Professional Documents
Culture Documents
ToDR
ToDR
Tyranny of Dragons:
Reloaded
massive thanks to
Alexandra ’Fulkir’ Carreira
Ana ’Lucy Jezebel’ Simões
Hugo ’D. Furrnanda’ Pires
Iuri ’Boommaker’ Pires
Pedro ’Big McLarge’ Miguel
Rudi ’Tristan’ Pires
cover art by
Zi Hounti
www.azizhounti.com
10/01/2024 (v1.0)
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and 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.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.
All other original material in this work is copyright 2022 by David Simões and published under the
Community Content Agreement for Dungeon Masters Guild.
ii
C ONTENTS
C H . 1: C AMPAIGN O VERVIEW ............ 1 7.4: Damien’s Manor ..................................... 22
1.1: Introduction ........................................... 1 7.5: The Puzzle Box ....................................... 24
1.2: Running the Campaign ........................... 1 7.6: Conclusion ............................................. 26
CONTENTS
iii
14.2: Boareskyr Bridge .................................. 79 21.10: The Zulkir’s Arrival ............................. 127
14.3: Tracks to the Serpent Hills ................... 79 21.11: Thoss Tarek’s Alternate Plans ............. 128
14.4: Tomb of Diderius .................................. 80 21.12: Conclusion ......................................... 128
14.5: Conclusion ........................................... 82
C H . 22: F OUR TH C OUNCIL OF WATERDEEP
C H . 15: T HE S EA OF M OVING I CE ..... 83 129
15.1: Introduction ......................................... 83 22.1: Introduction ......................................... 129
15.2: Back to Waterdeep ................................ 83 22.2: Waterdeep............................................. 129
15.3: Frostskimmr......................................... 83 22.3: Members of the Council ........................ 129
15.4: Oyaviggaton - The Village...................... 85 22.4: Council Session .................................... 130
15.5: Oyaviggaton - Ice Caves ........................ 85 22.5: Conclusion ........................................... 133
15.6: Conclusion ........................................... 86
C H . 23: T IAMAT ’ S R ETURN ............... 135
C H . 16: S ECOND C OUNCIL OF WATERDEEP 23.1: Introduction ......................................... 135
87 23.2: Approaching the Well of Dragons .......... 135
16.1: Introduction ......................................... 87 23.3: Surveying the Well of Dragons............... 137
16.2: Waterdeep............................................. 87 23.4: Storming the Well of Dragons................ 137
16.3: Members of the Council ........................ 87 23.5: Well of Dragons..................................... 140
16.4: Council Session .................................... 87 23.6: Aftermath ............................................. 142
16.5: Conclusion ........................................... 91 23.7: Conclusion ........................................... 144
C H . 17: T HE M ISTY F OREST ............. 92 C H . 24: E PILOGUE ......................... 145
17.1: Introduction ......................................... 92 24.1: Introduction ......................................... 145
17.2: The Misty Forest ................................... 92 24.2: Tiamat Succeeded................................. 145
17.3: Neronvain’s Stronghold......................... 95 24.3: Total Party Kill...................................... 145
17.4: Conclusion ........................................... 96 24.4: Descent into Avernus............................ 145
24.5: Dragonspear Castle .............................. 145
C H . 18: T HE C OUNCIL OF D RAGONS .. 98
24.6: Castle Naerytar and the Ring of
18.1: Introduction ......................................... 98 Myrkul........................................................... 146
18.2: Reaching the Summit ........................... 98 24.7: Xonthal’s Tower .................................... 146
18.3: The Dragon Council .............................. 99 24.8: Dragons’ Revenge ................................. 146
18.4: Conclusion ........................................... 104 24.9: Character Arcs ..................................... 146
C H . 19: T HIRD C OUNCIL OF WATERDEEP 24.10: Other Enemies.................................... 146
24.11: Conclusion ......................................... 147
105
19.1: Introduction ......................................... 105 P AR T 1: C OMPENDIUM
19.2: Waterdeep............................................. 105
19.3: The Cult Strikes Back ........................... 105
C H . 25: N ON -P LAYABLE C HARACTERS
19.4: Members of the Council ........................ 106
19.5: Council Session .................................... 107
149
19.6: Conclusion ........................................... 110 25.1: Arauthator............................................ 149
25.2: Armored Swarm of Snakes.................... 152
C H . 20: X ONTHAL ’ S T OWER ............. 111 25.3: Azbara Jos............................................ 152
20.1: Introduction ......................................... 111 25.4: Bane’s Cultists ..................................... 152
20.2: Xonthal’s Tower (Village) ....................... 111 25.5: Bhaal’s Cultists .................................... 154
20.3: The Maze .............................................. 111 25.6: Bullywug Croaker ................................. 155
20.4: Xonthal’s Tower .................................... 114 25.7: Chuth................................................... 155
20.5: Conclusion ........................................... 114 25.8: Cult Wagon Leader................................ 157
25.9: Cyanwrath............................................ 157
C H . 21: M ISSION TO T HAY ............... 116 25.10: Dralmorrer Borngray .......................... 158
21.1: Introduction ......................................... 116 25.11: Galvan................................................ 158
21.2: Departing to Thay ................................. 116 25.12: Glazhael ............................................. 159
21.3: Nethwatch Keep’s Characters................ 116 25.13: Goblin Shaman................................... 160
21.4: Nethwatch Keep.................................... 119 25.14: Griffon Cavalry Rider .......................... 160
21.5: The Audience........................................ 123 25.15: Khandur Ulmarik................................ 161
21.6: Dreams and Nightmares ....................... 124 25.16: King Hekaton...................................... 161
21.7: The Mystery Murder ............................. 125 25.17: Laeral Silverhand................................ 162
21.8: The Missing Pyx.................................... 127 25.18: Lennithon ........................................... 164
21.9: The Diviner’s Drowning......................... 127 25.19: Monstrous Peryton ............................. 164
CONTENTS
iv
25.20: Mortlock Vanthampur......................... 165 26.2: Raider’s Camp ...................................... 176
25.21: Myrkul’s Cultists ................................ 166 26.3: Hatchery............................................... 177
25.22: Neronvain ........................................... 166 26.4: Elturel .................................................. 178
25.23: Nyh Ilmichh ........................................ 168 26.5: Baldur’s Gate........................................ 180
25.24: Pharblex Spattergoo............................ 168 26.6: On the Road ......................................... 181
25.25: Rath Modar ........................................ 169 26.7: Waterdeep and Carnath Roadhouse ...... 182
25.26: Remallia Haventree............................. 169 26.8: Mere of the Dead Men ........................... 183
25.27: Rezmir ................................................ 170
26.9: Parnast and Skyreach Castle ................ 186
25.28: Thoss Tarek........................................ 171
26.10: Council of Waterdeep .......................... 191
25.29: Ulder Ravengard ................................. 172
26.11: Death to the Wyrmspeakers: Varram .. 192
25.30: Varram ............................................... 172
25.31: Voaraghamanthar ............................... 173 26.12: Sea of Moving Ice ................................ 193
25.32: Waervaerendor.................................... 173 26.13: Council of Waterdeep .......................... 195
26.14: Xonthal’s Tower .................................. 196
C H . 26: M APS ............................... 175 26.15: Nethwatch Keep.................................. 200
26.1: Greenest in Flames ............................... 175 26.16: Rise of Tiamat..................................... 204
CONTENTS
v
CONTENTS
vi
C HAPTER 1: C AMPAIGN O VERVIEW
This campaign happens in the Sword Coast. summit that will come to be known as the
Characters will explore most of the Sword Coast, Council of Waterdeep.
moving between Elturel, Baldur’s Gate, Four council sessions take place over the
Waterdeep, and exploring many smaller towns course of the adventure, naturally dividing
nearby. Most names, cities, and locations will be events into four stages. Between the council
familiar to experienced players. gatherings, the characters undertake missions to
The events of this campaign happen in 1489 thwart the cult’s plans. Some of these missions
DR, right as Dungeons & Dragons 5th Edition will be proposed by NPCs during council
starts. They span about 1 year. The characters sessions. Others can be proposed by the
should grow from level 1 to 15. characters. The adventurers understand that
thousands of lives depend on their actions. The
1.1 I NTRODUCTION characters are among the greatest heroes of the
Sword Coast, and the Council of Waterdeep
Before our story begins, the Order of the Dragon, looks to them for wise guidance and swift action.
led by their new leader, Severin, obtained the five Many of the power groups represented on the
dragon masks and initiated the second part of its council don’t trust each other, and some even
plan to release Tiamat: recruiting dragons and have conflicting goals. Over the course of the
assembling a treasure hoard worthy of the queen council’s four meetings, the players and
of evil dragons. characters need to forge this disparate, feuding
group into a coordinated force. Only with all
H OARD OF THE D RAGON Q UEEN factions working together and contributing to the
overall effort can enough power be brought to
The first part of this campaign begins when a
bear against the cult to prevent Tiamat’s return.
town comes under attack by a dragon and its
The more successful the characters are in their
allies. Characters can intervene to save
actions against the cult, the more esteem and
townsfolk, but not before attackers carry away
influence they gain with the council.
an important scholar. While rescuing that
captive from the raiders’ camp, characters learn
they are up against the Order of the Dragon, and 1.2 R UNNING THE
they have the chance to destroy a subterranean
dragon hatchery that the cult guards. C AMPAIGN
The hatchery provides clues to the cult’s Start by reading the summary from chapter 2, to
operation and sends the characters on a long get familiar with the overall structure of the
journey northward. During that trip, they face adventure.
threats from the cult and gain some unexpected With every chapter, please fully read the
allies. North of Waterdeep, the cult’s contraband corresponding chapters from each adventure
is offloaded at a smuggler’s den for shipment to book. Then, read the chapter here to understand
a castle long ago abandoned. the flow of events, see relevant changes, get
A portal beneath the castle connects to the maps, ideas, and others. Each chapter should
stronghold of one of the cult’s most powerful and contain a list of what is expected to happen
most disgruntled members, Talis, who can there. If something doesn’t happen (or happens
become either a deadly enemy or a crucial earlier than expected), it’s no problem, just
collaborator to the characters. With or without adjust the events in the next chapters.
