with a successful 71-75 The target swells, tripling its weight.
DC 30 Strength (Athletics) check.
76-80 The target becomes skeletal, halving its weight.
Clever adventurers might discover that a decapitated
mind flayer head, animated through an animate dead spell, 81-85 The target’s head doubles in size.
can be used to access the locks.
Unless held open, doors which Qualith door locks 86-90 The target’s ears become wings, giving it a flying
automatically close and lock moments after use. speed of 5 feet.
Restoration Pods. Several chambers within the lair 91-95 The target’s body becomes unusually brittle,
contain Restoration Pods. These pods are used to rest by causing the target to have vulnerability to
the mind flayers. Opening one takes an action. bludgeoning, piercing, and slashing damage.
A creature can use an action to step into the pod and 96-00 The target grows another head, causing it to
close it. Needles pierce the flesh of the creature, pumping have advantage on saving throws against being
restoration fluid into them. The creature must make a charmed, frightened, or stunned.

171
43. Pneumatic Hallway ●● Mass Unlock. All Qualith door locks in the lair
unlock, allowing them to swing open and closed
Metallic pipes twist along the walls of this corridor. freely.
●● Lockdown. All Qualith door locks in the lair swing
Creatures. One mind flayer is adjusting some gauges in shut and lock, and the DC for opening them by
the room with two scrag thrall bodyguards (trolls with a 30 force increases to 30.
ft swim speed). ●● Alarm. A blaring siren echoes throughout the lair.
Pipes. The pipes provide several functions; keeping the Any remaining mind flayers converge on this room.
air fresh, providing poisonfor gas traps and fuel for fire ●● Jar Check. An outline of the dungeons appears on
sources, and removal of waste fluids from laboratories. the glass panel. Intact canopic jars (see “Abjuration
A creature that misses a melee attack roll within 5 feet of Brains”) appear as white dots and destroyed appear
the walls must make a DC 15 Dexterity saving throw. On a as red dots. The effect is akin to a locate object
failed save, the creature hits a pipe, destroying it. Roll a d6, spell.
and consult the following table:
Characters who attempt to use the panel without
d6 Effect understanding it set off one random effect.
1 Explosive gas fills the room. If anyone holds an
open flame, it causes an explosion. All creatures
45. Generator Rooms
in the area must make a DC 20 Dexterity saving Pistons of strange metal pump alongside whirring blocks that
throw, taking 22 (4d10) fire damage on a failed fill this chamber.
save, or half as much damage on a successful
one. The flame is then extinguished. Generators. These rooms contain psionic quasi-magic
2 Smoke fills the room. Visibility is reduced to 1 generators that provide power for the lair. The generators
foot until the end of the pipe-breaking creature’s have AC 19, 50 hit points, damage threshold of 15, and
next turn. immunity to psychic and poison damage.
Destroying both generators plunges the lair into darkness
3 Poison gas fills the room. Each creature must and causes all the door locks to fail.
make a DC 20 Constitution saving throw, taking If a single generator takes 65 or more damage in a single
22 (4d10) poison damage on a failed save, or turn, it explodes. Each creature in a 50-foot radius sphere
half as much damage on a successful one. must make a DC 17 Dexterity saving throw. On a failed
4 Weakening gas fills the room. All Strength save, a creature takes 99 (18d10) force damage, or half as
and Dexterity checks made in the room have much damage on a successful save.
disadvantage until the end of the pipe-breaking This damage could cause the second generator to
creature’s next turn. explode. The explosion is powerful enough to destroy the
5 Waste lubricant sprays out into the room. Each walls of the lair.
creature must succeed on a DC 20 Dexterity Should both generators be destroyed simultaneously, a
saving throw or fall prone. portal to the Astral Plane rips through the fabric of reality.
A creature can assume this information by succeeding on
6 Mutative gas fills the room. Each creature must
a DC 20 Intelligence (Arcana) check while examining the
succeed on a DC 20 Constitution saving throw
machines. The portal leads to the Fractured Hand on the
or roll on the Mutations table in the “Additional
Astral Plane (see “Astral Retreat”).
Features” sidebar.

44. Control Room 46. Retriever Workshop


The DC for the Qualith door lock on this room is 28. The The rear of this room is taken up by metal workbench, atop
DC for otherwise entering is 30. which are unrecognisable tools and pieces of machinery.
Atop the desk is a spider-like construct of iridescent black
Lining the walls are curved glass panes across which arcane metal.
symbols glide. A broad panel of alien metal covered in small
indentations protrudes from the lower edge of the panes. Creatures. The construct on the desk is a retriever that
was forgotten by the drow. Luzgrigaul found the construct
and repaired it, adapting it to listen only to their commands.
Control Panel. The Qualith on the control panel can be
If the characters have already encountered Luzgrigaul,
interpreted in the same way as a that on a door lock, except
the retriever is no longer here. It is tracking the characters.
the DC is 28. Creatures using the control panel can initiate
the following: 47. Prison
●● Full Detoxification. On initiative 20 the next round, Bright light streams down from white crystals onto cubes of
poison gas fills every room in the illithid lair (see vaguely purple force, within which are horrendously mutated
“Additional Features: Illithid Lair” but without creatures. A small metal panel with braille-like markings on it
locking doors) for 10 minutes, then dissipates. juts out of the wall.

172
Cells. There are four 7-foot cubes created by a psionic 50. Mold Lab
wall of force effect. The cells can be ‘opened’ and ‘closed’
individually using the control panel, which can be Mounds of grey mold grow on shelves which extend from the
understood like a Qualith door lock. walls.
Creatures. Each prison cell contains a mutated creature:
Mold. This chamber is used to produce the sour-smelling
●● A skeletal triton veteran named Vlaryn Vuuxariath. mold fed to “cattle”. Characters can harvest up to twenty
Her equipment has been destroyed. She was rations worth.
a member of the Fort Vuuxariath militia but 51. Trapped Hallway
was captured by sea spawn while on duty and
brought here. The mind flayers have repeatedly Vents line the walls of this triangular corridor.
experimented on her, reducing her weight as low as
possible while keeping her alive. She accompanies Gas Trap. There are three pressure plates in this room
her rescuers and can fight if given a weapon. that could trigger a gas trap (see “Additional Features:
●● A triton veteran called Otanyn Vuuxariath who Illithid Lair”).
has sprouted horns all over her body. She was
kidnapped in the same manner as Vlaryn. Otanyn
can make slam attacks (+3 to hit, reach 5 ft., one
target, dealing 6 (1d6 + 3) piercing damage on a
hit. Otanyn knows that the mind flayers kidnapped
a triton spellcaster at the same time has her. The
spellcaster was killed, and their brain stored in a
strange jar before being moved elsewhere in the
dungeon (see “Abjuration Brains”).
●● A merrow with enormous pincers and frenzied
eyes. It has been mutated by the mind flayers in
their attempts to create more powerful bodyguards.
It’s claw attacks deal 13 (2d8 + 4) damage and
grapple the target (escape DC 14).
●● The final cell contains a humanoid mutated beyond
recognition. Its eyes extend from its head on stalks,
its neck has been transformed into a tentacle, its
arms and legs have been replaced with insectoid
limbs, and its mouth turned into a beak. The poor
creature can barely move. Any who look upon it
must succeed on a DC 20 Charisma saving throw.
On a failed save, the character gains a short-term
form of madness, or a long-term form if the save
fails by 5 or more, that you choose or determine
randomly (see chapter 8 of the Dungeon Master’s
Guide).

48. Ascension Room


A hole in the ceiling of this chamber allows access to the
floor above.
Creatures. This chamber is guarded by a mutant dire
scrag thrall (dire troll with a 30 ft. swim speed).
Entrance/Exit. This room provides access to area 88 via
a hole in the ceiling.

49. Torture Chamber


Strapped to something resembling a glass throne is a
wretched humanoid corpse. Its insides are mostly outside.
Carefully dissecting the exposed organs is a robed figure.
Creatures. A single mind flayer performs the autopsy;
part of the research initiated by Thiliossk to further
understand the native humanoids.

173
52. Ascension Room 56. Training Facility
A hole in the ceiling of this chamber allows access to the Stepped platforms of cut stone are stacked on either side of
floor above. this chamber. The floor is peppered with blackened, inch-
wide holes, and scratch marks cover the walls.
Entrance/Exit. This room provides access to area 80 via
a hole in the ceiling. Floor. The chamber floor is sunk down 25 feet, making it
35 feet tall.
53. Luzgrigaul’s Chambers Platforms. Each platform varies in height (see map),
but they are each sheer faces. Climbing up the face of a
A strange suit of armour, the size of an ogre, stands against
platform is impossible without climbing gear. Even with
the wall of this chamber. Opposite the armour is a well-
the correct gear, it requires a successful DC 15 Strength
stocked tool bench and beyond that a glass pod. The walls are
(Athletics) check.
lined with similar, but smaller pods.
Combat Training
Creatures. If they are still alive, Luzgrigaul (appendix
B) is in this chamber working on the psionic suit (appendix Complex trap (level 11-16, dangerous threat)
C). If intruders enter, Luzgrigaul’s enters the suit using an
action. Luzgrigaul also psychically commands the retriever This combat training facility was designed by Luzgrigaul
from area 46 to come and assist. It arrives in 4 rounds. to keep them in fighting shape between duels. The facility
Treasure. The psionic suit (appendix C) can be taken pitches the trainee against animated constructs, whilst
after Luzgrigaul is killed. The pods on the walls contain making them dodge jets of flame which erupt from the floor
a survival mantle, a mind blade; longsword to which and spinning blades which scythe through the room.
any creature can attune, a shield of far sight, a ring Trigger. The door to this chamber swings shut and locks
of spell storing containing the plane shift spell, and a behind anyone who enters. Unless the door is immediately
wand of lightning bolts. Each of the items appears more opened, the trap activates.
technological than magical. Initiative. The trap acts on initiative count 20, 10, and 5.
Restoration Pod. There is a single pod in this chamber Active Elements. Combat Training involves construct
(see “Additional Features: Illithid Lair”). combatants, jets of flame from the floor, and scything
blades.
54. Common Room
Locked Doors (Initiative 20). The four doors to this
Wide platforms topped with thin mattresses jut out from the room slam shut and locks (see Qualith door locks,
walls in this chamber. A recess in one of the walls contains a “Additional Features: Illithid Lair”). This effect activates
dozen leather parcels. only once, the first time the trap is triggered.
Creatures. There are two Rocklander commoner thralls
Construct Combatants (Initiative 10). Five helmed
and three sahuagin raider (appendix B) thralls resting on
horrors emerge from the secret trap door and begin
the beds. They attack any intruders that enter.
attacking the creature with the highest Intelligence in
Exit/Entrance. This room provides access to area 83 via
the room. The horrors have the following changes:
a hole in the ceiling.

Parcels. Each of the twelve parcels contains a ration of
●● They are immune to fire damage, and the following
grey mold.
spells: cone of cold, ice storm, and lightning bolt.
55. Mutative Gas Trap ●● Their longsword attacks deal an extra 7 (2d6)
psychic damage on a hit.
This small antechamber is decorated with an arrangement ●● If they hit with a longsword attack on their turn,
of severed hands on one of the walls. A great diversity of they can use a bonus action to try and shove a
morphology is on show, from human hands to crustacean creature within 5 feet of them with their shield.
claws.
Flame Jets (Initiative 10). Fire shoots from the holes
Trap. This trap functions in the same way as a gas trap in the floor. Each creature standing on the floor takes
(see “Additional Features: Illithid Lair”), but injects mutative 11 (2d10) fire damage.
gas rather than poison gas into the room. If a target fails
their saving throw, they gain a mutation rather than taking Scything Blades (Initiative 5). Psionically charged
damage (see “Additional Features: Illithid Lair”). blades swarm toward non-construct creatures in the
room. Each non-construct creature must make a DC 15
Dexterity saving throw, taking 22 (4d10) slashing
damage on a failed save, or half as much on a
successful save.

Dynamic Elements. The flame jets become more


dangerous the longer the trap remains active.
174
Added Fuel. The damage from the Flame Jets element Creatures. Tharcereli (appendix B) is in this chamber
increases by 11 (2d10) each round after it activates, to a communing with the still-living brains of their foes. They
maximum of 55 (10d10). are accompanied by two lizard king/queen thralls.
Heads. The heads belong to the vanquished foes of
Constant Elements. The flame jets affect each creature Tharcereli. A creature that sees the morbid display for
that starts its turn in the affected area, dealing damage as the first time must make a DC 10 Charisma saving throw.
they normally would. On a failed save, the character gains a short-term form of
madness, or a long-term form if the save fails by 5 or more,
Countermeasures. There are a few ways that the trap that you choose or determine randomly (see chapter 8 of
can be overcome: the Dungeon Master’s Guide).
Restoration Pod. This room contains one pod (see
Open the Door. The door is locked with a Qualith door “Additional Features: Illithid Lair”).
lock (see “Additional Features: Illithid Lair”). Any
creature that leaves the room is no longer affected by 59. Weapon Collection
the trap. If all creatures leave the room, the trap resets. The DC to open this Qualith door lock (see Additional
Plug the Jets. A creature can spend an action to plug a Features: Illithid Lair) is 30.
5-foot square of the holes from which the flame jets
burst with a non-flammable material, such as cloth Bulbous glass pods bubble out of the burnished metal walls
soaked in water. The flame jets no longer function in of this chamber. Within are spectacular weapons of myriad
that area. design.
Dispel the Blades. The swarming blades are powered
by psionics. A creature can ready an action to cast Storage Pods. Each of the four pods contains a weapon
dispel magic (DC 15) on the blades as they swarm. that belonged to one of Tharcereli’s victims:
Doing so reduces the DC to avoid the blades by 3.
When the DC drops to 0, the blades deactivate. ●● A flame tongue longsword which belonged to a
Kill the Constructs. Killing all five helmed horrors Tallyn Amberheart (LG female Chondathan human
causes the trap to deactivate. paladin of The Red Knight). Those who wield it can
hear a commanding woman’s voice on their mind
57. Corridor of the Conquered instructing them on actions to perform in combat.
The walls of this corridor ripple with a turquoise light as if Once per long rest, a creature attuned to the blade
illuminated through water. At one end of the corridor is a can use a bonus action to cause an ally within
recess in the wall which contains a humanoid head and a 30 feet of them that can hear them to use their
glass panel. reaction to make a melee weapon attack.
●● A giant slayer greataxe which belonged to Werydd
When the characters enter, read or paraphrase the Giantsbane (NN female shield dwarf champion).
following: Creatures who attune to the axe begin to grow
ginger braids and swell in girth. The creature gains
Two softly glowing turquoise figures suddenly appear before advantage on saving throws against poison, and
you. Noiselessly, the two engage in skilled melee combat. have resistance to poison damage.
One of the figures is a tentacled mind flayer, sporting an ●● A scimitar of speed belonging to Captain Tharhava
ornate glaive. The other is a githyanki knight wielding a silver Shestendeliath (NE non-binary blue dragonborn
greatsword. The two exchange blows, ripostes, and counter- swashbuckler). Those who attune to the weapon
ripostes. are obsessively driven by a draconian voice in their
Eventually, the mind flayer parries the knight’s greatsword mind commanding them to avenge their death at
and uses the momentum of the strike to spin behind the the hands of Tharcereli. Creatures attuned to this
githyanki. As its tentacles wrap around the skull of the silently weapon cannot unattune to it and are unwilling to
screaming creature, the figures dissolve. part with it until Tharcereli is killed. In addition,
they gain the breath weapon of a blue dragonborn
Holograms. The recess in the wall contains a plate and (see chapter 2 of the Player’s Handbook).
panel. If a creature’s head or brain is placed atop the plate, ●● A +3 adamantine glaive whose green blade is
the panel can be used to psionically access its memories. banded and mottled in a pattern reminiscent of
Tharcereli uses this to relive past battles. astral skies. It belonged to Baragsh (NE male orc
war chief), a captain of a spacefaring vessel from
58. Tharcereli’s Chambers the Astral Plane. A creature attuned to the weapon
gains proficiency in vehicles (air), and can add their
Dozens of decapitated heads stare out unseeingly toward
proficiency bonus to checks made to navigate in the
you from the walls. They vary from humanoid heads to those
Astral Plane.
of beings you’ve never seen before. Save for the morbid
decoration, there is little in this chamber.

175
60-70 Elder Brain Chambers Secret Doors. Hidden behind the doors (see “Additional
Features: Elder Brain Chambers”) are organ libraries
The chambers of Zellix’Phor are dome-like in construction, where viscera of interest are stored in canopic jars.
part crystal, and part alien metal. They look entirely out
of place in the artificially demolished cavern, as they have
62. Cleansing Chamber
been ripped straight from the crashed nautiloid. Within, the Warm, humid air clings to your skin as you enter a domed
chambers of Zellix’Phor are well maintained. They include chamber devoid of life. Pipes running up the walls
processing rooms for new thralls, storage chambers for sporadically puff clouds of acrid smelling vapour into the air.
important items, and the resting pool of the elder brain
itself. Secret Doors. The doors (see “Additional Features:
Elder Brain Chambers”) allow newly captured victims to be
brought into room without using the central walkway.
Additional Features: Elder Brain Chambers Creatures. When the characters enter the room, a mind
flayer leading a stunned aldani (appendix C) enters through
The following features are common throughout the elder
the northern secret door. The aldani’s name is Klak, and it
brain chambers:
accompanies the party if rescued.
Ceiling, Floors, and Walls. Each perimeter dome is 20-
foot tall. The central areas are 10-feet tall. Most surfaces 63. Transformation Chamber
are made of burnished meteoric iron that is iridescent
and cold to the touch. Foul-smelling fluids spatter the sloping floor of this dome.
Light. The entire lair is well lit by glowing crystals built Chunks of fleshy substance gather around the depressed
into the walls, powered by the psionic force of Zellix’Phor. drain in its centre. Along the edge of the dome are doors of
Qualith Door Locks. See “Additional Features: Illithid frosted glass.
Lair”.
Secret Doors. There are numerous secret doors Secret Doors. The doors (see “Additional Features: Elder
throughout the chambers. Characters with a passive Brain Chambers”) allow passage into and out of this room.
Wisdom (Perception) of 20 or higher notice these circular Glass Doors. The glass doors can be operated like
doors. The doors otherwise function as Qualith Door Qualith door locks (see “Additional Features: Elder Brain
Locks (see General Features). Chambers”), but have two commands. One to become
Walkway. A circular walkway loops through the transparent, revealing their contents, and one to open.
perimeter domes. The walkway is elevated 10 feet above Five of the seven chambers are empty. One contains a
the floor of these chambers. twisted, mutated corpse that bears little resemblance to
anything save a butcher’s offcuts pile. Each character who
sees the corpse must make a DC 20 Charisma saving throw.
On a failed save, the character gains a short-term form of
madness, or a long-term form if the save fails by 5 or more,
60. Guardroom that you choose or determine randomly (see chapter 8 of
A curved ceiling of iridescent metal, covered in the Dungeon Master’s Guide).
indecipherable inscriptions and patterns presses down upon The second filled cell contains a sahuagin-illithid hybrid
you. A plinth of glass rises up in the centre of the room. (appendix C) which attacks madly if released.

Creatures. This room is guarded by a brain golem


(appendix C), and two sahuagin baron thralls, each
equipped with a mind blade: greatsword instead of a trident.
Communicator. Standing on the glass plinth and
making the appropriate genuflections (as if opening a
Qualith door lock, see General Features) initiates a psionic,
holographic connection between the user and area 70. The
user is surrounded by an illusion of the chamber and can
communicate telepathically with any creature inside.

61. Dissection Chamber


The stained metal floor of this chamber slopes down to a
drain, above which floats an edged metal tray. Glass pods on
the walls contain hideous medical implements.
Creatures. There are two mind flayers dissecting a
merfolk corpse that lies on the metal tray.
Furniture. The tray is under the effect of a levitate spell
being cast by one of the mind flayers. The glass storage
pods contain medical tools that equate to a healer’s kit.
176
64. Planar Junction 68. Brain Chamber
Glyphs and sigils arranged in patterns of unnatural geometry Stacked on shelves in this dome are dozens of canopic jars,
dot the metal surfaces of this chamber. whose design varies from mesmerising geometric patterns to
hideous tentacled curves.
Planar Portal. A character who succeeds on a DC 20
Intelligence (Arcana) check understands that the glyphs can Creatures. The chamber is guarded by two brain golems
be used to teleport. If the check succeeds by 10 or more, (appendix C). Behind one of the secret doors is a mind
they learn the movements and words necessary to activate flayer that emerges when it hears combat. The mind flayer
it, which takes an action. When activated, a gate spell is engaged in creating a canopic jar to preserve a brain for
appears in the centre of the dome, linked to the Fractured extended spellcasting and has the missing pages from the
Hand on the Astral Plane (see “Astral Retreat”). book in area 19.
A failed attempt results in hallucinations of hideous Jars. The jars each contain a brain, kept alive by
cityscapes of unnatural structures whose angles are wrong, preservative fluid.
and requires the creature to succeed on a DC 20 Wisdom Secret Doors. Behind the doors (see “Additional
saving throw or develop a form of short-term madness (see Features: Elder Brain Chambers”) are brain libraries
“Madness” in chapter 8 of the Dungeon Master’s Guide). containing even more brains kept in standardised metal and
glass jars.
65. Equipment Storage
This room is hidden behind a secret door (see “Additional 69. Tadpole Chambers
Features: Elder Brain Chambers”). Half of this chamber is taken up by a circular pool filled
Bulbous glass pods in this cramped chamber contain dozens with briny water, the smell of which permeates throughout.
of strange items. Squirming around within the pools are scores of tiny
tadpoles.
Pods. Inside the pods are a variety of worthless, but Creatures. Each pool is guarded by a triton gladiator
presumably sentimental, items including dolls stitched from thrall which doesn’t leave the room. The pools contain mind
leathery seaweed, carved greenstone amulets of tentacled flayer tadpoles. Any creature that falls into a pool is beset
entities, rusted iron keys, and whalebone dice. by the creatures which could, at the DMs discretion, initiate
ceremorphosis.
66. Golem Workshop
70. Elder Brain Resting Pool
Tattered sheets of skin, hunks of twitching muscle, and
bones reinforced with burnished metal are being stored in This central dome is larger than any other in the complex.
barrels throughout the room. Standing half-formed in the Pride of place within the area is a broad, deep pool filled with
centre of the dome is a hulking humanoid creation. softly effervescing purple fluid, covered with a glass dome.
A cylindrical hole in the ceiling allows access to the cavern
Creatures. Although superficially incomplete, the flesh above.
golem is functional and attacks any non-illithid that enters.
A nearby sealed barrel contains ten crawling claws. Pool. The glass protecting the pool has AC 20, 50 hit
If the golem detects multiple foes, it uses one of its points, and immunity to nonmagical damage. The glass
attacks to throw the barrel at a central enemy (+4 to allows telepathy and psychic damage to pass through it.
hit, range 15/30 ft., one target, dealing 15 (2d10 + 4) It otherwise acts as full cover. The fluid restores 10 hit
bludgeoning damage on a hit). Whether or not the attack points to any creature fully submerged within it on initiative
hits, the barrel bursts open unleashing the claws, who 20 each round. A creature in the pool can also use it as a
immediately attack the closest creature other than the Communicator (see area 60).
golem. Creatures. Zellix’Phor the elder brain may have
Pods. The pods on the back wall contain saws, chisels, teleported here, within the pool, to escape or ambush the
hammers, and other equipment, as well as a manual of characters. There are two brain golems (appendix B)
flesh golems. guarding it at all times accompanied by Druskis (appendix
B).
67. Teleportation Station Divination. This chamber is under the perception
The teleportation traps in area 41 and 73 lead here. of Zellix’Phor by a permanent arcane eye. If it detects
intruders, the elder brain comes to attack or sends its
Pulsing lights of myriad colours create a circle on the floor of minions.
this dome. A glass panel hangs on one of the walls.

Teleporter. The glass panel operates as a Qualith door


lock (see “Additional Features: Elder Brain Chambers”).
Successfully operating the teleporter transports up to 8
creatures within to area 80.

177
71-79 Vestress’s Tomb 74. Guardroom
Beneath the desecrated catacombs is a tomb which Four statues of elven figures guard this chamber. Each has
once belonged to the current Regent of Ascarle, Shava the putrefying corpse of an octopus nailed to its chest.
the Damned, when she was still an elf. Since Shava’s Arching over the centre of the room is a stone walkway
reanimation in service of Slarkrethel, the city’s previous sculpted with beautiful oceanic reliefs.
Regent, an illithid named Vestress, has been interred Ceiling & Walkway. This chamber is 20-feet high. The
in the empty tomb. The tomb is protected by Shava and walkway is 10 feet above the floor.
her Krakenar agents, but still shows evidence of its elven Creatures. There are two merfolk gladiators and one
history. merfolk necromancer guarding this chamber.
Secret Door. Characters with a passive Wisdom
(Perception) of 20 or higher notice a hidden door built into
Additional Features: Vestress’s Tomb the wall. Characters who succeed on a DC 25 Intelligence
The following features are common throughout Vestress’s (Investigation) check discover that pressing a crescent
Tomb: moon symbol on the back of the closest statue opens the
Ceiling, Floor, and Walls. The surfaces in this area door.
are made of algae-covered stone. The ceilings are 10-feet
high. 75. Hidden Corridor
Light. The tomb is unlit. Creatures rely on their Secret and concealed doors hide the entrance to this
darkvision to see. chamber (see area 74 and 76).

A hauntingly beautiful elven elegy fills this corridor with a


somber ambience.
71. Elven Antechamber
This corridor is empty.
On the far wall is a bas-relief half-covered with a mat of algae
and seaweed. It seems to depict a ceremony of sorts being 76. Desecrated Chapel
enacted by a small group of elves.
Woven tapestries cover the walls, floor, and ceiling of this
Bas-Relief. Elven characters, or those who succeed chamber. The unnatural patterns in the fabric are terrible to
on a DC 10 Intelligence (Religion) check, recognise the behold, sending waves of nausea through you. The sheets
ceremony as a burial. have been thrown over the furniture, covering everything.
72. Overgrown Chamber Tapestries. When a creature that can see the tapestries
starts its turn within 60 feet of them, they must succeed on
A thick kelp forest has overgrown this entire chamber,
a DC 20 Constitution saving throw or become poisoned for
masking any signs of its previous use. Floating among the
1 hour. The poisoned creature can repeat the saving throw
wafting brown vegetation are several bloated jellyfish, veined
at the end of its next turn, ending the effect on a success.
with electric blue striations.
A creature that succeeds on the saving throw is immune to
Creatures. There are three giant jellyfish in the chamber the tapestries’ aura for the next 24 hours.
that attack any edible prey that enters (use the carrion A creature can close its eyes to avoid the saving throw at
crawler statistics, but with a 30-foot swim speed). The the start of its turn. If the creature does so, it is effectively
jellyfish manoeuvre using a bubble beneath their fleshy blinded until the start of its next turn. If the creature looks
bodies. at the tapestries in the meantime, it must immediately make
If a creature succeeds on a DC 16 Dexterity (Medicine) the save.
check within one round of a jellyfish dying, they can gather Altar & Statue. Hidden beneath fabric are a defiled altar
the air in the corpse of the jellyfish, yielding 1d4 minutes of and statue. The statue was of a celestial horse but has been
breathable air. decapitated. The altar is covered with six alien amulets of
space metal (500 gp each) and an instrument of the bards:
73. Teleportation Trap canaith mandolin that emits dim light on nights when the
moon is obscured.
A cavernous tunnel extends before you. Concealed Door. Characters with a passive Wisdom
Trap. Any creature that opens the door sees an illusion (Perception) of 30 or higher notice a door concealed by the
of a cavernous tunnel beyond created by silent image (DC tapestry behind the altar. The door is unlocked.
20). A creature that steps through is teleported to area 67, 77. Arched Corridor
though the illusion responds as if they had walked through.
A long corridor stretches ahead of you, part of which is
elevated on an archway, the rest is cut into the rock.

178
Kraken’s Maw (Athletics) check is needed to push the door open. Each
Complex trap (level 11-16, dangerous threat) check requires an action.

This trap was constructed to prevent tomb robbers Ink Cloud. The ink can be disabled by blocking its flow
infiltrating the resting place of Vestress. The trap consists into the corridor. A successful DC 20 Dexterity check
of a corridor that fills with surging water, black ink and using thieves’ tools, or a successful DC 15 Strength
crushing teeth. check made to block up the holes with a cloak or
Trigger. This trap activates as soon as a non-Krakenar similar object, clears the ink in a 10-foot square.
enters the marked area, and it remains active while any
non-Krakenar creature is within the area. Crushing Teeth. The teeth can be disabled by bracing
Initiative. The trap acts on initiative count 20 and 10. against them or preventing them from moving using a
Active Elements. The Kraken’s Maw includes a torrent of piton or pole. A successful DC 20 Strength check
water and black ink throughout, plus smashing teeth in the allows a character to prevent one of the teeth from
central 20 feet. activating provided they remain within 5 feet of the
teeth. Placing a pole, piton, or similar item in such a
Surging Water (Initiative 20). Water surges from the way as to prevent the teeth activating requires a
door to area 78 southward into area 74. Each creature successful DC 20 Intelligence check. A success stops
in the hallway must make a DC 20 Strength saving the teeth activating until the item is removed.
throw. On a failed save, a creature takes 22 (4d10) 78. Tomb of Vestress
bludgeoning damage, is knocked prone and shoved 30
feet south. On a successful save, the creature takes half The door to this chamber is locked (see area 77).
the damage and isn’t knocked prone or shoved. The
Before you is a large, vaulted tomb. The place stinks of damp
surging water is difficult terrain.
seaweed, and the air feels cold and wet on your skin. At one
end of the tomb is a raised dais, upon which lies a stone
Ink Cloud (Initiative 20). The area between the two
sarcophagus. At the other end is an enormous tapestry, 30-
triggers is filled with a cloud of ink. The area is heavily
foot wide, that is an absolute masterpiece.
obscured as long as the trap remains active.

Crushing Teeth (Initiative 10). Each creature in the Tapestry. The tapestry serves as a mirror of life
central 20 feet of corridor by the recesses must make trapping. Viewing it indirectly gives the appearance of an
a DC 20 Dexterity saving throw, taking 33 (6d10) elven masterpiece, depicting sea elves and moon elves
piercing damage on a failed save, or half as much gathering on a moonlit, sandy beach. The tapestry has been
damage on a successful one. activated by Vestress, and creatures trapped by it appear as
characters woven into the fabric.
Constant Elements. The Surging Water effects each The tapestry already contains the following individuals:
creature that ends its turn in an area affected by it.
●● Cell 1. Kaznal Jhalass (NE male drow house
Surging Water. Any creature that ends its turn in the captain). Kaznal is a long-time thrall of Vestress,
corridor must make a saving throw against the Surging whose military knowledge served her well
Water effect. throughout her reign as Regent of Ascarle. Kaznal
unthinkingly obeys Vestress’s orders but has
Crushing Teeth. Any creature that ends its turn in the enough intelligence remaining to make tactical
area affected by the Crushing Teeth must make a saving decisions on his own.
throw against its effect. ●● Cell 2. Thûn (CN female quaggoth thonot). Thûn
was Vestress’s favourite ‘pet’. She has flensing
Countermeasures. Each of the trap’s active elements can claws (1d10) and a survival mantle which allowed
be thwarted by particular countermeasures. her to travel throughout Ascarle when Vestress
reigned. Although she was loyal to the old Regent,
Surging Water. The water can be temporarily countered decades in isolation in the tapestry has driven Thûn
by producing a strong current in the opposite direction, to insanity. She relentlessly attacks anything she
such as by using a control water spell. sees when released. This madness can be cured
The only way to permanently stop the effect is to with a greater restoration spell, or suppressed with
open the doors to area 78. To open the doors, a calm emotions spell.
the character must first succeed on a DC 20 Wisdom ●● Cell 3. Meriele Oth’Ereath (NG female sea elf
(Perception) check to find the locking mechanism. priest of Deep Sashelas). Meriele is a captive of
A successful DC 20 Intelligence (Arcana) check is Vestress who once inhabited Ascarle. She is a
then required to disable the sphere of force that devout worshipper of Deep Sashelas, who happily
surrounds the lock (dispel magic also works). Success assists any who release her and wish to remove
on a DC 20 Dexterity check using thieves’ tools picks the stain of evil from Ascarle. The passage of time
the lock. Finally, a successful DC 20 Strength since she was imprisoned in the tapestry (over a

179
hundred years) has clouded her mind, and although
her heart is in the right place, she finds it hard to
process new information and stick to plans.
●● Cell 4. Aer’Evan Sylvaranth (NG male sea elf
bard). Aer’Evan was captured by Vestress so
that he might play while she sewed. She treated
her musician well as his virtuoso performances Vestress
inspired the illithid to create masterpiece
tapestries. Despite his good treatment, Aer’Evan is
terrified of Vestress, who he witnessed devour the
brains of his elven kin. If released, he tries to flee
from Ascarle but assists any who offer to help him
get away safely.
●● Cell 5. Mug (froghemoth). Mug was captured by
Vestress as a challenge to herself to prove she
could weave a creature that would be complex to
embroider. She succeeded and has never since
released Mug. If released, Mug attacks wildly
and randomly.

