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Table Of Contents

Introduction . . . . . . . . . . . . . . . . . 2 Part 2: Finding the Siphon . . . . . . . 7


Background ..................................................... 2 Cave of Eternity ........................................... 7-8
Overview ........................................................... 2 Dark Minions ................................................. 10
The Adventure so far ..................................... 3
The setting ....................................................... 3
Part 3: The Underling's Lair . . . . 11
Ambushed ........................................................ 11
Part 1: The Maiden of the Lake . . . 4 Vicious Fight in the Dark ........................... 13
Old Friends ...................................................... 4
Journey to the Lake ........................................ 4
The Skylake ....................................................... 6 Part 4: The Death of Purity . . . . . 14

Epilogue:
Havoc Brought Forth. . . . . . . . . . 15

Enemy Stats . . . . . . . . . . . . . . . . . .16

Note from the Author . . . . . . . . . 23

Credits and Legal. . . . . . . . . . . . . 24

1 TABLE OF CONTENTS
Introduction
Hello and welcome back to the next part of the Underling's Overview
Revival series. In this book we will urge our characters on in
their pursuit to rid the world of the Underling and his The ideal party size for this Adventure is around 4 (although
followers. This Adventure is meant for characters from 4th like I have always said you as the DM can edit the details to
level onwards so some other adventures after the previous make it more challenging or easier depending on the parties'
book (Rise of the Necromancer) might be required in order to skills and levels). Just like the first book this one is split into
level up and learn each characters new stregths etc. sections, the difference in this book is some of the sections
This book outlines everything you as the DM needs in involve travelling in wilderness and so an understanding of
order to bring this adventure to your players' characters (PC). the mechanics to travelling would be preferred - if not then
There is a section at the back with all the monsters you will just make it up as you go.
encounter in the book and as it is meant for higher than
starting level players I will assume that everyone has a copy Part 1: The Maiden of the Lake will see the players
of the Player Handbook as well as knowing the basics of reacquainting one another in a quiet roadside inn after their
D&D. Again I have tried to include some twists to the game, most recent adventures. They can swap stories or show off all
adding my own unique mechanics to some of the scenarios. their new equipment/skills they have learned from levelling
As before if the difficulty seems too high or there are less up and as the night grows on and the ale takes effect - start to
players (ideal number is 3-4) then you can edit enemy HP to a become more truthful about how they are feeling. All of them
more manageable level. Conversely if the game is going to agree that there is something "wrong". Bad dreams, fleeting
easily for our more powerful teams - add in more monsters or visions of darkness and generally feeling uneasy or like they
buff up their HP by a small margin to even out the odds - we are being watched. Its at this point a lone Orc patron will
don't want our Adventurers thinking its too easy now do we? advise them that if they feel like they have evil on their back,
I would also like to encourage the DM to start making the then they should visit the maiden of the lake and ask for the
players think more seriously from this point on in the her help to rid them of bad omens. They will then decide to
storyline. The battles will be tougher and require more journey to the lake in the hope of getting some answers they
planning and thought on how they are going to take down seek.
foes. Players will have started to bond with thier characters Part 2: Finding the Siphon lets the players test their new
after all the time and effort they have put into them and so the abilities more as they venture to a cave spoken of in only
thought of loosing them should cast a shadow over every whispers. The Cave of Eternity was created by a powerful
decision they make. That being said - remember to have fun! Mage to seal himself in and stop himself going mad with the
weapon he had created. The players will hunt through the
Background cave being confronted by puzzles and tests that the mage has
instilled to prevent the weapon from falling into the wrong
After the defeat of the Necromancer known as Zheilver, the hands.
Underling has fled his original host and has retreated to the Part 3: The Underling's Lair forces the players to work
Temple of Torog, a place of eternal darkness where the out a plan to rid the world of the Underling, using his minions
underdark rises to meet the surface. It plans to stay there and vassals as a source of information to pinpoint his
until it can gather enough strength to walk on the surface location and head to their masters lair. Here we will see the
realm without the need of a mortal host. Unbeknownst to our true evil of the Underling and how he plans to rule over the
heroes - it has "tainted" them with a powerful dark magic that mortal realm. It also brings our party to the belly of the beast
enables the Underling to send his vassals and minions to at the Temple of Torog - the god of death. Here they will
harass and provoke our party. They have not been sent to kill, confront the now apparent force of darkness in the hopes to
their goal is to weaken and guide them to their ultimate doom defeat it once and for all. However the Underling has set the
at the hands of the Underling. trap and it has been sprung.
Part 4: The Death of Purity Will see our party are
transported to the Lake once more where the Underling
infects the area turning the maiden into a monstrous creature
of darkness to which she must obey and destroy. The
Underling flees to let the party deal with his creation and they
must defeat their new friend in order to rid themselves of the
evil taint.

INTRODUCTION 2
The Adventure So Far As before - You have the voice that controls the story, detail
their surroundings and make sure you draw them in to the
world you create. Anything you can think of is possible and so
If you have not already tried "The Rise of the Necromancer" I be as descriptive and as imaginative as you can be to get the
would urge you to go give it a shot. Even if it looks to easy for most out of your players.
you experts - it will give a fantastic backstory and reason for
the party to reunite after the first book. If a new player has
joined or you need another reason for the players characters
to be part of this books protagonists - then they could be
friends with the current party players who were there to
defeat the Necromancer and as such have been invited along
to help out. Failing that a general feeling of darkness looming
over them could have them seeking out help from friends to
rid them of the bad thoughts.
The Setting
Again I have kept this series quite open to various locations -
you can set it anywhere and anywhen you like and can edit
the details as you see fit. I have set this instalment in a
moorland area with caverns/caves but you can substitute it
for any setting you desire (desert, mountains, island paradise
- you just have to have a strong imagination.
The first part takes place in a trail side inn between two
major cities, here there are few patrons as the trail only leads
up through the moors to get to another city. It is a weeks ride
either way to the cities but is well stocked for provisions by
weekly caravanners and travellers. Upon leaving the inn our
players see sparsely wooded moors and bog land. The trail
will help them on their way but provisions and camping
equipment will be necessary for travelling overnight as it gets
rather cold during the evenings. Upon nearing to the Lake,
mist seems to be ever present and only occasionally lifts long
enough for them to see woodland in the distance. The mist
can be quite thin giving hundreds of meters of visibility or can
be thick enough for them to have to hold each others
shoulders for fear of being lost. The mist is protection for the
lake to discourage visitors and creatures from reaching it.
The Skylake is a beautiful crystal clear lake harbouring no
life. The mist disappears once our party reaches the banks
revealing the reason behind the name. It is called the Skylake
as the water is so clear and still that it reflects the sky and
surrounding woods perfectly.
The two caves/caverns are much the same. Albeit the Temple
has various ruins and pictograms showing rituals and scenes
of destruction but they are unlit, damp, musty places and
should always have out party on edge for what might be
around the corner. The Cave of Eternity has no natural light
and so our team will need a means to see in order to navigate
through its depths. Small cave creatures and bugs frequent
this cavern but only moss and slime can grown in the
darkness.
The temple of Torog is much the same but even with lights
or darkvision the place will be even more darker. Hiding more
hideous monsters and aberations. This place is devoid of any
life and seems to be full of various monstrous creatures
remains. Possibly of a time gone by it reminds the players
that adventuring can be extremely dangerous.