Talis’s help, the characters must get into a flying Always remember to adapt to your players.
citadel that a cloud giant placed at the cult’s You create the world, they guide the story.
disposal and prevent it from reaching its Ideally, they shouldn’t stray so far from the
destination at the Well of Dragons. planned adventure that the book becomes
useless, but what matters is that everyone (that
R ISE OF T IAMAT includes you!) is having fun!
In the second part of this campaign,
representatives of groups and factions from
O FFICIAL R ESOURCES
across the Sword Coast meet to discuss their This campaign chains together multiple
concern about the Order of the Dragon, and to published adventures, and also introduces newly
draw up plans for opposing the cult. The created ones. You will need the following
adventurers are summoned to Waterdeep for a adventure books:
CHAPTER 2: ADVENTURES
6
the castle, through which both treasure and iconic iceberg, Oyaviggaton. The danger is great,
Rezmir have escaped. not only from the local monsters, but also from
the estranged northern Ice Hunter tribes, and
2.10 P ARNAST AND most of all, from the dragon that, unbeknownst
to nearly everyone, slumbers in the mysterious
S KYREACH iceberg.
C ASTLE
Rezmir quickly moves from a Hunting Lodge 2.14 S ECOND
near Parnast to Skyreach Castle, a flying fortress
from the Cloud Giants. The characters must
C OUNCIL OF
embark upon it and prevent it from reach its
final destination, where the forces of the Order of
WATERDEEP
the Dragon will certainly be too dangerous. Politics, as usual, ruin everything. Inner turmoil
Luckily, a new ally is coming to talk some sense disrupts the Council as a new Open Lord is
into the giants. However, that still leaves Rezmir, appointed to Waterdeep, and conflicts emerge.
Azbara, cultists, and of course, a dangerous All the invitations of the Council have been filled,
dragon to take care of. and new dangers loom on the horizon. The
Order’s activities have increased, undoubtedly
2.11 F IRST C OUNCIL due to the character’s disruptions of their plans.
The Emerald Enclave in particular is worried
OF WATERDEEP about strange rumours coming from the Misty
Forest, just south of Waterdeep. However, not all
A few days after Skyreach has fallen, a Council news are bad, and new allies have contacted the
is assembled in the City of Wonders to determine Council, hoping to reach an agreement.
how the forces of Faerûn will handle the
upcoming war. Refugees, attacks, cut-off cities,
and others, are straining the resources of every
major organization. The politics of the situation
2.15 T HE M ISTY
are delicate, and the Council members want to
meet the characters that have thus far thwarted
F OREST
The Emerald Enclave and the elven prince
the cult’s plans. After this meeting, goals and
Alagarthas request the character’s help to
objectives are set to prevent the situation from
uncover the plans of the Misty Forest cell, led by
escalating. Meanwhile, the Order of the Dragon
Neronvain and Chuth. Alagarthas’ father
sounds the Draakhorn, an ancient artifact
believes the attacks are over, but Alagarthas
whose purpose is still unclear.
fears otherwise. In particular, they ask the
characters to investigate a singular attack on an
2.12 T OMB OF elven village, where the dragon,
uncharacteristically, abandoned the raid
D IDERIUS half-way without pillaging or murdering the
The Harper network of spies spotted the White entire population.
Wyrmspeaker, Varram, in a small encampment,
southeast of Waterdeep. It is crucial to follow up
on this lead and attempt to capture the dwarf, 2.16 T HE C OUNCIL OF
and recover the White Dragon Mask he wears.
Little do the characters know that the mask has D RAGONS
already been stolen, and Varram is actually The Metallic Dragons have invited the characters
seeking it through a powerful Divination Pool. to an ancient draconic rite of council. They wish
to determine what the dragons will do in the face
2.13 T HE S EA OF of the looming threat of Tiamat, and how they
should (if at all) work with the smaller humanoid
M OVING I CE races. Some of the dragons are not interested in
Characters have an opportunity to track down cooperating with them, while others find
the Draakhorn, and also uncover the fate of potential in an alliance. It’s up to the characters
Maccath, the Crimson. Her last known to convince them to join forces. However, the
whereabouts were in the Sea of Moving Ice, the Order of the Dragon is aware of this meeting and
same area where the Draakhorn was last known is trying their best to prevent it from happening.
to be found at, as she was about to explore an
CHAPTER 2: ADVENTURES
7
2.17 T HIRD C OUNCIL 2.21 T IAMAT ’ S
OF WATERDEEP R ETURN
The Council once more gathers to determine The alliance is striking back. They must stop
what to do now that their territories have been Severin’s ritual at the Well of Dragons to prevent
defended as best they can. However, the night Tiamat’s return. However, the ritual has already
before the meeting, Waterdeep suffers a started, can it be too late?
devastating attack with thousands of casualties.
The attack coincided with an assassination
attempt on the characters’ lives. They must now
2.22 E PILOGUE
present the results of their missions and The world has been saved! The Order of the
navigate a political mine-field to get everyone to Dragon still remains, no hidden in the shadows
play along together. once more. However, there are many loose ends
to tie up. Why were devils helping the cult? How
are cities going to recover from this war? Are the
2.18 X ONTHAL ’ S party’s enemies seeking vengeance? What is
happening at Dragonspear, Castle Naerytar, or
T OWER Xonthal’s Tower? Leave it up to your players to
The Harpers got a letter from a defector of the decide where to go next!
Order of the Dragon. An anonymous member
claims to have borrowed the Blue Dragon Mask,
and must be extracted from a mysterious place
known as Xonthal’s Tower. It could be a trap,
but investigating this clue can lead to great
results: a high-ranking member of the cult
willing to help the Alliance, and a last chance at
obtaining a dragon mask.
2.19 M ISSION TO
T HAY
The Red Wizards of Thay, led by the Lich Lord
Szass Tam, wish to extinguish the Thayan
Resurrection, a splinter sect of Thay who has
allied with the Order of the Dragon. Led by Rath
Modar, this sect is responsible for opening the
portal between Avernus and the Forgotten
Realms, in exchange for power gifted by the
Dragon Queen as a reward for their efforts. Rath
Modar hopes to defeat Szass Tam and bring
Thay to its glory days; Szass Tam hopes to
utterly destroy Rath Modar in horrible ways. To
this goal, he invites a group of emissaries to visit
Thay in order to establish a temporary alliance.
2.20 F OUR TH
C OUNCIL OF
WATERDEEP
The Council gathers for the final time. The
characters present the results of their latest
missions, and a plan of attack is laid out against
the Order of the Dragon. The Well of Dragons’
location is finally found, and the cult is
summoning Tiamat in a few days. The armies of
the alliance are about to march to war.
CHAPTER 2: ADVENTURES
8
C HAPTER 3: T HE T ORM ’ S K NIGHT T OMB
Inspired by The Delian Tomb by Seth Harris, groups of goblins attacks other chariots in the
available at DM’s Guild. caravan. The other groups will be defeated by
Please revise the introduction in section 2.1. the other guards, and characters need only to
focus on this group of enemies. During the fight,
3.1 I NTRODUCTION a sneaky goblin kidnaps Toby without anyone
noticing.
Characters should be at level 1. After the enemies are defeated, Mary quickly
The goal for this chapter is for players to get notices her son is missing. Some members of the
used to the setting. Characters should find a caravan want to keep moving, afraid of further
connection (through Mary) to Leosin, level up to attacks. Mary will go on her own after her boy, if
be more ready for Greenest, and also learn a bit need be, but ideally the characters should help
about the Dead Three gods. her. They can easily track the goblins’ footprints,
which clearly head west and soon lead out of the
3.2 A R OUGH R OAD woods into open rocky hills. They spot a ruin on
a hill not far off. The tracks veer off the road and
Mary Erlanthar, a 30-something year old woman,
is taking her kid Toby, to the city of Greenest. toward the ruins.