Sarcophagus. The ornate, elven sarcophagus was


built for Shava, and portrays scenes of her in life ruling
over old Ascarle. However, the illithids have altered the
coffin to better represent their outlook, adding burnished
plates with funerary rites in Qualith, and mind-bending
etchings of brains and geometric motifs.
Opening the sarcophagus requires a successful DC 15
Strength check. It contains the body of Vestress, a mind
flayer turned alhoon who was once Regent of Ascarle.
If the characters disturb the sarcophagus in any way,
including removing the canopic jar (see below) her corpse
animates and attacks. Her sole goal is to defend the
canopic jar. She can use the tapestry (see above) to bring
forth her preserved minions.
If the jar is destroyed before her, Vestress collapses. She
had been mind-altered by Zellix’Phor to defend the jar, Additional Features: Illithid Lair Second
but her true master is Slarkrethel. If the characters can
explain to her that they are here to kill the elder brain, not Level
the kraken, she can serve as an ally. She can also reveal The common features of this area of the dungeon can be
that there are four more canopic jars hidden throughout the found in “Additional Features: Illithid Lair”.
dungeon.
Canopic Jar. Built into the sarcophagus is a canopic jar
containing a spellcaster’s brain concentration on the mind
blank spell (see the “Abjuration Brains” section). The jar 80-89 Illithid Lair Second Level
can be removed by prising it out with any edged tool, such
as a dagger. Doing so causes Vestress to rise (see above). This area of the dungeon is the second level of the illithid
Treasure. Vestress wears five amethyst rings (250 gp lair.
each) and a silver circlet (1,500 gp). The three alcoves
on the western wall each contain a masterpiece tapestry 80. Teleportation Chamber
woven by Vestress (1,500 gp each). The iridescent floor of this chamber is etched with sigils and
79. Forum stanzas of Qualith, as is a glass panel on the southern wall. A
large hole in the floor provides access to the floor below.
Tiered seating surrounds a small pit in this circular room.
Teleporter. The glass panel operates as a Qualith door
Many of its original features have faded or been destroyed.
lock (see “Additional Features: Illithid Lair”). Successfully
This chamber was once used by the elves of Ascarle as a operating the teleporter transports up to 8 creatures within
meeting place to discuss ideas, or view an intimate musical to area 67.
or theatrical performance. Entrance/Exit. This area provides access to area 52 via a
The area is now empty. hole in the floor.

180
81. Mutant Pens 84. Thiliossk’s Chambers
Characters with a passive Wisdom (Perception) of 16 or
higher can hear the groaning of the mutants within this Floor to ceiling tanks of sepia fluid block line of sight through
chamber from adjacent areas. this room. Inside the glass tubes are humanoid forms
stripped back to the muscular or skeletal system. Some of
Three large cages house a panoply of hideous mutated them are mutated with additional limbs and organs.
monsters. They grope desperately at the bars of their cages
with malformed digits. Creatures. Thiliossk (appendix B) is in this chamber
examining and making notes about one of the mutated
corpses with their mind flayer assistant. A mutant
Creatures. The room contains five mutants (appendix B) (appendix B) nearby holds a tray of medical implements.
created by Thiliossk, two in each of the southern cells, one Thiliossk would rather capture and mutate the characters
in the northern. than kill them.
Any character that enters the chamber without first Tanks. Medium creatures can get three-quarters cover
succeeding on a DC 12 Dexterity (Stealth) check is noticed from the tanks, though they don’t prevent line of sight.
by the mutants, which fly into a rage. Roll initiative for the Restoration Pod. There is a single pod in this chamber
mutants. On each of their turns, they use an action to make (see “Additional Features: Illithid Lair”).
a DC 20 Strength check against the bars of their cage,
breaking free in a success. Once escaped, the mutants 85. Restoration Pods
attack the closest non-mutant until dead, before moving on
to the next. The walls of this chamber are covered with lights that subtly
Cages. The cages are formed from bars of alien metal shift colour and intensity in an almost hypnotic fashion.
akin to iron. The locks on the doors are Qualith door locks Standing throughout the room are half a dozen glass and
(see “Additional Features: Illithid Lair”). The bars can be metal pods connected to the ceiling via pipes and tubes.
bent or broken with a successful DC 20 Strength check,
Creatures. Two mind flayers are using the pods. The
allowing Large creatures or smaller to pass through.
process lasts for a minute, after which they leave, attacking
82. Meditation Chamber any intruders they discover. Loud noises or disturbances to
their pods causes them to leave early.
Thin, spiralling shelves line the walls of this chamber. Restoration Pod. There are six pods in this chamber (see
Scuttling along them are hundreds of rats, their brains “Additional Features: Illithid Lair”).
glowing with a dull blue light. A throne sits in the centre of
the floor. 86. Druskis’s Chambers
Creatures. Running along the shelves are three swarms This clean, organised chamber contains a glass and metal
of cranium rats. The shelves offer half protection to the pod, a large pool filled with tadpoles, a glass wall pod and a
Tiny beasts. The rats only attack in retaliation. series of glass and metal shelves. The burnished metal walls
Throne. A creature that sits in the throne while the rats are engraved with enormous brains and tentacles.
are still alive enter a trance. The psionic energy of the rats
Shelves. The shelves contain slithers of brain tissue
sends their brain into an altered state of existence, allowing
preserved between sheets of glass. The brains belonged
them to move around through a virtual version of the lair
to gith, and contain important memories preserved by
as if they were actually there. This allows the characters to
Druskis.
scout ahead risk-free.
Tadpole Pool. The pool contains mind flayer tadpoles.
The character can end the trance as an action.
Any creature that falls into a pool is beset by the creatures
83. Descent Room which could, at the DMs discretion, initiate ceremorphosis.
Storage Pod. The pod contains a set of dimensional
A hole in the floor of this chamber allows access to the floor shackles used to prevent gith escaping during interviews.
below. Restoration Pod. There is a single pod in this chamber
(see “Additional Features: Illithid Lair”).
Entrance/Exit. This room provides access to area 54 via Engravings. Characters who take the time to observe
a hole in the floor. the engravings on the walls notice a repeated motif of four
brains being placed into ornate jars, a clue to the abjuration
brains.

181
87. Treasure Safe 88. Gith Pens
As well as the Qualith door lock protecting this area, the A metal cage built into the wall of this chamber contains
door is trapped. three stunned-looking, green-skinned humanoids.
Mind Melter
Anti-travel Field. This chamber is protected by a psionic
Simple trap (level 17-20, deadly threat) aura that prevents teleportation of any kind. Casting dispel
magic (DC 15) removes the field.
A lethal dose of psionic force is released when a crystal in Cage. The cages are formed from bars of alien metal akin
the door is broken, sapping the intellect of nearby creatures. to iron. The locks on the doors are Qualith door locks (see
Trigger. Anyone attempting to open the door triggers the “Additional Features: Illithid Lair”). The bars can be bent or
trap. broken with a successful DC 20 Strength check, allowing
Effect. The triggering creature must make a DC 20 Large creatures or smaller to pass through.
Intelligence saving throw. On a failed save, the target’s Creatures. There are three stunned githyanki warriors
Intelligence score is reduced by 3d4. The creature dies if trapped in the cage. One of the three has an intellect
this reduces its Intelligence to 0. Otherwise, the reduction devourer in its skull, though the others do not know about
lasts until the creature benefits from greater restoration or it. If released, the devourer inhabited githyanki tries to lure
similar magic. the characters and other githyanki into chambers occupied
Countermeasures. A successful DC 20 Wisdom by mind flayers.
(Perception) check reveals the crystal along the door’s edge. Baldur’s Gate. If the characters failed to rescue
A successful DC 20 Dexterity check using thieves’ tools Ramazith Flamesinger (appendix B), he is trapped here,
disables the crystal, but a check with a total of 10 or lower but his brain has been replaced by an intellect devourer
triggers the trap. (replace the githyanki with intellect devourer).
Entrance/Exit. This room provides access to area 48 via
When characters enter, read or paraphrase the following: a hole in the floor.
You enter a small chamber lined with shelves of sundry 89. Gith Prison
treasures.
The entrance to this area is securely locked by clamping
metal hooks. Opening the door requires a successful DC 30
Treasure. Along the walls are several items of immense Strength check, or a living mind flayer from the community
value: to perform the genuflections.
●● A platinum crown of elvish design which Beyond the doorway is a chamber with padded walls, ceiling,
incorporates moons and waves, encrusted with and floor. The place glows with an oppressive red light, and a
sapphires along the motifs (15,000 gp) dull throbbing is audible within. Inside are two green-skinned
●● A necklace of black pearls with a ruby-eyed humanoids who appear subtly different from each other. They
obsidian spider pendant (12,000 gp) are clearly not on good terms.
●● A model ship gilded with gold and silver filigree in a
crystal bottle (8,000 gp) Creatures. The room contains a female githyanki knight
●● A silken mantle that resembles a large spider web named Vairruth and a male githzerai zerth named Muurg,
with gemstones embroidered in (2,500 gp) both of whom are prisoners of Druskis. The two hate each
●● A portrait of a beautiful elven queen in full royal other with a passion and have been unable to put their
regalia holding a moon-topped sceptre (the queen is cultural differences aside. They argue constantly, breaking
Shava the Damned, which the character recognise out into violence at times.
if they have met her) (2,500 gp) Antimagic Field. The entire area is within an antimagic
field. A casting of dispel magic (DC 20) removes the field.
Secret Pod. Characters with a passive Wisdom
(Perception) of 20 or higher notice the frame of a pod on
the far wall. A successful DC 20 Intelligence (Investigation)
check is enough to open the pod (see below for contents).
Canopic Jar. Inside the pod is a canopic jar containing
a spellcaster’s brain concentrating on the globe of
invulnerability spell (see the “Abjuration Brains” section).

182
ASTRAL RETREAT CONCLUSION
If you wish to continue the adventure beyond Ascarle, this
ellix’Phor is an elder brain focussed

Z
section provides some opportunity to do so. Each of the
mind flayers and Zellix’Phor itself has the ability to cast on domination, and who believes itself
plane shift. This spell can be used to evacuate the entire undefeatable. The characters will hopefully be
colony from Ascarle to the Fractured Hand, a location on able to prove the elder brain wrong. By killing
the Astral Plane. The Fractured Hand is an enormous stone the Zellix’Phor, or at the least routing it to the
hand, part of a dead god, floating through the silvery void Astral Plane, the characters have saved Faerûn
that is the Astral Sea. from an invasion of the most malicious kind. Without
The purpose of the mind flayers fleeing to the Fractured Zellix’Phor, any mind flayers left on the Material Plane will
Hand is to recoup and present a unified front in defense of be directionless and lost, perhaps retreating down into the
the characters’ assault. If the characters take time to get Underdark where others of their kind hide away.
to the Astral Plane, the illithids and Zellix’Phor can take a Whether or not the characters go so far as to kill
Short or Long rest. Slarkrethel the kraken will have a potentially enormous
Remember that on the Astral Plane, a creature’s walking effect across the Island Kingdoms and the Sword Coast, as
speed during combat is 3 x its Intelligence score, as all members of the Kraken Society suddenly find themselves
movement is controlled by force of will in the Astral Plane. without guidance or leadership. What happens to these
disillusioned individuals is up to the DM, but they are
unlikely to be able to reintegrate into society once their
The Fractured Hand psychic master is destroyed. In addition, the folk of Purple
The Fractured Hand is roughly two miles long and a mile Rocks will be left at the mercy of the ocean, and particularly
wide, it’s only feature being the small illithid outpost built the wrath of Umberlee, who created Slarkrethel.
into the rock. The outpost has no specific features and uses The future of the characters is, of course, up to them.
the map below. The illithid outpost uses the “Additional Their heroic victory over the astral invaders should spread
Features: Illithid Lair”, and is similar in decor. fast, and people in his places laud them as heroes of the
If you want to make this final combat more difficult for the realms.
characters, you can introduce more mind flayer thralls into
the fight, such as githyanki or githzerai warriors, or have a Character Advancement
Psychic Wind (see Dungeon Master’s Guide) blow through
during the fight. After the characters have the opportunity to gain several
levels throughout Ascarle.
Illithid Outpost. 1 square = 10 feet

183
APPENDIX A: RANDOM ENCOUNTERS
Encounter Coast Forest Grassland Hills/Moors Mountains Sea Road/Trail Underwater
Aldani 01 - - - - - - 01-02
Ankheg - 01-05 01-05 01-05 - - 01-04 -
Bandits 02-06 06-13 06-12 06-12 - - 05-19 -
Barbarians 07-10 14-23 13-30 13-25 01-10 - - -
Blood hawks 11-14 24-25 31-35 26-30 11-20 - 20-25 -
Coelenites 15-19 - - - - 01-02 - 03-07
Dolphins 20-21 - - - - 03-06 - 08-10
Druid 22-23 26-30 36-37 31-32 21-25 - - -
Elves - 31-40 - - - 07-11 - -
Floating debris 24-27 - - - - 12-17 - 11
Ghost Ship - - - - - 18-19 - -
Giant boar - 41-42 38-40 33-34 - - - -
Giant crab 28-30 - - - - 20-22 - 12-15
Giant lightning eel - - - - - - - 16-19
Giant octopus 31-32 - - - - - - 20-22
Giant sea horses - - - - - - - 23-25
Giant shark - - - - - 23 - 26
Giant spider - 43-46 - - 26-28 - - 27-28
Goblinoids - 47-54 41-50 35-42 29-30 - 26-35 -
Harpies 33-36 - - 43-45 31-38 24-29 - -
Hill giants - 55-56 51-52 46-53 39-45 - 36-38 -
Iceberg - - - - - 30-31 - -
Kelpie 37-38 - - - - 32 - 29-31
Killer whales - - - - - 33-35 - 32-35
Knight - 57-61 53-55 54-56 45-46 - 40-50 -
Kraken sighting 39 - - - - 36 - 36-37
Kraken Soceity 40-43 62-63 56-57 57-58 47-48 37-39 51-53 -
cultists
Lycanthropes 44 64-66 58-59 59-60 - 40 54-55 38-39
Manticore 45-46 - 60 61-64 49-56 - - -
Mephits 47-48 - - - 57-58 41-42 - 40
Merchants 49-52 67-71 61-67 65-66 59 43-48 56-66 -
Merfolk 53-58 - - - - 49-53 - 41-46
Merrow 59-62 - - - - - - 47-52
Mountain lion - - - 67-72 60-70 - - -
Nereid 63-64 - - - - 54-56 - 53-55
NPC in the water 65 - - - - 57-59 - -
Ogres - 72-73 68-73 73-77 71-73 - 67-71 -
Orcs - 74-80 74-78 78-81 74-88 - 72-75 -
Passing warship 66 - - - - 60-63 - -
Pirate ship 67-72 - - - - 64-73 - -
Ranger 73-74 81-85 79-82 82-85 89-91 - 76-80 -
Ruins 75 86 83-86 86-89 - - 81 56-57

184
Encounter Coast Forest Grassland Hills/Moors Mountains Sea Road/Trail Underwater
Sahuagin 76-81 - - - - 74-83 - 58-67
Salty sea dogs 82 - - - - 84-87 - 68-69
Sea hags 83-84 - - - - 88-90 - 70-73
Sea lions 85-88 - - - - - - 74-75
Sea spawn 89-95 - - - - - - 76-84
Sharks - - - - - 91-92 - 85-90
Storm Giant - - - - - 93 - 91
Travellers 96-99 87-90 87-93 90-93 92 - 82-92 -
Treant - 91-92 - - - - - 92-93
Trolls - 93-94 - 94-95 93-94 94-95 - 94-95
Vodyanoi 00 - - - - 96-97 - 96-98
Whirlpool - - - - - 98-00 - 99-00
Wolves - 95-00 94-00 96-00 95-00 - 93-00 -
andom encounters can occur whilst the Aldani

R
characters are exploring the Sword Coast or
the Island Kingdoms, either on land, by sea, The characters are shadowed by 1d4 aldani (appendix
or underwater. Such encounters can add to B), which are noticed by any character with a passive
the mystery of the adventure, give the players Wisdom (Perception) score of 12 or higher. The aldani don’t
a sense that their characters are immersed in communicate with others unless they must, and they won’t
a real world, and provide narrative setbacks or advantages. fight unless the characters refuse to take a bribe to leave the
Random encounters are best used whenever there’s a lull area. The aldani aid the characters only if they’re offered
in the game session or when your players seem restless. No something of great value in return – for example, an offer to
more than one or two per session is recommended since drive off a pack of predatory sahuagin encroaching on their
overusing random encounters can bog down the adventure territory.
and cause the players to lose track of the story. Ankheg
While the characters are travelling through Faerûn, roll
a d20 twice per day of game time, checking for encounters A group of 1d3 ankhegs bursts up from beneath the
each morning or afternoon, and evening or night. An ground to ambush the characters. Any character without
encounter occurs on a roll of 14 or higher. Roll percentile tremorsense is surprised by the attack. Ankhegs prefer
dice and check the Random Encounters table for the terrain Small creatures, which they grab with their mandibles and
appropriate to where the characters are. After determining drag back underground to consume.
what the characters encounter, you can use the information
presented in this appendix to bring the encounter to life.
Bandits
If your players tire of random encounters, make such A marauding gang of bandits confronts the party. The
encounters less common by having them occur on a roll of gang consists of a bandit captain and 3d6 + 2 bandits,
18 or higher, or only 20. You can let the players narrate their all wearing cloaks and mounted on riding horses. There
way through avoiding easy encounters, or you can increase is a 25 percent chance that the bandits attack without
the difficulty of easy encounters to keep them exciting. One provocation. Otherwise, the captain promises not to
way to make an encounter more challenging is to have it attack in exchange for a toll (no less than 100 gp worth of
trigger a second random encounter. For example, a fight treasure). If the characters pay up, the captain bids them a
with pirates in a coastal cove might attract a manticore safe journey before departing peacefully.
which lairs nearby. You can also shorten encounters by Treasure. Each bandit carries a pouch containing 1d10
having monsters flee when they lose most of their hit points. gp. The bandit captain’s pouch holds 2d10 gp and 1d6 gems
Random encounters aren’t tailored to characters of worth 100 gp each.
a particular level. If the characters encounter hostile
creatures beyond their ability to defeat, give them
opportunities to run, hide, negotiate, or otherwise avoid
certain death.
Remember that random encounters affect both the
characters and any non-player characters they are travelling
with. The most common example of this are members of a
ship’s crew. If the characters have a random encounter with
harpies, the crew are just as likely to be charmed by the
harpies and flown off to their lair as the characters are.

185
Barbarians are respectful of the environment on their travels. There is
a 50 percent chance that the druid is accompanied by an
The characters encounter a group of 2d6 + 2 tribal animal companion. Two sample druids are presented below,
warriors, led by a berserker. If the encounter occurs during but you can create others.
the day, the barbarians are prowling the countryside while Jillian Leafgather (NG female lightfoot halfling) is a
hunting wild game; if the encounter occurs at night, they member of the Emerald Enclave accompanied by her
are camped. massive, relentlessly slobbering mastiff, Bungo. Jillian
The North. If this encounter occurs in The North, the despises animal cruelty, and even considers insulting
characters encounter an Uthgardt Barbarian tribe, led animals verbally to be intolerable. She knows a few
by an Uthgardt shaman (appendix B) with an additional shortcuts around the Sword Mountains and Neverwinter
berserker bodyguard. Wood, which she happily shares with characters in need.
Sea or Coast. If the encounter occurs at sea or on the The shortcuts allow characters to move at a fast pace
coast, the characters encounter 1d3 longships, each with without any penalties.
ten berserkers and thirty tribal warriors aboard. One Orsik Oakenheim (CE male mountain dwarf) is wild
of the berserkers serves as the captain. These hostile, and rugged. He believes that the wilds should overtake
bloodthirsty Northfolk raiders hail from Gundarlun, the civilisation, and all folk should go back to living as nomadic
Korinn Archipelago, Tuern, or the Whalebones. The tribes in the wilderness. He wears a huge fur coat and
longships have a speed of 3 miles per hour. If the vessel the trapper hat which conceals eight twig blights. Orsik
characters are in moves at least as fast, the characters can happily converses with characters, but if he deems them too
flee from the barbarians and avoid an altercation. involved with society, he tries to orchestrate their deaths.
Blood Hawks This can be achieved by sending characters into dangerous
terrain such as scree slopes, quicksand or predator
A vicious kettle of 2d4+2 blood hawks attacks the party territory. He also sends his blights to steal things from the
from above. These crimson raptors are fearless and attack characters such as identification papers, faction emblems
large creatures without second thought. The hawks target or holy symbols.
already injured characters or those who look weaker than
the rest of the party. Elves
Coelenites A band of 3d6 wood elves offers to escort the party through
the forest, steering the characters around the elves’ hidden
The characters are attacked by 1d4 + 1 coelenites settlements. If they accept the offer, the characters have no
(appendix B) who try and pull them down into the water hostile encounters while passing through the forest. If the
and drown them. The coelenites try to avoid leaving the characters refuse, the elves offer no further assistance and
ocean if possible but foray onto the shore or climb aboard disappear into the woods. The elves use the scout statistics,
boats to pursue their prey. with the following changes:
Higher Levels. If the characters are 4th level or higher,
replace one of the coelenites with a coelenite mass mind ●● The elves are chaotic good.
(appendix B). The coelenites telepathically threaten the ●● Their speed is 35 feet, and they can attempt to hide
characters with drowning unless they provide a tribute of even when they are in an area only lightly obscured
food. The coelenites can be appeased with food (four day’s by foliage, heavy rain, falling snow, mist, and other
supply per coelenite in the group). Otherwise, they attack. natural phenomena.
●● They have advantage on saving throws against
Dolphins being charmed, and magic can’t put them to sleep.
The characters spot a pod of 3d4 dolphins (appendix B). ●● They have darkvision out to a range of 60 feet.
If the characters are above the surface of the water, they ●● They speak Common and Elvish.
notice the beautiful creatures leaping between the waves.
They are naturally inquisitive and might come within 10 Sea. If this encounter occurs at sea, the characters
feet of the boat to take a look. encounter 3d6 friendly sea elf scouts. These elves might
A dolphin that is successfully grappled, caught in a net, be from Tir faoi Thoinn, Iumathiashae, or Waterdeep.
or otherwise prevented from escaping can be trained as a They know the location of all the Island Kingdoms and
mount by a character with proficiency in Animal Handling underwater locations. Characters can hire a sea elf guide
who spends a few hours a day working with the mammal. for 1 gp a day.
At the end of 1 week, the character makes a DC 15 Wisdom There is a 10 percent chance that one of the aquatic
(Animal Handling) check. On a success, the dolphin elves is a malenti (appendix B); a sahuagin born with a
becomes a willing mount for any humanoid. mutation that makes it resemble an aquatic elf. The malenti
spies on the characters as best it can and reports back
Druid to its sahuagin allies when it can about their movements
The characters encounter a druid who might be a member and plans. This information eventually makes its way to
of the Emerald Enclave or simply devoted to protecting a the Colony of Zellix’Phor and could be used to set up an
certain area of wilderness. Most druids are happy to give ambush with one of the mind flayers when the characters
guidance on traversing their lands, provided the characters made port.
186
Floating Debris Giant Boar
The characters notice something floating one hundred The characters encounter a giant boar chasing down a
feet away. A successful DC 16 Wisdom (Perception) check portly halfling. Unless they intervene, the halfling is caught
reveals the nature of the debris. Roll a d6: and gored to death by the beast. The halfling’s name is
Nerrywill Underbarrow (NG male stout halfling commoner
1-3. Barrels and crates. with a dagger, proficiency with cook’s utensils and the
4-5. Shattered wooden planks. additional skill: Perception +4). If the characters save his
6. Chests life, the tubby fellow pledges himself to the party for as long
as he is helpful. He’s a great chef and has a remarkably
Barrels and Crates. Bobbing on the waves are 4d4 good eye. He keeps all his possessions in his pack and is
crates and barrels filled with goods. These may contain willing to travel to the ends of the earth (and beyond) with
alcohol, rations, rope or other basic items typically found his saviours.
aboard ships. Treasure. Nerrywill carries a battered brass spyglass
Shattered Wooden Planks. Planks of shattered wood engraved with his initials (850 gp), and a backpack
float atop the ocean. Clearly, these are remnants of a ship containing a dagger (2 gp) and cook’s utensils (1 gp).
which has been recently attacked and perhaps destroyed.
There is a 50 percent chance that a pirate ship is nearby Giant Crab
(see “Pirate Ship” in this section). A giant crab scuttles out from a kelp forest or coastal cave
Chests. Mostly sunk beneath the water’s surface are and attacks a random character. The target is surprised
1d4 chests. These must have been jettisoned from another unless they have a passive Wisdom (Perception) of 14
vessel. The chests are locked and keyless and require or higher. The crab attempts to grapple the character,
a successful DC 14 Dexterity check with thieves’ tools then drop overboard with them and drown them (see
or a successful DC 16 Strength check to open. Inside “Suffocating” in chapter 8 of the Player’s Handbook). If the
are valuable items worth 100 gp, such as money, gems, encounter occurs at sea, the crab claws its way up the hull
candlesticks, jewellery and the like. There is a 10 percent to ambush the character.
chance that the chest contains a more expensive item worth Higher Levels. If the characters are above 4th level,
250 gp, such as a gemstone or art object. This could be consider using a hulking crab (appendix B).
replaced with a magic item (roll once on Magic Item Table
A in chapter 7 of the Dungeon Master’s Guide). Giant Lightning Eel
A giant lightning eel (appendix B) shoots out from a coral
Ghost Ship reef or rocky crevasse to attack a random character. The
A merchant ship appears on the horizon but appears character targeted by the eel is surprised unless they have a
to be drifting very slowly. A successful DC 16 Wisdom passive Wisdom (Perception) score of 13 or higher.
(Perception) check reveals that the deck is empty, and the
ship appears to be adrift. Giant Octopus
If the characters decide to board the ship, they discover A giant octopus shows some curiosity in the characters.
that it is entirely empty. There is a 50 percent chance The intelligent animal uses its dextrous tentacles to search
that they can salvage useful items from the vessel such as their backpacks for food or curious treasures that it can
rations, alcohol, rope and the like. steal away to its hoard. So long as the characters don’t
Haunted. There is a 50 percent chance that the ship attack it, the octopus is not hostile. If the octopus finds a
is haunted by the dead crew. If so, there are 3d4 ghosts ration or shiny treasure on the characters, it attempts to
aboard the ship who lash out at characters that disrespect steal it. The octopus makes a Dexterity (Sleight of Hand)
the ship by stealing, breaking into cabins etc. If characters check against the characters passive Wisdom (Perception).
can calm the ghosts by offering them eternal rest, they If the octopus succeeds, it steals the item and swims back
reveal that their ship was attacked by mutated pirates. to its lair.
They had piscine features, such as shark jaws, crab claws, Higher Levels. If the characters are above 5th level,
and pufferfish spines. Any of the crew who resisted the consider using a colossal octopus (appendix B).
creatures were killed and those who remain were taken
aboard as hostages. Giant Sea Horses
Repeat. If this encounter occurs again, consider
The characters encounter 1d4 friendly giant sea horses.
replacing the ghosts with specters or poltergeists who
Like their smaller kin, giant sea horses are shy, colourful
cannot be brought to an eternal rest.
fish with elongated bodies and curled tails. These creatures
are often trained as mounts by aquatic elves.
A giant sea horse that is grappled, caught in a net, or
otherwise prevented from escaping can be trained as a
mount by a character with proficiency in Animal Handling.
At the end of 1 week with the animal, the character makes a
DC 15 Wisdom (Animal Handling) check. On a success, the
giant sea horse becomes a willing mount for any humanoid.
187
Giant Shark Goblinoids
A giant shark surges through the water toward the party A typical goblin patrol or hunting party consists of a goblin
and attacks a random character. The size of the creature boss leading 2d6 + 3 goblins. Goblins tend to have their
makes it impossible to miss, and the characters each have own territories which they seldom leave. Goblins prefer to
a turn to try and flee or hide before it arrives and attacks. hunt at night and lay low in ambush positions during the
Giant sharks are 30 feet long and utterly fearless. day.
Ships. If this encounter occurs while the characters A night encounter with goblins involves an attack on
are on a ship, the giant shark attacks whatever vessel the the characters’ camp. A character standing watch with a
characters are on. These enormous fish are capable of passive Wisdom (Perception) of 16 or higher detects the
sinking smaller ships but are just as likely to ram larger goblins moving into attack positions and can rouse the
ones to try and knock unsuspecting crew overboard. If the rest of the party. If no one on watch notices the goblins, all
shark rams the ship, and characters on deck must make a characters are surprised.
DC 16 Dexterity saving throw or be thrown overboard. If this encounter occurs while the characters are traveling
during the day, any characters with a passive Wisdom
Giant Spider (Perception) of 16 or higher spots the tell-tale signs of an
The characters are ambushed by a giant spider. ambush: disadvantageous terrain coupled with an eerie
Forest. The giant spider drops down from the canopy silence not normal for the environment.
above onto a random character. The character is surprised Goblins bargain for their lives if captured. If the
unless they have a passive Wisdom (Perception) of 17 or characters can force or coerce a vow of cooperation from
higher. goblin prisoners, they will serve as guides. Goblins in their
Mountain. A random character inadvertently blunders home territory have the following additional skill: Survival
into the spider’s web (see “Dungeon Hazards” in chapter +1.
5 of the Dungeon Master’s Guide). The spider quickly Treasure. The gang of goblins have amassed 50 gp of
emerges from a concealed cave to gather its dinner. assorted goods from ambushing travellers.
Sea. Whilst travelling through an area of low visibility, Higher Levels. If the characters are above 4th level, there
such as a rocky crevasse or a coral reef, a random character is a 50 percent chance that the goblins are led by 1d4 + 1
is attacked by a giant spider with a swim speed of 30 ft. The bugbears and the goblin boss is replaced by a bugbear
character is surprised unless they have a passive Wisdom chief. When under the command of bugbears, goblins do
(Perception) of 17 or higher. not flee unless all the bugbears are killed.
Treasure. If the characters succeed on a DC 15 Wisdom
(Survival) check, they can track back to the spider’s lair; a Harpies
sheltered cave covered in sticky webs with corpses hanging A beautiful song carries in on the wind toward the party.
from the ceiling. There is a 25 percent chance that one of Flying toward them are 1d4 + 2 harpies. As soon as the
these corpses has a magic item, determined by rolling on harpies are within 300 feet, they use their luring song to
Magic Item Table B in chapter 7 of the Dungeon Master’s try and charm the characters. The harpies attempt to lure
Guide. any enthralled characters into dangerous terrain such as
scree slopes or overboard a ship. Harpies might also pair
up to grapple a character and fly off with them to their lair.
Harpies typically lair in isolated caves accessible only by
climbing, such as rocky outcroppings, clifftops or skerries.
Treasure. Each harpy has a 25 percent chance of
wearing some basic jewellery worth 50 gp, such as a silver
necklace or bronze anklet.

Hill Giants
A band of 1d3 hill giants is searching for homesteads
to pillage or bands of travellers to capture. The giants
hurl rocks at any small folk they see. Hill giants are dim
creatures and are easily tricked by misdirection and
illusions. Characters might even be able to slip past a group
of them while they argue with each other about who has the
biggest belly, or whose feet smell the worst.
Treasure. The giants carry a sack with them which
contains a bundle of mundane items such as wagon wheels,
tombstones, beehives and casks of ale. There is 25 percent
chance that the bag also contains Garrin Brandybrush (NG
male Stout halfling commoner with 0 hit points), three cats
stolen by accident from a nearby farm, or one boar to which
the giants have tied half a dozen humanoid skulls.

188
Iceberg Lady Luciette Falconcrown (NG female Chondathan
human knight of Helm) is a member of the Order of the
Floating in the ocean is an iceberg. Whilst this may not Gilded Eye from Helm’s Hold. Lady Falconcrown believes
be troublesome on a clear day, it can be dangerous when that evil should be actively sought out and punished before
unnoticed, such as at night or in heavy fog. it has a chance to rear its ugly head. She wears a golden
If a collision with the iceberg seems imminent, have gauntlet emblazoned with a weeping eye on her right hand
everyone aboard the vessel make a DC 15 group Dexterity which marks her allegiance. Lady Falconcrown is currently
check to avoid hitting the berg. If the group check succeeds, searching for Zhentarim agents who she believes should
the collision is avoided. Otherwise, the ship takes 10d10 be held accountable for their faction’s misdemeanours. She
bludgeoning damage from the collision, and everyone asks the characters to give up anyone they know who is
aboard must make a DC 10 Strength or Dexterity saving affiliated with the Black Network and tells them to take her
throw to avoid falling overboard. to the traitors, so she can personally deliver them to justice.
Creatures. Large icebergs are often home to monsters
that favour an arctic environment. There is a 25 percent Kraken Sighting
chance that the iceberg has one frost giant, one young
A huge shadow passes beneath the vessel on which the
remorhaz, 2d4 winter wolves or 2d6+2 ice mephitis living
party sail. A successful DC 16 Intelligence (Nature) or
on it.
Wisdom (Perception) check allows characters to realise
No Ice? If it doesn’t make sense for ice to be where your
that the form is a kraken. It pays no attention to the ship
characters are exploring, you could swap the berg for a
unless attacked by the crew.
rocky island, a coral reef, an abandoned warship, or a
Obviously, any crew members who notice the beast are be
magical iceberg.
terrified, fleeing into the belly of the ship, muttering prayers
Kelpie or climbing up rigging.
If you wish, the kraken could be Slarkrethel (see chapter
A hypnotic kelpie (appendix B), an intelligent, aquatic plant 5 for his full statistics). This gives the characters the chance
that resembles a pile of seaweed, tries to lure one of the to realise that not all is well with the kraken, thanks to
characters to their death. The kelpie can take the form of the exposed brain, which is actually Zellix’Phor the elder
a Small, Medium or Large beast or humanoid, and uses brain.
this to its advantage, posing as a desirable creature such
as a giant sea horse, or a stranded commoner drowning in
rough seas.