3 INTRODUCTION
Part 1: The Maiden of the Lake
Old Friends
If our players decide to take up this quest and visit the lake to
Following whichever backstory you choose for your players see what ails them then he shall give general directions to the
they will be meeting at the Parched Moorland Inn. Here they lake. Its a two day ride up the north trail and once you come
can catch up on recent adventures and tell one another of to the abandoned village you head westward following the
their achievemnts. Or can look back on the previous books stream that "moves upwards". IF the players decide to not act
adventure which will bring them to their now feeling of then that night they will be haunted by dreams of death and
dispair. Read out the box to set the scene: destruction. And in the morning the inn shall be deserted
with the words "I am coming for you - " carved all around the
We find our adventurers taking respite in the Parched main room of the inn. By this stage they should be aware that
Moorland Inn. The 3 story building is rather quiet for being the the Underling is after them and the only lead they have is the
only way stop between two cities and only a handful of patrons
lake itself.
for this time of the day. The fire crackles in the hearth and a
lone older dwarf serves the bar. A massive double handed war
axe hangs above the fireplace. and the floor creaks above from Journey to the Lake
the few residents of the inn. An older orc also sits by the bar,
sipping at his drink and reading an old tome with dwarvern Either way it will be early morning when our adventure gets
writing and occasionally asking the barkeep for confirmation underway. Our team will have to travel on the trail for 2 days -
on certain words. during which try to set a scene of bleakness and a constant
fear of being watched. Random encounters can happen here
by using the following table to rolling a d20 once per day and
Allow the players time to retell stories and describe their new once per night. on a 16-20 an encounter shall take place. Roll
spells/abilities so everyone can know about each others new a d10 to determine which creture will manifest to fight.
skills before reading out the next box.
Moorland Encounters
As the mood dies down, you all start to describe that since Day Night Creature
your meeting and defeat of Zheilver the Necromancer you 1-3 1-3 Stirge (1d8+2)
have not been sleeping well and have occasional feelings like
----- 4 Ghouls (x2)
you are being constantly watched. As everyone confirms the
same suspicions. The orc overhears this exchange and politely 4-7 5-7 Wolves (1d4+2)
sits down beside you. 8-10 8-9 Mud Mephits (1)
"If you are feeling like the bad omens are upon ye' then a ----- 10 Spectre (1)
visit to the Skylake will serve you well. My father once spoke of
it to rid himself of an evil spell casters curse. A dangerous Stirges Flying tiny beasts that roam the wilderness looking
place to visit and treatcherous land you must cross to reach its for prey to feast upon their blood. Often attracted to
banks." campfires at night.
Ghoul Undead humans that died in the moor marshes
which hunger for flesh.
Wolves hunter packs which usually hunt deer and small
animals in the moorland. Will attack travellers on the trail if
desperate for food.
Mud Mephits Mud mephits are slow, unctuous creatures
of earth and water. They drone their complaints to all who
will listen, and beg incessantly for attention and treasure.
Spectres are spirits of long dead humans, they seek to
destroy the living to appease thier pain.
See details of monsters in the Enemy Stats Section in this
book

PART 1 | THE MAIDEN OF THE LAKE 4


Once the party reaches the old abandoned town of If the players stay in Moorskin that night then they shall be
Moorskin they can stop and search for clues to the towns ambushed by 4 Spectres. They will fight until defeated but
past or any loot that they might find. This town has long been you can space out the encounters so as not to overhelm our
deserted but at nightfall it is claimed to be haunted. Warnings party.
have been etched or painted onto the sides of houses faceing
the roadside and some remains of petrified travellers and If the party camps outside of Moorskin read out this box:
merchants who have camped here can be seen in some
doorways. The party can: As you camp down for the night and the stars begin to glow,
Stop in Moorskin for a REST until next morning. you look across at Moorskin and see spectres floating out of
They will be able to find some items from scavanging the the buildings all heading towards the graveyard. You see them
area. But this will force them to stay for the night. mornfully standing at certain headstones and wonder at what
Find the stream by Moorskin and continue to the Skylake pain could cause such sorrow, even into the afterlife itself.
remembering to follow it WEST before setting up camp.
By camping outwith the deserted town they will be able to Either way their sleep is even more troubled than the
observe the strange goings on at night in the town of previous night with visions of darkness looming in. This
Moorskin. means in the morning they feel pressed to get to the Skylake
and so if they did not stay in the town there is no time to head
back and scavenge once the Spectres go back inside come
morning.
- Make sure to download the Moorskin Map on the
downloads page.

5 PART 1 | THE MAIDEN OF THE LAKE


The Skylake
Read out the box once the Dryads are defeated or make up
Upon nearing The Skylake the mist begins to thicken quickly your own reasons for the maidens intervention:
and it will seem like a forest will appear out of no where. The
forest is dense and full of ancient trees. There are little signs You strike the Dryad and it falls to its knees in submission -
of life and any that can be seen are just fleeting by. The quick not at your strike but from the will of another. From the lake
dive of a bird into the undergrowth or a small rodents emerges a beautiful women of blue. She moves towards the
scurrying by. Our team will find a beautiful lake that stretches
out for hundreds of meters and is incredibly calm/still. So still banks but does not leave the waters edge. "Travellers, I sense
that the fog has cleared and you can see a perfect reflection great evil magic upon you and it causes my guardians great
of the sky and surrounding trees. distress. Might I ask why you have brough this taint to my
However the tranquillity is short lived as four Dryads (see peaceful sanctuary?"
Enemy Stats section) will confront the party after sensing the
evil taint that is upon them. They will fight until the last one Whatever reasons our party gives - her reply is that the evil
has less than 11 HP then disappear as the Maiden of the taint will follow them until death and beyond. They will never
Lake will reveal herself. be rid of it until the caster is destroyed once and for all and
for them to do so would require the soul of the caster to be
I would say this encounter can take place without brought to the Skylake to be purified. She knows of a great
the need for a battle map as the shore is so vast Mage of centuries ago who created a weapon so powerful
and the area so clear there is little need for that he decided to lock himself away for fear that the power
character placement - again as DM you can make would corrupt him and he would be tempted to use it for evil.
up whatever you like in the battlefield so go mad The weapon is capable of ripping a beings soul from its
with your ideas. mortal shell in order to preserve it for eternity - effectively
making one immortal.
She gives them directions to the Cave of Eternity and urges
them to be cautious. No one has been to the place in years
and not one person that has went to find it- have returned.