Mary is Leosin Erlanthar’s sister. Her husband
died recently, and out of money, she is travelling 3.3 T HE T ORM ’ S
to where Leosin last told her he would be. Toby
quickly befriends the characters throughout this K NIGHT T OMB
journey, being a smart and inquisitive child. He This Tomb, dedicated to Torm, has been invaded
often remarks he wants to be a brave adventurer by goblins who worship the Dead Three, the evil
like them, and occasionally mentions his uncle gods Bane, Bhaal, and Myrkul. They have
(Leosin) to be some sort of secret agent (a fact his received visions from their gods, triggered by the
mother quickly dismisses). Order of the Dragon’s recent machinations, and
worshippers of these gods have recently become
active. These particular goblins don’t really care
about any of this, and are simply trying to get
treasure and power through murder and
violence.
E NTRANCE
Two Goblins guard the entrance of the tomb.
They are sleepy and distracted, and have
disadvantage on their Wisdom (Perception)
checks. If attacked, the last one alive will yell for
help from the goblins inside the tomb.
If you want to challenge your players, two
others patrol the outside, circling the entrance
every five minutes. If alive, they hear sounds of
combat at the entrance of the tomb, and join the
fight after a round of combat.
Ran as-is.
I had every group of cultists approaching very
obviously, which allowed the player characters to
run and avoid most fights. Make sure the
cultists are more obvious the more worn-down
your characters are. Also ensure your players
are aware they have the option to run and avoid
fights. Another idea if characters are having a
tough time is for guards to show up to help.
Some encounters can even start with guards
already engaged by cultists, and characters can
choose to help them fend off the invaders.
At My Table
The characters headed for the bridge crossing the stream,
but enemies were coming down that way. They instead
turned right, avoided a group of cultists ransacking a house
there, crossed the stream, and approached the keep from
the south. Somewhere during this, they hear the dragon’s
Figure 4.1: Greenest in Flames. roar, but they still cannot identify its source, as night has
fallen. They fought another group of cultists before running
inside the keep with about a dozen commoners following
I removed Castellan Escobert the Red’s them (including Mary and Toby).
character. Only shows up here, no need for him.
T HE O LD T UNNEL
At My Table
A lucky hit from one of them was enough to damage
Lennithon and scare him away.
T HE S ALLY P OR T
I removed this mission, seems too chaotic, and
this chapter is hard enough as it is.
5.1 I NTRODUCTION
Characters should be at level 3.
The goal for this chapter is for characters to
witness the strength of the group that attacked
Greenest. They will glimpse the real leaders of
this cell, Rezmir* (and her greatsword and
dragon mask) and Azbara Jos*, gather some
information about the Order of the Dragon (how
it is composed of different groups, including paid
mercenaries, kobolds, and fanatical cultists, or
how they greet each other with dragon-related
mottos), and rescue Leosin Erlanthar.
At My Table
Characters waited for night, and never actually entered the
camp. They scouted from the surrounding hills, saw Leosin
being interrogated by Frulam Mondath and Rezmir*, and
waited until the guards were rotating. At some point, only
two were guarding him (the others had gone to fetch
dinner). While the Wizard’s Familiar carried a knife to
Leosin and guided him to the cliff (where ropes awaited to
pull him up), the guards were silently disposed of.
R EARGUARD
Ran as-is.
At My Table
Because they didn’t leave anything behind to cover the fact
Leosin had escaped, they were rapidly pursued. Thanks to
poor rolls, a patrol caught up to them, with a Veteran, two
Kobolds, two Scouts, and four Cultists. This allowed them
to capture a cultist and bring him back for interrogation.
5.3 C ONCLUSION
The characters have hopefully gathered some
information about the Order of the Dragon
(including witnessing the Black Dragon Mask
worn by Rezmir, and the legendary Hazirawn at
her back) and rescued Leosin. It’s likely they
noticed the heavily guarded Chief’s tent, and the
suspicious cave nearby.
At My Table
Characters lured the two Dragonclaws guarding the cave
to the leaders’ tent and quickly disposed of them. They
explored the dungeon silently, quickly wiping each group of
Kobolds without alerting the next one, and ignored Areas 5
and 6. They rested in Area 8 before facing Cyanwrath.
After Cyanwrath’s defeat, they triggered the acid trap
(because they’re morons), and rested before exploring Area
10. There, they destroyed the three dragon eggs from a
distance. Using illusions, they tried to lure Mondath into
Area 9, but she was suspicious. Combat ensued, and they
captured her, while using the Kobold bombs to kill her
guards.
6.3 C ONCLUSION
The characters have hopefully defeated
Cyanwrath and Mondath, learned that wagons
with suspicious cargo is being delivered to
Baldur’s Gate, and killed some chromatic dragon
eggs that would no-doubt lead to problems once
the hatchlings grew up.
CHAPTER 7: ELTUREL
19
they outmatch the armies of whole realms. They in faith to come between them, nor to attribute
are not only the guards and police of the city, the Companion to one god or another.
they also patrol the River Chionthar and
surrounding roads, and escort caravans from D ISTRICTS
Waterdeep to Iriaebor. They maintain The city is split into two districts: an upper city
guardhouses in the Fields of the Dead and known as the High District and a lower city
warning beacons in the surrounding farmlands. known as the Dock District. The High District
All Hellriders are required to give a tenth of their spreads over the slopes of a rising, defensible hill
earnings to Elturel’s coffers. with a rocky cliff on its south side, where it
They are joined by the Order of the meets the Chionthar. In this crowded space, the
Companion, a well-armored mounted buildings are constructed of stone, with tall
knighthood of paladins who defend the city and narrow houses topped with spires and bedecked
wider Elturgard, swear oaths to the realm and with balconies and windows, and the cobbled
share its goals, even if the members do not all streets are narrow, steep, and winding. Their
share faith in Torm. Courageous, righteous, and cellars are dug out of the solid rock. This area is
zealous, they are proud of their dedication to the home to the city’s nobility. Atop the cliff
cause of good, their clear morals, even their overlooking the river is the High Hall, marked by
intolerance. They are identified by the blazing its soaring turrets and its walls encircling the
insignia of the Companion that they wear. Many summit. This is where the High Observer lives,
of the Hellriders aspire to join the Companions. government is based, bureaucracy is managed,
Both follow the Creed Resolute, swearing to political and religious leaders are housed, and
serve the High Observer and the greater good, large commercial meetings are held. On the
uphold Elturgard’s law, and permit no difference northeastern flank of the hill is a ravine, crossed
CHAPTER 7: ELTUREL
20
by two bridges: the Torm’s Reach in the north chapel dedicated to Lathander, Torm, Helm, and
and the Torm’s Blade south of it, each 20 feet Tyr. It is a beautiful place, filled with grass and
and consecrated in the name of Torm by runes flowers.
carved into them, and warded against fiends and Inns and taverns have been decreed not to
undead. operate under the same roof, so in Elturel these
The Dock District, meanwhile, covers the are distinctly different businesses. The better
flatlands around. It is home to markets, inns stand in the High District, but are simply
stockyards, and warehouses, as well as converted houses and often several neighboring
wagon-makers and yards and offices of other houses linked into one. Those in the Dock
trades associated with caravans. It is dirty, District are simpler, not to mention noisier, but
disorderly, and smelly, with buildings designed are usually the only accommodations available
only for function and business. In the east side, in summer during the trade season. Inns and
it is known for hovels and warehouses clustered taverns are generally good in quality. A Pair of
around the docks. In the west side there are Black Antlers is the best-known tavern, and a
tidier and more well-off homes and shops. favorite of adventurers.
The city is not all utilitarian. The Garden, also Shiarra’s Market is held within a round town
known as "the Winter Garden" in local songs and square in the eastern Dock District. It is known
stories, runs right through the middle of the city for crammed stalls.
along the ridge of the hill, long, straight, and
narrow "like the blade of a naked sword", in the
words of Elminster. It begins at the High Hall,
7.3 O RDER OF THE
where a powerful freshwater spring rises in the G AUNTLET
cellars and feeds a stream that wounds through Leosin’s superior, Remallia Haventree*, an
the Garden and guarantees the city’s water active Harper agent from Waterdeep, is visiting
supply, before spilling over a cliff in the north Ontharr Frume, leader of the Order of the
called Maiden’s Leap, forming cascades that Gauntlet, at the Antlers Inn. She leaves behind a
joined the canal. The Garden is an open space of puzzle-box to mock Ontharr (in good nature,
woods and flowers, crossed by paths and arched they are close friends). As the characters
bridges but keeping a wild beauty in wintertime. approach the Inn, she leaves it and crosses
Elturians enjoy meeting one another here. The paths with them. Suddenly, the puzzle-box is
wealthiest citizens of the High District have their throw out the window by Ontharr, undoubtedly
houses nearest the Garden. trying to hit Remallia in the head, but nearly
The canal begins at Maiden’s Leap in the north hitting the characters instead. Remallia laughs,
and runs east and south within the walls before looks at the characters, and politely apologises
joining the Chionthar. It forms a partial moat for and asks them to return the box to Ontharr,
defense and a passage for barges servicing the walking away afterwards.