Killer Whales
The party is attacked by a pod of 1d4 + 2 killer whales
who surge toward them through the water. If the characters
are on a vessel that couldn’t be capsized by the orcas, they
simply notice them hunting not far from the ship.

Knight
The Order of the Gauntlet is taking strides to deal with the
pirate threat. The characters encounter a knight of the
order mounted on a warhorse clad in chain mail barding
(AC 16). There is a 50 percent chance that the knight has
a squire – a guard mounted on an unarmoured warhorse.
Two sample knights are presented below.
Marcheon Amander Chilcott (LG non-binary Illuskan
human knight of Tyr) is a gallant yet ferocious Knight of
the Merciful Sword who prefers to reform rather than
destroy criminals. Chilcott and her squire recently raided a
smuggler’s cove filled with pirates and captured their leader,
Captain Uthak ‘Nightbringer’ Katho-Olavi (NE male goliath
berserker). Nightbringer is an immensely tall goliath,
covered in wave tattoos and bound with three pairs of
manacles. Marcheon Chilcott asks the characters to escort
the captain to the nearest settlement while she heads
back to the cove to ensure it is securely boarded up.

189
Kraken Society Cultists Manticore
The characters encounter a sullen group of 1d4 + 1 spies A manticore attacks the party from its aerial vantage
or cultists wearing grey hooded cloaks, led by a cult fanatic point, trying to kill a random character with its tail spikes
wearing a purple robe over a breastplate (AC 16) embossed and carry them back to its lair to devour. The manticore
with a kraken design. These minor agents of the society may flee from battle if wounded, only to return the next
are on a mission to gather information about merchant day to continue to harass the characters. If the characters
movements, explore unmapped coastline, sabotage Lord’s are incapable of killing the monstrosity, it happily offers to
Alliance ships or hire pirate crews. These low-ranking leave them be if they offer it a sacrifice or tribute. Anything
members of the cult have no idea that they are genuinely worth less than 100 gp seriously offends the creature, who
working for a kraken, and certainly have no idea that said flies into a rage and wildly attacks. Each manticore has its
kraken has been dominated by an elder brain. own malicious personality and might refer to itself as the
A character can determine that the cultists are members Scourge of Gundarlun or a similar title.
of the Kraken Society with a successful DC 12 Wisdom Treasure. Characters can track the manticore back to
(Insight) check. The cultists pass by unless they are its lair with a successful DC 15 Wisdom (Survival) check.
attacked, in which case they retaliate with lethal force. Only Normally a cave in a cliff face or mountainside, the lair
the cult fanatic leader knows what their specific mission is, contains 300 gp of coins and gems and has a 25 percent
and if the characters question them, Zellix’Phor can use an chance of containing 1d3 magic items, determined by
action on its turn to telepathically deal 40 psychic damage rolling on Magic Item Table C in chapter 7 of the Dungeon
to them, enough to kill them instantly. Master’s Guide.
Treasure. Each cultist carries a pouch containing 1d10
gp. The leader’s ornamented breastplate is worth 450 gp, Mephits
and they carry a pouch containing 2d10 gp and 1d4 gems The characters might encounter dust mephits, ice
worth 50 gp each. At the DM’s discretion, the cultists mephits, mud mephits, or steam mephits (each appearing
could be carrying correspondence or maps pertaining to as a group of 2d6). The mephits don’t attack unless they
the characters’ quests to help get them moving in the right outnumber the characters two to one, but they’re reluctant
direction. to be helpful unless they themselves are outnumbered.
Lycanthropes Merchants
Depending on where the characters are exploring, they On Land. The characters encounter a draft horse pulling
come across one or more lycanthropes. The lycanthropes a wagon. Accompanying the wagon are 1d6 - 1 people (use
might be initially encountered in their animal, hybrid, or the commoner stat block unless otherwise noted below).
humanoid form depending on the focus of the encounter. If the die result indicates that no one is present, it means
Coast, Sea & Underwater. The characters encounter a the drivers are either missing or dead, leaving the horse
wereshark (appendix B) hunting during the day or camping and wagon unattended. If one or more people are present,
at night. Weresharks are loners and tend to be rude or assume that they are guiding the wagon toward the nearest
hostile. If a wereshark gets a taste for humanoid flesh, it settlement. The encounter might be one of the following:
takes great mental fortitude to oppress the urge to kill.
Forest. The characters encounter a pack of 1d4 ●● Friendly furriers transporting 2d4 bundles of
werewolves. During the day the werewolves are relaxing animal pelts worth 50 gp per bundle.
in a cave, at night they are hunting. If encountered as a ●● Friendly peddlers transporting 3d6 ten-gallon kegs
pack, the werewolves are docile but angry if disturbed. If of dwarven ale worth 5 gp each.
encountered alone, the werewolf is a violent outcast. ●● Friendly, dirt-poor musicians looking for a tavern;
Grassland. A sounder of 2d4 wereboars have the wagon holds their instruments and gear.
established a settlement of ramshackle huts and tents. ●● Hostile bandits (NE Illuskan humans) posing as
They are ill-tempered brutes who delight in spreading their friendly traders, transporting a stolen wagon laden
lycanthropic curse. They might trick characters into staying with foodstuffs to their encampment.
with them overnight before attacking, or simply charge. ●● A family fleeing their coastal village in the wake of
Hills/Moors. A lone werebear in animal form rumours of pirate attacks; the wagon contains their
watches the party as they travel through its territory. The food and their mundane belongings.
lycanthrope protects its territory against monstrous and ●● A friendly merchant transporting 2d4 pigs worth 3
humanoid intrusion. If it deems the party a danger, it might gp each; any other persons present are Zhentarim
attack them to fend them off. If the party is passing through guards (N humans of various ethnicities) hired to
without causing much harm, the wereboar might approach ward off bandits.
them in human form to investigate their intentions. ●● Friendly Zhentarim mercenaries (NG human
Road/Trail. A pack of 2d4 + 2 wererats is migrating from veterans of various ethnicities) transporting
one town to the next. These folk are often moved on from thirty longswords (worth 15 gp each) and fifty
city to city when their nocturnal activities become evident. shortswords (worth 10 gp each) to a Zhent
Wererats are always on the look out for new recruits. The merchant waiting for them in the nearest
wererats have 200 gp of stolen art objects. settlement.

190
At Sea. The characters encounter sailing ship or cog Mountain Lion
boat crewed by 2d6 + 10 people (use the commoner stat
block unless otherwise noted below). The ship is headed A muscular mountain lion pounces on the smallest
for the nearest safe port. The encounter might be one of the character in the party and attempts to drag them off to its
following: nearby den. The character is surprised unless they have a
passive Wisdom (Perception) of 16 or higher.
●● Friendly scrimshanders transporting 2d4 boxes of Nereid
scrimshaw worth 50 gp per box.
●● Friendly mercers transporting 2d4 rolls of fine The characters encounter a nereid (appendix B); a fey
elven silk worth 100 gp per bundle. creature of otherworldly beauty. There is a 50 percent
●● Haughty, incredibly rich spice merchants with a chance that the neried is good aligned and can help guide
hold full of pouches of cinnamon, saffron, pepper, the characters through the next leg of their journey or point
and salt worth 15 gp a pouch. them in the direction of a previously unknown location. An
●● Hostile pirates (NE Northlander bandits) in a evil aligned nereid convinces the characters into believing
stolen ship posing as friendly traders to lure in that they are good before using their drowning kiss and
potential victims. aquatic invisibility to launch a deadly surprise attack.
●● A family fleeing their coastal village in a rowboat
in the wake of rumours of pirate attacks; the boat
NPC in the Water
contains their food and other mundane belongings Clinging to a piece of flotsam, a floating tree trunk or
●● Five friendly merchants transporting timber barrel is a stranded individual who can foreshadow future
for boat building; any other persons present events and give the characters information about events
are Zhentarim guards (N humans of various happening within the Realms if they are saved. The person
ethnicities) hired to ward off pirates. could be anyone the DM chooses, but examples of potential
●● Friendly Zhentarim mercenaries (NG veterans of characters are listed below:
various ethnicities) transporting thirty longswords
(worth 15 gp each) and fifty shortswords (worth 10 ●● Renk (NE male half-orc thug) is a pirate from a
gp each) to a Zhent merchant waiting for them in ship called ‘The Horizon Treader’. He bargains
the nearest port. for his life with information about pirate activity
along the Sword Coast and the Island Kingdoms.
Merfolk If rescued, he clams up straight away. A successful
Emerging from the depths are a group of 2d6 + 2 merfolk DC 12 Charisma (Intimidation) check is enough to
traders. These peaceful, water-dwelling folk come to the get him talking again. The check can be made with
surface in order to trade with passing ships. They don’t advantage if Renk’s life is put at risk.
value gold but instead delight in useful magical items Renk knows that his captain answered to a
or metal weapons that they lack the ability to craft. In pirate-king, raiding the ships and villages that
return, they can offer treasures of the deep such as pearls, they choose. He also knows that the pirates are
necklaces, and armour made of corals, glowing jellyfish in trying to take prisoners rather than treasure or
glass jars and magic potions. They may also have strange goods.
artifacts that they have scavenged from the depths such as ●● Alethra Alnor (LG female Illuskan human noble)
parts of the crash-landed Illithid ship. Crew members often is a merchant from a ship named ‘Mirar’s Bounty’.
become infatuated with merfolk and go on about them for She hails from Luskan. Normally their trade is
days after the encounter. protected thanks to Ship Kurth (see “Luskan” in
Treasure. The merfolk group carry treasures worth 250 chapter 2 of the Sword Coast Adventurer’s Guide
gp. There is a 50 percent chance that they carry 1d4 magic for more information on the Ships of Luskan).
items, determined by rolling on Magic Item Table A in She tells the characters that Luskan has remained
chapter 7 of the Dungeon Master’s Guide. relatively untouched by the pirate raids thanks to
the protection of the Ships, but those who trade
Merrow further abroad cannot be protected. This fate befell
The characters encounter 1d4 + 1 merrow in the depths. her ship, Mirar’s Bounty, which was sunk near the
They hunt humanoids in fishing vessels or on the coast. Moonshae Isles. As well as information, Alethra
Their main tactic is to harpoon creatures into the water rewards each player with a moonstone (50gp each).
and drown them, taking their corpses down to underwater ●● Urth Stormaxe (CN male Northlander human
grottoes to feed. There is a 25 percent chance that the berserker) is a native of Tuern, a violent island
merrow have 1d4 merfolk prisoners with them, bound in filled with vicious raiders. Urth claims his longship
thick kelp rope. The merfolk are from a nearby settlement was sunk by sahuagin who seemed possessed with
where the characters could take refuge should they choose great intelligence.
to free the prisoners.

191
Ogres Pirate Ship
The characters hear loud, deep voices and spot 1d4 + 1 A ship sailing a black flag appears on the horizon. Panic
ogres from a safe distance away. The big dummies are begins to spread through the crew as word gets around that
lost and trying to find their way home. The characters pirates have been sighted. As the speedy ship begins to gain
catch them in the middle of a loud argument about which on the characters’ vessel, characters can attempt to avoid
direction they should go and can easily avoid the ogres or combat, but if that fails they have to fight the raiders hand-
take them by surprise. to-hand.
Skill Challenge. The characters must succeed on three
Orcs DC 15 checks before failing three checks in order to out-
The characters come across 3d6 + 2 orcs. There is a 25 navigate and escape the pirates. Allow any reasonable skill
percent chance that these orcs have prisoners in tow. A to be used, such as the following examples:
sample group of prisoners is presented here, but you can
create others. ●● Strength (Athletics) check to row the ship and help
The prisoners are 1d4 + 2 rock gnome commoners it gain speed.
belonging to the Frackle clan. The oldest among them is a ●● Dexterity check to wrangle the sails into a new
barmy old tinker named Nissanab ‘Fizzlebang’ Frackle. The position.
orcs smoked out the Frackle burrow and captured these ●● Constitution check to row at top speed despite
family members as they tried to flee. The prisoners are burning muscles.
smoke-stained and coughing. The Frackles have managed ●● Intelligence check to calculate the best angle of
to create rudimentary firearms, including a pistol which the escape.
lead orc has stolen, though he only has 5 bullets. Fizzlebang ●● Wisdom (Perception) check to keep an eye on the
has a pouch of 25 additional bullets. For more information trajectory of the pirate ship.
on firearms and explosives, see chapter 9, “Dungeon ●● Charisma (Performance) check to inspire the rest
Master’s Workshop,” of the Dungeon Master’s Guide. of the crew.
Treasure. If the characters escort the Frackles back to
their burrow, the gnomes are reunited with the members of If the characters fail three checks before succeeding on
their family who avoided capture. One of them rewards the three, the pirates catch up.
party with a family heirloom (a magic item) hidden in the Pirates typically crew sailing ships, which require a crew
burnt remains of the family home. Roll on Magic Item Table of twenty; a mixture of bandits, thugs, swashbucklers,
F in chapter 7 of the Dungeon Master’s Guide to determine and berserkers. Once within 120 feet of the character’s
the item. ship, the pirates unleash a volley of heavy crossbow bolts
and javelins. These are connected to ropes which allow
Passing Warship them to anchor the two ships together. It then takes three
There is a 50% chance of this warship being friendly or group actions for the pirate crew to draw the two ships
hostile. Friendly warships include vessels from Neverwinter, together. At this point, the pirate crew storm and board the
Waterdeep, Baldur’s Gate or Gundarlun. Hostile ships characters’ ship using planks, ropes, and grappling hooks.
might come from Luskan, Tuern, Purple Rocks or other Melee combat ensues on deck.
Northlander Isles. There is a 20% chance that the crew of the ship are
Ships from major cities along the Sword Coast take the peppered with sea spawn and deep scions. They are there
form of galleys or warships crewed by guards or veterans. on behalf of the Kraken Society, who are being manipulated
Those from island kingdoms are typically longships crewed by Zellix’Phor the Elder Brain.
by tribal warriors or berserkers. If the party are all knocked unconscious by the pirates,
they do not kill them. Instead, the party awakens a day later
●● Friendly ships are likely to pass the characters’ in shackles in the hull of the pirate ship. Give them plenty
vessel by, certainly so if they are flying the flag of of chances to escape, but if they cannot, have the pirate ship
an allied city or faction. They may stop to ask after attacked by a friendly warship who liberate the characters.
sightings of pirate vessels in the area or other Appendix D gives some examples of other ships,
threats. They also offer their surplus resources to potential captains, treasure items and pirate companies or
characters’ if they are in need of assistance. affiliations.
●● Hostile ships always engage the characters’ vessel. Treasure. As well as their ship, each pirate crew has
Even if they do not attack outright, they attempt a cargo of treasure and possibly captured slaves. See
to board and interrogate the crew, perhaps even Appendix D for more details or roll on the “Treasure Hoard:
‘confiscating’ any supplies or treasure on board. It Challenge 0-4” table in chapter 7 of the Dungeon Master’s
is unlikely that the characters could successfully Guide.
win a fight against a hostile warship, so the
characters should have the opportunity to avoid
combat through skilled sailing, taking off in a
rowboat or swimming to freedom.

192
Ranger Sahuagin
The characters encounter a helpful ranger; a member of The party encounter a gang of 2d4 + 2 sahuagin
the Emerald Enclave or simply a wilderness wanderer. The accompanied by 1d4 + 2 hunter sharks. There is a 20
ranger is happy to serve as a guide or source of information. percent chance that the hunting party is led by a sahuagin
There is a 50 percent chance that the ranger has a riding priestess or a sahuagin raider (appendix B). The sahuagin
horse, one or more beast companions, or both. A ranger attempt to throw characters into the water where the
with neither travels alone on foot. Two sample rangers are sharks viciously maul them. Sahuagin have a hatred for
presented below, but you can create others: elves, and always attack elven characters first if possible.
Berri (CG female firbolg scout) can cast detect magic and The sea devils have been stirred up by the influence
disguise self. She only appears to characters that are lost of Zellix’Phor. Previously, the sahuagin had little to do
or in desperate need. She initially appears as an elf to avoid with Slarkrethel but since the discovery of the nautiloid
revealing her true identity, but if the characters are kind, crash, things have changed. Pieces of strange mind flayer
she reveals her true form. Berri always carries dried fruit technology have made their way into the hands of the
in small cloth parcels which she might leave for desperate sahuagin, who have distributed it throughout their tribes,
adventurers. She also makes sure to carry a bundle of spreading the influence of the elder brain. The sea devils
vials filled with an invigorating alcoholic draft which puts a may carry with them spears made of strange metal, foreign
drinker under the effects of a bless spell for 1 hour. tablets with Qualish inscriptions, or even weapons created
Throkk Ampleford (CN male half-orc archer (appendix by the illithid for them (see Volo’s Guide to Monsters).
B)) is an incredible game hunter who has been living Treasure. Sahuagin carry exotic weapons adorned with
on The High Moor for the past decade. He was born in pearls, coral and other naturally beautiful items. Each
Neverwinter, but outcast because of his orcish heritage. weapon is worth twice its normal value.
Throkk has a pet hawk named Streak who’s catches rabbits
and squirrels. Throkk has the additional skill: Survival
+5. He can use his knowledge of the local area to help
characters hunt. Throkk also loves to fletch and crafts
arrows for the characters as a gift before they part ways.

Ruins
The adventurers come across a small ruin; the remains of
a wizard tower, a dilapidated dwarven mine, an abandoned
goblinoid fort, a destroyed aquatic elf city beneath the
waves, or a sunken ship. If the characters camp here, and
the ruins are not already occupied (see below), they can
finish a Long Rest with no chance of an encounter.
Creatures. There is a 50 percent chance the ruins are
inhabited; sahuagin baron on the coast, 1d4 - 1 owlbears
in the forest, 2d4 of centaur in grasslands, an ettin in hills
or moors, a nothic by the roadside, or 1d4 – 1 sea lions
(appendix B) underwater.
Treasure. If the ruins are home to a creature, there is
treasure within. If not, there is still a 50 percent chance that
the ruins contain treasure. Roll a d20:

1-10. A humanoid skeleton clad in rusted armour holding a


silvered, nonmagical weapon (your choice) with 1d4
magic items in a mouldy satchel (roll on Magic Item Table
A in chapter 7 of the Dungeon Master’s Guide).
11-15. A humanoid corpse clutching a weapon (your
choice) and a pouch containing 3d4 50 gp gems.
15-17. A smashed chest containing a dozen battered books,
1d4 trinkets (see chapter 5, “Equipment” of the Player’s
Handbook) and 1d4 magic items (roll on Magic Item
Table B in chapter 7 of the Dungeon Master’s Guide).
18-19. A monster hoard containing 2d6 50 gp gems and
1d4 magic items (roll on Magic Item Table C in chapter 7
of the Dungeon Master’s Guide).
20. A slain adventurer atop a monster hoard containing 3d4
50 gp gems and 1d4 magic items (roll on Magic Item
Table D in chapter 7 on the Dungeon Master’s Guide).

193
Salty Sea Dogs Sea Hags
Whilst travelling the high seas, the party encounter an NPC The characters encounter three sea hags that comprise
(or group thereof) who provide the chance for roleplay, a coven. Their favourite trick is to pretend to be stranded
gaining allies, making enemies, or gathering information: or wounded peasants in need of rescue in a damaged or
Flotsam & Jetsam. (CN male and female goblins) beached rowboat.
This pair of goblins have fashioned themselves a barely Treasure. If the characters defeat the sea hags and
seaworthy vessel from an old barrel, using a tablecloth for a search the area, roll twice on Magic Item Table A in chapter
sail. They both have the additional skill: Sleight of Hand +6 7 of the Dungeon Master’s Guide to determine what they
and are kleptomaniacs. The goblins can become steadfast find. Whatever treasure the hags have is stowed inside a
allies, who happily accompany the crew rather than remain rotted wooden chest.
in their dangerous little boat. They are also willing to “…
swashbuckle …” alongside the characters but might not be Sea Lions
able to resist pinching a particularly shiny piece of treasure The characters encounter 1d3 sea lions (appendix B);
from them should the opportunity arise. fearsome monsters with the head and forepaws of a lion
Anka. (NN female ogre (appendix B)). Previously the first and the lower body and tail of a fish. If this encounter
mate of the notorious Captain Callous, Anka made her last occurs during the day, they are hunting a group of dolphins
dim-witted mistake upon ‘The Devil’s Fin’ and was forced or a whale. If the encounter occurs at night, they are
to walk the plank by the captain. The characters encounter guarding their lair which contains 2d4 sea cubs (appendix
her ‘starfished’ on her back in the water, desperately trying B). Sea cubs are a prized pet among fishing communities
to stay afloat. Anka’s left arm has been replaced with a huge and can be sold for 50 gp.
anchor which is slowly dragging her down. If saved, Anka
temporarily allies with the characters, helping them track Sea Spawn
Captain Callous. Despite this, a successful DC 15 Charisma The characters come across 3d4 + 2 sea spawn. These
(Intimidation) check by Captain Callous causes her to come disturbing, piscine humanoids are the creation of
back to his side. Slarkrethel the kraken. There is a 25 percent chance that
T’zen’lix. (LE male neogi). T’zen’lix is an alien, spider- these sea spawn have prisoners in tow. A sample group of
like creature from the Astral Plane that accidently ended up prisoners is presented here, but you can create others.
here after stowing away on the nautiloid. When it crash- The prisoners are 1d4 + 1 Northlander human
landed, ‘Lix managed to enslave a farmer from Gundarlun commoners from Uttersea on Tuern. The strongest among
and escape. Since then, ‘Lix has been on a whirlwind ride them is a young woman named Nadya Greenrock. The
discovering that wanton control over living beings often sea spawn raided the town of Uttersea during the night,
ends in sticky situations. ‘Lix mostly wants to get back to slipping past the guards thanks to their humanoid forms.
the Astral Plane and joins together with the characters if They slipped into the houses of the local folk and kidnapped
they can help him achieve this goal. ‘Lix doesn’t think twice them from their beds. The sea spawn are taking the
about mind controlling the characters to alleviate even the prisoners to Ascarle to be consumed by the Illithid colony.
smallest of stresses for himself. The prisoners can survive underwater thanks to the water
Mei Ling. (LE female vampire with a swim speed of 30 breathing spell cast by one of the sea spawn.
ft.) Mei Ling is a vampire who lives in the underwater ruins Treasure. The sea spawn have 1d3 – 1 spell scrolls of
of Narino, north of Mintarn. Normally Mei Ling feeds on water breathing among them. If the characters can rescue
the blood of merfolk and sea elves, but from time to time the Tuernish villagers and escort them back to Uttersea,
she rises from her underwater lair to sample Tarnian blood they are rewarded by High King Ossul Haarn with a
and make mischief. She might clamber aboard the ship and longship named ‘Flamescale’.
drain the blood of a Tarnian crew member, try to sabotage
the vessel, or turn the cabin boy into a vampire spawn. Mei Sharks
Ling doesn’t consider the ocean to be running water. For
The characters are attacked by either 1d3 hunter sharks or
more information about Mei Ling and Narino, see “Open
2d4 reef sharks depending on what variety of location they
Lord Dagult Neverember’s Quest” in chapter 2.
are in. Characters in large ships that could not be capsized
Toroa. (CN female Chultan human war priest of Kahulla)
by the sharks can easily avoid this encounter, so consider
Hailing from a far-flung island nation south of the Sword
having it occur at a later date when a character or crew
Coast, Toroa belongs to The Chosen of the Stormheart, an
member has fallen overboard.
order of clerics sent out into the world to chase down the
largest storms and commune with their patron goddess
Kahulla, an aspect of Talos. Toroa is hot on the tail of an
enormous tempest that is, unbeknownst to her, a storm
giant quintessent. Torora has dusky skin, electric blue hair
and a preference for lightning magic.

194
Storm Giant Trolls
Looming up ahead of the characters, either rising from The characters are ambushed by 1d2 trolls. They attack
the water, sailing in an enormous dinghy or lumbering from behind ridges, thickets, and even kelp forests.
along the sea floor is a lone storm giant. Storm giants are Characters with a passive Wisdom (Perception) of 11
typically good aligned and willing to help the characters if or higher notice the trolls from a safe distance and can
they explain their situation. A successful DC 15 Charisma attempt to flee, otherwise the characters are surprised.
(Persuasion) check is enough to convince a giant to fight Sea & Underwater. Saltwater trolls are called scrags.
with the party during their next combat. If the check They use the troll stat block with the following changes:
succeeds by 5 or more, the giant can escort the characters
to Maelstrom (see “Maelstrom” in chapter 3). ●● Scrags have a swim speed of 30 feet.
●● Amphibious. The scrag can breathe air and water.
Travellers ●● Aquatic Regeneration. The scrag regains 10 hit
The characters encounter one or more travellers (use the points at the start of its turn if it fully submerged in
commoner stat block) with a tale to tell: water. If the scrag takes acid or fire damage, this
Coast. 1d6 fisherfolk fleeing from a nearby encounter trait doesn’t function at the start of the scrag’s next
with mutated humanoids from the depths. turn. The scrag only dies if it starts its turn with 0
Forest. 1d6 lumberjacks working tirelessly to make hit points and doesn’t regenerate.
timber for the shipyards in the cities who are desperately
building more warships. Vodyanoi
Grassland. 1d4 ranchers on riding horses who are The characters encounter a vodyanoi (appendix B) which
headed to a nearby fishing village to warn it of ship attacks a random character or their ship. These relatives of
sightings further along the coast. the umber hulk are capable of punching through ship hulls
Hills/Moors. 1d4 refugees guiding their families and or capsizing smaller vessels.
livestock toward the nearest city after having the village
attacked by monstrous humanoids with fish-like faces. Whirlpool
Mountains. 1d4 miners who’ve heard there’s more money The roar of the waves increases and spray shoots into the
in being a lumberjack, and are headed to the nearest woods air. A whirlpool forms 1d4 x 10 feet away from characters
to start up. or their ship, the pull of which can immediately be felt.
Road/Trail. Either of the following: The whirlpool forms a vortex that is 5 feet wide at the
base, 50 feet wide at the top, and 25 feet tall. Any creature
●● 3d6 peasants fleeing their homes after a pirate raid or object in the water and within 25 feet of the vortex is
or sea spawn attack. pulled 10 feet toward it. A creature can swim away from the
●● An angry mob of 6d6 peasants looking to reclaim vortex with a successful DC 15 Strength (Athletics) check.
their land or avenge loved ones. A ship can be rowed away if the crew succeed on a the
●● A lone merchant or minstrel in a horse-drawn same group check.
wagon who is relocating to a safer settlement A creature or object that enters the vortex for the first
time on a turn or starts its turn there must make a DC 15
Sea. Either of the following: Strength saving throw. On a failed save, the creature takes
2d8 bludgeoning damage and is caught in the vortex. On
●● A packed rowboat of 1d4 + 1 fisherfolk trying to a successful save, the creature takes half damage and isn’t
escape from a sea spawn raid on their village. caught. A creature caught in the vortex can use its action
●● A sailing ship captained by a wealthy merchant and to try to escape from the vortex as described above but has
2d6 + 10 crew looking for a safe port. disadvantage on the Strength (Athletics) check to do so. A
●● 1d4 survivors floating on debris after their ship was ship’s crew can attempt the same group check.
sunk by a pirate attack. A creature pulled beneath the waves must hold its breath
or begin to drown (see Chapter 8 of the Player’s Handbook
Treant for rules on “Suffocating”).
The characters hear a crashing from the forest and spot
a treant from a safe distance away. The treant has been Wolves
awoken by a shift in the natural balance and is confused by The party encounter a pack of 1d6 + 5 wolves.
the changing cycle. There is a 50 percent chance that the Night. The wolves are hunting and attack the characters’
treant is curious and friendly, or confused and angry. camp. A character on watch with a passive Wisdom
Underwater. The treant resembles a giant anemone. (Perception) of 14 or higher notices the pack surveying the
Repeat Encounters. Instead of a treant, you can replace camp. If unnoticed, the wolves surprise the characters.
this encounter with a shambling mound that stealthily Day. The characters discover a den where the wolves are
makes its way toward camped characters, or lies in wait sleeping. Unless the party disguise their scent, the wolves
beside a trail for them to draw near. When encountered attack their camp the following night.
underwater, a shambling mound resembles a coral- Higher Levels. If the characters are above 4th level, the
encrusted heap covered in seaweed. pack is accompanied by 1d3 dire wolves.

195
APPENDIX B: CREATURES
This appendix details the new monsters that appear in
this adventure, and from other Dungeons & Dragons
Anka
adventures. First mate of Captain Callous, Anka is a simple ogre pirate
who loves life on the High Seas. Although she’s somewhat
Aldani dim-witted, Anka has a good natural sense of direction
and is a dedicated crewmember of the Devil’s Fin. Anka’s
An aldani looks like a giant lobster that walks upright. Its most curious feature is her missing arm, which has been
face is mostly encased in armour, looking almost humanoid replaced with an enormous ship’s anchor.
except for its long eyestalks. Despite their frightful
appearance, aldani avoid conflict. In Chult, the aldani are
reclusive and xenophobic, remaining hidden in their lakes
Anka
Large giant, chaotic evil
and rivers. In the open ocean, the lobsterfolk are slightly
more sociable, and have a respect for tradition and ritual. Armour Class 11 (hide armour)
They can be found in their deep sea monasteries, or as Hit Points 42 (5d10 + 15)
emissaries in other settlements. Speed 40 ft.
Aldani
Medium monstrosity, lawful neutral STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Armour Class 14 (natural armour)
Hit Points 49 (9d8 + 9) Skills Survival +3
Speed 20 ft., swim 30 ft. Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
13 (+1) 8 (-1) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
Actions
Skills Perception +4, Survival +4
Anchor Hand. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 14
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Languages Common
Challenge 1 (200 XP)

Amphibious. The aldani can breathe air and water.

Actions
Multiattack. The aldani makes two attacks with its claws.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 5 (1d8 + 1) slashing damage, and the target is
grappled (escape DC 11). The aldani has two claws, each of
which can grapple only one target.

196
Brain Golem Captain Callous – Chapter One
Large construct, neutral Medium humanoid (tiefling), neutral evil

Armour Class 10 (13 with mage armour) Armour Class 13 (studded leather)
Hit Points 123 (13d10 + 52) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 15 (+2) 10 (+0) 5 (-3) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 10 (+0) 16 (+3)

Damage Immunities poison, psychic; bludgeoning, Skills Acrobatics +3, Intimidation +5, Perception +2
piercing, and slashing from nonmagical attacks that aren’t Damage Resistances fire
adamantine Senses darkvision 60 ft., passive Perception 12
Condition Immunities charmed, exhaustion, frightened, Languages Common, Infernal
paralysed, petrified, poisoned Challenge 1 (200 XP)
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10 Innate Spellcasting. Callous’ innate spellcasting ability
Languages telepathy 60 ft. (only with creator) is Charisma (spell save DC 13). He can innately cast the
Challenge 7 (2,900 XP) following spells, requiring no material components:

Immutable Form. The golem is immune to any spell or At will: thaumaturgy


effect that would alter its form. 1/day each: hellish rebuke
3/day each: misty step
Inertial Armour. The golem is considered to be under
the effect of a mage armour spell. A dispel magic spell can Firearm Expert. Callous has had extensive practice with
remove this effect until the golem’s next Short Rest. firearms, giving him the following benefits:

Magic Resistance. The golem has advantage on saving ●● He ignores the loading quality of firearms with
throws against spells and other magical effects. which he is proficient.
●● Being within 5 feet of a hostile creature doesn’t
Magic Weapons. The golem’s weapon attacks are magical. impose disadvantage on his ranged attack rolls.
●● If he makes an attack with a one-handed weapon,
Actions he can use a bonus action to attack with a loaded
Multiattack. The golem makes two slam attacks. firearm he is holding.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one Special Equipment. Callous wears gloves of swimming
target. Hit: 15 (2d10 + 4) bludgeoning damage. and climbing. While wearing them, climbing and swimming
don’t cost him extra movement, and he has a +5 bonus to
Mind Blast (Recharge 5-6). The golem magically emits Strength (Athletics) checks made to climb or swim.
psychic energy in a 60-foot cone. Each creature that area
must succeed on a DC 13 Intelligence saving throw or be Actions
stunned for 1 minute. A creature can repeat the saving Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
throw at the end of each of its turns, ending the effect on target. Hit: 5 (1d8 + 1) piercing damage.
itself on a success.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
Captain Callous one target. Hit: 6 (1d10 + 1) piercing damage.
Captain Callous is a notorious tiefling pirate captain of The
Devil’s Fin. He is a direct descendant of Asmodeus himself
Reactions
and is one of the most-feared pirates in the Sea of Swords. Parry. Callous adds 2 to his AC against one melee attack
Captain Callous has five potential stat blocks, one for that would hit him. To do so, Callous must see the attacker
each chapter in which the characters might encounter him. and be wielding a melee weapon.