PART 1 | THE MAIDEN OF THE LAKE 6


Part 2: Finding The Siphon
Cave of Eternity
The Minion Wraith MUST be defeated in order to continue.
After a well earned rest on the banks of the Skylake, our Upon the final blow killing the wraith read out this box in a
party will have to cross the moors once more to the south- ghostly voice that can be heard in our adventurers heads:
west following directions given to them by the Maiden of the
Lake and the same rules for Moorland Encounters will be in " You may have defeated one of my vassals but do not think I
place once they reach the edge of the forest and head out will give up on my attempts to exterminate you all. I am
onto the Moors. Food and water can be obtained from the coming for you and I know what you are trying to do. I
forest and lake itself so the team should be able to rest/stock
up before setting off again. ALWAYS KNOW!"
Upon reaching the edge of The Two Scars the party will
have to spend one night out in the Moors to give them a The party can now try to get to sleep but their attempts are in
chance to find the cave entrance. Read out the box to vain. They will not get any benefits of a long rest and will now
continue setting the atmosphere: be in Stage 1 of Exhaustion due to lack of sleep.
Upon waking from the fitful sleep - the party notices the
You scour the edge of the mountain range known as "The Two metal doorway is now gone. As if it was never there in the
Scars" and by sundown you have found what you believe to be first place and all that remains is a metal circle outline a foot
thick around the cavern entrance. In the shadows there
the entrance to the Cave of Eternity. A perfect circle has been
stands a small boy; looking ragged a filthy. He has bright blue
carved into the solid rock an a large circular doorway bars your eyes and seems well aware of the party but as soon as they
entrance to the cave proper. There is no concievable way to notice him he runs further into the cave.
open the metal door as it has no lock and no inscriptions or
dialects carved into it. Its worn and weather beaten but
otherwise impenetrable. You decide that camping out here will
be the best course of action and decide what to do come
morning.
However once the bedrolls have been placed and the
campfire dies down you all share the same monstrous
nightmare - visions of darkness watching you sleep where you
are. Exactly when you are all awoken by a deafening SCREECH!

You will now Roll for Initiative and begin a battle with a single
Minion Wraith. See Enemy Stats section at the back of the
book for details.

7 PART 2 | FINDING THE SIPHON


1. Entrance Hall 3. Spiral Staircase
As the party move through the door they enter this hallway. When the last party member in line reaches the stairs they
It is freezing, dark and extends on for about 60ft. The next will all move and become one long ramp that is extremely
room is not visible from the doorway. When the party reaches slippery. This will force them to move into room 4 and if any
the number a pale blue light begins to illuminate everything. party member decides to fly or ascend the ramp they will
The light itself seems to come from the tiles on the floor and always fail or be unable to reach the top again. At this point
walls. They see the small boy in the room ahead as he walks there is no turning back for them.
from left to right as if fixated on something.
4. The Mages Holiday
2. Pillars of Ice This room is a giant cavern with the ceiling being 80ft high.
This room continues to be freezing cold and is bare except When the party enters this room read out this box:
for the 4 ice pillars around the room and a door to the east.
Above the door written in common is the word In this room you hear the sound of sea birds, smell the ocean
Righteousness and in front of the door there are 3 obelisks. air and feel the scorching heat from a makeshift sun high in
When a party member notices or goes near them a boys voice the ceiling. Pockets of seawater line the edges and sand makes
says: the floor soft and inviting under foot. In front of the door at
the east of the room there is an elderly man sitting in a chair
"Please, I cannot help you choose but if you touch any of
facing you. He wears a floral pattern shirt, shorts and dark
these obelisks one will seal the entrance and trap you here
eyeglasses. Behind him is an enormous mirror 30ft high and
forever, another will open this door and the last will send me
15ft wide showing a perfect reflection of this room.
to the afterlife for good. I am scared and don't want to go. I
stay so I can warn others that come in here. Just please leave
and don't cause any more harm to this place." (the man sits at 4b.)
If the party decide to interact with the man he will fade out
of existence and four Giant crabs will erupt from the point at
If the party decide to NOT touch an obelisk and leave they 4a. and begin to attack. Upon their defeat the word Civility
will hear the voice of an elderly man say "You have proven etches itself into the mirror giving a hint for what the team
yourself righteous and may pass on to the next test" must do to get through.
If the party decide to touch an obelisk (doesn't matter
which one) then a Nothic (see Enemy Stats section) will
spawn chasing the small boy around the room "HELP! The team must show civility towards one another,
HELP!" he shouts at which point the Nothic will attack it can be as simple as healing another party
the nearest party member. member or sharing some food/water etc.

Upon defeating the Nothic an elderly man's voice will say


"You have helped an innocent from and evil being and so have
proven yourself Righteous. You may proceed"

PART 2 | FINDING THE SIPHON 8


4. The Mages Holiday (cont.) Some examples are:
When the party show enough civility towards one another In the bookcase there will be one spell book containing a
an elderly voice says "You have proven you are morally good wealth of old spells. A wizard can pick a spell from the
and so may pass on to meet this trials maker". wizard spell list to add to their spellbook (must be of a
5. Temple of Melora level they can cast from).
In this room we see old pews and a giant statue depicting On the wall hangs a pair of bow bracers that gives a +1 to
the goddess of the sea - Melora. The furnishings are withered ranged weapon damage.
but the statue remains pristine. A spirit of an elderly human Tailor the items or weapons to your own party and make
mage is kneeling before the statue he turns to the party and sure to not exclude anyone. At this point do not give anyone
says: "You are not of evil, of that I am sure. But I must be more than a +1 weapon (to attack or damage rolls) and keep
certain that the prize you seek does not fall into the hands of any item benefits minor. More information can be found in
someone who will use it for the wrong reasons. Ask of me the Dungeon Masters Guide Book pages 284-285.
what you want, and I will answer"
This is the spirit of the mage known as "Ennat". It is only a 7. Whirlpool
shadow of consciousness and this is what he knows: When entering this room the spirit of Ennat will say "From
His name is Ennat and has been here for over 900 years. here I can not continue. I have no idea what waits beyond
He found this temple abandoned and thought it be a good that torrent of water as it was so long ago. I have only
place to stay for eternity and for protecting the weapon. ventured once to secure the Siphon away from all others.
He created the traps, guards and puzzles to discourage Good luck."
evil doers from reaching this point. The whirlpool is water and will suck players down into it if
The magic weapon he created is a dagger called "Siphon" they touch it. The tunnel emerges high up in the next room
and when a creature is stabbed with it then it will remove and players must do a DC15 Dexterity (acrobatics) or
the soul from its physical form. Strength (athletics) check to come out unharmed. Any
The dagger only removes the soul of EVIL beings. player that fails the check will receive 1d6 bludgeoning
He was scared an evil magic user would reverse or copy damage from the fall.
the effects to enslave the world.
His soul resides in the dagger presently. 8. Corridor of Peace
He will disappear forever if another soul is trapped in the This room is pitch black. Even those with darkvision
Siphon. cannot see more than 10ft from the lack of natural light.
Making their way through the room the party can hear the
The party will need to role play and convince him to give up faint lapping of water over stone. Once they reach the shores
his immortality in order to defeat the Underling. If they are of the indoor pool at 9. the pool will glow with a faint blue
not doing a good job then Ennat will detect the taint that is light, illuminating the pool and the surrounding area.
upon them and see the dire situation they are in and offer to
help. Failing that they can say the Maiden of the Lake said 9. The Pool of Melora
this was the only way to beat the Underling as a reason to Upon reaching the bank of the pool the party can see the
give up the Siphon. crystal clear water, lucid tranquil waterfalls to the sides and
an even bigger statue of Melora. The pool is over 100ft deep
6. Ennats Final Rest and will require a Waterbreathing spell or Potion of
In this room there is a bed and a few bookcases. It was Waterbreathing to reach the bottom. At the bottom a small
once used by the acolyte of the Melora temple but now serves object is glowing softly (the dagger) and as soon as any party
as Ennats final resting place. His body lies on the bed member submerges under the water read out this box:
perfectly preserved and as the party move around the room
the spirit will say from the doorway: "Uncanny, seeing ones As one of you descends into the pools depths The Maiden of
self in death. Please; be respectful. He was a great man of his the Lake appears on the bank next to the others. She looks in
time. Take what you need if it will aid you in your quest." pain and says "Once they have retrieved the Siphon, the
mages final trap will spring. It is not meant to stop you
personally. It is to make sure you realise the value of the
LOOT: treasure you hold. I created this shrine to protect power from
Here you can make up some loot for your party for evil and I hope I will see you again. If not - I am sorry."
them to find. Adventurers LOVE loot and so this
will be a boon for them. Try to give each one an
item they will use for a time but do not make it too
Upon touching the Siphon the water level begins to rise to
powerful so as not to "break" the game! If you those standing on the bank. They can not escape from it and
need to - balance a strong benefit with a downside must wait until the level rises to touch the ceiling before
or allow the benefit to only be used once per day. hearing the maiden say "Swim to me" at which point the
players can swim to the statue which opens at the base and
begins to drain into a tunnel that takes them all outside of the
Temple. The remaining team member can swim to the statue
and slide down the tunnel.