eastern Dock District. After Ontharr and Leosin are informed the
Elturel is home to two major temples: Helm’s raiders have abandoned the camp, they take a
Shieldhall and the High Harvest Home. The day to prepare a course of action. In the
fortress-like Shieldhall is both the most meantime, Ontharr wishes to test them himself.
influential temple in the city and one of the He was just asked by a noble named Davian to
strongest temples of Helm, God of Guardians, in steal back his grandmother’s ashes from
the North. The High Harvest Home, meanwhile, Davian’s cousin (see below). He asks the
is dedicated to Chauntea, the Grain Goddess. characters to do so without harming any of the
Both provid aid and shelter to the faithful. There guards or residents. If the characters fails this
were also a few shrines, to Ilmater, the Crying quest, Ontharr isn’t too impressed, and
God; Tempus, Lord of Battles; Tymora, Lady comments he might need to send someone else
Luck; and Lliira, the Joybringer. The city’s to track the cultists. Leosin convinces him to
official faith is in Torm the True, the state give them a second chance.
religion of Elturgard, and it is ruled by its high The following day, Ontharr is officiating a
priest, the High Observer of Torm. However, the wedding near the Grand Cemetery. Characters
people commonly worship Torm, Helm, can meet Undertaker Gideon Lightward, and can
Lathander, Amaunator, and Tyr. The "grand get a brief glimpse at the High Overseer of
cemetery" lays in the westernmost past of the Elturel, Thavius Kreeg, who is leaving the
city, within the walls. Surrounded by a brass wedding just after the vows are said. Thavius is
fence and gate 10 feet tall, it holds gravestones, a greedy fat bald man who triggers many of the
statues, monuments, and mausoleums for the events in Descent into Avernus. Gideon
departed; an ossuary below ground; and a Lightward is a priest of Lathander who serves
CHAPTER 7: ELTUREL
21
Figure 7.3: The Order of the Dragon chart that Ontharr asks the characters to fill.
Elturel and his deity proudly. In fact, he might an outside organization (the Order of the
be too zealous, and is willing to give up his own Gauntlet) to take it back.
life and sanity in order to fight the forces of evil. The nobles maintain a lavish lifestyle and
This flaw is exploited in Descent into Avernus), conduct private business from there. These airy,
and if you’re planning on following this opulent mansions include guest quarters for
campaign with Tyranny of Dragons into Avernus, important visitors and trading partners, and
a simple way to have him make a connection to they’re patrolled by loyal, well-drilled guards at
the characters is for him to worship the same all hours. The outer walls are 8 to 12 feet tall, up
god as one of them. to 2 feet thick, and topped with sharp and pointy
Ontharr has decided on a plan about the religious symbols that glitter colorfully in the
Order of the Dragon. The characters are to sail Companion’s light. Any character who climbs
to Baldur’s Gate and wait for the cultists there. over the wall must succeed on a DC 12 Dexterity
They are then to join their caravan, and find saving throw or take 2 (1d4) slashing damage
what is their final destination and what is all from the sharp objects.
that cargo for. He gives them the following chart Paintings, statues, murals, frescoes, tapestries,
to fill with information. His spies have already and oil lamps meant to impress guests decorate
learned about the Order of the Dragon having the lower level. The rooms on the upper level are
different cells, and he wants more details. decorated for comfort. The artwork and other
If the characters didn’t open the puzzle-box, decor reflect Damien’s taste. Two Guards stand
Leosin recommends they stay at the Elfsong outside the main front and back doors. One
tavern at Baldur’s Gate. stands outside the door in Area 5. Two pairs of
Guards patrol the exterior wall, taking 5 minutes
each to make a full patrol.
7.4 D AMIEN ’ S M ANOR Ontharr asks the characters to steal the urn
This adventure is inspired by a Merchant’s containing Damien’s grandmother’s ashes, as
manor from Tomb of Annihilation. requested by his cousin Davian, without
Davian and Damien are noble cousins of harming any of the guards or residents of the
Elturel. They share a friendly rivalry, and fight to manor.
see who keeps their Grandmother’s Urn of Ashes
in their manor. Damien has had them for a few 1. E NTRYWAY
months, and Davian’s attempts at recovering it This pleasant, breezy, tiled courtyard includes a
have all been thwarted. He has now resorted to splashing fountain and green plants. Visitors
CHAPTER 7: ELTUREL
22
can refresh themselves in a washroom to the left in Damien’s manor, a trapped Fire Elemental
of the entrance before meeting residents of the provides round-the-clock heat, and a servant
manor. The entry portico is always guarded by (Commoner) is always available to massage tired
four Gladiators recruited from the noble’s muscles.
extended family or hand-picked for their loyalty
and fighting prowess. These guards are always 8. B ATH
on alert against tricksters and magicians trying The bath is the cornerstone of the manor, even
to gain entrance to their master’s home, so they more so than the dining room or family rooms.
have advantage on skill checks and saving The family relaxes here during private times, but
throws against attempts to distract, bamboozle, there’s nothing unusual about a noble holding
or charm them. meetings in the bath with trusted advisors and
The ceiling of the entryway is two stories tall. close business associates. Being invited into the
household bath is considered an honor in
2. S ITTING A REA Elturelean society, and treating it as anything
This is both a waiting area and a meeting area less than an honor risks offending the person
for guests who aren’t known to the manor’s who extended the invitation. Three Nobles bathe
master, and therefore won’t necessarily be given here.
access to the inner chambers of the house.
Decorative columns support the arched doorway 9. K ITCHEN
from area 1. Rugs and comfortable pillows are The kitchen is large, high-ceilinged, and well
arranged on the floor. Narrow windows look into ventilated; otherwise, heat from cooking fires
the garden, but these double as arrow slits in would make it unbearably hot. Stairs lead up to
case visitors aren’t as friendly as they claim to the laundry room (area 14). Two Commoners
be. cook here.
CHAPTER 7: ELTUREL
23
13. G UARD R OOMS
This guard room is intentionally set in the midst
of the family rooms and the master suite. The
guards are responsible for safeguarding the
family during their most vulnerable time, when
they’re sleeping or relaxing in their own
chambers. This station is always manned by
four Gladiators who are fanatically loyal to the
noble and richly rewarded for their devotion.
7.5 T HE P UZZLE B OX
This section is based on the Challenge of
Champions IV adventure, by Johnathan
Richards.
Ontharr doesn’t want to see the puzzle-box,
claiming it annoys him to no end (since he is
unable to open it). He murmurs something like
"If you can open the damn thing, great,
otherwise I want nothing to do with it!".
Characters can break open the box with a DC 30
Strength (Athletics) check. Every time they make
a mistake solving it or breaking it, they take 42
(12d6) psychic damage. Characters can deduce a
hint to solve the puzzle with a DC 20 Intelligence
(Investigation) check. The puzzles are on the
cube’s faces.
1. C HESS P UZZLE
The first puzzle shows a Chess board.
On opposite sides of the cube, there are two
buttons, one black and one white, with no
discernible differences. The hint is There must be
a clue in the placement of the chess pieces,
regardless of their type. The pieces spell BAD in
black and ACE in white, so the correct solution
is to push the white button.
2. T OTEM P UZZLE
The puzzle-box starts extending in opposite
Figure 7.5: The Totem puzzle. By Kennon James
directions and markings begin to show as it
and Kyle Hunter.
transforms into a small circular totem. The top
and bottom surfaces of the totem are clear
mirrors. The solution is to read the hidden message in
CHAPTER 7: ELTUREL
24
the markings. Reflected, the words read BREAK 4. C OMMAND PUZZLE
MIRROR.
The final puzzle shows the mysterious sentence
Come, human, die by sword or spear surrounded
by letters.
3. M INE P UZZLE
The puzzle-box returns to its regular cube-shape.
One of its faces now shows a grid, only partially
revealed.
Each number in a square represents the
amount of mines surrounding it. The characters Figure 7.8: The Command puzzle. By Kennon
need to mark the location of all 40 mines by James and Kyle Hunter.
pressing the squares, one at a time. Pressing an
empty square reveals all squares around it. Examining the nineteen letters in the outer
ring circling the inscription, the characters note
that all of the letters of the alphabet are
represented except for B, E, H, I, S, U, and Y.
Removing those letters from the phrase in the
inscription above reveals COMMAND WORD
ORPAR.
The hint is Missing letters in the ring might
affect the sentence within. Once the command
word is uttered, the puzzle-box vanishes and a
note within it falls to the ground.
Hello.
I don’t know who you are, but I’m sure Ontharr asked
someone to solve this puzzle-box for him.
Good job! You sound smart enough. If you come to
Baldur’s Gate, and you’re interested in working for the
Harpers, ask for Mari Al’maren at the Elfsong Tavern. If you
come to Waterdeep, come to the Yawning Portal and ask
Figure 7.7: The Mine puzzle solution. for the Moon Daughter.