Captain Callous Traits


Ideal. “I will become the most feared pirate alive.”
Bond. “The Devil’s Fin is my life and was a gift from
Asmodeus. To lose it would be to lose my link to him.”
Flaw. “I always believe I can escape.”

197
Captain Callous – Chapter Two
Medium humanoid (tiefling), neutral evil

Armour Class 15 (breastplate)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 14 (+2) 14 (+2) 10 (+0) 18 (+4)

Saving Throws Str +3, Dex +5, Wis +3


Skills Acrobatics +5, Intimidation +5, Perception +3
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Challenge 4 (1,100 XP)

Innate Spellcasting. Callous’ innate spellcasting ability


is Charisma (spell save DC 14). He can innately cast the
following spells, requiring no material components:

At will: thaumaturgy
1/day each: darkness, hellish rebuke
3/day each: misty step

Firearm Expert. Callous has had extensive practice with


firearms, giving him the following benefits:

●● He ignores the loading quality of firearms with


which he is proficient.
●● Being within 5 feet of a hostile creature doesn’t
impose disadvantage on his ranged attack rolls.
●● If he makes an attack with a one-handed weapon,
he can use a bonus action to attack with a loaded
firearm he is holding.

Lightfooted. Callous can take the Dash or Disengage action


as a bonus action of each of his turns.

Special Equipment. Callous wears gloves of swimming


and climbing. While wearing them, climbing and swimming
don’t cost him extra movement, and he has a +5 bonus to
Strength (Athletics) checks made to climb or swim.

Actions
Multiattack. Callous makes three melee attacks or two
ranged attacks.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 2) piercing damage.

Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft.,


one target. Hit: 7 (1d10 + 2) piercing damage.

Reactions
Parry. Callous adds 2 to his AC against one melee attack
that would hit him. To do so, Callous must see the attacker
and be wielding a melee weapon.

198
Captain Callous – Chapter Three ●● He ignores the loading quality of firearms with
Medium humanoid (tiefling), neutral evil which he is proficient.
●● Being within 5 feet of a hostile creature doesn’t
Armour Class 15 (breastplate) impose disadvantage on his ranged attack rolls.
Hit Points 97 (15d8 + 30) ●● If he makes an attack with a one-handed weapon,
Speed 30 ft. he can use a bonus action to attack with a loaded
firearm he is holding.

STR DEX CON INT WIS CHA Lightfooted. Callous can take the Dash or Disengage action
11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 18 (+4) as a bonus action of each of his turns.

Saving Throws Str +3, Dex +6, Wis +3 Sneak Attack (1/Turn). Callous deals an extra 7 (2d6)
Skills Acrobatics +6, Intimidation +6, Perception +3 damage when he hits a target with a weapon attack and has
Damage Resistances fire advantage on the attack roll, or when the target is within 5
Senses darkvision 60 ft., passive Perception 13 feet of an ally of the spy that isn’t incapacitated and Callous
Languages Common, Infernal doesn’t have disadvantage on the attack roll.
Challenge 6 (2,300 XP)
Special Equipment. Callous wears gloves of swimming
Demands of Nessus. At the start of each of Callous’ turns, and climbing. While wearing them, climbing and swimming
he can choose one ally he can see within 30 feet of him. don’t cost him extra movement, and he has a +5 bonus to
The chosen ally loses 10 hit points, and Callous regains the Strength (Athletics) checks made to climb or swim.
same number of hit points. If Callous is incapacitated, he
makes no choice; instead, the closest ally within 30 feet is
Actions
the chosen ally. Multiattack. Callous makes three melee attacks or two
ranged attacks.
Innate Spellcasting. Callous’ innate spellcasting ability
is Charisma (spell save DC 14). He can innately cast the Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
following spells, requiring no material components: target. Hit: 7 (1d8 + 3) piercing damage.

At will: thaumaturgy Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft.,
1/day each: darkness, hellish rebuke (2nd level) one target. Hit: 8 (1d10 + 3) piercing damage.
3/day each: misty step
Reactions
Firearm Expert. Callous has had extensive practice with t Callous adds 3 to his AC against one melee attack that
firearms, giving him the following benefits: would hit him. To do so, Callous must see the attacker and
be wielding a melee weapon.

199
Captain Callous – Chapter Four Lightfooted. Callous can take the Dash or Disengage action
Medium humanoid (tiefling), neutral evil as a bonus action of each of his turns.

Armour Class 20 (breastplate) Magic Resistance. While wearing his mantle of spell
Hit Points 117 (18d8 + 36) resistance, Callous has advantage on saving throws against
Speed 30 ft. spells and other magical effects.

Sneak Attack (1/Turn). Callous deals an extra 10 (3d6)


STR DEX CON INT WIS CHA damage when he hits a target with a weapon attack and has
11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 20 (+5) advantage on the attack roll, or when the target is within 5
feet of an ally of the spy that isn’t incapacitated and Callous
Saving Throws Str +3, Dex +7, Wis +3 doesn’t have disadvantage on the attack roll.
Skills Acrobatics +7, Intimidation +8, Perception +5
Damage Resistances fire Special Equipment. Callous wears a cap of water
Senses darkvision 60 ft., passive Perception 15 breathing, gloves of swimming and climbing and a mantle
Languages Common, Infernal of spell resistance. While wearing the gloves, climbing and
Challenge 8 (3,900 XP) swimming don’t cost him extra movement, and he has a
+5 bonus to Strength (Athletics) checks made to climb or
Demands of Nessus. At the start of each of Callous’ turns, swim.
he can choose one ally he can see within 30 feet of him.
The chosen ally loses 10 hit points, and Callous regains the
Actions
same number of hit points. If Callous is incapacitated, he Multiattack. Callous makes three melee attacks or two
makes no choice; instead, the closest ally within 30 feet is ranged attacks.
the chosen ally.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Fiendish Blessing. Callous’ AC includes his Charisma target. Hit: 8 (1d8 + 4) piercing damage.
bonus.
Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft.,
Innate Spellcasting. Callous’ innate spellcasting ability one target. Hit: 9 (1d10 + 4) piercing damage.
is Charisma (spell save DC 15). He can innately cast the
following spells, requiring no material components: Summon Devil (1/Day). Callous summons 1d4 bearded
devils with no chance of failure.
At will: thaumaturgy
1/day each: darkness, hellish rebuke (2nd level) Reactions
3/day each: misty step Parry. Callous adds 3 to his AC against one melee attack
that would hit him. To do so, Callous must see the attacker
Firearm Expert. Callous has had extensive practice with and be wielding a melee weapon.
firearms, giving him the following benefits:

●● He ignores the loading quality of firearms with


which he is proficient.
●● Being within 5 feet of a hostile creature doesn’t
impose disadvantage on his ranged attack rolls.
●● If he makes an attack with a one-handed weapon,
he can use a bonus action to attack with a loaded
firearm he is holding.

200
Captain Callous – Chapter Five Magic Resistance. While wearing his mantle of spell
Medium humanoid (tiefling), neutral evil resistance, Callous has advantage on saving throws against
spells and other magical effects.
Armour Class 20 (breastplate)
Hit Points 162 (25d8 + 50) Sneak Attack (1/Turn). Callous deals an extra 17 (5d6)
Speed 30 ft. damage when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the spy that isn’t incapacitated and Callous
STR DEX CON INT WIS CHA doesn’t have disadvantage on the attack roll.
11 (+0) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 20 (+5)
Special Equipment. Callous wears a cap of water
Saving Throws Str +4, Dex +9, Wis +5, Cha +9 breathing, gloves of swimming and climbing and a mantle
Skills Acrobatics +9, Intimidation +9, Perception +8 of spell resistance. While wearing the gloves, climbing and
Damage Resistances fire swimming don’t cost him extra movement, and he has a
Senses darkvision 60 ft., passive Perception 18 +5 bonus to Strength (Athletics) checks made to climb or
Languages Common, Infernal swim.
Challenge 18 (20,000 XP)
Actions
Demands of Nessus. At the start of each of Callous’ turns, Multiattack. Callous makes three melee attacks or two
he can choose one ally he can see within 30 feet of him. ranged attacks.
The chosen ally loses 20 hit points, and Callous regains the
same number of hit points. If Callous is incapacitated, he Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one
makes no choice; instead, the closest ally within 30 feet is target. Hit: 14 (1d8 + 10) piercing damage.
the chosen ally.
Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft.,
Fiendish Boon. Callous’ adds his Charisma bonus to his one target. Hit: 15 (1d10 + 10) piercing damage.
AC and damage rolls.
Summon Devil (1/Day). Callous summons 1d4 barbed
Innate Spellcasting. Callous’ innate spellcasting ability devils with no chance of failure.
is Charisma (spell save DC 17). He can innately cast the
following spells, requiring no material components: Reactions
Parry. Callous adds 5 to his AC against one melee attack
At will: thaumaturgy that would hit him. To do so, Callous must see the attacker
1/day each: darkness, hellish rebuke (2nd level) and be wielding a melee weapon.
3/day each: misty step
Legendary Actions
Firearm Expert. Callous has had extensive practice with Callous can take 3 legendary actions, choosing from the
firearms, giving him the following benefits: options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
●● He ignores the loading quality of firearms with turn. Callous regains spent legendary actions at the start of
which he is proficient. his turn.
●● Being within 5 feet of a hostile creature doesn’t
impose disadvantage on his ranged attack rolls. Misty Step. Callous casts misty step.
●● If he makes an attack with a one-handed weapon, Pistol. Callous makes one pistol attack.
he can use a bonus action to attack with a loaded Taunt (2 Actions). Callous targets one creature within
firearm he is holding. 30 feet of him. If the target can hear Callous, the target
must succeed on a DC 17 Charisma saving throw or
Legendary Resistance (3/Day). If Callous fails a saving have disadvantage on ability checks, attack rolls and
throw, he can choose to succeed instead. saving throws until the start of Callous’ next turn.

Lightfooted. Callous can take the Dash or Disengage action


as a bonus action of each of his turns.

201
Coelenite Coelenite Mass Mind
A coelenite (pronounced SEE-len-ite) is a roughly humanoid Large monstrosity, neutral evil
coral-like creature made of hundreds of thousands of tiny
organisms no larger than a pebble. The tiny creatures that Armour Class 17
make up a coelenite are brightly coloured and amorphous, Hit Points 59 (7d10 + 21)
but when they group together in a colony they harden like Speed 30 ft., swim 40 ft.
coral and take on a more structured form. These bodies
have crushing claws akin to those of a giant crab and STR DEX CON INT WIS CHA
almost impenetrable armour. In addition, their colonial 16 (+3) 5 (-3) 16 (+3) 14 (+2) 10 (+0) 4 (-3)
nature makes them resistant a wide variety of spells and
conditions.
Damage Resistances bludgeoning, piercing, slashing
Water Dependant. Despite their tough exoskeleton, the
Condition Immunities blinded, charmed, deafened,
interior of a coelenite colony is amorphous and mushy. This
exhausted, frightened, paralysed, stunned
interior requires a near constant supply of water to remain
Senses blindsight 60 ft. (blind beyond this radius), passive
hydrated. Many sailors claim that the easiest way to kill a
Perception 10
coelenite is to lure it inside a cabin and lock it in overnight.
Languages Coelenite
Mass Minds. Should enough coelenites come together,
Challenge 4 (1,100 XP)
they can produce an intelligence above that of a regular
colony. These mass minds are capable of commanding
Colony Resistance. The coelenite has advantage on saving
other coelenite colonies and even manifesting magical
throws against spells and magical effects that target only it.
effects. Luckily, if enough of the organisms that form the
mass mind are killed, it loses these cognitive qualities.
Colony Weakness. If the coelenite has half its hit points or
Coelenite fewer it’s Intelligence score drops to 5 (-3), it can’t use it’s
Medium monstrosity, neutral evil Innate Spellcasting, Limited Telepathy, or Psychic Crush.

Armour Class 17 Innate Spellcasting (Psionics). The coelenite’s innate


Hit Points 22 (3d8 + 9) spellcasting ability is Intelligence (spell save DC 12). It can
Speed 20 ft., swim 30 ft. innately cast the following spells, requiring no material
components:

STR DEX CON INT WIS CHA At will: shape water


14 (+2) 6 (-2) 16 (+3) 5 (-3) 7 (-2) 4 (-3) 3/day each: jump, create or destroy water
1/day each: hold person, phantasmal force
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities blinded, charmed, deafened, Limited Amphibiousness. The coelenite can breathe air
exhausted, frightened, paralysed, stunned and water, but it needs to be submerged at least once every
Senses blindsight 60 ft. (blind beyond this radius), passive 4 hours to avoid suffocating.
Perception 8
Languages - Limited Telepathy. The coelenite can magically transmit
Challenge 1 (200 XP) simple messages and images to any creature within 60 feet
of it that can understands a language. This form of telepathy
Colony Resistance. The coelenite has advantage on saving doesn’t allow the receiving creature to telepathically
throws against spells and magical effects that target only it. respond unless that creature is a coelenite.

Limited Amphibiousness. The coelenite can breathe air


Actions
and water, but it needs to be submerged at least once every Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
4 hours to avoid suffocating. target. Hit: 13 (3d6 + 3) bludgeoning damage, or 6 (1d6 + 3)
bludgeoning damage if the coelenite has half its hit points
Actions or fewer. A target hit by the attack is grappled (escape DC
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 15). The coelenite has two claws, each of which can grapple
target. Hit: 9 (2d6 + 2) bludgeoning damage, or 5 (1d6 + 2) only one target.
bludgeoning damage if the swarm has half its hit points or
fewer. A target hit by the attack is grappled (escape DC 12). Psychic Crush (Recharge 5-6). The coelenite targets one
The coelenite has two claws, each of which can grapple one creature that it can sense within 60 feet of it. The target
target. must make a DC 12 Intelligence saving throw, taking 10
(3d6) psychic damage on a failed save, or half as much
damage on a successful one.

202
Colossal Octopus Hold Breath. While out of water, the octopus can hold its
Larger even than the giant octopus, a colossal octopus breath for 1 hour.
grows to the size of a fishing boat and lives in the darkest
depths of the ocean. Many colossal octopi serve as the Underwater Camouflage. The octopus has advantage on
emissaries of krakens, exploring waters beyond the territory Dexterity (Stealth) checks made while underwater.
of the master and reporting back. It’s said that a colossal
octopus can pull the mast out of a ship from beneath the Water Breathing. The octopus can breathe only
hull, but that seeing on and survival is a blessing from the underwater.
gods.
Ship Sinkers. Colossal octopi are renowned for sinking Actions
even large ships, using their powerful tentacles to tear apart Multiattack. The octopus makes four tentacle attacks.
hulls, rip siege weaponry from their bases, and fling crew
members across the deck with ease. Sailors typically utter Tentacle. Melee Weapon Attack: +9 to hit, reach 25 ft., one
prayers to Umberlee or other gods of the oceanto protect target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is
them from the beasts while out at sea. a creature, it is grappled (escape DC 18). Until the grapple
ends, the octopus can’t use this tentacle on another target.
Colossal Octopus The octopus has eight tentacles.
Huge beast, unaligned
Tentacle Slam. The octopus slams creatures grappled by
Armour Class 14 (natural armour)
it into each other or a solid surface. Each creature must
Hit Points 133 (14d12 + 42)
succeed on a DC 18 Strength saving throw or take 22 (4d8
Speed 20 ft., swim 80 ft.
+ 4) bludgeoning damage and be stunned until the end of
the octopus’s next turn. On a successful save, the target
STR DEX CON INT WIS CHA takes half the bludgeoning damage and isn’t stunned.
18 (+4) 13 (+1) 17 (+3) 13 (+1) 10 (+0) 4 (-3)
Ink Cloud (Recharges after a Short or Long Rest). A
30-foot-radius cloud of ink extends all around the octopus if
Skills Athletics +9, Perception +5, Stealth +6
it is underwater. The area is heavily obscured for 1 minute,
Senses darkvision 60ft., passive Perception 15
although a significant current can disperse the ink. After
Languages Aquan
releasing the ink, the octopus can use the Dash action as a
Challenge 5 (1,800 XP)
bonus action.

203
Eye of the Deep
An eye of the deep is an aquatic version of the more
infamous land-based beholder. These monsters dwell in
the deepest reaches of the oceans, but rise to the surface
to menace those who dwell above the waves. These
hateful and cruel creatures are fond of creating illusions of
shipwreck survivors, small islands, mermaids, or whatever
else they think might lure their victims closer. Some eyes of
the deep can be found in relatively shallow waterways far
underground.
Sunken Lairs. Eyes of the deep typically lair in undersea
caves, shipwrecks, or coral mazes. Unlike a true beholder,
eyes of the deep have a limited ability to alter their environs
as they lack the disintegration eye ray. Because of this, eyes
of the deep often search for new, larger lairs as they grow
as a hermit crab searches for ever larger shells. When a
suitable lair is found, an eye of the deep bedecks it with a
certain treasure they find appealing; gemstones, jewellery,
statuary or the like.
Tricky Illusionists. The central eye of an eye of the deep
is capable of producing an impressively realistic illusion
to lure prey to its lair. When close enough, the eye of the
deep swaps from using the illusory magic to a bright flash
capable of blinding its prey. The eye of the deep can then
paralyse the target, and close in for the kill.

Eye of the Deep


Large aberration, lawful evil

Armour Class 18 (natural armour)


Actions
Hit Points 180 (19d10 + 76) Multiattack. The eye of the deep makes two pincer attacks.
Speed 0 ft., fly 20 ft., swim 30 ft. If the eye of the deep is grappling a creature, the eye of the
deep can also use its bite once.
STR DEX CON INT WIS CHA
Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) target. Hit: 7 (2d6) bludgeoning damage. The target is
grappled (escape DC 16) if it is a Large or smaller creature
Skills Perception +7 and the eye of the deep doesn’t have two other creatures
Senses darkvision 120 ft., passive Perception 17 grappled.
Languages Deep Speech, Aquan
Challenge 10 (5,900 XP) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Amphibious. The eye of the deep can breathe air and
water. Eye Rays. The eye of the deep shoots one of the following
magical eye rays, which have a range of 60 feet:
Baleful Flash. Any creature that starts its turn within
5 feet of the eye of the deep must succeed on a DC 16 1. Holding Ray. The targeted creature must succeed on a
Constitution saving throw or be blinded for 1 minute. A DC 16 Wisdom saving throw or be paralysed for 1 minute.
creature can repeat the saving throw at the end of each of The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. its turns, ending the effect on itself on a success.
This feature doesn’t function while the eye of the deep is 2. Freezing Blast. Each creature in a cone must make a
maintaining concentration on a spell. DC 16 Constitution saving throw. A creature takes 36 (8d8)
cold damage on a failed save, or half as much damage on a
Innate Spellcasting. The eye of the deep’s spellcasting successful one.
ability is Intelligence (spell save DC 18). The eye of the deep
can innately cast the following spells, requiring only verbal
components:

At will: major image

204
Graven Image throw, or it hears a faint buzzing in its head for a moment
and has l disadvantage on its next attack roll, saving throw,
Some of the darkest cults in the world have devised a way or ability check.
to sculpt idols in the image of Elder Evils and Far Realm If the saving throw against Foment Madness fails by 5
deities. These idols, if fashioned correctly, can act as or more, the creature is instead subjected to the confusion
conduits for these beings on the Material Plane. A graven spell for 1 minute (no concentration required by the graven
idol is typically made of semi-precious stone such as jet or image). While under the effect of that confusion, the
jade and has hideous abilities that are terrifying to witness. creature is immune to Foment Madness.
Ritual Made. Each graven image must be fashioned over
a period of months by one who has seen into the beyond, Immutable Form. The graven image is immune to any spell
and gained the knowledge of the form of an Elder Evil or or effect that would alter its form.
similar entity. The holder of this knowledge must then
sculpt the form from precious material, and birth it into the Innate Spellcasting. The graven image’s innate spellcasting
world in a ritual which typically requires human sacrifice. ability is Charisma (spell save DC 20). It can innately cast
Otherworldly Powers. A graven image has several the following spells, requiring no material components:
unique abilities that make it terrifying to encounter.
Their very nature is madness-inducing, causing even the At will: dimension door
staunchest warriors to fumble and lose their way. They can 3/day each: fear, phantasmal force
teleport through the material plane at will, disappearing
from one space and reappearing in another as easily as Magic Resistance. The graven image has advantage on
walking across a room. They can fire beams of energy that saving throws against spells and other magical effects.
sap a creature’s will and even humanity, or curse a creature
to exist in an entirely other form, akin to a cloud of vapour. Actions
Constructed Nature. A graven image doesn’t require air, Multiattack. The graven image makes two demoralising
food, drink, or sleep. beam attacks.
Graven Image Demoralising Beam. Ranged Weapon Attack: +10 to hit,
Tiny construct, chaotic evil
range 60 ft., one target. Hit: 16 (2d10 + 5) force damage. If
the target is a humanoid, it’s Charisma score is reduced by
Armour Class 17 (natural armour)
1d4. This reduction lasts until the target finishes a short or
Hit Points 90 (12d4 + 60)
long rest. The target dies if this reduces its Charisma to 0.
Speed 0 ft., fly 50 ft. (hover)
Gaseous Curse (Recharge 5-6). The graven image targets
STR DEX CON INT WIS CHA one creature it can see within 60 feet of it. The target must
1 (-5) 15 (+2) 20 (+5) 14 (+2) 18 (+4) 20 (+5) succeed on a DC 20 Wisdom saving throw, or become
cursed. While cursed, the target transforms, along
with everything it is wearing or carrying, into a
Saving Throws Dex +7, Int +7, Wis +9, Cha +10
misty cloud.
Skills History +7, Perception +9, Religion +7
While in this form, the target’s only method
Damage Immunities poison, psychic;
of movement is a flying speed of 10 feet. The
bludgeoning,
target can enter and occupy the space of
piercing, and slashing from nonmagical
another creature. The target has resistance
weapons that
to nonmagical damage, and it has
aren’t adamantine
advantage on Strength, Dexterity, and
Condition Immunities charmed,
Constitution saving throws. The target
exhaustion, frightened,
can pass through small holes, narrow
paralyzed, petrified, poisoned
openings, and even mere cracks, though
Senses blindsight 120ft. (blind beyond
it treats liquids as though they were solid
this radius), passive
surfaces. The target can’t fall and remains
Perception 19
hovering in the air even when stunned or
Languages telepathy 120 ft.
otherwise incapacitated.
Challenge 10 (5,900 XP)
While in the form of a misty cloud, the
target can’t talk or manipulate objects, and
False Appearance. While the graven image
any objects it was carrying or holding can’t
remains motionless, it is indistinguishable
be dropped, used, or otherwise interacted
from a normal statuette.
with. The target can’t attack or cast spells.
The curse lasts until removed by the
Foment Madness. Any creature that starts
remove curse spell or other magic.
its turn within 30 feet of the graven image
must succeed on a DC 20 Wisdom saving

205
Hoch Miraz Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armour, magic
Hoch Miraz was a Calishite wizard looking to make his missile, shield
fortune in the mining industry on the island of Gundarlun. 2nd level (3 slots): misty step, suggestion
In around 1330 DR (more than a century and a half ago), 3rd level (3 slots): counterspell, fireball, fly
Hoch Miraz was aboard the Golden Crown, a treasure 4th level (3 slots): greater invisibility, ice storm
vessel headed back from the mines of Berranzo, when a 5th level (1 slot): cone of cold
vicious storm struck the coast and sunk the ship.
Since the sahuagin have taken up host in the shipwreck, Regeneration. Hoch Miraz regains 10 hit points at the start
Hoch has been stirring in his watery grave. The mage is of its turn. If Hoch Miraz takes fire or radiant damage, this
close to an undead reanimation, and he won’t be happy to trait doesn’t function at the start of the Hoch Miraz’s next
discover his staff of the magi missing. turn. Hoch Miraz’s body is destroyed only if it starts its turn
Undead Nature. Hoch Miraz doesn’t require air, food, with 0 hit points and doesn’t regenerate.
drink, or sleep.
Rejuvenation. When Hoch Miraz’s body is destroyed, its
Hoch Miraz Traits soul lingers. After 24 hours, the soul inhabits and animates
Ideal. “Being dead doesn’t mean anything, once I have my another corpse on the same plane of existence and regains
staff back I’ll work something out.” all its hit points. While the soul is bodiless, a wish spell can
Bond. “My staff of the magi must be returned to me, be used to force the soul to go to the afterlife and not return.
without it I can’t hope to rebuild my reputation.”
Flaw. “Once I decide on a plan of action, I cannot be Turn Immunity. Hoch Miraz is immune to effects that turn
swayed from it.” undead.

Hoch Miraz Vengeful Tracker. Hoch Miraz knows the distance to and
Medium undead, neutral direction of any creature against which he seeks revenge,
even if the creature and Hoch Miraz are on different planes
Armour Class 12 (15 with mage armour) of existence. If the creature being tracked by Hoch Miraz
Hit Points 136 (16d8 + 64) dies, Hoch Miraz knows.
Speed 30 ft., swim 40 ft. (ring of swimming)
Actions
STR DEX CON INT WIS CHA Multiattack. Hoch Miraz makes two fist attacks.
13 (+1) 14 (+2) 18 (+4) 18 (+4) 16 (+3) 18 (+4)
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) bludgeoning damage. If the target is a
Saving Throws Str +4, Con +7, Int +7 Wis +6, Cha +7 creature against which Hoch Miraz has sworn vengeance,
Damage Resistances necrotic, psychic the target takes an extra 14 (4d6) bludgeoning damage.
Damage Immunities poison Instead of dealing damage, Hoch Miraz can grapple the
Condition Immunities charmed, exhaustion, frightened, target (escape DC 11) provided the target is Large or
paralysed, poisoned, stunned smaller.
Skills Arcana +7, History +7
Senses darkvision 60 ft., passive Perception 13 Vengeful Glare. Hoch Miraz targets one creature it can
Languages Common, Elvish, Dwarven, Infernal see within 30 feet of it and against which it has sworn
Challenge 7 (2,900 XP) vengeance. The target must make a DC 15 Wisdom saving
throw. On a failure, the target is paralysed until Hoch Miraz
Special Equipment. Hoch Miraz wears a ring of swimming deals damage to it, or until the end of Hoch Miraz’s next
and a ring of spell turning. While wearing the latter, Hoch turn. When the paralysis ends, the target is frightened
Miraz has advantage on saving throws against any spell of Hoch Miraz for 1 minute. The frightened target can
that targets only him (not in an area of effect). In addition, if repeat the saving throw at the end of each of its turns, with
Hoch Miraz rolls a 20 for the save and the spell is 7th level disadvantage if it can see Hoch Miraz, ending the frightened
or lower, the spell has no effect on him and instead targets condition on itself on a success.
the caster, using the slot level, spell save DC, attack bonus,
and spellcasting ability of the caster.

Spellcasting. Hoch Miraz is a 9th-level spellcaster. His


spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). Hoch Miraz has the following wizard
spells prepared:

206
Hulking Crab Amphibious. The crab can breathe air and water.
Shell Camouflage. While the crab remains motionless
Much bigger than a giant crab, a hulking crab has a body 15 with its eyestalks and pincers tucked close to its body,
to 20 feet in diameter. Its shell is often covered with coral, it resembles a natural formation or a pile of detritus. A
anemones, ship wreckage, or some other sort of detritus creature within 30 feet of it can discern its true nature with
salvaged from the ocean floor. a successful DC 15 Intelligence (Nature) check.

Hulking Crab Actions


Huge beast, unaligned
Multiattack. The crab makes two attacks with its claws.
Armour Class 17 (natural armour)
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Hit Points 76 (8d12 + 24)
target. Hit: 20 (3d10 + 4) bludgeoning damage, and the
Speed 20 ft., swim 30 ft.
target is grappled (escape DC 15). The crab has two claws,
each of which can grapple only one target.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 3 (-4) 11 (+0) 3 (-4)

Skills Stealth +2
Senses blindsight 30 ft., passive Perception 10
Languages -
Challenge 5 (1,800 XP)

207
Illithid Hybrid The following statblock is an example of the template
applied to a sahuagin.
A beast, humanoid, giant or monstrosity can become an
illithid hybrid. When a creature becomes an illithid hybrid,
it retains all its statistics except as noted below. Sahuagin-Illithid Hybrid
Senses. The illithid hybrid gains darkvision with a radius Medium humanoid (sahuagin), lawful evil
of 120 feet.
Languages. The illithid hybrid speaks Deep Speech Armour Class 12 (natural armour)
in addition to any other languages it knows, and gains Hit Points 22 (4d8 + 4)
telepathy out to a range of 120 feet. Speed 30 ft., swim 40 ft.
Magic Resistance. The illithid hybrid gains advantage on
saving throws against spells and other magical effects.
STR DEX CON INT WIS CHA
New Action: Tentacles. If the creature had a bite attack,
it loses that attack. The illithid hybrid gains a tentacles 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)
attack with an attack bonus of the creature’s Intelligence
modifier + its proficiency bonus. The tentacles deal psychic Skills Perception +5
damage equal to the illithid hybrids Intelligence modifier Senses darkvision 120 ft., passive Perception 15
plus additional psychic damage dependent upon its size. Languages Deep Speech, Sahuagin, telepathy 120 ft.

Size Damage Blood Frenzy. The sahuagin has advantage on melee attack
Tiny 5 (2d4) rolls against any creature that doesn’t have all its hit points.

Small 7 (2d6) Limited Amphibiousness. The sahuagin can breathe air


Medium 9 (2d8) and water, but it needs to be submerged at least once every
Large 11 (2d10) 4 hours to avoid suffocating.
Huge 13 (2d12)
Magic Resistance. The sahuagin has advantage on saving
Gargantuan 21 (2d20) throws against spells and other magical effects.

If the target is the same size or smaller than the illithid Shark Telepathy. The sahuagin can magically command
hybrid, it is grappled (escape DC equal 10 + Strength any shark within 120 feet of it, using a limited telepathy.
modifier). The target must also succeed on a DC 12
Intelligence saving throw or be stunned until the grapple Actions
ends. Multiattack. The sahuagin makes two melee attacks: one
New Action: Extract Brain. The illithid hybrid makes with its tentacles and one with its claws or spear.
an attack roll with the same bonus as the Tentacles attack
against one incapacitated humanoid Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
grappled by the illithid hybrid. The attack target. Hit: 3 (1d4 + 1) slashing damage.
deals 5 x the damage dictated by the table
above. If this damage reduces the target to Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5
0 hit points, the illithid hybrid kills the ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
target by extracting and devouring damage, or 5 (1d8 + 1) piercing damage if used with two
its brain. hands to make a melee attack.

Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 10 (2d8 + 1) psychic damage. If the target is
the same size or smaller than the sahuagin, it is grappled
(escape DC 11). The target must also succeed on a DC 12
Intelligence saving throw or be stunned until the grapple
ends.

Extract Brain. Melee Weapon Attack: +3 to hit, reach 5


ft., one incapacitated humanoid grappled by the sahuagin.
Hit: 45 (10d8) psychic damage. If this damage reduces
the target to 0 hit points, the sahuagin kills the target by
extracting and devouring its brain.

208
Ixitxachitl Ixitxachitl
Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic Small aberration, chaotic evil
creatures resembling manta rays, with small, clawed hands
at the ends of their “wings” and black eyes gleaming with Armour Class 15 (natural armour)
sinister intelligence. Many creatures mistake ixitxachitl for Hit Points 18 (4d6 + 4)
common manta rays, but this can prove a deadly mistake. Speed 0 ft., swim 30 ft.
The ixitxachitl are as evil as they are cunning, leading to
their common nickname “demon rays.” They inhabit bodies STR DEX CON INT WIS CHA
of fresh and salt water, but their violent nature means that
little is known of them. 12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 7 (-2)
Struggle for Survival. Ixitxachitl emerge from eggs as
tiny creatures little more than a hand span in width. From Senses darkvision 60 ft., passive Perception 11
that time onward, they struggle to survive at all costs, Languages Abyssal, lxitxachitl
growing throughout their lives. Those ixitxachitl that master Challenge 1/4 (50 XP)
the secrets of survival gain powers of regeneration and feed
on the life force of other creatures.
All Consuming. Ixitxachitl hollow out coral reefs or other Actions
natural aquatic formations to create labyrinthine dens, often Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
compelling aid from captured aquatic species they enslave. Hit: 4 (1d6 + 1) piercing damage.
They typically strip an area bare before moving on to new
fertile grounds, leaving their abandoned dens behind. Reactions
Schools of ixitxachitl often war on other aquatic creatures Barbed Tail. When a creature provokes an opportunity
to claim feeding grounds and territory attack from the ixitxachitl, the ixitxachitl can make the
following attack instead of using its bite. Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.