9 PART 2 | FINDING THE SIPHON


Dark Minions
When our players emerge they are in the daylight and back
outside. Amazingly none of them are wet they are about a
hundred meters to the north of the entrance to the cave. The
rock face where the party came out of now spews forth mud
and rocks sealing it and the metal door is back in place at the
entrance.
The party member who retrieved Siphon is now its keeper
and can get occasional glimpses of the spirit of Ennat. He will
sometimes offer words to only them and can help guide them
on their quest.
To start with our party members will not have a clue where
they are going next. They can decide to head back to the lake
if they so wish or camp out for the remainder of the day and
rest from the cave ordeal. Either way when they do decide to
camp they will be ambushed by a group of 4 Shadows. These
have been sent by the Underling to weaken and guide our
players. Upon each ones defeat the players will hear a word
from the dying shadow. These words are:
Temple
Death
South
Scar
They must use this information to try and narrow down the
point to where the Underling's lair is. The correct order is
South, Scar, Temple, Death. Meaning the south of the two
scars, temple of death - which Ennats spirit will confirm if
asked. He knows where the temple is and will guide the
players to the entrance to the Temple of Torog.
Each night the Underling will send his minions to ambush
the party. Similar rules apply to the Moorland Encounters
(page 4) . Players must rest by day and travel at night to avoid
more fitful sleeps and thus going into stages of exhaustion.
Use this table to decide the minions:
Underling Encounters
Day Night Creature
1-3 1-3 Shadows (1d4)
----- 4 Ghouls (x1)
4-5 5 Skeleton on Warhorse (1)
6-10 6-9 Flameskull (1)
----- 10 Spectre (x2)

PART 2 | FINDING THE SIPHON 10


Part 3: The Underling's Lair
Ambush
He has not let his final challenge become unguarded as some
The Temple of Torogs entrance is a 15ft wide staircase that of his most powerful minions still protect this lair. These ones
descends deep underground into a cavern beneath the are here to kill intruders and so will deal some small
mountainside. Darkness itself seems to emanate from the measure of damage before fleeing to the Underling.
staircase and a smell of rot and decay lingers outside in the
breeze. At the bottom of the stairs the floor becomes flooded These fights should be entered normally (roll for initiative
(all the rain from the moors had to go somewhere) by about 6 and begin attacking etc) . They are all ambushes that cannot
inches. Characters have a disadvantage on stealth checks be avoided. Try to use these fights to scare the players and
while moving through the water. Also the Minion make them aware that the Underling is a creature of
Encounters will cease from this point in the adventure. Once immense dark power.
the last player is in the water read out this box:
You all take a deep breath and hold it in as you try to pierce
the darkness in the cavern. Its clear this temple wat built to
honour Torog the god of death as no life seems possible down
here. Its as if Torog himself casts his hand from the very walls
to eliminate all traces of life from his cave. The smell of rot
and decay lingers in your nostrils and an oppressive force
seems to repel and entice you all deeper into its depths. Claw
marks and old tapestries adorn the walls and the water seems
viscous and harder to move through than normal.

The cave has no furnishings indicating that it was used


seldom in its day. If asked Ennat can confirm that the temple
was old even when he walked the land. Any trace of the
civilisation that built this crude place of worship to Torog has
been erased by time.
General Features - Temple of Torog
The temple itself is a large open cavern with water 6 inches
deep at the light blue points and a foot and a half deep at the
dark blue sections.
Ceilings are 30ft high and the walls are all solid rock.
Light there is no natural light 20ft beyond the staircase
entrance. An oppressive dark smoke hangs high against the
ceiling and can drift downwards to ground level sometimes
obscuring visability to 30ft. Mage light and torches etc can be
used to increase this but only slightly (5-10ft).
Walls The walls are slick with fungi and slime (both
poisonous and will casue a player to become ill for 4 hours if
ingested).
Water The water in this cavern is toxic (filled with decayed
bodies and slime) and will cause players to become ill for 2
hours if ingested.
This is the Underling's birthplace. It is where he has chosen
to build up power and resurrect himself by sending out his
minions to deal damage to our party and absorb their life
force. He has not been trying to kill the party - only wound
them to build up his own strength.