Looking forward to meeting you,
Remallia Haventree, the Moon Daughter
For each successful hint, reveal a safe square
for the players. Once the entire grid is revealed,
the grid vanishes and the final puzzle is Remallia is the Harper present in the Council
revealed. of Waterdeep, so this is a good way for the
CHAPTER 7: ELTUREL
25
characters to establish an early connection with
her.
7.6 C ONCLUSION
The characters have hopefully connected with
the Order of the Gauntlet and with the Harpers.
They now have a mission: track the cargo being
hauled by the Order of the Dragon (currently
headed to Baldur’s Gate), and gather information
about the Order’s members and cells.
CHAPTER 7: ELTUREL
26
C HAPTER 8: B ALDUR ’ S G ATE
Based on Tyranny of Dragon’s On the Road by D ISTRICTS
Wizards of the Coast, and Descent into Avernus’s
A Tale of Two Cities by Wizards of the Coast. Today, Baldur’s Gate is split into three districts:
the wealthy Upper City on the hills above the
Please revise the introduction in section 2.6.
docks, the bustling Lower City around the
Maps can be found in section 26.5.
harbor (both are ringed by an impressive
defensive wall), and the lawless Outer City
(which includes all neighborhoods outside the
8.1 I NTRODUCTION city walls). Regardless of what district one might
Characters should be at level 5. be visiting, certain features are impossible to
ignore, like the wash of Gray Harbor, the
The goal for this chapter is for characters to
shadows of Dusthawk Hill, or the gates that
become familiar with Baldur’s Gate, obtain
contribute to the city’s name.
another Harper connection, and explore the
Dungeon of the Dead Three, realizing how other While the Outer City might seem the most
fanatical evil cults are also being affected by the lawless, every district of Baldur’s Gate has its
machinations of the Order of the Dragon. They own threats. In the Upper City, patriar families
won’t know the reason why the Gods are worried, and government officials jostle to secure their
but it should perk the players’ curiosity. positions. Many are not above using private
agents to acquire blackmail material, sabotage
public appearances, or even frame innocents to
8.2 B ALDUR ’ S G ATE secure power. The victims of these plots, and
officials who want a fair and honest legal system,
Even the most hardened adventurers watch their must resort to hiring their own agents to
steps in Baldur’s Gate, where lives hold prices in unearth conspiracies, break out unfairly
copper and greed proves deadlier than dragon imprisoned citizens, and obtain evidence the
fire. Baldur’s Gate has a reputation for being a Flaming Fist cannot.
rough place, where crime and opportunity walk The Upper City’s political intrigues and the
hand in hand, and where anything can be Outer City’s violence spills over into the Lower
bought, sold, or seized at swordpoint. If City, the city’s middle ground. Rampant crime,
something can be given a price, it’s for sale class grudges, foreign threats, and economic
somewhere in Baldur’s Gate. Drugs and poisons pressures leave many Baldurians feeling trapped
sit on shelves alongside tinctures and remedies. within their own homes. Flaming Fist patrols
Trade goods from Chult, mechanical wonders react to threats with indiscriminate violence,
from Neverwinter, tomes of magic from doing little to make citizens feel safer. As a
Calimshan, and the most believable counterfeits result, in recent years many citizens have
of each can all be found in the city’s stalls. started banding together in crews. These
The Flaming Fist, a mercenary company paid counter-gangs align along professional or
for by the city, protects residents without the neighborhood affiliations, doing their best to
barest hint of civil delicacy. The Watch, the protect their territories. While this has given
guardian force of the wealthy Upper City, exists some of the city’s people a way of feeling more in
only to serve the patriars - the city’s detached control of their lives, it’s also increased the
upper class. Meanwhile, crime flourishes under number of armed citizens on the streets.
the control of the Guild, which oversees almost Whether the Lower City is actually safer after the
every organized criminal act, from dockside formation of crews remains an open question.
gambling rings to blackmail at patriar garden In the Outer City, all the world washes against
parties. Either under the Guild’s auspices or in the city’s gates. Here crime and poverty are
defiance of them, those who cut purses or contrasted by wonders from afar and the riches
throats make a decent living in the city, their of cultures across Faerûn. The mix of wanderers
talents traded as briskly - and often just as and refugees remains in constant flux, with
openly - as those of any other professional. communities forming and disbanding on a
For all its shadows and dark dealings, Baldur’s monthly basis. None can possibly keep track of
Gate is not without its lights. Some residents all the foreign traditions or the dangerous -
earnestly seek to make the city a safer place by sometimes outright evil - religious practices
banding together to make their own sort of observed in the Outer City. As a result, Baldur’s
imperfect but effective justice. Gate has widely adopted a "do no harm" policy
The eastern part of this room is unlit, flooded, and braced This partially collapsed room has three wooden beams
with floor-to-ceiling wooden beams. Rough-hewn steps rise bracing its ceiling. Situated between the beams is a
out of the murky water to the western portion of the room, scorched wooden table with a human cadaver resting atop
which is dry and lit by two torches in sconces that flank a it. A frighteningly thin woman in a black robe is studying
stone altar. Shackled to the wall behind the altar is a sickly the corpse, her face largely hidden under a cowl. Around
man in a loincloth with a burlap sack over his head. An her feet creeps two swarms of skeletal rats.
alcove in the north wall contains a freestanding suit of plate
armor missing its helm.
Standing before the altar are two grim figures: a
The necromancer looming over the corpse is
powerfully built woman clutching a mace, and an even
Flennis, a female human Master of Souls* and
bigger man wearing a bucket helm. The helmed man is
the highest-ranking follower of Myrkul in the
dungeon. Use the swarm of rats stat block to
jabbing the prisoner with a spear, causing him to twitch.
represent Flennis’s skeletal rats, but they are
Both figures are clad in chain mail, and the woman carries a
undead instead of beasts.
wooden shield with a leering skull painted on it.
Flennis is preparing to make a Ghoul out of
the corpse on the table, but the Create Undead
The two armored figures are Kazzira, a female spell takes 1 minute to cast, which means she
human Black Gauntlet of Bane*, and Yignath, a must deal with the characters first. If the rats
male human Iron Consul*. Yignath is torturing keep the enemies busy, she can finisher her
the prisoner for fun while Kazzira watches. Both ritual. Otherwise, while her skeletal rats attack
attack intruders but prefer to remain on dry the nearest foe, she casts spells while using the
ground. The skull on Kazzira’s shield has been table for cover.
painted in fresh blood. Hanging from Yignath’s In addition to her robe and her flail, Flennis
belt is an iron key ring with seven keys - one for carries a dusty spellbook that contains all the
the shackles above the altar, two for the shackles spells she has prepared. The book has black
in area D22, and four that unlock the chests in leather covers and sports a tiny, skull-shaped
area D30. locking mechanism. Flennis has the key to the
The prisoner hanging on the west wall is Klim lock stuck in her hair. A character can also pick
Jhasso, a male human noble captured in the the lock with a successful DC 14 Dexterity check
Lower City two days ago after his bodyguard was made with thieves’ tools.
slain. Klim is a neutral evil Noble with 1 hit The first time a creature other than Flennis
point remaining. He is unarmored (AC 10) and opens the book, a wisp of black smoke rises from
weaponless. He speaks Common and Elvish, but its pages and coalesces into a skull that cackles
has no useful information to share. Klim madly for a few seconds before dissipating. The
guarantees that his family will pay a generous creature holding the book when the smoke
reward for his safe return to their estate in the appears must succeed on a DC 18 Constitution
8.6 C ONCLUSION
The characters have hopefully cleared the
Dungeon of the Dead Three and learned that
other cults are actively interfering with the Order
of the Dragon, meaning the Order’s plans might
be truly threatening.
Figure 9.1: The front half of the Caravan on the road. Originally by Patreon’s DM Oaky.
9.4 D RAGONSPEAR
Figure 9.3: The pass overgrown with This section was inspired by the Ghosts of
mushrooms. Unknown author. Dragonspear adventure, by Jeremy Crawford
and Christopher Perkins.
Dragonspear Castle was a dwarven fortress
B ANE OF THE M OUNTAINS built upon the High Moor during the 13th
century DR. It had a long and storied history
Ran at the Troll Hills, just before Dragonspear.
within Western Heartlands. It served as home to
monstrous humanoids, became the battleground
for two wars between Faerûnians and devils from
the Nine Hells, and much more. Currently, it lies
in ruins, and a massive dragon skeleton lies half
buried against its southern walls, amidst the
rubble.