209
Jarlaxle Baenre At will: dancing lights
Jarlaxle is a flamboyant, swashbuckling drow iconoclast. 1/day each: darkness, faerie fire, levitate (self only)
He leads a renegade drow faction called Bregan D’aerthe,
made up of disenfranchised male drow, most of them culled Legendary Resistance (1/Day). If Jarlaxle fails a saving
from destroyed or disgraced houses. Gifted with a sharp throw, he can choose to succeed instead.
mind, a sense of humour, puissant skill with a blade, and
a wealth of useful magic items, Jarlaxle infiltrated the city Master Attuner. Jarlaxle can attune to up to five magic
of Luskan, brought a kind of order to its lawlessness, and items, and he can attune to magic items that normally
declared himself its secret lord. require attunement by a sorcerer, warlock, or wizard.
Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6)
Jarlaxle Baenre damage when he hits a target with a weapon attack and has
Medium humanoid (elf), chaotic neutral advantage on the attack roll, or when the target is within
5 feet of an ally of Jarlaxle’s that isn’t incapacitated and
Armor Class 24 (+3 leather armour, suave defence) Jarlaxle doesn’t have disadvantage on the attack roll.
Hit Points 123 (19d8 + 38)
Speed 30 ft. Suave Defence. While Jarlaxle is wearing light or no
armour and wielding no shield, his AC includes his
STR DEX CON INT WIS CHA Charisma modifier.
12 (+1) 22 (+6) 14 (+2) 20 (+5) 16 (+3) 19 (+4)
Sunlight Sensitivity. When not wearing his knave’s eye
patch, Jarlaxle has disadvantage on attack rolls, as well as
Saving Throws Dex +11, Wis +8 on Wisdom (Perception) checks that rely on sight.
Skills Acrobatics +11, Athletics +6, Deception +14,
Persuasion +8, Sleight of Hand +11, Stealth +16 Actions
Senses Darkvision 120 ft., Passive Perception 18
Multiattack. Jarlaxle makes three attacks with his +3 rapier
Languages Abyssal, Common, Draconic, Dwarvish, Elvish,
or two attacks with daggers created by his bracer of flying
Undercommon
daggers.
Challenge 15 (13,000 XP)
+3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Special Equipment. Jarlaxle wears +3 leather armour, a
target. Hit: 13 (1d8 + 9) piercing damage.
hat of disguise, a bracer of flying daggers (see appendix C),
a cloak of invisibility, a knave’s eye patch (see appendix A),
Flying Dagger. Ranged Weapon Attack: +11 to hit, range
and a ring of truth telling (see appendix A). He wields a +3
20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
rapier and carries a portable hole and a wand of web. His
hat is adorned with a feather of diatryma summoning (see Legendary Actions
appendix C).
Jarlaxle can take 3 legendary actions, choosing from the
Evasion. If he is subjected to an effect that allows him to options below. Only one legendary action option can be
make a Dexterity saving throw to take only half damage, used at a time and only at the end of another creature’s
Jarlaxle instead takes no damage if he succeeds on the turn. Jarlaxle regains spent legendary actions at the start of
saving throw, and only half damage if he fails. He can’t use his turn.
this trait if he’s incapacitated.
Quick Step. Jarlaxle moves up to his speed without
Fey Ancestry. Jarlaxle has advantage on saving throws provoking opportunity attacks.
against being charmed, and magic can’t put him to sleep. Attack (Costs 2 Actions). Jarlaxle makes one attack with
Innate Spellcasting. Jarlaxle’s innate spellcasting ability is his +3 rapier or two attacks with daggers created by his
Charisma (spell save DC 17, +9 to hit with spell attacks). He bracer of flying daggers.
can innately cast the following spells, requiring no material
components:

210
Kelpie Drowning Hypnosis. The kelpie chooses one humanoid
it can see within 150 feet of it. If the target can see the
A kelpie is a form of intelligent, aquatic plant life that kelpie, the target must succeed on a DC 11 Wisdom saving
resembles a pile of wet seaweed. It is able to shape its body throw or be magically charmed while the kelpie maintains
into various forms, often assuming the aspect of a beautiful concentration, up to 10 minutes (as if concentrating on a
humanoid in order to lure people into deep water. spell).
The charmed target is incapacitated, and instead of
Kelpie holding its breath underwater, it tries to breathe normally
Medium plant, neutral evil and immediately runs out of breath, unless it can breathe
water.
Armour Class 14 (natural armour) If the charmed target is more than 5 feet away from the
Hit Points 67 (9d8 + 27) kelpie, the target must move on its turn toward the kelpie by
Speed 10 ft., swim 30 ft. the most direct route, trying to get within 5 feet. It doesn’t
avoid opportunity attacks.
STR DEX CON INT WIS CHA Before moving into damaging terrain, such as lava or a
14 (+2) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0) pit, and whenever it takes damage from a source other than
the kelpie or drowning, the target can repeat the saving
throw. A charmed target can also repeat the saving throw at
Skills Perception +3, Stealth +4 the end of each of its turns. If the saving throw is successful,
Damage Resistances bludgeoning, fire, piercing the effect ends on it.
Condition Immunities blinded, deafened, exhaustion A target that successfully saves is immune to this kelpie’s
Senses blindsight 60 ft., passive Perception 13 hypnosis for the next 24 hours.
Languages Common, Sylvan
Challenge 4 (1 ,100 XP)

Amphibious. The kelpie can breathe air and water.

Seaweed Shape. The kelpie can use its action to reshape


its body into the form of a humanoid or beast that is Small,
Medium, or Large. Its statistics are otherwise unchanged.
The disguise is convincing, unless the kelpie is in bright
light or the viewer is within 30 feet of it, in which case the
seams between the seaweed strands are visible. The kelpie
returns to its true form if takes a bonus action to do so or if
it dies.

False Appearance. While the kelpie remains motionless in


its true form, it is indistinguishable from normal seaweed.

Actions
Multiattack. The kelpie makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one


target. Hit: 11 (2d8 + 2) piercing damage. If the target is a
Medium or smaller creature, it is grappled (escape DC 12).

211
Laeral Silverhand 8th level (1 slot): feeblemind, power word stun
9th level (1 slot): time stop
Anamanué Laeral Silverhand was born in the Year of the
Cowl (765 DR), the fifth of seven daughters of the goddess Actions
Mystra. Each of the Seven Sisters is a powerful and ageless Multiattack. Laeral makes three attacks with her silver hair
beauty with a penchant for arcane magic. and flame tongue longsword, in any combination. She can
A few years ago, Dagult Neverember was ousted as Open cast one of her cantrips or 1st-level spells before or after
Lord of Waterdeep. Laeral reluctantly stepped into the making these attacks.
vacancy at the request of the Masked Lords, and has served
as Waterdeep’s Open Lord ever since. Initially overwhelmed Silver Hair. Melee Weapon Attack: +11 to hit, reach 5
by the demands of the nobles and guildmasters, she ft., one target. Hit: 7 (2d6) force damage, and the target
has settled nicely into her new role. She uses her magic must succeed on a DC 19 Constitution saving throw or be
sparingly and relics on trusted advisors and deputies. paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
Laeral Silverhand itself on a success.
Medium humanoid (human), chaotic good
Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Armour Class 18 (robe of the archmagi)
one target. Hit: 5 (1d8 + 1) slashing damage plus 7 (2d6)
Hit Points 228 (24d8 + 120)
fire damage, or 6 (1d10 + 1) slashing damage plus 7 (2d6)
Speed 30 ft.
fire damage when used with two hands.

STR DEX CON INT WIS CHA Spellfire (Recharges after a Long Rest). Magical, heatless,
13 (+1) 17 (+3) 20 (+5) 20 (+5) 20 (+5) 19 (+4) silver fire harmlessly erupts from Laeral and surrounds
her until she is incapacitated or until she uses an action
to quench it. She gains one of the following benefits of her
Saving Throws Int +11, Wis +11
choice, which lasts until the silver fire ends:
Skills Arcana +17, History +17, Insight +11, Perception
+11, Persuasion +10
●● She can breathe underwater.
Damage Resistances fire
●● She can survive without food and water.
Damage Immunities poison
●● She is immune to magic that would ascertain her
Condition Immunities poisoned
thoughts, truthfulness, alignment, or creature type.
Senses truesight 60 ft., passive Perception 21
●● She gains resistance to cold damage, and she is
Languages Common, Draconic, Dwarvish, Elvish, Giant,
unharmed by temperatures as low as −50 degrees
Infernal
Fahrenheit.
Challenge 17 (18,000 XP)
While the silver fire is present, she has the following
Special Equipment. Laeral wears a white robe of the
additional action options:
archmagi (accounted for in her statistics). She wields a
flame tongue longsword.
●● Cast the cure wounds spell. The target regains 1d8
+ 5 hit points. After Laeral takes this action, roll a
Magic Resistance. While wearing her robe of the archmagi,
d6. On a roll of 1, the silver fire disappears.
Laeral has advantage on saving throws against spells and
●● Cast the revivify spell without material components.
other magical effects.
After Laeral takes this action, roll a d6. On a roll of
1–2, the silver fire disappears.
Spellcasting. Laeral is a 19th-level spellcaster. Her
●● Release a 60-foot line of silver fire that is 5 feet
spellcasting ability is Intelligence (spell save DC 21, +13
wide or a 30-foot cone of silver fire. Objects in
to hit with spell attacks). Laeral has the following wizard
the area that aren’t being worn or carried take 26
spells prepared:
(4d12) fire damage. Each creature in the area must
succeed on a DC 21 Dexterity saving throw, taking
Cantrips (at will): light, mage hand, minor illusion,
26 (4d12) fire damage on a failed save, or half as
prestidigitation, ray of frost
much damage on a successful one. After Laeral
1st level (at will): detect magic, disguise self, magic missile,
takes this action, roll a d6. On a roll of 1–3, the
shield
silver fire disappears.
2nd level (at will): detect thoughts, invisibility, misty step
3rd level (3 slots): counterspell, fly, sending, tongues
4th level (3 slots): banishment, greater invisibility, Otiluke’s
resilient sphere
5th level (3 slots): cone of cold, geas, Rary’s telepathic bond
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (1 slot): prismatic spray, teleport

212
Lightning Eels Swarm of Lightning Eels
Lightning eels are a variety of marine eel that can discharge Medium swarm of Tiny beasts, unaligned
an electronic shock when it attacks. They are rarely found
alone when they are young, instead swarming together in Armor Class 14
packs. When an eel grows to giant size it leaves the swarm Hit Points 36 (8d8)
and finds a location to lair on its own. Speed 5 ft., swim 30ft.

Giant Lightning Eel STR DEX CON INT WIS CHA


Large beast, unaligned 8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Armour Class 13
Hit Points 42 (5d10 + 15) Damage Resistances bludgeoning, lightning, piercing,
Speed 5 ft., swim 30 ft. slashing
Condition Immunities charmed, frightened, paralysed,
petrified, prone, restrained, stunned
STR DEX CON INT WIS CHA Senses blindsight 60 ft., passive Perception 10
11 (+0) 17 (+3) 16 (+3) 2 (-4) 12 (+1) 3 (-4) Languages -
Challenge 2 (450 XP)
Damage Resistances lightning
Senses blindsight 60 ft., passive Perception 11 Swarm. The swarm can occupy another creature’s space
Languages - and vice versa, and the swarm can move through any
Challenge 3 (700 XP) opening large enough for a Tiny snake. The swarm can’t
regain hit points or gain temporary hit points.
Water Breathing. The eel can breathe only underwater.
Water Breathing. The swarm can only breathe underwater.
Actions
Actions
Multiattack. The eel makes two bite attacks.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage,
target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) or 3 (1d6) piercing damage if the swarm has half of its hit
lightning damage. points or fewer. The target must make a DC 10 Constitution
saving throw, taking 14 (4d6) lightning damage on a failed
Lightning Jolt (Recharge 5-6). One creature the eel touches save, or half as much damage on a successful one.
within 10 feet of it outside water, or each creature within 15
feet of it in water, must make a DC 12 Constitution saving
throw. On failed save, a target takes 13 (3d8) lightning
damage. If the target takes any of this damage, the target is
stunned until the end of the eel’s next turn. On a successful
save, a target takes half as much damage and isn’t stunned.

213
Merroni
If a merrow serves a powerful master with advanced
spellcasting ability or great power, such as a demon lord,
kraken or dragon turtle, they can pledge their souls to
bad enough al-
the creature to receive spellcasting abilities themselves. As if the merrow weren’t
The merrow goes through a minor transformation; their ability to
eyes swell to many times their normal size, their jaws ready, now they have the
eyes, reappear-
elongate, and their tongues fork. Once the transformation disappear before our very
magical ice. Old
is complete, the merroni are distinct from their merrow kin,
ing only to freeze us with
and gain potent spellcasting and magic enchantment. Other loat said he saw
merrow join cabals and cults that serve the merroni, hoping Tom from the Fisher’s F
k a ship!
to be gifted with a similar power by their arcane masters. one conjure a tempest to sin
Merroni - Jharrin Rest,
Large monstrosity, chaotic evil
Neverwinter Watch
Armour Class 13 (natural armour, 15 with mage armour)
Hit Points 90 (12d10 + 24)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 15 (+2)

Saving Throws Dex +3, Con +5, Wis +3, Cha +5


Skills Arcana +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Aquan
Challenge 6 (2,300 XP)

Amphibious. The merroni can breathe air and water.

Innate Spellcasting. The merroni’s innate spellcasting


ability is Charisma (spell save DC 13). The merroni can
innately cast the following spells, requiring no material
components:

At will: darkness, invisibility, mage armour (self only)


1/day each: armour of agathys (5th level), cone of cold, sleep

Magic Weapons. The merroni’s weapon attacks are


magical.

Regeneration. The merroni regains 10 hit points at the


start of its turn if it has at least 1 hit point.

Actions
Multiattack. The merroni makes two attacks: one with its
bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 9 (2d4 + 4) slashing damage.

214
Mind Flayer Attendants Actions
The colony of Zellix’Phor consists of many mind flayers, Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one
but some of the most notable of the community have been creature. Hit: 16 (2d10 + 5) psychic damage. If the target is
promoted to the rank of attendant – illithds who unique Medium or smaller, it is grappled (escape DC 16) and must
strengths make them most useful to the elder brain, and succeed on a DC 16 Intelligence saving throw or be stunned
who act as its council. until this grapple ends.
The attendants are described in detail in chapter one, but Extract Brain. Melee Weapon Attack: +8 to hit, reach 5
their game statistics are listed here. ft., one incapacitated humanoid grappled by the Druskis.
Hit: The target takes 55 (10d10) piercing damage. If this
Druskis damage reduces the target to 0 hit points, the Druskis kills
Medium aberration, lawful evil the target by extracting and devouring its brain.

Armour Class 15 (breastplate) Mind Blast (Recharge 5-6). Druskis magically emits
Hit Points 82 (15d8 + 15) psychic energy in a 60-foot cone. Each creature in that area
Speed 30 ft. must succeed on a DC 16 Intelligence saving throw or take
23 (4d8 +5) psychic damage and be stunned for 1 minute.
A creature can repeat the saving throw at the end of each of
STR DEX CON INT WIS CHA
its turns , ending the effect on itself on a success.
10 (+0) 11 (+0) 12 (+1) 20 (+5) 17 (+3) 17 (+3)
Telepathic Reinforcement (Recharges after a Short or
Saving Throws Int +8, Wis +6, Cha +6 Long Rest). Each creature of Druskis’s choice that is within
Skills Arcana +8, History +8, Insight +6, Investigation +8, 120 feet of it, and is not already affected by the Telepathic
Perception +6, Persuasion +6 Reinforcement gains advantage on attack rolls until the
Senses darkvision 120 ft., passive Perception 16 start of Druskis’s next turn. Druskis can then make one
Languages Common, Deep Speech, Undercommon, attack as a bonus action.
telepathy 120 ft.
Challenge 10 (5,900 XP) Reactions
Command Ally. Druskis targets one ally within 120 feet
Elder Brain Conduit. While within 5 miles of Zellix’Phor, of it. The can make one melee weapon attack using its
the elder brain can act through Druskis, and cast spells as if reaction and has advantage on the attack.
it occupied Druskis’s space.
Redirect Attack. When a creature Druskis can see targets
Magic Resistance. Druskis has advantage on saving throws it with an attack, Druskis chooses an ally within 5 feet
against spells and other magical effects. of it. The two creatures swap places, and the chosen ally
becomes the target instead.
Innate Spellcasting (Psionics). Druskis is a 10th-level
spellcaster. It’s innate spellcasting ability is Intelligence
(spell save DC 16; +8 to hit with spell attacks). It can
innately cast the following spells, requiring no components:

At will: detect thoughts, levitate


1/day each: dominate monster, plane shift (self only)

At will (cantrips): guidance, mage hand, vicious mockery,


true strike
1st level (4 slots): charm person, command, comprehend
languages, sanctuary
2nd level (3 slots): crown of madness, phantasmal force, see
invisibility
3rd level (3 slots): clairvoyance, fear, meld into stone
4th level (3 slots): confusion, stone shape
5th level (2 slots): scrying, telekinesis

215
Luzgrigaul Special Equipment. Luzgrigaul wears mind carapace
Medium aberration, neutral evil
armour: breastplate and wields a mind lash.
Armor Class 16 (mind carapace armour) Actions
Hit Points 71 (13d8 + 13)
Speed 50 ft. (psionic augmentation) Mind Lash. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage plus 5 (2d4)
psychic damage. Any creature that takes psychic damage
STR DEX CON INT WIS CHA
from the mind lash must also succeed on a DC 15 Wisdom
10 (+0) 14 (+2) 12 (+1) 20 (+5) 17 (+3) 17 (+3) saving throw or have disadvantage on Intelligence, Wisdom,
and Charisma saving throws for 1 minute. The creature
Saving Throws Int +8, Wis +6, Cha +6 can repeat the saving throw at the end of each of its turns,
Skills Arcana +8, Deception +6, Insight +6, Perception +6, ending the effect on itself on a success.
Persuasion +6, Stealth +5
Senses Darkvision 120 ft., Passive Perception 16 Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Languages Deep Speech, Telepathy 120 ft., Undercommon creature. Hit: 16 (2d10 + 5) psychic damage. If the target is
Challenge 10 (5,900 XP) Medium or smaller, it is grappled (escape DC 16) and must
succeed on a DC 16 Intelligence saving throw or be stunned
Displacement. Luzgrigaul projects a magical illusion that until this grapple ends.
makes it appear to be standing near its actual location,
causing attack rolls against it to have disadvantage. If it is Extract Brain. Melee Weapon Attack: +8 to hit, reach 5
hit by an attack, this trait is disrupted until the end of its ft., one incapacitated humanoid grappled by Luzgrigaul.
next turn. This trait is also disrupted while Luzgrigaul is Hit: The target takes 55 (10d10) piercing damage. If this
incapacitated or has a speed of 0. damage reduces the target to 0 hit points, Luzgrigaul kills
the target by extracting and devouring its brain.
Innate Spellcasting (Psionics). Luzgrigaul is a 10th-level
spellcaster. Its innate spellcasting ability is Intelligence Mind Blast (Recharge 5–6). Luzgrigaul magically emits
(spell save DC 16; +8 to hit with spell attacks). It can psychic energy in a 60-foot cone. Each creature in that area
innately cast the following spells, requiring no components: must succeed on a DC 16 Intelligence saving throw or take
23 (4d8 + 5) psychic damage and be stunned for 1 minute.
At will: detect thoughts, levitate A creature can repeat the saving throw at the end of each of
1/day each: dominate monster, plane shift (self only) its turns, ending the effect on itself on a success.

At will: blade ward, mage hand, mending, vicious mockery


1st level (4 slots): command, comprehend languages,
dissonant whispers, sanctuary
2nd level (3 slots): crown of madness, hold person, see
invisibility
3rd level (3 slots): dispel magic, fear, major image
4th level (3 slots): confusion, otiluke’s resilient sphere
5th level (2 slots): modify memory, telekinesis

Magic Resistance. Luzgrigaul has advantage on saving


throws against spells and other magical effects.

Psionic Augmentations. Luzgrigaul has several


augmentations that provide the following benefits:

●● Luzgrigaul can breathe normally in any


environment (including a vacuum) and has
advantage on saving throws against harmful
gases (such as those created by a cloudkill spell,
a stinking cloud spell, inhaled poisons, and the
breath weapons of some dragons).
●● Luzgrigaul has advantage on Wisdom (Perception)
and Intelligence (Investigation) checks that rely on
sight.
●● Luzgrigaul’s speed increases by 20 feet.

216
Tharcereli Second Wind (Recharges after a Short or Long Rest). As
Medium aberration, lawful evil a bonus action, Tharcereli can regain 20 hit points.

Armour Class 18 (half plate and cloak of protection) Special Equipment. Tharcereli wears a cloak of protection
Hit Points 110 (17d8 + 34) and wields and mind blade: greatsword.
Speed 30 ft. Actions
Multiattack. Tharcereli makes three melee attacks: two
STR DEX CON INT WIS CHA
with its mind blade and one with its tentacles.
16 (+3) 14 (+2) 15 (+2) 12 (+1) 17 (+3) 17 (+3)
Mind Blade. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Saving Throws Int +5, Wis +7, Cha +7 one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6)
Skills Acrobatics +5, Athletics +6, Deception +6, psychic damage.
Intimidation +6, Perception +6, Stealth +5
Senses darkvision 120 ft., passive Perception 16 Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages Deep Speech, Telepathy 120 ft., Undercommon creature. Hit: 12 (2d10 +1) psychic damage. If the target is
Challenge 10 (5,900 XP) Medium or smaller, it is grappled (escape DC 15) and must
succeed on a DC 15 Intelligence saving throw or be stunned
Combat Superiority (1/Turn). Tharcereli has a permanent until this grapple ends.
bonus +2 to hit with its mind blade.
Tharcereli deals an additional 7 (2d6) damage when Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
it hits a target with a mind blade attack. In addition, one incapacitated humanoid grappled by the mind flayer.
Tharcereli can choose one of the following options (DC 15): Hit: The target takes 55 (10d10) piercing damage. If this
damage reduces the target to 0 hit points, the mind flayer
●● Disarm. The target must succeed on a Strength kills the target by extracting and devouring its brain.
saving throw or drop an object of Tharcereli’s
choice that it’s holding. The object lands at the Mind Blast (Recharge 5–6). The mind flayer magically
target’s feet. emits psychic energy in a 60-foot cone. Each creature in
●● Menace. The target must succeed on a Wisdom that area must succeed on a DC 12 Intelligence saving
saving throw or become frightened of Tharcereli throw or take 19 (4d8 + 1) psychic damage and be stunned
until the end of Tharcereli’s next turn. for 1 minute. A creature can repeat the saving throw at
●● Shove. If the target is Large or smaller, it must the end of each of its turns, ending the effect on itself on a
succeed on a Strength saving throw or be pushed success.
up to 15 feet away from Tharcereli.
●● Trip. If the target is Large or smaller, it must Reactions
succeed on a Strength saving throw or be knocked Parry. Tharcereli adds 3 to its AC against one melee attack
prone. that would hit it. To do so, Tharcereli must see the attacker
and be wielding a melee weapon.
Magic Resistance. Tharcereli has advantage on saving
throws against spells and other magical effects.

Indomitable (2/Day). Tharcereli rerolls a failed saving


throw.
Innate Spellcasting (Psionics). Tharcereli’s innate
spellcasting ability is Intelligence (spell save DC 12). It can
innately cast the following spells, requiring no components:

At will: detect thoughts, levitate


1/day: dominate monster

217
Thiliossk ●● Madness (3/day). The target develops a short-
Medium aberration, neutral evil term madness (see “Madness” in chapter 8 of the
Dungeon Master’s Guide.
Armour Class 16 (breastplate) ●● Mutate (3/day). The target is stunned until the end
Hit Points 97 (15d8 + 30) of the next turn. Roll a percentile dice and consult
Speed 30 ft. the Mutations table.
●● Exhaust (3/day). The target gains a level of
exhaustion. If the saving throw fails by 5 or more,
STR DEX CON INT WIS CHA the target gains 2 levels of exhaustion.
12 (+1) 15 (+2) 14 (+2) 19 (+4) 18 (+4) 12 (+1)
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws Int +7, Wis +7, Cha +4 creature. Hit: 15 (2d10 + 4) psychic damage. If the target is
Skills Arcana +7, Insight +7, Intimidation +4, Nature +7, Medium or smaller, it is grappled (escape DC 15) and must
Perception +7, Stealth +5 succeed on a DC 15 Intelligence saving throw or be stunned
Senses darkvision 120 ft., passive Perception 17 until this grapple ends.
Languages Common, Deep Speech, Undercommon,
telepathy 120 ft. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Challenge 10 (5,900 XP) one incapacitated humanoid grappled by Thiliossk. Hit: The
target takes 55 (10d10) piercing damage. If this damage
Magic Resistance. Thiliossk has advantage on saving reduces the target to 0 hit points, Thiliossk kills the target
throws against spells and magical effects. by extracting and devouring its brain.

Innate Spellcasting (Psionics). Thiliossk’s innate Mind Blast (Recharge 5-6). Thiliossk magically emits
spellcasting ability is Intelligence (spell save DC 15). It can psychic energy in a 60-foot cone. Each creature in that area
innately cast the following spells, requiring no components: must succeed on a DC 15 Intelligence saving throw or take
22 (4d8 + 4) psychic damage and be stunned for 1 minute.
At will: detect thoughts, levitate A creature can repeat the saving throw at the end of each of
1/day each: dominate monster, plane shift (self only) its turns, ending the effect on itself on a success.

Virulent Host. A creature that touches Thiliossk or hits it


with a melee attack while within 5 feet of it must succeed
on a DC 15 Constitution saving throw or contract a disease.
Until the disease is cured, the target can’t regain hit points,
and the target’s hit point maximum decreases by 5 (1d10) at
the start of that creature’s turns. If the target drops to 0 as a
result of this disease, the target dies and is reanimated as a
mutant 1d4 rounds later.

Actions
Gas Canister. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 27 (5d10) poison damage, and the target
must succeed on a DC 20 Constitution saving throw or
suffer one of the following effects:

●● Poison. The target is poisoned for 1 minute. It can


repeat the saving throw at the end of each of its
turns, ending the effect on a success.

218
Mutations Table Monkey
Monkeys are cute little mammals adapted for a life in the
d100 Effect canopy. These cheeky creatures can easily be tamed by
01-05 The colour of the target’s hair, eyes, and skin humanoids who want an agile and comedic pet.
become blue, purple, pink, or patterned.
06-10 The target’s eyes push out of its head at the end of Monkey
stalks. Small beast, unaligned

11-15 The target’s hands grow claws, which can be used Armour Class 12
as daggers. Hit Points 3 (1d6)
16-20 One of the target’s legs grows longer than the Speed 20 ft., climb 20 ft.
other, reducing its walking speed by 10 feet.
21-25 The target’s eyes become beacons, filling a 15-foot STR DEX CON INT WIS CHA
cone with dim light when they are open. 8 (-1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)
26-30 A pair of leathery wings sprout from the target’s
back, granting it a flying speed of 30 feet. Skills Acrobatics +4, Athletics +1, Sleight of Hand +4,
31-35 The target’s ears tear free from its head and Stealth +4
scurry away; the target is deafened. Senses passive Perception 11
36-40 Two of the target’s teeth turn into oversized, blunt Languages -
tusks. Challenge 0 (10 XP)
41-45 The target’s skin becomes scabby, granting it a +1
Pack Tactics. The monkey has advantage on an attack roll
bonus to AC but reducing its Charisma by 2 (to a
against a creature if at least one of the monkey’s allies is
minimum of 1).
within 5 feet of the creature and the ally isn’t incapacitated.
46-50 The target’s arms and legs swap, preventing the
target from moving unless it crawls. Actions
51-55 The target’s arms become tentacles with fingers Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
on the ends, increasing its reach by 5 feet. Hit: 1 (1d4 – 1) piercing damage.
56-60 The target’s legs grow incredibly long and springy,
increasing its walking speed by 10 feet.
61-65 The target grows a whip-like tail, which it can use
as a whip.
66-70 The target’s eyes turn black, and it gains
darkvision out to a range of 120 feet.
71-75 The target swells, tripling its weight.
76-80 The target becomes skeletal, halving its weight.
81-85 The target’s head doubles in size.
86-90 The target’s ears become wings, giving it a flying
speed of 5 feet.
91-95 The target’s body becomes unusually brittle,
causing the target to have vulnerability to
bludgeoning, piercing, and slashing damage.
96-00 The target grows another head, causing it to
have advantage on saving throws against being
charmed, frightened, or stunned.

219
Mutant Actions
Some illithid communities attempt to better their thralls Multiattack. The mutant makes three melee attacks, or two
by augmenting them with psionic technology, or by kitting ranged attacks.
them out with magic items. Others take a more biological
route, mutating their captives into hideous monstrosities Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
with gangly, dragging limbs, extended jaws, or even tails target. Hit: 11 (2d8 + 2) bludgeoning damage.
and wings. These mutants bear a sickening resemblance
to the creature they once were, a sight that is hideous to Sleep Gaze (Type 1 Only). The mutant gazes at one
behold. creature it can see within 30 feet of it. The target must
A creature transformed into a mutant has undergone a make a DC 13 Wisdom saving throw. On a failed save, the
near-permanent alteration, and can only be restored by a target succumbs to a magical slumber, falling unconscious
wish spell or similar magic. for 10 minutes or until someone uses an action to shake the
target awake.
Mutant A creature that successfully saves against the effect is
Medium aberration, unaligned immune to this mutant’s gaze for the next 24 hours. Undead
and creatures immune to being charmed aren’t affected by
Armour Class 15 (natural armour) it.
Hit Points 97 (13d8 + 39)
Speed 30 ft. Venom Glands (Type 2 & 3). Ranged Weapon Attack: +4
to hit, range 60/100 ft., one target. Hit: 8 (2d6 + 1) poison
damage.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 5 (-3)
Bite (Type 4 & 5). Melee Weapon Attack: +5 to hit, reach
Saving Throws Str +5, Dex +4 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the
Damage Resistances poison, psychic target is grappled (escape DC 13). Until the grapple ends,
Senses darkvision 60 ft., passive Perception 10 the mutant can’t bite another target.
Languages understands the languages it knew in life, but
can’t speak Swallow (Type 4 Only). The mutant makes one bite attack
Challenge 4 (1,100 XP) against a Medium or smaller creature it is grappling. If the
attack hits, the target takes the bites damage, the target
Hideous Aspect. Any creature other than a mutant that is swallowed, and the grapple ends. While swallowed, the
starts its turn within 5 feet of mutant must succeed on a creature is blinded and restrained, it has total cover against
DC 13 Wisdom saving throw or be frightened of the mutant attacks and other effects outside the mutant, and it takes 7
until the start of the creature’s next turn. On a successful (2d6) acid damage at the start of each of the mutant’s turns.
saving throw, the creature is immune to the hideous aspect If the mutant takes 20 damage or more on a single turn
of all mutants for 1 hour. from a creature inside it, the mutant must succeed on a
DC 20 Constitution saving throw at the end of that turn or
Magic Resistance. The mutant has advantage on saving regurgitate all swallowed creatures, which fall prone in a
throws against spells and other magical effects. space within 10 feet of the tarrasque. If the mutant dies, a
swallowed creature is no longer restrained by it and can
Mutant Type. The mutant has one of the following types: escape from the corpse by using 30 feet of movement,
exiting prone.
Type 1: Swollen, red, protruding eyeballs.
Type 2: Leathery wings (50 ft. fly speed) and venom glands. Stinger (Type 5 Only). Melee Weapon Attack: +5 to hit,
Type 3: Chitinous carapace (AC 20) and venom glands. reach 10 ft., one target. Hit: 7 (2d4 +2) piercing damage,
Type 4: Distended, drooping stomach and extended jaws. and the mutant regains hit points equal to equal to the
Type 5: Extended jaws and a syringe-like stinger. damage the creature takes.
Type 6: Boils protruding from torso.

Acidic Boils (Type 6 Only). Any creature that touches the


mutant or hits it with a melee attack while within 5 feet of it
takes 3 (1d6) acid damage.
In addition, when the mutant dies, it explodes in a burst
of acid. Each creature within 10 feet of the mutant must
make a DC 13 Dexterity saving throw, taking 7 (2d6) acid
damage on a failed save, or half as much on a successful
one.

220
Nereid Speak with Animals. The nereid can comprehend and
Nereid’s are fey water creatures that can shape their verbally communicate with beasts.
environment to suit their needs. These creatures always Actions
bear an otherworldly beauty no matter their gender and use
it to deadly effect. Their kiss is a blue-lipped testimony to Blinding Acid. Melee or Ranged Spell Attack: +5 to hit,
the gullibility of humanity. One peck and the target’s lungs reach 5 ft. and range 30 ft., one target. Hit: 16 (2d12 + 3)
are emptied of air, leading to a quick but painful death. acid damage, and the target is blinded until the start of the
Thankfully, nereid’s are entirely dependent upon a mantle nereid’s next turn.
of silky cloth the colour of sea foam which contains their
spirit. Destroying this kills the fey spirit within the space of Drowning Kiss (Recharge 5-6). The nereid touches one
an hour. creature it can see within 5 feet of it. The target must
succeed on a DC 13 Constitution saving throw or take 22
Nereid (3dl2 + 3) acid damage. On a failure, it also runs out of
Medium fey, any chaotic alignment breath and can’t speak for 1 minute. At the end of each of its
turns, it can repeat the save, ending the effect on itself on a
Armor Class 13 success.
Hit Points 44 (8d8 + 8)
Speed 30 ft., swim 60 ft. Water Lash. The nereid causes a 5-foot cube of water
within 60 feet of it to take a shape of its choice and strike
one target it can see within 5 feet of that water. The target
STR DEX CON INT WIS CHA
must make a DC 13 Strength saving throw. On a failed
10 (+0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3) save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is
a Large or smaller creature, it is pushed up to 15 feet in
Skills Acrobatics +5, Nature +3, Stealth +5, Survival +4 a straight line or is knocked prone (nereid’s choice). On a
Senses darkvision 60 ft., passive Perception 12 successful save, the target takes half as much damage and
Languages Aquan, Common, Elvish, Sylvan isn’t pushed or knocked prone.
Challenge 2 (450 XP)

Amphibious. The nereid can breathe air and water.