11 PART 3 | THE UNDERLING'S LAIR


1. Green Aboleth 4. Lich
Once our party reaches this point they will sense This whole section of land is patrolled by a Lich. As soon
movement in the water. It is slight but causes the party to as the party is visible to him he will attack with a necrotic
stop dead. After a few seconds that seem like a lifetime - a shroud dealing 8 damage to each character. He will then
large Green Aboleth will erupt from the water and attack. On disappear into smoke to reappear by the Underling.
its turn it will deal out 10 damage to random character then
flee deep into the cavern towards the Underling faster than 5. The Underling
the party can follow. When the party reaches the underling (battered and
bruised but not defeated hopefully) they will notice a black
2. Bone Naga gaseous cloud around the bodies of the creatures they have
If the party reaches this point they will notice a massive fought in the Temple of Torog. Read out this box:
pile of bones on the left side of the fork. Camoflagued into the
pile of bones is a Bone Naga which will attack. It deals 10 In the island surrounded by water, you see the black cloud at
damage to a random character then burrow into the rock to the ceiling move as it begins to condense and move towards
disappear to the Underling. the black mass already here. The bodies of the creatures in this

3. Gibbering Mouther cave are lying with eyes full of black, lifeless. The cloud takes
Hiding against the rocks this Gibbering Mouther will attack the form of a humanoid with two green eyes at the head. It
when a creature gets within 25ft of it. It will grapple the turns to you and in a crackling voice says "My minions
character that gets close and bite doing 15 points of damage managed to take the last portion of energy from you right
then scurry to the black smoke in the ceiling and move here. Now you see me for what I am. I AM YOUR DESTROYER
towards the Underling. and you will watch me as I turn this world to ash draining the
life from everything. But first - I will make you destroy
something you care about for my amusement."

PART 3 | THE UNDERLING'S LAIR 12


Vicious Fight in the Dark
Here our party will get their first glimpse of The Underling. It
will focus on a single party member at a time and bring each
party member down to 0 HP. Which ever member has the
Siphon - now is the time to use it!
A strike using the siphon will only land if it is a Critical Hit
(NAT 20). If this hit is successful then the soul of the
Underling is captured within the blade and the party can
return to the Skylake to try and rid the world of this evil (See
DEVELOPMENTS).

The Underling This fight is DESIGNED to have all players losing their
HP but in this instance they will only count as
Medium undead, chaotic evil UNSCONCIOUS to progress to the next part of the story.
Armour Class 18 (natural armour)
Hit Points 162(18d8 + 70)
DEVELOPMENT(S)
Speed 40ft. If the players manage to trap the soul of the Underling
within Siphon, they can make their way back to the skylake
where in the process of "cleansing" the siphon will cause the
STR DEX CON INT WIS CHA Underling to break free and the players black out (continue in
20 (+5) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 16 (+3) the next part where the Maiden of the Lake is held captive
and progress the story from there).
Saving Throws Str+8, Dex+5, Int +4 If the players loose all HP then allow the story to continue
Damage Resistances cold; bludgeoning, piercing, with them having "blacked-out", only awakening to find the
and slashing from nonmagical weapons that Underling has the Maiden of the Lake captive.
aren't silvered
Damage Immunities fire, poisoned If the players are defeated OR when they return to the
Condition Immunities blinded, charmed, Frightened, Skylake read out his box:
Poison.
Senses blindsight 120ft, passive Perception 12 "You fools to think you can defeat a being as powerful as I.
Languages Infernal, Common, Telepathy 120ft. I will now show you what I am truly capable of now that I
Challenge 10 (5,900 XP)
have even more of your energy!"
As he says this, the world becomes blurry and dark. The
Dark Aura. Within 60ft. of the Underling is a dark
cloud of magical darkness with it at the centre. haze builds up in your vision and you feel yourself drifting
away from consciousness. When you all regain vision, you
Necro-Healing. Any necrotic damage dealt by the realise you are at the banks of the Skylake at night. The
Underling is converted into HP for itself.
Underling is levitating at its centre above the water holding
Legendary Resistance (3/Day). If the underling fails a the Maiden of the Lake around the throat. She looks
saving throw, it can choose to succeed instead.
terrified - horror written all over her face as tears stream
Actions down from her eyes.

Absorb Life. Melee Weapon Attack: +8 to hit, reach


5ft., one target. Hit 50 Necrotic
REMEMBER: You are the story teller; you know all!
Lifeline Ranged Weapon Attack: +6 to hit, reach So you can always guide the players to where they
50ft., one target. Hit 20 Necrotic need to go. A DM must act as if every action the
players take were "part of your plan all along".

13 PART 3 | THE UNDERLING'S LAIR


Part 4: Death of Purity
Read out this box to begin the dramatic final battle of the
adventure:
Upon opening your eyes, you all find the Skylake has been
infected with the black cloud of darkness. It strips the leaves
from the branches and leaves death where it touches. All the
while feeding life energy back to the Underling. All of the grass
has withered and died and the fish float lifelessly to the
surface - eyes all black. A dark cloud surrounds the Maiden of
the Lake as she looks towards the party and says:
"My last gift to you all - use it to end this horror."

She fires a bright light towards each party member that


invigorates and restores all HP, hit dice and spell slots. It cures
them of all diseases or status conditions. It also doubles their
proficiency bonus for the remainder of the night.

The Underling then stabs the maiden with Siphon and she
begins to convulse as a dark form erupts from her chest
completely obliterating her from existence. The form
condenses into a Infected Young Brass Dragon which will fly
up and land with a crash on the banks of the lake nearby.

The Underling howls with laughter as it slinks through the


woods:
"Have fun with your old friend - and my new pet!"

It then explodes into a mist of black smoke and moves


through the forest out of reach.

Infected Young Brass Actions


Dragon Multiattack. The dragon makes three attacks: one with
its bite and two with its claws.
Large dragon, chaotic evil
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one
Armour Class 17 (natural armour) target. Hit 10 (2d10 + 2) piercing damage.
Hit Points 110(13d10 + 39)
Speed 47ft. Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one
target. Hit 9 (2d6 + 2)
Breath Weapons (Recharge 5-6). The dragon uses one of
STR DEX CON INT WIS CHA
the following breath weapons:
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) Fire Breath. The dragon exhales fire in a 40-foot line
that is 5 feet wide. Each creature in that line must
Saving Throws Dex +5, Con +8, Wis +5, Cha +5 make a DC 14 Dexterity saving throw, taking 40
Skills Perception +10, Persuasion +7, Stealth +5 (10d6) fire damage on a failed save, or half as much
Damage Immunities fire damage on a successful one.
Senses blindsight 30ft, darkvision 120 ft, Passive
Perception 20 Sleep Breath. The dragon exhales sleep gas ina 30-foot
Languages Common, Draconic cone. Each creature in that area must succeed on a DC
Challenge 6 (2,300 XP) 14 Constitution throw or fall unsconcious for 5
minutes. This effect ends for a creature if the creature
takes damage or someone uses an action to wake it.

PART 4 | THE DEATH OF PURITY 14


Epilogue:
Havoc Brought Forth
As the final blow strikes the dragon; its infected roar burbles
through the area and beyond. Its body crashes to the ground
motionless and slowly dissipates into a cloud of black smoke.
A small form appears where it was struck down. The dim light
from the maiden begins to wane and as the party rush towards
her she says:
"Thank you for doing what you had to. The Underling
corrupted my very soul and it wanted to see you in pain as you
had to strike me down. You must stop it! You have removed
the taint that followed you as he has no more need for your
strength. He will move on through the lands and begin
destroying and taking all the life that this world has to offer.
You must get stronger and defeat him once and for all. Please,
do this for me"
The Maiden of the Lake closes her eyes and the beautiful
glow that pulsed from her stops. The forest is desolated and
the lake toxic. This land has been stripped of all life and the
Underling will continue his reign of tyranny until he is stopped.
You all vow to make it your mission to get strong enough to
face him and put an end to its mad plot. Even if it means
sacrificing your very souls to do so.