War, neglect, and the elements have worn the once mighty
castle down to its present wretched state. Two walls with
Figure 9.4: The Caravan being attacked by turrets once encircled the keep, but the outermost wall and
Perytons. By Patreon’s DM Oaky. its towers have been reduced to rubble, forming necklace of
broken gray stone around the hillside. The inner wall and
I had three Monstrous Peryton* attack the towers are built on higher ground and are mostly intact,
caravan. One attacks the chariots ahead of the although you see numerous holes punched through the
characters, another the ones behind. The third
Dust and cobwebs fill this ancient armory. Suits of armor The altar’s power comes from the holy relic
hang on four wooden dummies, and rusty armaments trapped inside it. If this relic is removed, the
festoon old weapon racks along the opposite walls. The rituals designed to rejuvenate the wards on the
room feels unnaturally cold. portal simply won’t work. Characters wishing to
keep the relic can replace it with a different holy
relic (such as the weapon from the Tomb of Torm
The Armory is haunted by a Ghost who will in Chapter 9.6). Finding a different suitable
attempt to possess the first character entering replacement might make a fine side quest.
the room. The ghost is all that remains of a
human warrior - a female priest of Tempus, who
served as the castle’s Master of Arms for five The altar is a nondescript block of stained
years until she and her comrades-in-arms were white marble 5 feet long, 4 feet tall, and 3 feet
slain. In her spectral form, the Priest wears a deep weighing 1,500 pounds. A follower of
tabard emblazoned with the Tempus who touches the altar can reach inside
shield-and-flaming-sword symbol of Tempus, the of it, as though the altar was made of warm,
Warbringer. Her features are otherwise hideous malleable clay. To everyone else, however, the
to behold. The ghost can no longer distinguish altar feels solid and impenetrable. A non-follower
between friend and foe, nor can it leave the of Tempus who speaks a prayer to any
armory even while possessing a living creature. good-aligned god before the altar can, with a DC
It cannot speak except through a host, and the 20 Charisma check, garner enough divine favor
only things is capable of saying are "Leave!" and to reach into the altar and remove the hidden
"Abandon all hope!". If the ghost is confronted by relic; however, a character can attempt this
a holy symbol of Tempus, attempts to turn or check only once.
rebuke it gain a +10 bonus. The ghost disperses
if reduced to 0 hit points, but it reforms the next
night. A cleric who casts a prayer spell on the Any character able to "feel around" inside the
ghost convinces the spirit to rest in peace, altar finds a light object hidden within and can
instantly banishing it forever. remove it; it is the hilt of an elven-made bastard
Much of the equipment stored here is rusted sword named Illydrael (pronounced
beyond use; however, characters can salvage a il-eh-dray-ul). The sword’s blade was broken off
pair of maces, a warhammer, and a +1 Weapon. and buried in the heart of a pit fiend long ago,
The weapon racks are made of rotted wood and and the priests of Tempus hid the remains of the
fall apart if they or the weapons stored in them weapon - now a holy relic - in the altar to
are disturbed. empower it. The sword’s remains can be
identified as a Sun Blade, and when removed
7. H OLD OF THE B ATTLE L IONS from the altar and gripped by a living creature, a
blade of screaming white flame (similar to fire
Standing between the castle barbican and the main keep is but giving off no heat) erupts from the hilt for a
the crumbled shell of a stone temple, at the back of which brief moment. The weapon can only be attuned
rests a marble altar. Someone has chipped away the to by a character over 9th level. Placing Illydrael
bas-reliefs and religious iconography that once adorned the atop the altar causes it to sink back down into
altar, defiling it. the heart of the altar, where it remains until
removed again.
The ground-floor rooms were stripped bare long ago and 11. N OR THEAST T URRET
are empty except for dust, rubble, and cobwebs, as well as
the small bones, armor fragments, and bits of tattered cloth The tower has two levels: a ground level and an attic. Both
littering the floor. Part of the outer wall has collapsed, levels are 20 feet high and separated by a rotted wooden
leaving a 6-foot-wide, 12-foot-high hole. floor riddled with holes. Webs fill the attic and the rooms
below, and the tower is crawling with spiders.
Figure 9.6: Dragonspear being overrun by Devils, mural in Area 7. By Beamdog’s Siege of
Dragonspear.
The walls of this room are adorned with fragments of 27. P ERYTON N EST
ancient maps, strategy plans, schemes, and diagrams. Most
of it has decayed away, but the sheer size of the map of the The top of the Castle is filled with large branches, bones,
Forgotten Realms on the southern wall is impressive. In the feathers, antlers, eggs, and bodies. Many monstrous
corners of the room lie some ruined book-stands, now creatures are currently here, making inhuman noises and
rotted and in pieces. The books they once contained are communicating somehow. They appear to be a cross
not around. between a giant eagle and a demonic-looking, fang-toothed
Four humans are sitting cross-legged around an old stag. They seem to be excited and are currently circling the
wooden short table in the center of the room. They look caravan-member that got kidnapped earlier. The fellow is
out-of-place, with expensive looking clothes, similar to rich screaming, terrified, but that only seems to excite the
merchants. creatures further.
The four humans are actually four Rakshasas At the top of the fortress, there is a large nest
in disguise. They are conversing loudly about of Perytons. Most are away hunting, leaving only
their plans to remove the rubble from the one or two Monstrous Perytons* preparing to
castle’s dungeons and re-open the portal into feast on the poor person they kidnapped from
Avernus. They’re not interested in fighting, the caravan. Many baby Perytons are abound
unless provoked. Their plan will likely take years (these are non-combatants). If combat ensues,
to enact, but they’re not worried or in a rush. If the adult Perytons defend their babies, who
their motivations are questioned, they claim to eventually fly away from the castle until things
be on a quest to rescue a dear friend from the settle down. Roll on Magic Tables F (1x), C (2x),
Nine Hells. and B (for each remaining player) for the loot
There is nothing else of value in the room. A found at the Peryton nest, taken from other
door on the northern wall leads to a part of the unfortunate adventurers.
castle’s rooftops. An opening on the eastern wall
Figure 9.10: The Caravan attacked by trolls and spiders. By Patreon’s DM Oaky.
9.6 C ONCLUSION
Characters have hopefully earned some loot from
their adventures, and 50gp each from their
employer (or 300gp total). They should be aware
that the Order of the Dragon is hauling, at the
very least, a large amount of treasure. They
reached Waterdeep, where the Golden Elk can be
cured, and Jamna still acts as a reliable ally. At
the city’s gates, the caravan quickly disperses.
At My Table
That night, my players set a trap for Melchior. The
recognized character went alone to the woods for private
business, and Melchior followed. The other characters
followed him, and he was silently disposed of.
U NWANTED A TTENTION
Ran as-is, but did not follow the proposed
time-line. I had this happen together with
Recognized!.
W HO ’ S Y OUR F RIEND ?
Ran as-is.
At My Table
This worked out in a perfect way for me. My players
immediately trusted Jamna, who milked them for
information. They even found, using Locate Object, that
she was the thief from Everything Has a Price, but they
assumed the item had been planted. In fact, Jamna was
about to admit that she had taken it and how impressed
she was with them for uncovering the truth, when they
blurted out their theory, to which she simply agreed to.
From then on, it was easy to keep the players doing
whatever I wanted them to, by having Jamna give hints to
them: "Careful with Azbara, he is the only one that worries
me..." to keep them from trying to attack the cultists
during the journey, for example.
G RUDGE M ATCH
Ran basically as-is. The animosity between the
cultists and the characters is probably clear at
this point, and the cultists are only waiting for
their job (delivering the cargo to the Roadhouse)
to be completed before ambushing the
characters. At this point, the group consists of
(except for any prior casualties) three Cult
Wagon Leaders* (Caspar, Melchior, Balthazar),
five Dragonwings, and five Dragonclaws. The
weaker Dragonclaws are basically in charge of
preventing anyone else from coming nearby
(maybe by blocking nearby room doors if the
ambush is in one of the Roadhouse’s rooms).
Some will attempt to flee should the battle turn
bad.
10.6 C ONCLUSION
The characters have gotten to Waterdeep and
coordinated with the Harpers. From there, they
followed the cultists to a roadhouse to the north
of the city. They hopefully defeated the cultists
(aside from Azbara Jos) and confirmed the
nature of the cargo. The party must now follow a
Figure 11.1: Swampy part of the Mere. By Patreon’s The Modern Lich.
combat prowess (if anything, Snapjaw looks I mostly changed the cultists in Naerytar for
smaller and meager), but instead just by the way higher ranking members of the Order of the
he commands the others, and his larger head Dragon. They are tasked with sorting out the
fins. If undisturbed, the lizardfolk arrive on the treasure to be dispatched through the portal,
encampment, where 3 canoes from the previous feverishly venerate Tiamat, and often pray to her.
group are docked. They decide to wait for their Dralmorrer Borngray* handles the day-to-day
comrades, and go about making a fire and matters of the castle successfully, and is trying
possibly foraging some food. Snapjaw stands to get the Lizardfolk more confident, so that
nearby, inspecting the canoes. Most of the group eventually Rezmir* promotes them and demotes
centers at the fireplace, and Snapjaw rolls death the filthy Bullywugs. Rezmir is currently here for
saving throws if reduced to 0 HP, which should a few days until the entire haul of treasure
prevent your players from killing all the arrives and is forwarded to Skyreach castle.
lizardfolk without even interacting with them. Azbara Jos* is joining her.
Snapjaw will speak in very broken common, or The Bullywugs behave like rude aristocrats,
just slightly broken draconic. although they have not abandoned their
primitive habits of playing in mud and eating
raw food. The lizardfolk are humble and sad,
Surrender! Peace!
since their leader Suncaller was recently killed
Snapjaw. Lizardfolk. Friend.
by Pharblex Spattergoo*. Snapjaw has become
Dragon tribe. Good work. Lizardfolk allies.
their de facto leader, but he feels he is not good
enough for such a role.