Aquatic Invisibility. If immersed in water, the nereid can


make itself invisible as a bonus action. It remains invisible
until it leaves the water, ends the invisibility as a bonus
action, or dies.

Mantle Dependent. The nereid wears a mantle of silky


cloth the colour of sea foam, which holds the creature’s
spirit. The mantle has an AC and hit points equal to that of
the nereid, but the garment can’t be directly harmed while
the nereid wears it. If the mantle is destroyed, the nereid
becomes poisoned and dies within 1 hour. A nereid is
willing to do anything in its power to recover the mantle if
it is stolen, including serving the thief.

Shape Water. The nereid can cast control water at will,


requiring no components. Its spellcasting ability for it is
Charisma. This use of the spell has a range of 30 feet
and can affect a cube of water no larger than 30
feet on a side.

221
Pirate Lords Jarl Bluebeard
Sea King Tentrix commands a fleet of pirate ships known Huge giant, chaotic evil
as the Black Armada. He himself is a kraken priest from
Purple Rocks, who has received special powers from Armour Class 15 (patchwork armour)
Slarkrethel because of his fanatical devotion. Tentrix has Hit Points 138 (12d12 + 60)
around a dozen Pirate Lords under his command, some Speed 40 ft. swim 40 ft. (ring of swimming)
of which are detailed in the adventure. Some of these,
including Tentrix himself, has their own statistics, as STR DEX CON INT WIS CHA
presented below. 23 (+6) 9 (-1) 21 (+5) 8 (-2) 12 (+1) 12 (+1)

Dhurge Saving Throws Con +8, Wis +4, Cha +4


Large humanoid (sahuagin), lawful evil
Skills Athletics +9, Perception +4
Armour Class 16 (breastplate) Damage Immunities cold
Hit Points 76 (9d10 + 27) Senses passive Perception 14
Speed 30 ft., swim 50 ft. Languages Common, Giant
Challenge 8 (3,900 XP)

STR DEX CON INT WIS CHA Special Equipment. Jarl Bluebeard wields a tentacle rod
19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3) and wears a ring of swimming.

Saving Throws Dex +5, Con +6, Int +5, Wis +4


Actions
Skills Arcana +5, Perception +7 Multiattack. Jarl Bluebeard makes two battleaxe attacks.
Senses darkvision 120 ft., passive Perception 17
Languages Common, Sahuagin Tentacle Rod. Each of the three tentacles on the rod
Challenge 8 (3,900 XP) attacks a creature: +9 to hit, reach 15 ft., up to three targets.
Hit: 3 (1d6) bludgeoning damage. If Jarl Bluebeard hits
Blood Frenzy. Dhurge has advantage on melee attack rolls a target with all three tentacles, it must make a DC 15
against any creature that doesn’t have all its hit points. Constitution saving throw. On a failure, the creature’s speed
is halved, it has disadvantage on Dexterity saving throws,
Limited Amphibiousness. Dhurge can breathe air and and it can’t use reactions for 1 minute. Moreover, on each
water, but he needs to be submerged at least once every 4 of its turns, it can take either an action or a bonus action,
hours to avoid suffocating. but not both. At the end of each of its turns, it can repeat the
saving throw, ending the effect on itself on a success.
Shark Telepathy. Dhurge can magically command any
shark within 120 feet of him, using a limited telepathy. Battleaxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6)
Special Equipment. Dhurge carries a wand of binding, a slashing damage if used with two hands.
wand of fear, a wand of fireballs and a wand of wonder.
Beard (Recharge 5-6). The jarl swings his beard before
Wand Wielder. Dhurge counts as a spellcaster for the him in a 15-foot cone. Each creature in that area must make
purpose of attuning to wands (spell save DC 15). If Dhurge a Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning
is carrying more than one wand, he can use an action to damage on a failed save, or half as much damage on a
expend 1 charge from up to two wands, triggering the successful one.
effects of them simultaneously.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft.,
Actions one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Multiattack. Dhurge makes three attacks: one with his bite
and two with his claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 9 (2d4 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) slashing damage.

222
Sea King Tentrix Actions
Medium humanoid (human), neutral evil Thunderous Touch. Melee Spell Attack: +7 to hit, reach 5
ft., one creature. Hit: 27 (5d10) thunder damage.
Armour Class 15 (breastplate)
Hit Points 90 (12d8 + 36) Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach
Speed 30 ft., swim 30 ft. 5 ft. and range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 15 (+2) 18 (+4) 16 (+3) Voice of the Kraken (Recharges after a Short or
Long Rest). Slarkrethel speaks through Tentrix with
a thunderous voice audible within 300 feet. Creatures
Saving Throws Str +6, Dex +5, Wis +7 of Tentrix’s choice that can hear Slarkrethel’s words
Skills Arcana +6, Intimidation +7, Perception +8, Religion (Primordial) must succeed on a DC 15 Charisma saving
+4 throw or be frightened for 1 minute. A frightened target
Damage Resistances cold; bludgeoning, piercing, and can repeat the saving throw at the end of each of its turns,
slashing from nonmagical attacks ending the effect on itself on a success.
Senses passive Perception 18
Languages Common, Primordial Legendary Actions
Challenge 10 (5,900 XP)
Tentrix can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Amphibious. Tentrix can breathe air and water.
used at a time and only at the end of another creature’s
turn. Tentrix regains spent legendary actions at the start of
Innate Spellcasting. Tentrix’s spellcasting ability is
its turn.
Wisdom (spell save DC 15, +7 to hit with spell attacks). He
can innately cast the following spells, requiring to material
Handaxe. Tentrix makes one handaxe attack.
components:
Thunder Stride (Costs 2 Actions). Tentrix teleports to an
unoccupied space he can see within 30 feet. Immediately
At will: command, create or destroy water
after he disappears, a thunderous boom sounds, and each
3/day each: arms of Hadar, control water, counterspell,
creature within 10 feet of the space he left must make a
darkness, shield, water walk
DC 15 Constitution saving throw, taking 16 (3d10)
1/day each: armour of agathys (3rd level), call lightning,
thunder damage on a failed save, or half as much damage
Evard’s black tentacles, hunger of Hadar, phantasmal killer
on a successful one.
Cast a Spell (Costs 3 Actions). Tentrix casts a spell from
his list of prepared spells, using a spell slot as normal.

223
The Storm Maiden Special Equipment. The Storm Maiden wields a javelin of
Medium humanoid (human), neutral
lightning and wears an arrow-catching shield.
Armour Class 16 (studded leather, arrow-catching shield, Actions
18 against ranged attacks)
Hit Points 112 (15d8 + 45) Multiattack. The Storm Maiden makes three melee attacks
Speed 30 ft. or two ranged attacks.

Javelin of Lightning. Melee or Ranged Weapon Attack: +7


STR DEX CON INT WIS CHA
to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 11
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) (2d6 + 4) piercing damage.

Saving Throws Str +7, Dex +5, Con +6 Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5
Skills Athletics +10, Intimidation +5, Religion +3 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
Senses passive Perception 11 damage, or 13 (2d8 + 4) piercing damage if used with two
Languages Common hands to make a melee attack.
Challenge 8 (3,900 XP)
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Amphibious. The Storm Maiden can breathe air and water. one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed on
Blessed by the Gods. The Storm Maiden has advantage on a DC 15 Strength saving throw or be knocked prone.
saving throws against being charmed or frightened.
Reactions
Brute. A melee weapon deals one extra die of its damage Parry. The Storm Maiden adds 3 to its AC against one
when the Storm Maiden hits with it (included in the attack). melee attack that would hit it. To do so, the Storm Maiden
must see the attacker and be wielding a melee weapon.
Second Wind (Recharges after a Short or Long Rest). As
a bonus action, the Storm Maiden can regain 20 hit points.

224
Ramazith Flamesinger Special Equipment. Ramazith wears a pearl of power on a
necklace and a ring of protection.
Ramazith Flamesinger is powerful mage with an interest Ramazith wields Crest, a +1 dagger with additional magic
in marine life who lives in Baldur’s Gate. His tower is easily properties:
recognisable in the city as it looks somewhat like a tiered
lighthouse. Despite his age, Ramazith is a serial womanizer ●● As a bonus action, Ramazith can cause a green
and a greedy old goat. Captains of fishing vessels often pay stone set into the dagger’s pommel to shed bright
Ramazith a visit with exotic gifts in tow to ask about the light in a 20-foot radius and dim light for an
movements of fish populations and dangerous predators of additional 20 feet, or make the stone go dark.
the deep. ●● Whenever Ramazith starts his turn underwater
with 0 hit points, the dagger causes him to rise 60
Ramazith Flamesinger Traits feet toward the surface.
Ideal. “All knowledge is vital to someone, and we each
have our speciality.” Spellcasting. Ramazith is an 9th-level spellcaster. His
Bond. “The ocean calls out to me every day, I do my best spellcasting ability is Intelligence (spell save DC 15, +7 to
to understand and protect it.” hit with spell attacks). Ramazith has the following spells
Flaw. “I can’t resist a pretty face, even if it has a husband. prepared:
I’ve got a soft spot for exotic treasures too.”
Cantrips (at will): acid splash, mage hand, prestidigitation,
Ramazith Flamesinger shape water
Medium humanoid (Tethyrian human), neutral 1st level (4 slots): detect magic, mage armour, magic
missile, shield
Armour Class 13 (ring of protection) (16 with mage 2nd level (3 slots): alter self, misty step
armour) 3rd level (3 slots): counterspell, tidal wave, wall of water
Hit Points 40 (9d8) 4th level (3 slots): control water, watery sphere
Speed 30 ft. 5th level (1 slot): cone of cold

STR DEX CON INT WIS CHA


Actions
8 (-1) 14 (+2) 10 (+0) 18 (+4) 14 (+2) 12 (+1) Crest (+1 dagger). Melee or Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Saving Throws Str +0, Dex +3, Con +1, Int +8, Wis +6, Cha Pearl of Power (1/Day). Ramazith regains a spell slot of up
+2 to 3rd level.
Skills Athletics +2, Arcana +7, History +7, Nature +7
Senses passive Perception 12
Languages Aquan, Common, lxitxachitl, Sahuagin
Challenge 7 (2,900 XP)

225
Reekmurk Corrosive Form. A creature that touches the reekmurk or
Reekmurks are underwater oozes normally found in the hits it with a melee attack while within 5 feet of it takes 4
depths of frigid oceans. These creatures resemble massive (1d8) acid damage. Any nonmagical weapon made of metal
oil slicks or clouds of ink. As well as a corrosive touch, or wood that hits the reekmurk corrodes. After dealing
these oozes emit a nauseating stench with suffuses the damage, the weapon takes a permanent and cumulative
water surrounding them. Their main weakness is sunlight, -1 penalty to damage rolls. If its penalty drops to -5, the
which burns away at their amorphous forms. Rumour has weapon is destroyed. Nonmagical ammunition made of
it that reekmurks can grow large enough to sink ships and metal or wood that hits the reekmurk is destroyed after
drown entire crew, though if this has ever happened, no one dealing damage.
lived to verify the tale. The reekmurk can eat through 2-inch-thick, nonmagical
Ooze Nature. An ooze doesn’t require sleep. wood or metal in 1 round.

Reekmurk Spider Climb. The reekmurk can climb difficult surfaces,


Large ooze, unaligned including upside down on ceilings, without needing to make
an ability check.
Armour Class 7
Hit Points 85 (10d10 + 30) Stench. Any creature that starts its turn within 5 feet of the
Speed 20 ft., climb 20 ft., swim 20 ft. reekmurk must succeed on a DC 13 Constitution saving
throw or be poisoned until the start of the creature’s next
STR DEX CON INT WIS CHA turn. On a successful saving throw, the creature is immune
18 (+4) 5 (-3) 17 (+3) 1 (-5) 6 (-2) 1 (-5) to the stench of all reekmurks for 1 hour.

Sunlight Hypersensitivity. The reekmurk takes 20 radiant


Damage Immunities acid, cold, lightning, poison damage when it starts its turn in sunlight. While in sunlight,
Condition Immunities blinded, charmed, deafened, it has disadvantage on attack rolls and ability checks.
exhaustion, frightened, poisoned, prone
Damage Vulnerabilities radiant Actions
Senses blindsight 60 ft. (blind beyond this radius), passive
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Perception 8
one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18
Languages –
(4d8) acid damage. In addition, nonmagical armour worn
Challenge 4 (1,100 XP)
by the target is partly dissolved and takes a permanent and
cumulative -1 penalty to the AC it offers. The armour is
Amorphous. The reekmurk can move through a space as
destroyed if the penalty reduces its AC to 10.
narrow as 1 inch wide without squeezing.

Amphibious. The reekmurk can breathe air and water.

226
Sahuagin Malenti
As well as the sahuagin presented in the Monster Manual, Medium humanoid (sahuagin), lawful evil
this adventure contains two new types of sea devil; the
malenti and raider. Both of these sahuagin have mutations Armour Class 12
which allow them to perform a different role to their kin. Hit Points 22 (4d8 + 4)
Malenti. A sahuagin born near enough to an aquatic elf Speed 30ft., swim 30 ft.
community can enter the world as a malenti – a sahuagin
that physically resembles an aquatic elf in every way. STR DEX CON INT WIS CHA
Sahuagin are prone to mutation, but whether this rare 13 (+1) 14 (+2) 13 (+1) 12 (+1) 13 (+1) 14 (+2)
phenomenon is a result of the wars between the sahuagin
and the aquatic elves, or whether it preceded or even began
Skills Deception +5, Perception +5, Performance +5
the conflict, none can say.
Senses darkvision 120ft., passive Perception 15
The sahuagin put the malenti to good use as spies and
Languages Common, Elvish, Sahuagin
assassins in aquatic elf cities and the societies of other
Challenge 1 (200 XP)
creatures that pose a threat to sahuagin. The mere shadow
of the malenti threat incites paranoia and suspicion among
Blood Frenzy. The sahuagin has advantage on melee attack
aquatic elves, whose resilience is weakened as the prelude
rolls against any creature that doesn’t have all its hit points.
to an actual sahuagin invasion.
Raider. If you think a sahuagin is a terrifying beast, be
Amphibious. The sahuagin can breathe air and water.
glad you’ve never met a raider, or ryethi, as they are known.
Friend of the Sea. The sahuagin can magically command
These sea devils look similar to their un-mutated kin save
any beast that has an innate swimming speed within 120
for their red colouration, elongated claws, and the poison
feet of it, using a limited telepathy.
glands which hang down below their muscular throats.
A ryethi is capable of spitting a potent poison that is easily
False Appearance. The sahuagin is almost
absorbed through humanoid skin. One mouthful of the
indistinguishable from a sea elf. A character that succeeds
bright orange poison is enough to knock a grown warrior
on a DC 20 Intelligence (Nature) check notices a slight
unconscious.
difference in the eyes of the sahuagin that reveals its true
nature.

Sneak Attack (1/Turn). The sahuagin deals an extra 7


(2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is
within 5 feet of an ally of the spy that isn’t incapacitated and
the sahuagin doesn’t have disadvantage on the attack roll.

Actions
Multiattack. The sahuagin makes two attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 5 (1d6 + 2) piercing damage.

Trident. Melee or Ranged Weapon Attack: +3 to hit, reach


5 ft. and range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
damage, or 5 (1d8 + 1) piercing damage if used with two
hands to make a melee attack.

than a
m o re terrifying
There is li
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227
Sahuagin Raider Actions
Medium humanoid (sahuagin), lawful evil Multiattack. The sahuagin makes a Spit Poison attack. It
then makes two attacks: one with its bite and one with its
Armour Class 12 (natural armour) claws or net.
Hit Points 32 (5d8 + 10)
Speed 30ft., swim 40 ft. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 9 (-1) Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one
target. Hit: 6 (2d4 + 1) piercing damage.

Damage Immunities poison Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one
Condition Immunities poison Large or smaller creature. Hit: The target is restrained. A
Skills Stealth +5, Perception +5 creature can use its action to make a DC 10 Strength check
Senses darkvision 120 ft., passive Perception 15 to free itself or another creature in a net, ending the effect
Languages Sahuagin on a success. Dealing 5 slashing damage to the net (AC 10)
Challenge 1 (200 XP) frees the target without harming it and destroys the net.

Blood Frenzy. The sahuagin has advantage on melee attack Spit Poison. Ranged Weapon Attack: +4 to hit, range 15/30
rolls against any creature that doesn’t have all its hit points. ft., one creature. Hit: The target must succeed on a DC
13 Constitution saving throw or be poisoned for 1 hour.
Limited Amphibiousness. The sahuagin can breathe air If the saving throw fails by 5 or more, the target is also
and water, but it needs to be submerged at least once every unconscious while poisoned in this way. The target wakes
4 hours to avoid suffocating. up if it takes damage or if another creature takes an action
to shake it away.
Shark Telepathy. The sahuagin can
magically command any shark within 120
feet of it, using a limited telepathy.

228
Sea Cub Sea Lion
A sea lion is a fearsome monster with the head and Large monstrosity, unaligned
forepaws of a lion and the lower body and tail of a fish.
These creatures frequent temperate oceans and prey on Armour Class 15 (natural armour)
anything from small fish to humanoids. These ferocious Hit Points 90 (12d10 + 24)
predators grow to a length of 15 feet and are highly Speed 10 ft., swim 40 ft.
territorial, attacking anything that trespasses on their
hunting grounds with ire. STR DEX CON INT WIS CHA
Baby sea lions are called sea cubs and are quite popular 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
as pets among fishing communities. If trained properly, the
sea cubs can serve as protectors of fishing boats when they
Skills Perception +4, Stealth +5
grow up.
Senses passive Perception 14
Sea Cub Languages -
Small beast, unaligned Challenge 5 (1,800 XP)

Armour Class 12 Amphibious. The sea lion can breathe air and water.
Hit Points 10 (3d6)
Speed 5 ft., swim 30 ft. Keen Smell. The sea lion has advantage on Wisdom
(Perception) checks that rely on smell.

STR DEX CON INT WIS CHA Pack Tactics. The sea lion has advantage on an attack roll
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 7 (-2) against a creature if at least one of the sea lion’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Skills Perception +3, Stealth +4
Senses passive Perception 13 Swimming Leap. With a 10-foot swimming start, the sea
Languages - lion can long jump out of or across the water up to 25 feet.
Challenge 1/8 (25 XP)
Actions
Amphibious. The sea cub can breathe air and water. Multiattack. The sea lion makes three attacks: one bite
attack and two claw attacks.
Keen Smell. The sea cub has advantage on Wisdom
(Perception) checks that rely on smell. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage.
Pack Tactics. The sea cub has advantage on an attack roll
against a creature if at least one of the sea cub’s allies is Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
within 5 feet of the creature and the ally isn’t incapacitated. target. Hit: 12 (2d8 + 3) piercing damage.

Swimming Leap. With a 10-foot swimming start, the sea


lion can long jump out of or across the water up to 15 feet.

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 – 1) piercing damage.

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229
Sea Spawn Poison Quills. Melee Weapon Attack: +5 to hit, reach 5
The following stat block has been taken from Volo’s Guide ft., one creature. Hit: 3 (1d6) poison damage, and the
to Monsters, but contains new variants to help diversify the target must succeed on a DC 12 Constitution saving
sea spawn, a common enemy in the Call from the Deep throw or be poisoned for 1 minute. The target can repeat
Campaign. the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Sea Spawn
Medium humanoid, neutral evil Secrete Poison. The next creature that hits the sea
spawn takes 5 (2d4) poison damage.
Armour Class 11 (natural armour)
Hit Points 32 (5d8 + 10) Sword Arm. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Speed 20 ft., swim 30 ft. one target. Hit: 5 (1d6 + 2) slashing damage.

STR DEX CON INT WIS CHA Tentacle. Melee Weapon Attack: +5 to hit, reach 10
15 (+2) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 8 (-1) ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and
the target is grappled (escape DC 12) if it is a Medium
or smaller creature. Until this grapple ends, the sea
Senses darkvision 120 ft., passive Perception 10 spawn can’t use this tentacle on another target.
Languages understands Aquan and Common but can’t
speak
Challenge 1 (200 XP)

Limited Amphibiousness. The sea spawn can breathe air


and water but needs to be submerged in the sea at least
once a day for 1 minute to avoid suffocating.

Actions
Multiattack. The sea spawn uses its Piscine Anatomy. It
then makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5


ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Piscine Anatomy. The sea spawn has one or more of the


following attack options, provided it has the appropriate
anatomy:

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 2) piercing damage.

Coral Armour. The sea spawn increases its AC to 14.

Coral Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Electric Lash. Melee Weapon Attack: +5 to hit, reach


0 ft., one target. Hit: 1 bludgeoning damage plus 3 (1d6)
lightning damage.

Flash Lure (4-6). Each creature within 5 feet of the


sea spawn that can see it must succeed on a DC 12
Constitution saving throw or be blinded until the end of
the sea spawn’s next turn.

Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 4 (1d4 + 2) bludgeoning damage and
the target is grappled (escape DC 15) if it is a Large or
smaller creature. Until this grapple ends, the sea spawn
can’t use its Pincer on another target.

230
Shoggoth must make a DC 14 Charisma saving throw. A creature that
fails the save is driven insane by the nightmarish form of
Borne of the malice of Elder Evils, a shoggoth is a the shoggoth, and suffers a short-term madness effect. A
manifestation of Far Realm insanity and unadulterated target that succeeds on the saving throw is immune to the
hatred. These unfathomable creatures take myriad forms, Unfathomable Form of all shoggoths for the next 24 hours.
but all seem to retain similar features; their bodies can flow
around beings like ooze or turn into an acidic gas, they emit Actions
a constant, maddening wailing, and their touch is death. Multiattack. The shoggoth makes two tentacle attacks. If
Summoned Madness. A shoggoth is not a being that both attacks hit a Medium or smaller target, the target is
occurs naturally on the material plane. Their kind are grappled (escape DC 13), and the shoggoth uses its Engulf
found in the void between the stars, deep in the Far Realm. on it.
Cultists of certain antediluvian societies have discovered
a method through which a shoggoth can be bought to the Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Material Plane, though even they are cautious to do so. target. Hit: 14 (2d10 + 3) bludgeoning damage plus 10 (3d6)
psychic damage.
Shoggoth
Large aberration, chaotic evil
Engulf. The shoggoth engulfs a Medium or smaller
creature grappled by it. The engulfed target is blinded,
Armour Class 14 (natural armour)
restrained, and unable to breathe, and it must succeed on
Hit Points 127 (14d10 + 56)
a DC 14 Constitution saving throw at the start of each of
Speed 20 ft., climb 20 ft., swim 20 ft.
the shoggoth’s turns or take 16 (3d10) psychic damage. If
the shoggoth moves, the engulfed target moves with it. The
STR DEX CON INT WIS CHA shoggoth can have only one creature engulfed at a time.
16 (+3) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 8 (-1)
Gaseous Transformation. The shoggoth transforms into
acidic gas or reverts to its true form. Any equipment it is
Saving Throws Dex +3, Wis +4
wearing or carrying is also transformed. It reverts to its true
Skills Perception +4
form if it dies.
Damage Vulnerabilities thunder
While in mist form, the shoggoth is incapacitated. It has
Damage Resistances cold; bludgeoning, piercing, and
a flying speed of 20 feet, can hover, and can pass through
slashing from nonmagical attacks
any space that isn’t airtight. It has advantage on Strength,
Damage Immunities psychic
Dexterity, and Constitution saving throws, and is immune to
Condition Immunities blinded, deafened, exhaustion,
nonmagical damage.
prone
While in gas form, the shoggoth can enter a creature’s
Senses truesight 60 ft., passive Perception 15
space and stop there. Each time that creature starts its
Languages -
turn with the shoggoth in its space, the creature must
Challenge 10 (5,900 XP)
make a DC 14 Constitution saving throw, taking 10 (3d6)
acid damage on a failed save, or half as much damage on a
Amorphous. The shoggoth can move through a space as
successful one.
narrow as 1 inch wide without squeezing.

Maddening Wailing. The shoggoth emits a constant,


hideous wailing. Each creature that starts its turn within 20
feet of the shoggoth and can hear the wailing must succeed
on a DC 14 Wisdom saving throw.
On a failure, the creature can’t take reactions until the
start of its next turn and rolls a d8 to determine what it does
during its turn. On a 1 to 4, the creature does nothing. On
a 5 or 6, the creature takes no action or bonus action and
uses all of its movement to move in a randomly determined
direction. On a 7 or 8, the creature makes a melee attack
against a randomly determined creature within its reach or
does nothing if it can’t make such an attack.

Spider Climb. The shoggoth can climb difficult surfaces,


including upside down on ceilings, without needing to make
an ability check.

Unfathomable Form. When a creature that can see the


shoggoth starts its turn within 30 feet of the shoggoth, it

231
Skeletal Swarm Swarm of Spellbooks
This swarm of bones found is made from the remains of Medium swarm of Tiny constructs, unaligned
several animated skeletons. A skeletal swarm alternates its
appearance between partially formed humanoid shapes and Armour Class 12
a chaotic, swirling mass. Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
Skeletal Swarm
Large swarm of Medium undead, lawful evil STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 10 (+0) 5 (-3) 1 (-5)
Armour Class 13 (armour scraps)
Hit Points 60 (8d10 + 16)
Speed 30 ft. Saving Throws Dex +4, Int +2
Damage Immunities poison, psychic
Damage Resistances bludgeoning, piercing, slashing
STR DEX CON INT WIS CHA Condition Immunities blinded, charmed, deafened,
12 (+1) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) frightened, paralysed, petrified, poisoned, prone,
restrained, stunned
Damage Vulnerabilities bludgeoning Skills Perception +5
Damage Resistances slashing, piercing Senses blindsight 60 ft. (blind beyond this radius), passive
Damage Immunities poison Perception 15
Condition Immunities charmed, exhaustion, frightened, Languages understands Common but can’t speak
paralyzed, petrified, poisoned, prone, restrained, stunned Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 9
Languages - Antimagic Susceptibility. The swarm is incapacitated
Challenge 2 (450 XP) while in the area of an antimagic field. If the targeted by
dispel magic, the swarm must succeed on a Constitution
Deafening Clatter. Creatures are deafened while in the saving throw against the caster’s spell save DC or fall
swarm’s space. unconscious for 1 minute.

Swarm. The swarm can occupy another creature’s space False Appearance. While the swarm remains motionless
and vice versa, and the swarm can move through any and isn’t flying, it is indistinguishable from a normal set of
opening large enough for a Small humanoid. The swarm books.
can’t regain hit points or gain temporary hit points.
Spell Storing. A spellcaster who creates a swarm of
Actions spellbooks can cause the swarm to store one spell of 4th
level or lower. To do so, the creator must cast the spell on
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one
the swarm. The spell has no effect but is stored within the
target in the swarm’s space. Hit: 11 (2d8 + 2) slashing
swarm. When commanded to do so by the creator or when
damage, or 6 (1d8 + 2) slashing damage if the swarm has
a situation arises that was predefined by the spellcaster, the
half of its hit points or fewer.
swarm casts the stored spell with any parameters set by the
original caster, requiring no material components. When
the spell is cast or a new spell is stored, any previous spell
The process of creating a swarm of spellbooks is really is lost.

quite simple. Containing them on the other hand... Swarm. The swarm can occupy another creature’s space
-Ramazith Flamesinger and vice versa, and the swarm can move through any
opening large enough for a Tiny book. The swarm can’t
regain hit points or gain temporary hit points.

Actions
Swarm of Spellbooks
Slam. Melee Weapon Attack: +4 to hit, reach 0 ft., one
If a wizard wants to protect a library or study as against creature in the swarm’s space. Hit: 5 (2d4) bludgeoning
intruders, they might enchant a dozen or more spellbooks damage, or 2 (1d4) bludgeoning damage if the swarm has
to animate when someone who is not their owner enters a half its hit points or fewer.
room or starts plundering the shelves. A particularly clever
wizard might even inscribe a spell into the books that they
can cast at their creators command, or when a predefined
situation arises.
Consructed Nature. A swarm of spellbooks doesn’t
require air, food, drink, or sleep.

232
Tribute Gatherer Uchuulon
In Waterdeep’s Deepwater Harbour lies an underwater A uchuulon, sometimes known as a slime chuul, is a chuul
dungeon where giant, fiendish octopi gather up offerings implanted with an illithid tadpole. They are used by illithids
given to the Bitch Queen and fling them through a portal as hunters and guardians. The process of ceremorphosis
to her domain. These creatures are known only as tribute that creates a uchuulon kills the tadpole, and transforms
gatherers and resemble a giant green octopus with horns the chuul into a blue, slime-covered mockery of its old
protruding from its knobbly skin and glowing amber eyes. form. The slime which covers a uchuulon is similar to that
secreted by a chuul’s tentacles.
Tribute Gatherer
Large fiend, neutral evil Uchuulon
Large aberration, chaotic evil
Armour Class 13 (natural armour)
Hit Points 52 (8d10 + 8) Armour Class 12 (natural armour)
Speed 10 ft., swim 60 ft. Hit Points 93 (11d10 + 33)
Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 13 (+1) 8 (-1) 10 (+0) 8 (-1) STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 5 (-3) 11 (+0) 5 (-3)
Skills Perception +4, Stealth +5
Damage Resistances cold, fire, lightning, poison; Skills Perception +4
bludgeoning, piercing and slashing from nonmagical Damage Immunities poison
attacks Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Infernal Languages Understands Deep Speech but can’t speak
Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Water Breathing. The tribute gatherer can breathe only Amphibious. The uchuulon can breathe air and water.
underwater.
Paralysing Slime. A creature that touches the uchuulon
Actions or hits it with a melee attack while within 5 feet of it must
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one succeed on a DC 13 Constitution saving throw or be
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target poisoned for 1 minute. Until this poison ends, the target is
is Medium or smaller, it is grappled (escape DC 15) and paralyzed. The target can repeat the saving throw at the end
restrained until the grapple ends. The tribute gatherer can of each of its turns, ending the effect on itself on a success.
grapple two targets in this way.
Sense Magic. The chuul senses magic within 120 feet of
Tentacle Slam. The tribute gatherer slams creatures it at will. This trait otherwise works like the detect magic
grappled by it into each other or a solid surface. Each spell but isn’t itself magical.
creature must succeed on a DC 15 Strength saving throw
or take 11 (2d6 + 4) bludgeoning damage and be stunned
Actions
until the end of the tribute gatherer’s next turn. On a Multiattack. The uchuulon makes two pincer attacks. If the
successful save, the target takes half the bludgeoning uchuulon is grappling a creature, the uchuulon can also use
damage and isn’t stunned. its tentacles once.

Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one


target. Hit: 10 (2d6 +3) bludgeoning damage. The target
is grappled (escape DC 13) if it is a Large or smaller
creature and the uchuulon doesn’t have two other creatures
grappled.

Tentacles. One creature grappled by the uchuulon must


succeed on a DC 13 Constitution saving throw or be
poisoned for 1 minute. Until this poison ends, the target is
paralyzed. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.

233
Urophion Destroying a tendril deals no damage to the urophion,
which can extrude a replacement tendril on its next turn. A
An urophion is a truly unique creature, and is evidence tendril can also be broken if a creature takes an action and
of the willingness of the illithid to attempt to create succeeds on a DC 15 Strength check against it.
ceremorphs from the most unlikely organisms. Urophions
are nearly identical to ropers in all physical aspects, Innate Spellcasting (Psionics). The urophion’s innate
though they are just as intelligent as mind flayers with spellcasting ability is Intelligence (spell save DC 13). It can
similar psionic abilities, and uniquely powerful sense of life innately cast the following spells, requiring no components:
detection.
At will: detect thoughts, levitate
Urophion
Large aberration, neutral evil Spider Climb. The urophion can climb difficult surfaces,
including upside down on ceilings, without needing to make
Armour Class 20 (natural armour) an ability check.
Hit Points 93 (11d10 + 33)
Speed 10 ft., climb 10 ft. Actions
Multiattack. The urophion makes four attacks with its
STR DEX CON INT WIS CHA tendrils, uses Reel, and makes one attack with its bite.
18 (+4) 8 (-1) 17 (+3) 17 (+3) 16 (+3) 6 (-2)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.
Skills Perception +6, Stealth +5
Senses darkvision 60 ft., passive Perception 16
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft.,
Languages telepathy 120 ft.
one creature. Hit: The target is grappled (escape DC 15).
Challenge 6 (2,300 XP)
Until the grapple ends, the target is restrained and has
disadvantage on Strength checks and Strength saving
Detect Life. The urophion can
throws, and the urophion can’t use the same tendril on
magically sense the presence of living
another target.
creatures up to 5 miles away. It knows
the general direction they’re in but not
Reel. The urophion pulls each creature grappled by it up to
their exact locations.
25 feet straight toward it.
False Appearance. While the urophion
Mind Blast (1/Day). The urophion agically emits
remains motionless, it is indistinguishable
psychic energy in a 60-foot cone. Each creature in that
from a normal cave formation, such as a
area must succeed on a DC 13 Intelligence saving
stalagmite.
throw or be stunned for 1 minute.
A creature can repeat the saving
Grasping Tendrils. The urophion
throw at the end of each of its
can have up to six tendrils at a time.
turns, ending the effect on
Each tendril can be attacked (AC 20;
itself on a success.
10 hit points; immunity to poison and
psychic damage).