The story will continue in "The Empire of the Underling".

15 EPILOGUE | HAVOC BROUGHT FORTH


Enemy Stats

Stirges Challenge 1/8 (25 XP)


Tiny beast, unaligned
Actions
Armour Class 14
Hit Points 2 (1d4) Blood Drain. Melee Weapon Attack: +5 to hit, reach
Speed 10ft, fly 40ft 5ft., one target. Hit 5 (1d4 + 3) piercing damage, and
the stirge attaches to the target. While attached the
stirge doesnt attack. Instead, at the start of each of the
STR DEX CON INT WIS CHA stirge's turns, the target loses 5 (id4 + 3) hit points
due to blood loss. The stirge can detach itself by
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2) spending 5 feet of its movement. It does so after it
drains 10 hit points of blood from the target ot the
Senses passive Perception 9 target dies. A creature, including the target, can use its
Languages none action to detach the stirge.

Ghoul Challenge 1 (200 XP)


Medium undead, chaotic evil
Actions
Armour Class 12
Hit Points 22 (5d8) Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one
Speed 30ft. target. Hit 9 (2d6 + 2) piercing damage
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 7 (2d4 + 2) slashing damage. If the target
STR DEX CON INT WIS CHA
creature is a creature other than an elf or undead, it
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) must succeed on a DC 10 Constitution saving throw or
be paralysed for 1 minute. The target can repeat the
Condition Immunities charmed, exhaustion, poisoned saving throw at the end of each of its turns, ending the
Senses passive Perception 10 effect on itself on a success.
Languages Common

Wolves Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing or
Medium beast, unaligned
smell. Pack Tactics. The wolf has advantage on attack
Armour Class 13 (natural armour) rolls against a creature if at least one of the wolf's allies
Hit Points 11 (2d8 + 2) is within 5 feet of the creature and the ally isn't
Speed 40ft. incapacitated.
Pack Tactics. The wolf has advantage on attack rolls
STR DEX CON INT WIS CHA against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally isn't
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) incapacitated.

Skills Perception +3, Stealth +4 Actions


Senses passive Perception 13 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages None target. Hit: 7 (2d4 + 2) piercing damage. If the target is
Challenge 1/4 (50 XP) a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.

ENEMY STATS | 16
Enemy Stats Spectre
Medium undead, chaotic evil
Mud Mephit Armour Class 12
Small Elemental, neutral evil Hit Points 22 (5d8)
Speed 0ft., fly 50ft. (hover)
Armour Class 11
Hit Points 27 (6d6 + 6)
Speed 20ft, fly 20ft STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+1) 10 (+0) 10 (+0) 11 (+1)
STR DEX CON INT WIS CHA
Damage Resistances acid, cold, fire, lightning,
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
thunder; bludgeoning, piercing, slashing from
nonmagical weapons
Skills Stealth +3 Damage Immunities necrotic, poison
Damage Immunities Poison Condition Immunities charmed, exhaustion,
Condition Immunities poisoned. grappled, paralyzed, petrified, poisoned, prone,
Senses darkvision 60ft., passive Perception 10 restrained, unconcious
Languages Aquan, Terran Senses darkvision 60ft., passive Perception 10
Challenge 1/4 (50 XP) Languages understands all languages it knew in life
but can't speak
Death Burst. When the mephit dies, it explodes in a Challenge 1 (200 XP)
burst of sticky mud. Each Medium or smaller
creature within 5 feet of it must succeed on a DC Incorporeal Movement. The spectre can move
11 Dexterity saving throw or be restrained until the through other creatures and objects as if they were
end of the creature's next turn. difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
False Appearance. While the mephit remains
motionless, it is indistinguishable from an ordinary Sunlight Sensitivity. While in sunlight, the spectre
mound of mud. has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Actions
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., Actions
one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Life Drain. Melee Spell Attack: +4 to hit, reach 5ft.,
one creature. Hit: 10 (3d6) necrotic damage. The
Mud Breath (Recharge 6). The mephit belches viscid target must succeed on a DC 10 Constitution
mud onto one creature within 5 feet of it. If the saving throw or its hit point maximum is reduced
target is Medium or smaller, it must succeed on a by an amount equal to the damage taken. This
DC 11 Dexterity saving throw or be restrained for 1 reduction lasts until the creature finishes a long
minute. A creature can repeat the saving throw at rest. The target dies if this effect reduces its hit
the end of each of its turns, ending the effect on point maximum to 0.
itself on a success.

17 ENEMY STATS |
Enemy Stats
Dryad Tree Stride. Once on her turn, the dryad can use 10 feet
of her movement to step magically into one living tree
Medium fey, neutral
within her reach and emerge from a second living tree
Armour Class 11 (16 with barbskin) within 60 feet of the first tree, appearing in an
Hit Points 22 (5d8) unoccupied space within 5 feet of the second tree.
Speed 30ft. Both trees must be large or bigger.

Actions
STR DEX CON INT WIS CHA Club. Melee Weapon Attack: +2 to hit (+6 with
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Shillelagh), reach 5ft., one target. Hit 2 (1d4)
bludgeoning damage, or 8 (1d8+4) bludgeoning with
Skills Perception +4, Stealth +5 shillelagh.
Senses darkvision 60ft., passive Perception 14 Fey Charm. The dryad targets one humanoid or beast
Languages Elvish, Sylvan that she can see within 30 feet of her. If the target can
Challenge 1 (200 XP) see the dryad, it must succeed on a DC 14 Wisdom
saving throw or be magically charmed. The charmed
Innate Spellcasting. The dryad's innate spellcasting creature regards the dryad as a trusted friend to be
ability is Charisma (spell save DC 14). The dryad can heeded and protected. Although the target isn't under
innately cast the following spells, requiring no material the dryad's control, it takes the dryad's requests or
components: At will: druidcraft 3/day each: entangle, actions in the most favourable way it can. Each time
goodberry 1/day each: barkskin, pass without trace, the dryad or its allies do anything harmful to the target,
shillelagh it can repeat the saving throw, ending the effect on
itself on a success. Otherwise, the effect lasts 24 hours
Magic Resistance. The dryad has advantage on saving or until the dryad dies, is on a different plane of
throws against spells and other magical effects. existence from the target, or ends the effect as a bonus
Speak with beasts and plants. The dryad can action. If a target's saving throw is successful, the
communicate with beasts and plants as if they shared a target is immune to the dryad's Fey Charm for the next
language. 24 hours. The dryad can have no more than one
humanoid and up to three beasts charmed at a time.