11.3 C ASTLE I prepared two maps for my players, one with a
day version, and one with a night version. As
N AERYTAR players explore the castle, they observe different
groups at different places. Feel free to add more
The characters might be familiar with Castle details, patrols, or anything you want to make
Naerytar, should they succeed on a DC 18 the castle feel alive.
Intelligence (History) check. Otherwise,
characters find most of this information in a S EQUENCE OF E VENTS
book on Area 2N.
Once Snapjaw arrives back at Naerytar, an
Built by a half-elven Wizard hundreds of years ago, Castle alarm is rung in area 2A. Borngray* and his
Naerytar is a partially ruined fortification perched atop a three Black Guard Drakes come to meet him.
low-rise surrounded on all sides by a wide moat of stagnant This assumes the characters allied themselves
foul water. When the wizard vanished, various assorted with the Lizardfolk and are trying to infiltrate the
castle.
12.5 C ONCLUSION
The details of how this chapter ends are up to
you, but the ideal goal is for all the party’s
enemies to have been defeated (Rezmir, Azbara
Jos, and Glazhael); the treasure hoard recovered;
Skyreach Castle in ruins on the mountain-side
(hopefully most of the giants survived); King
Hekaton is exhausted, but otherwise safe; and
the plans of the Order of the Dragon pretty much
ruined by the characters. Any enemies that have
survived and escaped will be present later at the
Well of Dragons. If Rezmir is captured alive, she
will bite her own tongue off and suicide, out of
fanatic devotion to Tiamat, causing the Dragon
Mask to vanish (her treasure chest vanishes, but
its contents remain if they’ve been already
recovered by the characters).
Figure 13.1: The members of the Council of Waterdeep. Originally by Reddit’s u/Plaindog.
After she speaks, members of the Council Dala Silmerhelve doesn’t go into details on how
show different emotions: anger, boredom, she knows this, and if the characters point this
surprise. Neverember eventually takes control out, Remallia quickly deflects the question.
and offers the characters the chance to help.
The reward won’t be material, since everyone’s W YRMSPEAKER VARRAM
resources are spread very thing, but land, titles,
Remallia eventually raises a final point.
and honor is what they can offer. If the
characters accept, the Council gives them
authority to do as they wish as long as they work That being said, I believe we have more pressing matters.
towards the Council’s missions. In other words, I’ve received reports that Varram, the white Wyrmspeaker,
the characters will no longer be jailed or have has been seen near Boareskyr bridge. I believe these
issues with the law in most places, provided they rumours are accurate, and it is of the essence that we
can explain why they did whatever unlawful act follow up on this quickly. Capture Varram if possible, kill him
they were caught doing. A message from a if necessary, reclaim the White Dragon Mask from him.
higher-ranking officer quickly arrives on scene,
explaining the characters are working for the
Council and are exempt from being fined or The last Dragon Mask that the characters saw,
arrested. worn by Rezmir, vanished into thin air as she
died, so characters should have a back-up plan
D RAAKHORN for the mask. No one imagines that Varram has
already lost it, and is in fact trying to divine its
The discussion eventually comes around to the
location. Varram is reaching the Tomb on the
Draakhorn. Remallia has invited a noblewoman
day this Council takes place.
named Dala Silmerhelve, who offers an
Boareskyr is pretty far from Waterdeep, so
explanation about the weird phenomenon that
characters can either take weeks to get there, or
has been felt in the last few hours.
find a quick means of transportation (Waterdeep
has Wizards that exchange their services for
The disturbance that’s been sensed across the Sword Coast
gold, so one can pay to be Teleported there).
is the Draakhorn—an ancient device whose sounding alerts
dragons across Faerûn that great events are unfolding. It’s B UREAUCRACY
impossible to say what the sounding means, but the
dragons hear it clearly and will eventually answer its call. The Council then discusses bureaucracy and
The Sea of Moving Ice was the last known location of the resources for a few more hours, until lunch. At
Draakhorn. No one can pinpoint its present location from that point, Ontharr suggest that the characters
the sound, or even verify with certainty that the relic is still probably don’t need to return for the afternoon
in the northern sea, but the search must start there. session, it will be just as boring.
The one person who could tell us more is a tiefling
sorcerer called Maccath the Crimson. No one alive knows
A FTER THE S ESSION
more about the Draakhorn than her, but the Arcane When characters leave the Council, Remallia has
Brotherhood, of which she is also a member, hasn’t seen a quick conversation with them about anything
her for three years. She was investigating the Sea of Moving that went wrong during the meeting, or any
Ice when she disappeared. details the characters might need for their next
Maccath reported her progress to the Hosttower by way assignment. For example, if they behaved
of "sending" spells. Her last report spoke of seeing Ice inappropriately, Remallia points it out. For
Hunters paddling their sealskin boats toward a huge iceberg, example, if they cast some spell during the
flattened like a plateau across its surface, but ringed by icy Council, Remallia warns them that she noticed,
peaks. She had intended to follow the Ice Hunters and and they were about to be attacked by two other
investigate the iceberg. After that, no more reports came. spellcasters in response. Remallia countered one
Attempts to find Maccath using scrying and other of them, someone else countered the other. She
warns them never to make that mistake again,
13.5 C ONCLUSION
The characters have participated in the first
Council of Waterdeep, understood the global
effects of the Order of the Dragon’s action, and
been impressed with how high the current
stakes are. They were given a list of targets and
goals to achieve. The most urgent one is to track
down Varram, the Wyrmspeaker, and eventually
to learn more about the Draakhorn.
14.2 B OARESKYR
B RIDGE
Boareskyr Bridge peeks over the horizon. The first thing
you see are the two statues that stand at either end of the
bridge — two god-like warriors staring each other down,
prepared to kill. In the shadow of these warriors is a sea of
tents, forming a rainbow of beige and brown canvas.
Scattered among the temporary tents are a handful of
sturdy stone or wood buildings. Judging by the pungent
scent of horses, manure, and campfire smoke, this
settlement has existed for some time.
ruins outside trying to grab one of the cultists’ Mountains, the range near the Well of Dragons.
corpses before the Trolls came back up for it. A DC 20 History check allows a character to
• I added a few Yuan-Yi corpses throughout the recognize it.
Tomb of Diderius (one in Area 7 victim of the • Where is the White Mask? The Pool shows it in
trap from Area 6, one in Area 4 killed by the the hands of a Zhentarim agent (Jamna
cult members, and one in Area 12, victim of Gleamsilver if she’s still alive, or Rian
the quarrel between Yuan-Ti and the cultists). Nightshade otherwise), and out of the Order of
• I left a bunch of cultists corpses throughout the Dragon’s reach.
the Tomb of Diderius (three in Area 8, killed by • Where is the Draakhorn? The Pool shows it in
the Wraiths and raised as Spectres, one in the hands of Severin, inside the mysterious
Area 12, victim of a sacrifice to the pool, and Well of Dragons.
an additional five on Area 12, victims of the
quarrel between Yuan-Ti and the cultists)
• Varram* has a custom stat block, and is At My Table
cursed to prevent him from revealing My players thought the statues at the entrance of the
information about the Order. Tomb were a trap, so dismissed them immediately, and
• Replaced the Helmed Horror by an Armored thus spent the remainder of the dungeon blindly triggering
every possible trap. They took all the wrong turns, skipped
Swarm of Snakes*. Room 9 because they assumed it would lead to the deeper
parts of the dungeon, and failed to kill all the enemies in
I had the Divination Pool be able to show Room 15. One ran away, and called for reinforcements,
images about anything physical or in the near bringing out every Yuan-Ti in Ss’tck’al for them. They
future that the players asked, in exchanged for barely managed to defeat everyone, but some escaped
the sacrifice of a humanoid (any cultist or deeper into the heart of the mountain. Players took the
Yuan-Ti, for example). The Pool can only be used unconscious Varram and ran away after a quick exploration
of each room, and before they got into more trouble. They
once per day, and a sacrificed target cannot be disguised Varram when passing by Area 10, to avoid
resurrected (their soul is consumed by the Pool). problems with the Devils, and teleported back to
Waterdeep when outside the mountain range.
• Where is the Cult? The Pool shows the Sunset
14.5 C ONCLUSION
The characters have either rescued Varram (and
brought him for interrogation in Waterdeep), or
Varram was killed. Either way, the Order of the
Dragon has lost another of its leaders. If Varram
is brought back to Waterdeep, Remallia is very
pleased, and takes him into confinement, so that
they can break the curse and extract more
information. Should the characters need to know
something at some point in the future and you
have no other easy options, Varram can be a
source of information through Remallia.
The characters have likely also uncovered that
the White Dragon Mask was stolen by the
Zhentarim and thus, is outside the reach of the
cult. While they’d rather have the Mask in their
own hands, the Zhentarim are still a better
alternative than the Order of the Dragon.