234
Uthgardt Shaman Vajra Safahr
Uthgardt barbarians are suspicious and resentful of most Vajra is a capable wizard in her mid-thirties, the youngest
kinds of magic. Seldom do they choose to become shamans. person ever to hold the position of Blackstaff. As the High
Instead, the role is thrust upon those who are born with a Wizard of Waterdeep, she is charged with using all the
strong connection to the spirit world. To be a shaman is to magic and resources at her disposal to defend the city
stand apart from the tribe, with one foot in the land of the against threats. She was handpicked for the job by Khelben
living and the other in the land of the dead. Those who walk Arunsun, and wields the Blackstaff from which Khelben
the shadowed path between two lands do so because the derived his name and the title of the office.
spirits of the dead compel them. Other Uthgardt fear and
respect a shaman’s power. Vajra Safahr
Medium humanoid (human), lawful neutral
Uthgardt Shaman
Medium humanoid (human), neutral evil Armour Class 14 (Blackstaff; 17 with mage armour)
Hit Points 126 (23d8 + 23)
Armour Class 13 (hide armour) Speed 30 ft.
Hit Points 38 (7d8 + 7)
Speed 30 ft. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 11 (+0) 16 (+3)
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 12 (+1) Saving Throws Str +2, Dex +4, Con +3, Int +12, Wis +7,
Cha +S
Skills Medicine +4, Nature +4, Perception +4, Survival +6 Skills Arcana +10, History +10
Senses passive Perception 14 Senses passive Perception 10
Languages Bothii, Common Languages Common, Dwarvish, Elvish, Giant, Halfling,
Challenge 2 (450 XP) Undercommon
Challenge 13 (10,000 XP)
Innate Spellcasting. The shaman can innately cast the
following spells (spell save DC 12; +4 to hit with spell Special Equipment. Vajra wields the Blackstaff (appendix
attacks) with a sacred bundle: C), accounted for in her statistics. Roll 2d10 to determine
how many charges the staff has remaining.
At will: dancing lights, mage hand, message, thaumaturgy
1/day each: augury, bestow curse, cordon of arrows, detect Magic Resistance. Vajra has advantage on saving throws
magic, hex, prayer of healing, speak with dead, spirit against spells and other magical effects.
guardians
Spellcasting. Vajra is an 18th-level spellcaster. Her
Actions spellcasting ability is Intelligence (spell save DC 18, + 12 to
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 hit with spell attacks). She has the following wizard spells
ft. and range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing prepared:
damage, or 6 (1d8 + 2) piercing damage if used with two
hands to make a melee attack. Cantrips (at will): fire bolt, light, mage hand, message,
prestidigitation
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 1st level (4 slots): detect magic, identify, mage armour,
ft., one target. Hit: 4 (1d6 + 1) piercing damage. thunderwave
2nd level (3 slots): invisibility, misty step, web
3rd level (3 slots): counterspell, fly, sending
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): Bigby’s hand, geas, telekinesis
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot): forcecage, prismatic spray
8th level (1 slot): antimagic field, power word stun
9th level (1 slot): imprisonment

Actions
Blackstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2)
bludgeoning damage when used with two hands. Vajra can
expend 1 of the staff’s charges to deal an extra 3 (1d6) force
damage on a hit.

235
Vodyanoi Walking Statue of Waterdeep
These aquatic predators are closely related to the umber Scattered throughout Waterdeep are eight enormous
hulk. They are similar in appearance to umber hulks but statues that can defend the city in times of great peril.
are almost twice the size, have webbed claws, and have Because they are so destructive, the walking statues a e
only one pair of eyes, and thus lack the ability to confuse used only to fend off armies and seemingly insurmountable
opponents. Vodyanoi skin is green and slimy to the touch, foes.
but beneath it is a thick, knobbly hide. Vodyanoi prey on
all manner of marine life but prefer the taste of humanoid Walking Statue of Waterdeep
flesh. They have learned to rend the hulls of large ships and Gargantuan construct, unaligned
capsize smaller ones to get to their favourite prey. Perhaps
the most peculiar feature of the vodyanoi is its stomach. Armour Class 17 (natural armour)
Rather than digest its own food, the vodyanoi cultivates Hit Points 314 (17d20 + 136)
a small population of eels in its stomach, which it can Speed 60 ft.
regurgitate if necessary to help bring down prey.
STR DEX CON INT WIS CHA
Vodyanoi 30 (+10) 8 (-1) 27 (+8) 1 (-5) 10 (+0) 1 (-5)
Large monstrosity, chaotic evil

Armour Class 18 (natural armour) Saving Throws Con +14


Hit Points 127 (15d10 + 45) Damage Immunities cold, fire, poison, psychic;
Speed 20 ft., burrow 20 ft., swim 20 ft. bludgeoning, piercing, and slashing from nonmagical
attacks that aren’t adamantine
STR DEX CON INT WIS CHA Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, stunned
20 (+5) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 10 (+0) Senses truesight 120 ft., passive Perception 10
Languages -
Senses darkvision 120 ft., tremorsense 60 ft., passive Challenge 18 (20,000 XP)
Perception 10
Languages Umber Hulk Crumbling Colossus. When the statue drops to 0 hit
Challenge 5 (1,800 XP) points, it crumbles and is destroyed. Any creature on
the ground within 30 feet of the crumbling statue must
Limited Amphibiousness. The vodyanoi can breathe air make a DC 22 Dexterity saving throw, taking 22 (4d10)
and water, but it needs to be submerged at least once every bludgeoning damage on a failed save, or half as much
4 hours to avoid suffocating. damage on a successful one.

Slippery. The vodyanoi has advantage on ability checks and Immutable Form. The statue is immune to any spell or
saving throws made to escape a grapple. effect that would alter its form.

Tunneler. The vodyanoy can burrow through solid rock at Magic Resistance. The statue has advantage on saving
half its burrowing speed and leaves a 10-foot wide, 15-foot- throws against spells and other magical effects.
high tunnel in its wake.
Siege Monster. The statue deals double damage to objects
Actions and structures.
Multiattack. The vodyanoy makes three attacks: two with
its claws and one with its mandibles. Actions
Multiattack. The statue makes two melee attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one
target. Hit: 29 (3d12 + 10) bludgeoning damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage. Hurled Stone. Ranged Weapon Attack: +16 to hit, range
200/800 ft., one target. Hit: 43 (6d10 + 10) bludgeoning
Regurgitate Eels (1/Day). The vodyanoi can regurgitate damage.
a swarm of lightning eels (appendix B), which appears in
an unoccupied space within 5 feet of it. The swarm acts
on its own initiative count. If the vodyanoi hasn’t used this
trait when it dies, a swarm of lightning eels erupts from its
corpse at the start of the next turn. The swarm acts on its
own initiative count.

236
Wereshark
Weresharks are ruthless in the pursuit of prey. In their
humanoid form they are aggressive loners, making their
homes in sea caves and deserted fishing hamlets. In shark Player Characters as Lyanthropes
form they act as any shark would, always on the lookout A character who becomes a lycanthrope retains his or
for an easy meal. Like a werewolf, a wereshark can wield her statistics except as specified by lycanthrope type. The
weapons in its hybrid form, but prefers to tear foes apart character gains the lycanthrope’s speeds in nonhumanoid
with its gaping, many-toothed maw. form, damage immunities, traits, and actions that don’t
involve equipment. The character is proficient with the
Wereshark lycanthrope’s natural attacks, such as its bite or claws,
Medium humanoid (human, shapechanger), chaotic evil which deal damage as shown in the lycanthrope’s
statistics. The character can’t speak while in animal
Armour Class 11 in humanoid form, 12 (natural armour) in form.
shark or hybrid form A humanoid hit by an attack that carries the curse
Hit Points 58 (9d8 + 18) of lycanthropy must succeed on a Constitution saving
Speed 30 ft. (0 ft., swim 40 ft. in shark form) throw (DC 8 +the lycanthrope’s proficiency bonus+ the
lycanthrope’s Constitution modifier) or be cursed. If
STR DEX CON INT WIS CHA the character embraces the curse, his or her alignment
18 (+4) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) becomes the one defined for the lycanthrope. The DM
is free to decide that a change in alignment places the
character under DM control until the curse of lycanthropy
Skills Perception +4 is removed.
Damage Immunities bludgeoning, piercing, and slashing Wereshark. The character gains a Strength of 18 if
damage from nonmagical attacks that aren’t silvered his or her score isn’t already higher, and a +1 bonus to
Senses blindsight 30 ft., passive Perception 14 AC while in shark or hybrid form (from natural armour).
Languages Common (can’t speak in shark form) Attack and damage rolls for the bite are based on
Challenge 3 (700 XP) Strength. The wereshark also gains the Amphibious and
Water Breathing traits.
Shapechanger. The wereshark can use its action to
polymorph into a shark-humanoid hybrid or into a hunter
shark, or back into its true form, which is humanoid. Its
statistics, other than its AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

Blood Frenzy. The wereshark has advantage on melee


attack rolls against any creature that doesn’t have all its hit
points.

Amphibious (Hybrid Form Only). The wereshark can


breathe air and water.

Water Breathing (Shark Form Only). The wereshark can


only breathe underwater.

Actions
Multiattack (Humanoid or Hybrid Form Only). The
wereshark makes two attacks: one with its bite and one
with its spear.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack:


+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing
damage. If the target is a humanoid, it must succeed on
a DC 12 Constitution saving throw or be cursed with
wereshark lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee


Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6
+ 4) piercing damage.

237
Zombie Dragon Turtle Actions
A powerful necromancer can use dark rituals to zombify Multiattack. The dragon turtle makes three attacks: one
almost any creature. The Curse of Irphong is such a dragon with its bite and two with its claws. It can make one tail
turtle which has been animated by the necromance of attack in place of its two claw attacks.
Irphong and is used to attack ships that travel through
Asavir’s Channel. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 26 (3d12 + 7) piercing damage.
Zombie Dragon Turtle
Gargantuan dragon, neutral Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) slashing damage.
Armour Class 17 (natural armour)
Hit Points 181 (11d20 + 66) Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Speed 20 ft., swim 40 ft. target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target
is a creature, it must succeed on a DC 20 Strength saving
throw or be pushed up to 10 feet away from the dragon
STR DEX CON INT WIS CHA
turtle and knocked prone.
25 (+7) 8 (-1) 22 (+6) 3 (-4) 8 (-1) 5 (-3)
Freezing Breath (Recharge 5-6). The dragon turtle exhales
Saving Throws Wis +4 frozen air in a 60-foot cone. Each creature in that area must
Damage Immunities poison make a DC 18 Constitution saving throw, taking 52 (15d6)
Damage Resistances fire cold damage on a failed save, or half as much damage on a
Condition Immunities poisoned successful one.
Senses darkvision 120 ft., passive Perception 9
Languages understands Aquan and Draconic, but can’t Spew Zombies (1/Day). The zombie dragon turtle
speak disgorges 3d4 normal zombies, which appear in an
Challenge 11 (7,200 XP) unoccupied space within 15 feet of it. The disgorged
zombies act on their own initiative count. If the zombie
Undead Fortitude. If damage reduces the zombie to 0 hit dragon turtle has not used this attack when it dies, 3d4
points, it must make a Constitution saving throw with a DC normal zombies erupt from its corpse at the start of its next
of 5 + the damage taken, unless the damage is radiant or turn. These zombies act on their own initiative count.
from a critical hit. On a success, the zombie drops to 1 hit
point instead.

238
APPENDIX C: MAGIC ITEMS
The magic items that are introduced in this adventure are fashion are regained when the target finishes a long rest, as
detailed here in alphabetical order. normal.
Master of Enchantment. When you cast an enchantment
Black Ice spell of 1st level or higher while holding the staff, you can
Wondrous item, rare make an Intelligence (Arcana) check with a DC of 10 + the
level of the spell. If the check succeeds, you cast the spell
Sourced from Icewind Dale, black ice is a substance formed without expending a spell slot.
from the dust of Crenshinibon, the crystal shard, a source Sentience. The Blackstaff is a sentient staff of neutral
of supreme evil. When Crenshinibon was destroyed, the alignment, with an Intelligence of 22, a Wisdom of 15, and
remnants of the crystal were flung far and wide, tainting the a Charisma of 18. It has hearing and darkvision out to a
nearby ice, causing it to become metallic and corrupting. range of 120 feet, and it can communicate telepathically
Black ice is mined by the dwarves of Icewind Dale, who are with any creature that is holding it.
oblivious, or choose it ignore, its maddening properties. Personality. The staff has the spirits of all previous
A weapon made of black ice deals an extra 1d6 damage Blackstaffs trapped within it. Its creator, Khelben Arunsun,
on a hit. Armour made of black ice confers resistance to is the dominant personality among them. Like Khelben,
cold damage. Any character in possession of an item forged the staff is extremely devious and manipulative. It prefers
of black ice must make a DC 12 Wisdom saving throw each to counsel its owner without exerting outright control. The
dawn. On a failed save, the character develops an indefinite- staff’s primary goal is to protect Waterdeep and its Open
madness (see “Madness” in chapter 8 of the Dungeon Lord, currently Laeral Silverhand. Its secondary goal is to
Master’s Guide). help its wielder become more powerful.
In the event that the holder of the office of the Blackstaff
Blackstaff no longer serves the staff’s wishes, the staff ceases to
function until it finds a worthy inheritor — someone whose
Staff, legendary (requires attunement by a blackstaff heir, loyalty to Waterdeep is beyond reproach.
who must be a wizard) Spirit Trap. When the Blackstaff dies, the spirit of that
individual becomes trapped in the staff along with the
The Blackstaff is a sentient, rune-carved staff set with thin spirits of the previous Blackstaffs. (A Blackstaff whose spirit
silver veins. It is the symbol of office for the Blackstaff, the is trapped in the staff can’t be raised from the dead.)
highest-ranking wizard in Waterdeep. As the rightful owner Destroying the staff would release the spirits trapped
of the Blackstaff, Vajra Safahr is the only one who can inside it, but in that event, Khelben’s spirit can lodge
become attuned to it. The staff can, however, choose a new itself inside any one piece of the staff that remains. The
owner (see “Personality” below). piece containing Khelben’s spirit has the staff’s Sentience
The Blackstaff has the magical properties of a staff of property but none of its other properties. As long as this
power (see the Dungeon Master’s Guide) in addition to the piece of the staff exists, Khelben’s spirit can make the staff
following properties. whole again whenever he wishes. When the staff is remade,
Animate Walking Statues. You can expend 1 or more the spirits of the previous Blackstaffs become trapped
of the staff’s charges as an action to animate or deactivate inside it again.
one or more of the walking statues of Waterdeep (see
appendix B). You must be in the city to use this property, Bracer of Flying Daggers
and you can animate or deactivate one statue for each
charge expended. An animated statue obeys the telepathic Wondrous Item, rare (requires attunement)
commands of Khelben Arunsun’s spirit, which is trapped
inside the staff (see “Personality” below). A walking statue This armband appears to have thin daggers strapped to it.
becomes inanimate if deactivated or if the staff is broken. As an action, you can pull up to two magic daggers from the
Dispel Magic. You can expend 1 of the staff’s charges bracer and immediately hurl them, making a ranged attack
as a bonus action to cast dispel magic on a creature, an with each dagger. A dagger vanishes if you don’t hurl it right
object, or a magical effect that you touch with the tip of the away, and the daggers disappear right after they hit or miss.
staff. If the target is an unwilling creature or an object in The bracer never runs out of daggers.
the possession of such a creature, you must hit the creature
with a melee attack using the Blackstaff before you can
expend the charge to cast the spell.
Drain Magic. This property affects only creatures that
use spell slots. When you hit such a creature with a melee
attack using the Blackstaff, you can expend 1 of the staff’s
charges as a bonus action, causing the target to expend one
spell slot of the highest spell level it can cast without casting
a spell. If the target has already expended all its spell slots,
nothing happens. Spell slots that are expended in this

239
Conch of Teleportation Figurine of Wondrous Power
Wondrous item, very rare (requires attunement) A figurine of wondrous power is a statuette of a beast small
enough to fit in a pocket. If you use an action to speak the
This item is an ordinary, albeit rather large, conch shell command word and throw the figurine to a point on the
that has been inscribed with the giant uvar rune. The conch ground within 60 feet of you, the figurine becomes a living
measures 2½ feet long and weighs 20 pounds. creature. If the space where the creature would appear
As an action, you can cast the teleport spell by blowing is occupied by other creatures or objects, or if there isn’t
into the shell. The destination is fixed, and there is no enough space for the creature, the figurine doesn’t become
chance of either a mishap or the spell being off target. a creature.
Anyone teleported by the conch appears in a specific The creature is friendly to you and your companions.
location designated by the item’s creator at the time It understands your languages and obeys your spoken
the uvar rune is inscribed on the conch. It doesn’t allow commands. If you issue no commands, the creature defends
teleportation to any other destination. Once its spell is cast, itself but takes no other actions. See the Monster Manual
the conch can’t be used again until the next dawn. for the creature’s statistics, except for the giant fly.
The creature exists for a duration specific to each
Delver’s Armour figurine. At the end of the duration, the creature reverts to
Armour (plate), very rare (requires attunement) its figurine form. It reverts to a figurine early if it drops to 0
hit points or if you use an action to speak
You have a +1 bonus to AC while wearing this armour. the command word again while touching it. When the
While wearing the armour underwater, you can speak creature becomes a figurine again, its property can’t be
it’s command word as an action to create a bubble of used again until a certain amount of time has passed, as
air around your head. It allows you to breathe normally specified in the figurine’s description.
underwater. This bubble stays with you until you speak the Aquamarine Dolphin (Rare). This aquamarine dolphin
command word again, you doff the armour, or you are no can become a dolphin (Volo’s Guide to Monsters) for up to 6
longer underwater. hours. While in dolphin form, the figurine allows you to cast
the water breathing spell at will.
Feather of Diatryma Summoning Knave’s Eye Patch
Wondrous Item, rare (requires attunement)
Wondrous Item, rare (requires attunement)
This bright plume is made from the feather of a diatryma
(pronounced dee-ah-TRY-mah), a Large, colourful, flightless While wearing this eye patch, you gain these benefits:
bird native to the Underdark. If you use an action to speak
the command word and throw the feather into a Large ●● You have advantage on Wisdom (Perception)
unoccupied space on the ground within 5 feet of you, the checks that rely on sight.
feather becomes a living diatryma for up to 6 hours, after ●● If you have the Sunlight Sensitivity trait, you are
which it reverts to its feather form. It reverts to feather form unaffected by the trait.
early if it drops to 0 hit points or if you use an action to ●● You are immune to magic that allows other
speak the command word again while touching the bird. creatures to read your thoughts or determine
When the diatryma reverts to feather form, the magic of whether you are lying. Creatures can communicate
the feather can’t be used again until 7 days have passed. telepathically with you only if you allow it.
The diatryma uses the statistics of an axe beak,
except that its beak deals piercing damage instead of
slashing damage. The creature is friendly to you and your
companions, and it can be used as a mount. It understands
your languages and obeys your spoken commands. If you
issue no commands, the diatryma defends itself but takes
no other actions.

240
Marid Conch Behold the psionic suit
Wondrous item, very rare a technological marvel
intellect powered
This iridescent pink conch shell weighs 1 pound. When biology superceded
you use an action to rub the conch, a cloud of thick sea
mist flows out of the shell. At the end of your turn, the mist - script stolen by ‘Fast Hands’ Harrigan
disappears with a flash of harmless lightning, and a marid
appears in an unoccupied space within 30 feet of you. The from an outpost on the Astral Plane
Monster Manual for the marid’s statistics.
The first time the shell is rubbed, the DM rolls to
determine what happens.
Psionic Suit
Wondrous item, legendary
d100 Effect
01-10 The marid attacks you. After fighting for 5 rounds, This item appears to be a Large suit of plate armour
the marid disappears, and the conch loses its weighing 250 lbs. The suit has a hatch at the rear, through
magic. which one creature can enter using an action. That creature
11-90 The marid serves you for 1 hour, doing as you becomes the pilot.
command. The marid then returns to the conch. The psionic suit is a Large object with the following
The conch can’t be activated again for 24 hours. statistics:
The next two times the conch is used, the same Armour Class: 20
effect occurs. If the conch is opened a fourth time, Hit Points: 200
the marid escapes and disappears, and the conch Speed: fly 3 x the pilot’s Intelligence score
loses its magic. Damage Immunities: poison, psychic
91-00 The marid can cast the wish spell three times for
you. It disappears when it grants the wish or after Once inside the pilot can operate the suit through
1 hour, and the conch loses its magic. thought. The suit has two Attack options, both of which
require an action;
Moonbow ●● Make two gauntlet attacks, with a bonus to the
Weapon (shortbow or longbow), rare (requires attunement) attack roll equal to the pilot’s Intelligence score,
dealing 11 (2d10) plus the pilot’s Intelligence score
You can use a bonus action to speak this magic bow’s bludgeoning damage on a hit. The suit can forego
command word, causing moonlight to glow from the the damage to grapple a target (escape DC equals
length. This moonlight shed bright light in a 40-foot radius 10 plus the creature’s Intelligence score).
and dim light for an additional 40 feet. While the sword is ●● Attempt to explode a creature’s brain. One creature
ablaze, it deals an extra 2d6 fire damage to any target it the pilot can see within 60 feet of it must succeed
hits. The flames last until you use a bonus action to speak on a Intelligence saving throw. The DC equals 10 +
the command word again or until you drop or sheathe the the pilot’s Intelligence modifier. The target takes 27
sword. (5d10) psychic damage on a failed save, or half as
much damage on a successful save.
Piwafi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement) Any ability check or saving throw made by the suit has
a bonus equal to the pilot’s Intelligence score, plus their
This dark spider-silk cloak is made by drow. It is a cloak proficiency bonus if applicable.
of elvenkind (see chapter 7. ‘’Treasure,’’ of the Dungeon A pilot with spellcasting (psionics) adds their proficiency
Master’s Guide). It loses its magic if exposed to sunlight for to any d20 roll made by the suit, and can cast their spells
1 hour without interruption. through the suit.

Ring of Truth Telling


Ring, uncommon (requires attunement)

While wearing this ring, you have advantage on Wisdom


(Insight) checks to determine whether someone is lying to
you.

241
Smokepowder Tome of the Deep
Wondrous Item, uncommon Wondrous item, legendary (requires attunement by a
spellcaster)
Smokepowder is a magical explosive chiefly used to propel
a bullet out of the barrel of a firearm. It is stored in airtight You have resistance to cold damage while attuned to
wooden kegs or tiny, waterproof leather packets. A packet this tome, you can breathe underwater, and you have a
contains enough smokepowder for five shots, and a keg swimming speed of 30 feet.
holds enough smokepowder for five hundred shots. The tome has 10 charges, While holding it, you can use
If smokepowder is set on fire, dropped, or otherwise an action to expend 1 or more of its charges to cast one of
handled roughly, it explodes and deals fire damage to each the following spells from it, using your spell save DC:
creature or object within 20 feet of it: 1d6 for a packet, 9d6 control water (4 charges), create or destroy water (1
for a keg. A successful DC 12 Dexterity saving throw halves charge), maelstrom (5 charges), tidal wave (3 charges), wall
the damage. of water (3 charges), water breathing (3 charges), water
Casting dispel magic on smokepowder renders it walk (3 charges), watery sphere (4 charges), tsunami (8
permanently inert. charges).
The tome regains 1d6 + 4 charges daily at dawn. If you
Staff of the Eel expend the last charge, roll a d20. On a 1, the tome turns to
Staff, uncommon (requires attunement by a cleric, druid, or water, pours through your fingers, and is destroyed.
warlock)
Wand of Diminution
You can use an action to speak this staff’s command word Wand, uncommon (requires attunement by a spellcaster)
and throw the staff on the ground within 10 feet of you.
The staff becomes a giant lightning eel (appendix B) under This wand has 7 charges. While holding it, you can use
your control and acts on its own initiative count. By using a an action to expend 1 or more of its charges to cast the
bonus action to speak the command word again, you return “reduce” effect of the enlarge/reduce spell (DC 15) from it.
the staff to its normal form in a space formerly occupied by The wand regains 1d6 + 1 expended charges daily at
the eel. dawn. If you expend the wand’s last charge, roll a d20. On a
On your turn, you can mentally command the eel if it 1, the wand crumbles into ashes and is destroyed.
is within 60 feet of you and you aren’t incapacitated. You
decide what action the eel takes and where it moves during Wand of Stone Shape
its next turn, or you can issue it a general command, such Wand, rare (requires attunement by a spellcaster)
as to attack your enemies or guard a location.
If the eel is reduced to 0 hit points, it dies and reverts to This wand has 7 charges. While holding it, you can use an
its staff form. The staff then shatters and is destroyed. If action to expend one of its charges to cast the stone shape
the eel reverts to staff form before losing all its hit points, it spell from it.
regains all of them. The wand regains 1d6 + 1 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20. On a
1, the wand crumbles into ashes and is destroyed.

242
APPENDIX D: SHIPS & CREWS
The following information should help you run a ship for
your players, and includes example ships and crews to help
Ship Statistics
manage random encounters at sea. Each ship presented below is given a number of different
statistics that tell you something about the ship’s
RUNNING A SHIP requirements or capabilities.
Ship. This tells you the type of ship you are looking at.
This adventure contains the potential for lots of naval Cost (gp). This tells you the cost to purchase or build
combat. Because of this, you need to note the type of ship such a ship in gold pieces.
the characters are using, it’s speed, required crew, AC, HP, Speed (mph). This tells you the speed of the ship in miles
and damage threshold. These statistics can be found in the per hour, most useful for travel over long distances out
“Ship Statistics” section. of combat. Remember that ships with sails cannot move
When naval combat breaks out, have each vessel roll without a wind, but can potential move for 24 hours a day if
initiative separately from the rest of the characters. The the crew rotate and the wind stays favourable.
ships have a bonus to initiative equal to the average bonus Speed (per turn). This tells you the how many feet a ship
of the crew. For example, a ship crewed by mostly guards, can move on its turn during combat.
who have a +1 to initiative, also has a +1 to initiative. Crew. A ship needs a crew of skilled hirelings to function.
A ship can take the following actions on its turn; Attack, As per the Player’s Handbook, one skilled hireling costs
Dash, or Dodge. When a ship takes the Attack action, at least 2 gp per day. The minimum number of skilled
assume that it uses all its weapons so long as there are hirelings needed to crew a ship depends on the type of
enough crew to use them (remembering that some weapons vessel, as shown in the table. If the number of crew drops
take multiple action to use). Taking the Dash action allows below this number, the ship cannot function at full capacity
a ship to move twice as fast as it normally would, but may (not all weapons can be fired, the ship’s speed is reduced by
require a successful Strength check at the DMs discretion. half etc.). The exact nature of the malfunction is determined
A ship that Dodges is assumed to be manoeuvred in such a by the DM. Should the number of crew fall below half this
way as to make it harder to hit. number, the ship cannot be used.
At times, the ship may have to make ability checks or You can track the loyalty of individual crew members
saving throws, for example, to avoid a collision with rocks or the crew as a whole using the optional loyalty rules in
or an enemy vessel, or perhaps to avoid rocks whilst chapter 4 of the Dungeon Master’s Guide. If at least half
Dashing. Like initiative, refer to the average bonus of the the crew becomes disloyal during a voyage, the crew turns
crew. hostile and stages a mutiny. If the ship is berthed, disloyal
Ships that are damaged can be repaired. Repairs to a crew members leave the ship and never return.
damaged ship can be made while the vessel is berthed. Passengers. The table indicates the number of Small and
Repairing 1 hit point of damage requires 1 day and costs Medium passengers the ship can accommodate. A Large
20 gp for materials and labour. Ships can also be upgraded creature takes up 4 spaces. Most ships are not designed for
(see the “Upgrades” section). Huge or larger creatures to board. Accommodations consist
If you don’t think your players of shared hammocks in tight quarters. A ship outfitted
will enjoy this, you can run with private accommodations can carry one-fifth as many
their ship for them, or ignore passengers.
these rules altogether, and A passenger is usually expected to pay 5 sp per day for
simply run the naval battles a hammock, but prices can vary from ship to ship. A small
in a narrative fashion, relying private cabin usually costs 2 gp per day.
heavily on the characters Cargo (Tons). The table indicates the maximum tonnage
actions. each kind of ship can carry. This includes supplies such
as fresh water and rations as well as treasure, but not the
weight of any weaponry.
AC. This is the ship’s armour class, which functions in the
same way as a character’s AC.
HP. This is the ship’s hit points, which functions in the
same way as a character’s hit points.
Damage Threshold. A ship has immunity to all damage
unless it takes an amount of damage equal to or greater
than its damage threshold, in which case it takes damage
as normal. Any damage that fails to meet or exceed the
damage threshold is considered superficial and doesn’t
reduce the ship’s hit points.
Weapon Slots. This tells you the number of weapons the
ship can be outfitted with. See the “Weaponry” section.

243
Ship Statistics
The following table contains the statistics for ships as described above.

Ship Cost (gp) Speed Speed Crew Passengers Cargo AC HP Damage Weapon
(mph) (per turn) (tons) Threshold Slots
Bireme 5,000 2 20 20 10 10 15 200 15 3
Caravel 15,000 2 20 15 10 100 15 200 15 3
Coaster 15,000 2 20 12 40 100 15 200 15 1
Cog 10,000 2 20 4 20 40 15 100 15 1
Coracle 20 1 10 1 1 - 11 25 - -
Galleon 15,000 3 25 30 - 50 15 300 20 5
Galley 30,000 4 35 80 - 150 15 500 20 7
Keelboat 3,000 1 10 1 6 0.5 15 100 10 2
Longship 10,000 3 25 40 150 10 15 300 15 2
Rowboat 50 1.5 15 1 3 - 11 50 - -
Sailing Ship 10,000 2 20 20 20 100 15 300 15 3
Warship 25,000 2.5 20 60 60 200 15 500 20 10

Weaponry
Most large ships can be outfitted with weaponry. The table below details the various weapons available and includes the
statistics needed to attack with the weapon or damage it.

Name Cost (gp) AC HP To Hit Reach/Range (feet) Hit Actions


Ballista 500 15 50 +6 120/480 16 (3d10) piercing load, aim, fire
Cannon 2,500 19 75 +6 600/2,400 44 (8d10) bludgeoning load, aim, fire
Mangonel 750 15 100 +5 200/800 (not within 60) 27 (5d10) bludgeoning load, aim, fire
Ram 300 15 100 +8 5 16 (3d10) bludgeoning attack
Scorpio 150 15 30 +5 120/360 11 (2d10) piercing load, fire
Side-shears 100 19 25 +8 5 11 (2d10) slashing attack

Upgrades
The following table provides potential upgrades for ships.