Minion Wraith Incorporeal Movement. The wraith can move through


Medium undead, neutral evil other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
Armour Class 13 turn inside an object.
Hit Points 60 (9d8 + 20)
Speed 0ft., fly 60ft. Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Actions
Life Drain. Melee Spell Attack: +5 to hit, reach 5ft., one
Damage Resistances acid, cold, fire, lightning, thunder; creature. Hit: 12 (3d8) necrotic damage. The target
bludgeoning, piercing, and slashing from weapons must succeed on a DC 12 Constitution saving throw or
that aren't silvered its hit point maximum is reduced by an amount equal
Damage Immunities necrotic, poison to the damage taken. This reduction lasts until the
Senses darkvision 60ft., passive Perception 12 creature finishes a long rest. The target dies if this
Languages all languages it knew in life effect reduces its hit point maximum to 0.
Challenge 4 (1,100 XP)

ENEMY STATS | 18
Enemy Stats
Nothic Actions
Medium abberation, neutral evil Multiattack. The nothic makes two claw attacks.
Armour Class 15 Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
Hit Points 45 (6d8 + 18) target. Hit: 6 (1d6 + 3) slashing damage.
Speed 30ft.
Rotting Gaze. The nothic targets one creature it can see
within 30 feet of it. The target must succeed on a DC
STR DEX CON INT WIS CHA 12 Constitution saving throw against magic or take 10
(3d6) necrotic damage.
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)
Weird Sight. The nothic target one creature it can see
within 30 feet of it. The target must contest its
Skills Arcana + 3, Insight +4, Perception +2, Stealth +5
Charisma (Deception) check against the nothics
Senses truesight 120ft., passive Perception 12
Wisdom (Insight) check. If the nothic wins, it magically
Languages Undercommon
learns one fact or secret about the target. The target
Challenge 2 (450 XP)
automatically wins if it is immune to being charmed.
Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight.

Giant Crab Senses blindsight 30ft., passive Perception 9


Languages none
Large creature, unaligned
Challenge 1/8 (25 XP)
Armour Class 15
Hit Points 13 (3d8) Amphibious. The crab can breathe air and in water.
Speed 30ft., swim 30ft.
Actions
STR DEX CON INT WIS CHA Claw. Melee Attack: +3 to hit, reach 5ft., one creature.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
13 (+2) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) grappled (escape DC 11). The crab has two claws, each
of which can grapple only one target.
Skills stealth +4

Shadows Amorphous. The shadow can move through a space as


Medium undead, chaotic evil narrow as 1 inch wide without squeezing
Armour Class 12 Shadow Stealth While in dim light or darkness, the
Hit Points 16 (3d8 + 3) shadow can take the Hide action as a bonus action.
Speed 40ft.
Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks and saving
STR DEX CON INT WIS CHA throws.
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) Actions
Skills. Stealth +4 (+6 in dim light or darkness) Strength Drain. Melee Spell Attack: +4 to hit, reach 5ft.,
Damage Resistances acid, cold, fire, lightning, thunder; one creature. Hit: 9 (2d6 + 2) necrotic damage, and
bludgeoning, piercing, and slashing from nonmagical the target's Strength score is reduced by 1d4. The
weapons target dies if this reduces its Strength to 0. Otherwise,
Damage Immunities necrotic, poison the reduction lasts until the target finishes a short or
Condition Immunities exhaustion, frightened, grappled, long rest.
paralysed, petrified, poisoned, prone, restrained If a non-evil humanoid dies from this attack, a new
Senses darkvision 60ft., passive Perception 10 shadow rises from the corpse 1d4 hours later.
Languages none
Challenge 1/2 (100 XP)

19 ENEMY STATS |
Enemy Stats
Skeleton Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9
Medium undead, lawful evil
Languages understands all languages it knew in life but
Armour Class 13 (armour scraps) can't speak.
Hit Points 13 (2d8 + 4) Challenge 1/4 (50 XP)
Speed 30ft.
Actions
STR DEX CON INT WIS CHA Shortsword. Melee Attack: +4 to hit, reach 5ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Shortbow. Ranged Attack: +4 to hit, range 80/320ft.,
Damage Vulnerabilities bludgeoning one target. Hit: 5 (1d6 + 2) piercing damage.
Damage Immunities poison

Warhorse Skeleton Damage vulnerabilities bludgeoning


Damage Immunities poison
Medium undead, chaotic evil
Condition Immunities exhaustion, poisoned
Armour Class 13 (barding scraps) Senses darkvision 60ft., passive Perception 9
Hit Points 22(3d10 + 6) Languages none
Speed 60ft. Challenge 1/2 (100 XP)

STR DEX CON INT WIS CHA


Actions
Hooves. Melee Attack: +6 to hit, reach 5ft., one target.
18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3) Hit: 11 (2d6 + 4) bludgeoning damage.

Minion Flameskull Illumination. The flameskull sheds either dim light in a


15-foot radius, or bright light in a 15-foot radius and
Tiny undead, neutral evil
dim light for an additional 15 feet. It can switch
Armour Class 13 between options as an action.
Hit Points 40 (9d4 + 18) Magic Resistance The flameskull has advantage on
Speed 0 ft., fly 40ft. saving throws against spells and other magical effects.
Spellcasting. The flameskull is a 3rd-level spellcaster. Its
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 13, +5
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) to hit with spell attacks). It requires no somatic or
material components to cast its spells. The flameskull
has the following spells from the wizard spells
Skills. Arcana +5, Perception +2 prepared:
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison Cantrip (at will): mage hand
Condition Immunities charmed, firghtened, paralyzed, 1st level (2 slots): magic missile, shield
poisoned
Senses darkvision 60ft., passive Perception 12 2nd level (1 slot): blur
Languages Common
Challenge 2 (750 XP) Actions
Fire Ray. Ranged Spell Attack: +5 to hit, range 30ft., one
target. Hit: 10 (3d6) fire damage.

ENEMY STATS | 20
Enemy Stats
Minion Gibbering Gibbering The mouther babbles incoherently while it
can see any creature and isn't incapacitated. Each
Mouther creature that starts its turn within 20 feet of the
Medium aberration, neutral mouther and can hear the gibbering must succeed on a
DC 10 Wisdom saving throw. On a failure, the creature
Armour Class 9 can't take reactions until the start of its next turn and
Hit Points 67 (9d8 + 27) rolls a d8 to determine what it does during its turn. On
Speed 10ft., swim 10ft. a 1 to 4, the creature does nothing. On a 5 or 6, the
creature takes no action or bonus action and uses all its
movement to move in a randomly determined
STR DEX CON INT WIS CHA direction. On a 7 or 8, the creature makes a melee
attack against a randomly determined creature within
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
its reach or does nothing if it can't make such an
attack.
Condition Immunities prone
Senses darkvision 60ft., passive Perception 10 Actions
Languages none
Challenge 2 (450 XP) Multiattack. The gibbering mouther makes one bite and,
if it can uses it's Blinding Spittle
Aberrant Ground. The ground in a 10-foot radius around Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one
the mouther is dough like difficult terrain. Each creature. Hit: 15 (4d6 + 3) piercing damage. If the
creature that starts its turn in that area must succeed target is Medium or smaller, it must succeed on a DC
on a DC 10 Strength saving throw or have its speed 10 Strength saving throw or be knocked prone. lfthe
reduced to 0 until the start of its next turn. target is killed by this damage, it is absorbed into the
mouther.
Blinding Spittle (Recharge 5-6). The mouther spits a
chemical glob at a point it can see within 15 feet of it.
The glob explodes in a blinding flash of light on impact.
Each creature within 5 feet of the flash must succeed
on a DC 13 Dexterity saving throw or be blinded until
the end of the mouther's next turn.