Effect Cost (gp) Time (days) Result


AC +1 200 10 speed (mph) -1
HP +10 100 10 speed (mph) -1
repair 1 HP 20 1 none
speed (mph) +1 50 10 crew +10
weapon slots +1 200 10 crew +3

244
RANDOM SHIPS & CREW
The following tables should help you create random ships and their crews on the fly. Not all combinations will
line up correctly; for example, you’re unlikely to encounter a lizardfolk navy. In these instances, you could reroll
the result, or pick a suitable one.
Ship Name
Roll (d100) Prefix Suffix Roll (d100) Prefix Suffix
01 - Aegis 40 Fell Hind
02 - Albatross 41 Fey Horn
03 - Arcadia 42 Floating Hydra
04 - Aurora 43 Flying Inferno
05 - Barracuda 44 Forest Interceptor
06 - Beast 45 Frigid Jewel
07 - Blade 46 Futile Keel
08 - Blessing 47 Gilded Knot
09 - Bounty 48 Gleaming Leviathan
10 - Castle 49 Golden Lightning
11 - Charlatan 50 Grey Misery
12 - Covenant 51 Happy Morkoth
13 - Cresent 52 Infamous Nautilus
14 - Crown 53 Infernal Nemesis
15 - Cutlass 54 Intrepid Nereid
16 Abyssal Cutter 55 Jaded Nymph
17 Alabaster Destroyer 56 Jolly Orca
18 Ample Dolphin 57 King's Pearl
19 Angel's Doom 58 Lady Prince
20 Astral Dragon 59 Lazy Queen
21 Black Dubloon 60 Lord's Quest
22 Blessed Echo 61 Lost Raptor
23 Bloody Eel 62 Merry Ray
24 Blue Empress 63 Millenium Reaper
25 Bold Enchanter 64 Morning Revenge
26 Brazen Endeavour 65 Nippy Riposte
27 Broken Explorer 66 Northern Roc
28 Celestial Falcon 67 Precious Rose
29 Copper Fin 68 Princess Saviour
30 Cursed Fish 69 Red Sawfish
31 Dark Flower 70 Reluctant Scorpion
32 Dawn Fog 71 Rogue Shadow
33 Deep Fortune 72 Royal Shark
34 Defiant Freighter 73 Rusty Siren
35 Devil's Galley 74 Saint Solent
36 Dusk Gem 75 Salty Star
37 Ebony Ghost 76 Scarlet Stripe
38 Ethereal Goliath 77 Sea Surprise
39 Evening Hag 78 Sea Swan

245
Roll (d100) Prefix Suffix Ship Type
79 Second Sword
80 Silvery Thunder Roll (d100) Ship Type

81 Slippery Tiger 01-10 Bireme

82 Sneaky Trader 11-25 Caravel

83 Southern Treader 26-40 Coaster

84 Stealth Treasure 41-50 Cog

85 Stormlord's Troll 51-52 Coracle

86 Stormy Trove 53-54 Galleon

87 Styxian Turtle 55-58 Galley

88 Swift Unicorn 59-73 Keelboat

89 Talos's Valkyrie 74-85 Longship

90 Tarterian Venture 86-90 Rowboat

91 The Bitch Victory 91-98 Sailing Ship


Queen's 99-00 Warship
92 Tossing Viper
93 Umberlee's Voyage
Ship Function
94 Violet Wanderer Roll (d20) Ship Function
95 Water Wave 1-7 Merchant
96 Wavemother's Whale 8-9 Naval
97 Wayward Witch 10-17 Pirate
98 White Wrath 18-20 Trade
99 Yellow Wyrm
00 Ysgardian Wyvern Merchant. Merchant ships typically belong to a trading
company, such as the Scaly Eye Merchant Company.
They are commonly captained by wealthy traders who
buy and sell wares in major cities. Their crew are often
hired mercenaries from factions such as the Zhentarim
or Flaming Fists. Most mercenary crews have neutral
alignments.
Naval. Naval ships are those belonging to an organised
force, such as the White Sails Mercenary Company of
Mintarn or the Waterdhavian Navy. Naval ships are most
often encountered patrolling major sea lanes for pirates.
Most naval crews have lawful-good or -evil alignments
Pirate. Pirate ships are those crewed by criminals and
cutthroats. They range from organised bands of Zhentarim
thugs to bloodthirsty monstrous humanoids in longboats
eager for slaughter and plunder. Pirate ships always attack
smaller ships they think they can board. Most pirate crews
have chaotic-evil or -neutral alignments.
Trade. Trade ships are those such as fishers, whalers,
and professional treasure hunters. They differ from
merchant ships in that they are actually engaged in a craft
of some kind, rather than trading one resource for another.
Most trade crews have lawful alignments.

246
Ship Crew Ship Treasure
Assume any ship you create is fully crewed. This table Depending on the variety of ship you encounter, their
provides you with inspiration for the crew races, statistics, treasure might take different forms. Anything from chests
and potential captains. full of coins, stolen artwork, bags of gems and precious
metals, trade goods and magic items can be found aboard.
Roll (d100) Crew
01-05 bugbears, bugbear chief Roll (d100) Treasure
06-10 Dwarf guards, dwarf noble 01-15 None
11-20 Dwarf veterans, dwarf knight 16-30 1d4 gp per crew
21-25 Elf scouts, elf spy 31-45 1d6 gp per crew
26-30 Elf veterans, elf veteran with 90 hit points 46-55 1d8 gp per crew
31-35 Gnome commoners, gnome swashbuckler 56-65 1d10 per crew
36-43 goblins, goblin boss 66-75 1d12 per crew
44-46 Human acolytes, human priest 76-80 1d6 per crew plus 250 gp of treasure items
47-55 Human bandits, human bandit captain 81-85 1d6 per crew plus 500 gp of treasure items
56-64 Human berserkers, human gladiator 86-92 1d6 per crew plus 1d4 items from Magic
Item Table A
65-72 Human guards, human veteran
93-98 1d6 per crew plus 1d4 items from Magic
73-80 Human thugs, human berserker Item Table B
81-83 lizardfolk, lizardfolk king/queen 99-00 1d6 per crew plus 1d4 items from Magic
84-85 minotaur, minotaur gladiator Item Table C
86-90 orcs, orc war chief
Magic items rolled on the treasure table that are
91-00 sahuagin, sahuagin baron
consumable or usable are not left in the hold of a ship,
unless they are specifically part of the cargo. More
Ship Weaponry commonly, the magic items are used by the captain of the
Roll once on the ship weaponry table for each available ship, or by important members of the crew. For example,
weapon slot the ship has. most magic weapons rolled will be in the hands of the
captain, whereas an item that improves perception, such as
goggles of the night or eyes of the eagle might belong to the
Roll (d20) Weapon lookout.
1-6 Ballista As well as the treasure rolled on the table, ships always
7 Cannon have less valuable items aboard such as rope, rations,
kegs of weak ale and the like. Ship lookouts often carry
8-9 Mangonel
spyglasses, which are worth 1,000 gp. If you don’t want
10-12 Ram your players to have such a valuable item, consider making
13-15 Scorpio it cracked, dented, or otherwise impaired.
16-20 Side-shears

247
EXAMPLE SHIPS & CREW
The following examples of ships and their crew can be dropped straight into your Forgotten Realms campaign, or
campaigns set in other worlds with a little tinkering.
The Breaking Dusk The Flaming Legion
Type Caravel Type Sailing Ship
Function Pirate Function Naval
Crew 15 human bandits Crew 20 human Flaming Fist guards, 10 human Flaming
Captain Renk Stormgale (NE male half-orc bandit captain Fist veterans
wielding a scimitar of speed) Captain Emeline Arranwood (LG female Chondathan
Weaponry 2 ballistae, 1 ram human veteran)
Treasure 1d6 gp per crew Weaponry 2 ballistae, side-shears
Treasure 1d10 gp per crew
The Breaking Dusk is a notorious pirate ship that plies
the waters south of the Nelanther Isles known as The Pride of the Flaming Fist mercenary company, the Flaming
Race. The ship flies the flag of the Black Armada, three red Legion is renowned for its speed and crew. Captain
cutlasses on a field of black. Captain Ander Stormgale is a Arranwood ranks highly in the Flaming Fists, and is
charismatic individual and would prefer his targets to give currently in the employ of Grand Duke Ulder Ravengard of
up their ship ‘willingly’ than take it from them by force. At Baldur’s Gate. The Flaming Legion has been patrolling the
a press, he’d accept a duel instead of a full out naval fight, major sea lanes into and out of Baldur’s Gate, ensuring the
which is likely to end badly for both boats. port stays open and merchant ships can dock without being
If the Breaking Dusk is forced into combat, it attempts to harassed by pirates.
ram the opposing ship, before the crew use grappling hooks When the Flaming Legion enters combat, it tries to cut
to tether the two vessels together and board. The ballistae alongside pirate vessels, shearing their oars or tearing into
are used primarily as harpoons fulfilling the same purpose their hull with the side-shears. They use the ballistae to
as the grappling hooks, but prefer not to use them due to launch flaming bolts onto the deck of pirate ships, aiming
the damage they cause. to ignite their sails or crack their masts. If they’re close
enough to board, the Flaming Fist veterans use boarding
The Burning Skull planks to charge over and incapacitate the crew.

Type Bireme Khurgorbaeyag’s Spleen


Function Pirate
Crew 20 minotaur skeletons Type Coaster
Captain Black Gurruk (NE male minotaur necromancer) Function Pirate
Weaponry 1 ram, side-shears Crew 20 goblins, 1 nilbog
Treasure 1d10 gp per crew Captain Skrat (NE female goblin boss with a +1 whip)
Weaponry 1 scorpio
Famed for terrorising merchant ships that ply Asavir’s Treasure 1d6 gp per crew
Channel, the stretch of water between the Nelanther Isles
and the Tethyrian Peninsula, the Burning Skull is no named Cutting through the waves along the Sword Coast, the
because of the enormous, minotaur-skull shaped ram yellow-and-red striped coaster is well known to those living
which is affixed to the bow of the ship. This ram contains along the stretch between the Trollbark Forest and Baldur’s
a steel cage which the crew fill with rags soaked in oil and Gate. The goblin crew are crazed followers of their slaver
set alight, causing searing flame to burst from its eyes. god Khurgorbaeyag, who demands that they take hostage
Black Gurruk is a gaunt, emaciated minotaur who wields a as many humanoids as possible to either ransom back to
humanoid spine as a staff. His obsessed with necromancy their homes, or sacrifice as offerings to him. Captain Skrat
was inspired by a hideous grimoire he found in the ruins of is the worst fanatic of the lot, going into fits of drepression if
an ancient city that made him shun the living, and embrace they fail to take captives every few days. Skrat wields a holy
the undead. yellow-and-red striped whip, blessed by her god, which she
In combat, the Burning Skull ignites the ram at the bow uses to vicious effect on any who question her rule.
of the ship, and uses its action to Dash toward the closest Khurgorbaeyag’s Spleen avoid combat with larger ships
foe. The strength of the minotaur skeletons means the at all costs. Its small size means it can easily nip through
Burning Skull can easily catch most ships, and smash their rocky passages and escape larger caravels or sailing ships.
flaming ram into their target’s side. As well as its normal However, when the coaster discovers ships of similar build;
damage, the ram deals an additional 11 (2d10) fire damage other coasters, cogs, or rowboats, it attacks with zeal. The
and ignites any flammable objects it hits. Black Gurruk coaster tries to anchor itself to the opposing ship with a
stays on the ship during attacks, but commands his skeletal harpoon shot from the scorpio, which allows them to draw
warriors to board and kidnap as many as they can. closer and board. They take as many captives as possible.

248
Luskan’s Reprieve The Osprey
Type Warship Type Longship
Function Naval Function Pirate
Crew 60 human guards, 20 human veterans Crew 50 human berserkers
Captain Erhart Kurth (LN male Illuskan human gladiator) Captain Leif Helder (N male Illuskan human gladiator with
Weaponry 4 ballistae, 1 mangonel, 1 ram, 3 scorpios, side a spellguard shield)
shears Weaponry ram, 1 scorpio
Treasure 1d6 gp per crew Treasure 1d6 gp per crew

Luskan, the City of Sails, is one of the main bases of Northlanders are famed for their dragonships, longships
piracy on the Sword Coast. A dozen or so small port towns with figureheads carved to resemble dragons, ocean
along the coast harbour pirates in their rough-and-tumble monsters and other sea life. The Osprey is one of these
taverns, but there is no rival to Luskan when it comes to a boats, crewed by a band of Norl raiders from the island
safe port, repairs, and new crew. Luskan is ruled by Ships, of Tuern. The aim of Captain Helder is simple, raid until
each of which is responsible for different city business, they’ve gathered enough supplies to last the vicious winter
one of which is piracy. However, in order to prevent war of their home. Norls lead a life defined by seasons. In the
between itself and the powerful Lord’s Alliance, Ship Kurth spring and summer they farm, in the autumn they raid, in
of Luskan provides a few warships to patrol the sea lanes, the winter they hibernate. The Sword Coast is the main
and sink any pirate vessels that aren’t under the protection target of these raids, small villages are plundered by the
of its own Ship Suljack. Luskan’s Reprieve was constructed Northlanders who take their stored grain, farming tools,
solely for this purpose. After the Lord’s Alliance began and treasures. The Osprey has found their own site in the
putting pressure on Luskan to cease piracy along the Sword Moonshae Isles, where Rault the Wise, king of Norland,
Coast, the City of Sails cut a deal to uild three immense gives them a safe harbour in return for a cut of their
warships, each outfitted with a devastating arsenal of plunder.
weaponry, to deal with pirates plundering along the coast. The Osprey is built for speed. It has little interest in ship
When pursuing pirates, Luskan’s Reprieve simply unloads on ship combat, but if pressed will attempt to ram and
its full arsenal against the enemy vessel. The warship has board using planks of wood. The crew of the Osprey are
no agenda save to remove pirates from the shipping routes, burly Northmen who are no strangers to killing, but would
and Captain Kurth, brother of High Captain Beniago Kurth, rather see their home shores again. Because of this, they
is content to scare them off with a few ballista bolts and fight defensively, aiming to kill captains and break the
mangonel shots. Only if the pirates seem to have something morale of their foes. When attacking coastal settlements,
worth taking, such as a well-made ship, a magic item, or a the longship grounds itself on the closest beach, and the
fine treasure, does Luskan’s Reprieve pursue. crew unload, headed straight for the village. Again, the
Norls will kill if they have to, but would prefer to get in and
out as fast as possible, without incurring any casualties.

249
Rusty Harpoon Stormchaser
Type Sailing Ship Type Caravel
Function Trade Function Naval
Crew 20 human thugs, 2 half-ogres Crew 15 priests of Talos
Captain Lagertha Scarsson (N female Illuskan human Captain Stormlord Arden (LE male Chondathan human
thug) war priest of Talos with a javelin of lightning)
Weaponry 1 ballista, 2 scorpios Weaponry 2 ballistae, 1 scorpio
Treasure None Treasure 1dd6 gp per crew

Hailing from Ruathym, an island populated by Norls north The Stormchaser is a close to a floating temple as you
of the Moonshae Isles, the Rusty Harpoon is a beat-up old can imagine. The great wooden vessel is constructed for
sailing vessel with a hull plated in a sheet of battered iron. the sole purpose of getting as close to storms as possible.
Captain Scarsson is just was weather-beaten as her ship, Here, in the heart of the tempest, the priests of Talos can
having spent decades out at sea whaling. She’s full of tales commune with their god, gainign insight into the future,
of beasts of the deep, bloodthirsty pirates, and ‘the one that how best to destroy their foes, and where the greatest
got away.’ The ship reeks of ambergris and fishguts. storms will appear for their next sermon. Despite this
The Rusty Harpoon avoids combat at all costs. They’re seemingly foolhardy quest, the Stormchaser has not yet
not equipped to fight against pirates, although Captain been harmed by a squall, perhaps because the clergy
Scarsson has held her own against them in the past. If aboard are truly devout.
pressed, the vessel uses its harpoons to try and blast holes As well as chasing storms, the caravel plays a lesser role
into the opposing ship’s hull, hoping to slow it down enough as protector and extorter. The ship is well known along
to make a getaway. the Sword Coast as a pirate-killer, but Stormlord Arden
does this for profit, not for good. If the Stormchaser comes
Siren’s Trove across a pirate vessel, it uses its ballistae to fire swinging
chain bolts, which are perfect for shattering masts and
Type Cog tearing sails. Once the pirates are immobilised, the priests
Function Merchant call down bolts of lightning to strike the vessel, sinking it to
Crew 4 dwarf guards and six dwarf commoners the depths. If the Stormchaser spots other, civilised vessels,
Captain Finellen Goldblood (NG female shield dwarf it pulls up dangerously close and asks for protection
noble) payment. Without the Stormchaser, Stormlord Arden
Weaponry 1 scorpio claims, their ships would be raided by pirates and wrecked
Treasure 1d6 gp per crew plus 250 gp of precious metal by storms. A few hundred gold pieces is a fair price.
ingots
Water’s Crown
Siren’s Trove is one of the many merchant vessels that sails
under the pennant of the Scaly Eye Merchant Company. Type Keelboat
The proprietor of the Scaly Eye is Lhammauntosz, also Function Merchant
known as Mother Claws, an ancient bronze dragon Crew 4 Zhentarim guards
who lairs on the island of Orlumbor. Most pirates aren’t Captain Rabi Bakran (LE female Calishite human
foolhardy enough to attack a Scaly Eye ship, for fear of swashbuckler with a pet flying snake)
the dragon’s wrath, but with the Black Armada gaining Weaponry 1 cannon, 1 scorpio
power, who knows whether the dragon will be enough of a Treasure 1d6 gp per crew plus 500 gp in stolen goods
deterrent.
Captain Goldblood runs a tight ship. She transports Captain Bakran is one of the Black Network’s finest fences.
goods up and down the Sword Coast, mostly between She seems to have contacts up and down the Sword
Fireshear and Ironmaster to the larger cities of Waterdeep Coast, in the Merchant’s Domain of Amn and, of course, in
and Baldur’s Gate. This cargo normally consists of her native Calimshan. Rabi has even visited the far flung
shipments of precious metals or weaponry for militias in continent of Chult, and the dotted islands in between. It was
the larger cities. Sometimes a private shipment of gems, on the isle of Lantan that the gnomish worshippers of Gond
dwarven sculpture, or magic items is aboard too. outfitted Water’s Crown with her cannon, a fiersome tube
The small cog only has a single scorpio to protect itself of iron fashioned in the shape of a dragon’s head, that spits
against pirates, but a well-placed shot in the captain’s chest great balls of metal in a burst of fire and smoke.
solves most problems. Thankfully, the ship is under the Water’s Crown avoids trouble wherever possible. Bribes
protection of Mother Claws, who uses scrying to keep a are it’s primary source of escaping combat and detection,
close eye on her ships. If the Siren’s Trove is in trouble, but if that doesn’t work, the cannon tends to do the job.
there’s a good chance the ancient bronze dragon will appear Captain Bakran’s goal is to get in and out of her pick-up as
to rescue it from whoever was foolhardy enough to attack it. fast as possible, and into some far away port with haste so
she can shift the goods before they’re even been reported
missing.
250
SHIP MAPS
You may use the following maps in your private games, or in published products provided you credit the cartographer:
JVC Parry - jvcparry.com
Caravel

Coaster

251
Keelboat

Longship

252
Sailing Ship

Warship

253
APPENDIX E: PLAYER HANDOUTS
PLAYER SWORD COAST MAP

254
BLACK ARMADA MAP

255
BLACK ARMADA MAP - TRANSLATED

256
TENTRIX TO WULFGAR

257
TENTRIX TO WULFGAR - TRANSLATED

258
TENTRIX’S LAIR NOTE

259
TENTRIX’S LAIR NOTE - TRANSLATED

260
SKETCH OF ASCARLE’S ENTRANCE

261
CULTIST STATUE NOTES

262
STATUE SYMBOLS

263
TENTRIX’S CIPHER

The characters can discover a copy of Sea King Tentrix’s cipher any time during the adventure that you deem appropriate.
It is in no way essential to the plot, and the characters might enjoy trying to work it out for themselves without the help of
the cipher. If you want to give characters a hint, consider giving them a few of the letters, rather than the entire cipher.

264
APPENDIX F: CHARACTER OPTIONS
The following options provide players with new character Male Names: Elliros, Berriamo, Lharo, Pahua, Uthario
options; four new races and eleven new feats, all of which Female Names: Antinua, Elhara, Nissailin, Seraphima
have a nautical theme, and can be used in the Call from the Family Names: Greatwave, Pearlswell, Redcoral, Reefsilver,
Deep campaign. Southsea

Merfolk Traits
CHARACTER RACES Your merfolk character has the following racial traits.
The following character races supplement that options in Ability Score Increase. Your Dexterity score increases by
the Player’s Handbook and are rarer in the worlds of D&D 2, and your Charisma score increases by 1.
than the races in that book are. If you’re a player, consult Age. Merfolk mature at the same rate as humans and
with you DM before using any of the races presented here. have lifespans similar in length to theirs.
While they fit perfectly into a nautical campaign such as Alignment. Merfolk society holds individual freedom very
Call from the Deep, your DM might want to consider the highly, with a weak hierarchical structure. As such, they
implications for their world before adding a new race. tend toward neutral alignments.
Size. Merfolk are around six feet tall including their
Merfolk tails, and weight between 200 and 250 pounds. Your size is
Medium.
Merfolk are aquatic humanoids with the upper body of a Speed. Your base walking speed is 10 feet, and you have
human and the lower body of a fish. They are common s swimming speed of 30 feet.
throughout the oceans of the Forgotten Realms, and their Amphibious. You can breathe air and water.
settlements are as varied in colour, culture and outlook as Deep Sea Survivors. You’re naturally gifted in survival
the human races of the surface. Most merfolk communities techniques, especially underwater. You gain proficiency
are semi-nomadic, as the aquatic folk lack the skills to forge in the Perception and Survival skills, and ignore any
metal or carve stone. Instead, their settlements are founded drawbacks caused by an underwater environment.
in undersea caverns, coral mazes, and sunken cities. Mercantile Culture. Merfolk culture is frequently based
Many merfolk communities survive by trading with around trading with surface dwellers. Because of this,
other undersea communities, such as tritons and sea merfolk gain a knack for trade. You add your proficiency to
elves. Because craft and trade is part of almost all merfolk checks made to bargain and communicate with merchants
cultures, these folk are renowned for their ability to barter and traders.
with the best merchants of the realms. Underwater Weapons Training. You gain proficiency
with spears, javelins and tridents. Ranged attacks with
Merfolk Names these weapons don’t automatically miss a target beyond
Merfolk names are not dissimilar to human names in sound their normal range while underwater.
and flow, though sometimes contain more vowel sounds to Languages. You can speak, read and write Common and
make them easier to pronounce beneath the waves. Merfolk Aquan.
family names are passed down either the matriarchal or
patriarchal line, depending on the culture.

265
Sahuagin Malenti
Malenti are a sahuagin mutation that look identical sea
These piscine, shark-like humanoids are best known as elves, and are frequently used as spies by the sahuagin.
bloodthirsty raiders who decimate coastal villages and These sahuagin blend perfectly into sea elf society, where
devour the populace. Sahuagin are prone to mutation, and they can coordinate sahuagin attacks.
their leaders grow extra sets of arms and grow twice as Ability Score Increase. Your Charisma score increases
large as their kin. Other morphs include venomous sacks, by one.
and even the external appearance of a sea elf. Because of Elven Appearance. You look identical to a sea elf in
this latter mutation, sahuagin have an ongoing enmity with every way. A creature can discern your true nature with
the sea elves. Although most sahuagin are brutal half-beats an Intelligence (Nature) check. The DC equals 8 + your
devoted to evil, there are some that break the norm. Charisma modifier + your proficiency bonus.
Sahuagin Names Natural Spy. You have proficiency in the Deception skill.

Though most sahuagin communicate in their own snarling Sea Devil


language, their names can be rendered in the Common Sea devil’s are the most common sahuagin; piscine,
tongue. Sahuagin first names are defined by gender, as their ferocious creatures with shark-like teeth in their gaping
society has defined gender roles, and their second name maws. They are sanguine, vicious brutes with an appetite
pertains to the tribe to which they belong. for humanoid flesh.
Ability Score Increase. Your Constitution score
Female Names: Attakl, Chorg, Favakl, Khorg, Vathakl increases by 1.
Male Names: Dhurge, Gharg, Khoth, Sittl, Zathl Bloody Assault. When you damage a creature with an
Tribe Names: Bloodbather, Coastraider, Gutfeaster, attack or spell and the creature has half its hit points or
Sharkbreeder, Spawn of Sekolah less, you can cause the attack or spell to deal extra damage
Sahuagin Traits to the creature. The extra damage equals your level. Once
you use this trait, you can’t use it again until you finish a
Your sahuagin character has the following traits. short or long rest.
Ability Score Increase. Your Strength score increases by
2.
Age. Sahuagin reach adulthood at 12 and live up to 50
years.
Alignment. Most sahuagin are bloodthirsty raiders who
claim dominion over the ocean. Those who are brutal rise
to the top in a regimented, militocratic society. They are
usually lawful evil.
Size. Sahuagin are usually over 6 feet tall and weigh
between 200 and 250 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet and you have
a swim speed of 40 feet.
Limited Amphibiousness. You can breathe air and
water, but need to be submerged at least once every 4
hours to avoid suffocating.
Shark Telepathy. You can magically communicate with
any shark within 120 feet of you, using a limited telepathy
which doesn’t allow the shark to reply. You can cast
dominate beast once per day, but only on sharks.
Underwater Adaptation. You ignore any drawbacks
caused by an underwater environment.
Languages. You speak, read, and write Common and
Sahuagin. Sahuagin is a guttural, snarling language used
almost exclusively within sahuagin society.
Subrace. There are two main mutations of sahuagin,
malenti and sea devils. Choose one of these subraces.

266
Sea Spawn

your Strength modifier. A Medium or smaller creature
hit by the attack is grappled (see escape DC above).
In the Forgotten Realms, sea pawn are natives of a string Until this grapple ends, you can’t grapple another target
of islands called Purple Rocks. The Rocklanders venerate with your tentacle.
the kraken Slarkrethel by throwing their newborns into the
ocean, where they are claimed by the King of the Trackles Underwater Adaptation. You ignore any drawbacks
Depths. The infants undergo a magical transformation that caused by an underwater environment.
turns them into sea pawn, though they rarely manifest their Languages. You can speak, read, and write Aquan and
mutations until old age. When the mutation occurs, their Common.
anatomy warps into a horrifying manifestation of the deep;
barnacle covered skin, coral spurs sprouting from limbs, Aldani
shark-like mouths, the variety of mutation seems endless.
While most sea spawn venerate their creator after The aldani, or lobsterfolk, are a rare sight in the Forgotten
transformation, some turn against Slarkrethel for what it Realms. These creatures resemble giant lobsters that walk
has done to them, seeking revenge against their old master. upright and have humanoid faces save for the chitinous
armour that clads them, and their eyestalks. Aldani vary
Sea Spawn Names in colour, red Aldani are common in Chult, and blue in the
Trackless Sea.
Sea Spawn don’t take a new name when they undergo their
Aldani are peaceful yet xenophobic. The aldani of Chult
transformation, meaning that those from Purple Rocks,
live almost exclusively in the Aldani Basin, where they
where the majority are found, have Illuskan names.
stay in seclusion from the surrounding sentient races.
Sea Spawn Traits The lobsterfolk of the Trackless Sea are often found in
monasteries in the pursuit of inner peace.
Your sea spawn character has the following traits.
Ability Score Increase. Your Constitution score Aldani Names
increases by 2, and your Strength score increases by 1.
Aldani take names similar to the local humans. Their
Age. Sea spawn are humans that have been transformed
primary language is common, thus taking human names is
by the kraken Slarkrethel. They are always over 60, and can
easy for them. Despite this, lobsterfolk can communicate
live up to 120 years.
through a second language, a series of clacks and snaps
Alignment. Due to the corruption of the kraken, sea
produced by their pincers. An individual aldani might have a
spawn are almost always evil.
series of sounds it uses instead. Aldani care little for family
Size. Sea spawn are similar in stature to humans. Your
lines, nor do they make any distinction between genders or
size is Medium.
sexes, thus all aldani use a single, unisex name.
Speed. You base walking speed is 20 feet. You have swim
speed of 30 feet. Aldani Traits
Limited Amphibiousness. You can breathe air and water,
but need to be submerged in the sea at least once a day for Your aldani character has the following traits.
1 minute to avoid suffocating. Ability Score Increase. Your Wisdom score increases by
Telepathic Resistance. You have resistance to psychic 2, and your Strength score increases by 1.
damage. In addition, you are immune to magic that allows Age. Aldani mature at the same rate as humans, but can
other creatures to read your thoughts, determine whether live up to twice as long, around 200 years.
you are lying, know your alignment, or know your creature Alignment. Aldani live in peaceful societies that follow
type. Creatures can telepathically communicate with you strict, non-violent codes of conduct, save for organised
only if you allow it. duels. They tend toward lawful and neutral alignments.
Piscine Anatomy. Part of you has been transformed Size. Aldani are around 8 feet long, rising to a height of 5
through mutation. The DC for the mutations is 8 + your feet or so. Your size is Medium.
Constitution modifier + your proficiency bonus. Choose one Speed. Your base walking speed is 20 feet. You have a
of the following: swim speed of 30 feet.
Amphibious. You can breathe air and water.
Mouth. You have a shark-like mouth which you can use to Darkvision. You have darkvision out to a range of 60 feet.
make unarmed strikes. If you hit with it, you deal Claws. Your enormous pincers are natural weapons,
piercing damage equal to 1d6 + your Strength modifier. which you can use to make unarmed strikes. If you hit
Hair. You have poisonous quills instead of hair which you with them, you deal slashing damage equal to 1d8 + your
can use to make unarmed strikes. If you hit with it, you Strength modifier.
deal 1d6 poison damage. A creature hit by the attack A target hit by your claw attack is grappled. You have
must succeed on a Constitution saving throw or two claws, each of which can grapple only one target. The
become poisoned for 1 minute. escape DC for this grapple is 8 + your proficiency modifier +
Arm. One of your arms is transformed into a tentacle, your Strength modifier.
which you can use to make unarmed strikes. If you hit Underwater Adaptation. You ignore any drawbacks
with it, you deal bludgeoning damage equal to 1d4 plus caused by an underwater environment.
Languages. You can speak, read, and write Common.
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CHARACTER FEATS Firearms Expert
The following feats are designed for play in a nautical Thanks to substantial practice with firearms, you gain the
campaign, and offer benefits related to life aboard ships, on following benefits:
the coast, or under the waves. At certain levels, your class
gives you the Ability Score Improvement feature. Using ●● You ignore the loading quality of firearms with
the optional feats rule, you can forgo taking that feature to which you are proficient.
take a feat of your choice instead. You can take each feat ●● Being within 5 feet of a hostile creature doesn’t
only once, unless the feat’s description says otherwise. You impose disadvantage on your ranged attack rolls.
must meet any prerequisite specified in a feat to take that ●● When you use the Attack action and attack with a
feat. These feats are supplements to those presented in the one-handed weapon, you can use a bonus action to
Player’s Handbook, and you should check with your DM attack with a loaded pistol you are holding.
before taking one.

Beast Tamer Firearms Master


You have practised extensively with one or more firearms,
You have a great ability to communicate with, and and mastered the use of smokepowder in these weapons,
command, beasts. You gain the following benefits: gaining the following benefits:

●● You gain proficiency with the Animal Handling skill, ●● Increase your Dexterity score by 1, to a maximum
if you don’t already have it. of 20.
●● If you succeed on a DC 12 Wisdom (Animal ●● You gain proficiency with firearms; pistols and
Handling) check on a beast, the subject of your muskets.
check serves you for one hour. The beast can
perform simple tasks, such as carry messages,
guard doorways, or serve as a mount, for 1 hour.
Navigator
You’ve developed the skills necessary to assist navigation at
Cannoneer land and sea. You gain the following benefits:

You have spent significant time operating siege equipment, ●● Increase your Wisdom score by 1, to a maximum of
earning you the following benefits: 20.
●● You can proficiency in navigator’s tools. If you are
●● You add your proficiency modifier to attack and already proficient in navigator’s tools, you can add a
damage rolls using siege weapons. bonus equal to your Wisdom modifier to any checks
●● If a siege weapon would require an action to aim, made while using them.
you can use a bonus action instead. ●● If you can see the stars or sun, you know which way
●● During a short rest, provided you have access to is north.
carpenter’s tools or similar equipment, you can ●● You can tell which way the weather, including wind
restore 1d10 hit points of and temperature, is going to turn in the next 24
damage to a siege weapon. hours.

Net Master
Extensive training with nets has earned you the following
benefits:

●● You don’t suffer disadvantage when attacking a


creature within 5 feet of you with a net, or when
throwing a net up to its long range.
●● You can add your proficiency modifier to the
DC, AC and damage requires for escaping and
destroying your nets.
●● When you use the Attack action and attack with
a net, you can use a bonus action to attack with a
one-handed weapon you are holding.

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Sea Legs Submariner
Your time spent aboard boats has earned you the following Your time spent training beneath the waves has earned you
benefits: the following benefits:

●● You gain proficiency in Vehicles (Water). ●● Increase your Strength or Constitution score by 1,
●● You have advantage on saving throws and ability to a maximum of 20.
checks made to avoid being knocked prone. ●● You gain a swim speed equal to your walking speed.
●● Climbing doesn’t halve your speed. ●● You add a number of minutes equal to your
proficiency modifier to the number of minutes for
Spear Specialist which you can hold your breath.
●● You add a number of rounds equal to your
You’ve trained to become a deadly warrior with pole proficiency modifier to the number of rounds you
weapons, capable making lunging attacks and long-distance can survive after running out of breath.
throws. You gain the following benefits:
Underwater Archer
●● When you use a javelin, spear, or trident, its damage
die changes from a d6 to a d8, and from a d8 to a You’ve spent extensive time using ranged weapons under
d10 when wielded with two hands, if possible (this water, and have mastered their trajectories:
feature has no effect if another feature has already
improved the weapon’s die). ●● Your ranged weapon attacks do not automatically
●● As a bonus action, you can extend the reach of your miss beyond their normal range underwater.
javelin, spear or trident by 5 feet. ●● You don’t suffer disadvantage while making
●● You can make a ranged attack with a javelin, spear, ranged weapon attacks within their normal range
or trident up to its long range without disadvantage, underwater.
even underwater.

Stoic
You are resilient to fear inducing effects, and are stoic in the
face of horror. You gain the following benefits:

●● Your Wisdom or Charisma score increases by 1, to


a maximum of 20.
●● You have advantage on saving throws to resist being
frightened or gaining madness effects.

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