Spellcasting. The lich is an 8th-level spellcaster. Its


Minion Lich spellcasting ability is Intelligence (spell save DC 18,
+8 to hit with spell attacks). The lich has the
Medium undead, any evil alignment
following wizard spells prepared:
Armour Class 17 (natural armour)
Cantrips (at will): mage hand, prestidigitation, ray of
Hit Points 135 (18d8 + 54)
frost
Speed 30 ft.
1st level (3 slots): detect magic, magic missile,
shield, thunderwave
STR DEX CON INT WIS CHA
2nd level (2 slots): detect thoughts, invisibility,
11 (+0) 16 (+3) 16 (+3) 19 (+4) 14 (+2) 16 (+3) Melf's acid arrow, mirror image
3rd level (1 slots): animate dead, counterspell,
Saving Throws Con +10, Int +12, Wis +9 dispel magic, fireball
Skills. Arcana +18, History +12, Insight +9,
Perception +9 Actions
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing Paralysing Touch. Melee Weapon Attack: +8 to hit,
and slashing from nonmagical weapons reach 5 ft., one creature. Hit: 10 (3d6) cold
Condition Immunities charmed, exhaustion, damage. The target must succeed on a DC 18
frightened, paralysed, poisoned Constitution saving throw or be paralysed for 1
Senses truesight 120ft., passive Perception 19 minute. The target can repeat the saving throw at
Languages Common plus up to 5 other languages the end of each of its turns, ending the effect on
Challenge 18 (20,000 XP) itself on a success.

21 ENEMY STATS |
Enemy Stats
Bone Naga Spellcasting. The naga is a 5th·level spellcaster (spell
Large undead, lawful evil save DC 12, +4 to hit with spell attacks) that needs
only verbal components to cast its spells. If the nag a
Armour Class 15 (natural armour) was a guardian nag a in life, its spellcasting ability is
Hit Points 58 (9d10 + 9) Wisdom, and it has the following cleric spells prepared:
Speed 30 ft.
Cantrips (at will): mending, sacred flame, thaumaturgy
STR DEX CON INT WIS CHA 1st level (4 slots): command, shield of faith
15 (+2) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 2nd level (3 slots): calm emotions, hold person
3rd level (2 slots): bestow curse
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralysed, Actions
poisoned Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Senses darkvision 60ft., passive Perception 12 creature. Hit: 10 (3d6) piercing damage plus 10 (3d6)
Languages Common plus one other poison damage.
Challenge 4 (1,100 XP)

Green Aboleth Actions


Large aberration, lawful evil Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If
Armour Class 17 (natural armour) the target is a creature, it must succeed on a DC 14
Hit Points 135 (18d10 + 36) Constitution saving throw or become diseased. The
Speed 10ft., swim 40ft. disease has no effect for 1 minute and can be removed
by any magic that cures disease. After 1 minute, the
STR DEX CON INT WIS CHA diseased creature's skin becomes translucent and
slimy, the creature can't regain hit points unless it is
18 (+4) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) underwater, and the disease can be removed only by
heal or another disease-curing spell of 6th level or
Saving Throws Con +6, Int +8, Wis +6 higher. When the creature is outside a body of water, it
Skills History +12, Perception +10 takes 6 (1d12) acid damage every 10 minutes unless
Senses darkvision 120ft., passive Perception 19 moisture is applied to the skin before 10 minutes have
Languages deep screech, telepathy (120ft) passed.
Challenge 10 (5,900 XP)
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) bludgeoning damage.
Amphibious. The green aboleth can breath air and in
water.

ENEMY STATS | 22
Note From the Author
Hello and thank you for buying this small campaign book for
use in your D&D session. This is only my second book that I
have written and I hope you get many hours of enjoyment and
excitement from it. If you have not done so already - I urge
you to go and check out the prequel story to this book titled
"The Rise of the Necromancer" on GM's Guild for free!
I thoroughly enjoy writing these books and hope you enjoy
the story aspect as much as I do. I read a lot of fantasy novels
from many well known fantasy writers and do not have the
time to make full length novels myself but in finding D&D I
have been able to add my love of storytelling and writing into
these books. If you have not noticed already - I love setting
the scene and drawing my players into the world we DM's
create. I like to make sure they are living in the game and
become the characters they play as best they can. If the story
telling aspect is not so much for you or your party - then skip
the story telling and get right to the action!
If this book as inspired you to bring your players into the
world we imagine then I am eternally humbled.
Once again, thank you for downloading and reading this
story/book. Please write a review and offer any feedback you
like to myself and I will be sure to take it all on board for the
next instalment of "The Underling's Revival" series.

23 CREDITS AND LEAGAL |


Credits
Homebrewery - https://homebrewery.naturalcrit.com/ All images to the best of my knowledge are open source
images from DM's Guild and Pixelbay.com (bracketed terms
Cover page - Pixelbay.com (Dark Face) edited on are what I used to find the image) as free to use without the
https://www.gmbinder.com/ need for a license or found with google image search and
reverse searched to make sure I gave credit to original artist
Page 1 Image - Taken from DMGuild Creator Resource where appropriate. This guide and sections of this guide are
(Creatures) NOT to be used for economic gain or to be sold for money, it
is for personal use only and can NOT be edited and
Page 3 Image - Taken from DMGuild Creator Resource published elsewhere without authors consent.
(Adventurers)
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Page 4 Image - Pixelbay.com (Moor art) Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
Page 5 Image - Hand Drawn Map by Craig Robertson product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
Page 6 Images - Pixelbay.com (Forest Lake) and Taken from
DMGuild Creator Resource (Enemies. Foes. and Friends ) This work contains material that is copyright Wizards of the
Coast and/or other authors. Such material is used with
Page 7 Image - Taken from DMGuild Creator Resource permission under the Community Content Agreement for
(Creatures 2) Dungeon Masters Guild.
Page 8 Image - Taken from DMGuild - Courtney Hilbig, Map - All other original material in this work is copyright 2019 by
Lost Temple Craig Robertson and published under the Community
Content Agreement for Dungeon Masters Guild.
Page 10 Images - Hand Drawn Map by Craig Robertson and
DMGuild Creator Resource (Adventurers)
Page 11 Image - Taken from DMGuild Creator Resource
(Creatures 2)
Page 12 Image - DMGuild Jeff C. Stevens - Exploration Maps
- FREE
Page 13 Image - Taken from DMGuild Creator Resource
(Adventurers)
Page 14 Image - Taken from DMGuild Creator Resource
(Dragons)
Page 15 Image - Pixelbay.com (Wasteland)

Author: Craig Robertson

CREDITS AND LEAGAL | 24

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