15.3 F ROSTSKIMMR
The majestic ship sails north to the Sea of
Moving Ice without many issues. It takes two
weeks, and the crew and the characters can
hunt and fish for food during the travels.
Characters should find ways to contribute
during the travel, however they can, in order to
earn the favor of the crew. This includes cooking,
healing, providing entertainment, repairing the Figure 15.1: The octopi encounter on the
ship, cleaning, or any sort of task they can Frostskimmr. By Patreon’s DM Oaky.
remember. Paying additional gold is, of course,
also appreciated.
At My Table
A sailor was brutally murdered in this skirmish. The crew
blamed the characters, but the Captain kept everyone in
line. A quick funeral was held, and the Captain decided
that the characters, given their resiliency, would stand
watch alone at night to avoid more casualties.
P OLAR B EAR
T HE V ILLAGE
At My Table
My players essentially kidnapped the shaman with a clever
Telekinesis and good teamwork. The shaman was very
panicked, but they offered the tusk totem they’d gotten
from the Polar Bear mission, and mimicked the gestures
and behaviors made by the other Ice Hunter, which eased
up their task of calming her down. She quickly explained
the tribe’s situation, and revealed the enemies inside
Oyaviggaton, how to access the ice caves, and the fact that
Maccath had come here years before and had been taken
hostage by Arauthator.
15.5 O YAVIGGATON -
I CE C AVES
Ran mostly as-is.
I got rid of the random encounters, and
Figure 15.6: The base of Oyaviggaton. By instead had
Reddit’s u/samma_jamma. • two Ice Trolls patrolling the circular corridor
around areas 2, 4, and 6;
Characters can now decide how to approach • nine Kobolds (working in the chamber,
the iceberg, and how to behave when they meet polishing and maintaining the ice) and six Ice
the tribe above. I would have ran this part Toads (bossing the kobolds around) in area 8;
mostly as-is, although I’m not a huge fan of the • heavy dense fog (a permanent Fog Cloud)
one-on-one combat, I feel it’s pretty boring for obscuring area 9, and hiding a Glyph of
players not in the fight, and it’s the second duel Warding (DC 16 Dexterity saving throw to
of this kind in this campaign). However, I did avoid 9 (2d8) bludgeoning damage and 14
place the shaman Bonecarver enticingly near his (4d6) cold damage) on the shortest path into
own tent, and somewhat far from his tribe’s eyes, area 10
At My Table
I screwed up this fight. I nerfed the dragon because only
three players were coming to the session, but forgot to
un-nerf it when a fourth one showed up. It was an easy
fight, but since the players had invested a lot of gold into
consumables, they felt it was a good reward for their
preparation. Or so they told me...
15.6 C ONCLUSION
The characters have likely defeated Arauthator
(not killed him though, he should be too smart
and too strong for that), and rescued Maccath.
Bringing her back to Waterdeep should not be an
issue, and the tribe atop Oyaviggaton will also
prepare to migrate elsewhere once they confirm
the dragon is gone. If the characters did not
defeat the dragon, but instead sneaked out, the
tribe remains enslaved for the following decades.
Maccath gives the characters all the
information known about the Draakhorn, and
also claims the Arcane Brotherhood will certainly
repay them back for rescuing her. She will leave
shortly after returning to Waterdeep to contact
her order.
T HE N EXT M ISSIONS
It’s up to the characters to choose which mission
to follow first: whether to track the Green
Wyrmspeaker in the Misty Forest, or whether to
meet the Dragon Council.
16.5 C ONCLUSION
The characters are now up-to-date on the
current state of the conflict against the Order of
the Dragon. There are now two missions for
them to follow.
17.2 T HE M ISTY
F OREST
The Misty Forest is a fog-filled, rainy forest, west
of the High Moor, and is also an elven kingdom.
The tall pine and spruce trees rise steeply in front of you.
Dark green, the luscious forest seems almost alive as the
branches and trees sway to the wind. The sounds of birds
and other animals also echoes through the woods, in a
never-ending song. Figure 17.2: The A Timely Rescue encounter. By
As you move into the forest, the ground seems to Reddit’s u/sturmrabe_ger.
become covered in a wispy white smoke, the forest’s
namesake mist, rolling down from the moors in the early
hours of the morning, and covering the entire forest bed. A LAGAR THAS ’ O UTPOST
The red deer leads the characters into what
remains of an elven settlement, attacked weeks
Characters have disadvantage on Wisdom ago by the dragon, and current occupied by one
(Perception) checks that rely on sight, while in of King Melandrach’s squadrons. Led by his son,
the forest at ground level. Prince Alagarthas (use the stats of a Knight), the
A LTAND
On the way to the settlement, Alagarthas gives
the characters some backstory on the village, Figure 17.5: Altand (upper level). By Reddit’s
and about Warden Galin. He also suggests he u/sturmrabe_ger.
will stay back, hidden in the forest, as you enter
Altand and investigate. He believes his presence A DC 18 Intelligence (Religion) check allows a
would warp most elves’ behavior, and this way character to realize this is a weeks-long funeral
the same mistakes again and again. But those who don’t
follow the righteous path deserve punishment.
Otaaryliakkarnos looks at the dwarf.
Nymmurh: It is clear something is on your mind. Take
your time, but know I would like to help anyway I –
Otaaryliakkarnos: And how are you going to help? Bring
my family back from dead, will you? Those fat disgusting
little savages, celebrating their hunts, naming them even!
The Dragonmoots, isn’t that right?!
B RASS I LEUTHRA
Ileuthra: Now, young ones, tell me one thing. This is of the
About half an hour later, the brass dragon utmost importance, and we must hurry, for dawn is almost
Ileuthra is spotted far in the horizon, and lands upon us, and we must take care of such business before
in the summit. Protanther arrives! What is the best game you play among
yourselves? I absolutely love games. Particularly one that
Ileuthra: Ah, how refreshing to see old faces. And new ones teases the gray matter that rules our thoughts. Can you
too, praise Oghma! teach such a game to me?
Nymmurh: Well met, Ileuthra. It’s been a long time since
you’ve come to the Material Plane. Where have you dwelled
His nerdy and curious nature naturally makes
for the last ages?
him a fan of brain teasers, so hopefully your
Ileuthra: Here and there, here and there. You wouldn’t
characters can come up with something fun to
believe the things I’ve seen. There’s so much out there,
role-play with him until the next dragon
realities to experience, paradigms to learn... In a word,
ascends.
incredible.
Nymmurh: It certainly seems to have kept up your
spirits.
C OPPER T AZMIKELLA
Ileuthra: It has indeed. And speaking of interesting... You When the characters are done interacting with
smell familiar, young one. But we have not yet met, I’m Ileuthra, the copper dragon Tazmikella ascends.
sure. Curious... Who are you? The text below assumes that Tazmikella’s item is
a Ring of Protection.
18.4 C ONCLUSION
If the alliance was established, the characters
can return to Waterdeep with an accomplished
diplomatic mission. It isn’t over, though, they
must still convince the Council members to
whatever concessions they have promised. Once
all is settled, they can station five Dragon
Protectors (an Ancient Dragon of each metallic
Figure 19.3: The members of the Council of Waterdeep. Originally by Reddit’s u/Plaindog.
20.3 T HE M AZE
I ran the maze mostly as-is, just adjusted a few
of the enemies. I tried giving my players
solutions to each challenge where they could
avoid combat if they chose so.
1. T HE S UNDIAL
Figure 20.1: The Blue Dragon Mask. By At My Table
Tumblr’s rspixart. My players were hilarious here. On their first sundial
challenge, the overwhelming consensus was that it certainly
wasn’t the path pointed at by the sundial. It took a few
Characters should be at level 13. hours to actually get to the Tower, and thankfully they did
The goal for this chapter is for the characters better on the final Sundial puzzles.
to explore a wizard’s tower that has been taken
over by the Order of the Dragon, and rescue the I let my players roll a DC 20 Intelligence
princess extract Iskander (a defector) and the (Investigation) check every time they failed a
Blue Dragon Mask. Sundial challenge, to learn a clue. If your
Figure 20.2: Xonthal’s Tower, village overseen by the tower. By Reddit’s u/BehrtHramm.
5. P AGODA
I didn’t force the genie to engage combat with
them. Once a character was trapped, I gave Figure 20.8: Area 6 of Xonthal’s Maze. By
them a few rounds to deal with the poison Reddit’s u/Arcyl with assets from Patreon’s
and/or escape. They sealed the kettle to avert Crosshead.
the poison, but it started swelling from pressure,
and they had to burn resources to quickly 7. G ORGON M AZE
escape the incoming blast. The gem was inside
the kettle and they recovered it after the I didn’t need to run this one, but I would either
explosion, running away without ever engaging buff the Gorgon or add multiple of them. Other
the genie itself. people have suggested using a Jabberwock
instead (from The Wild Beyond the Witchlight).
Figure 20.7: Area 5 of Xonthal’s Maze. By Figure 20.9: Area 7 of Xonthal’s Maze. By
Reddit’s u/Arcyl with assets from Patreon’s Reddit’s u/Arcyl with assets from Patreon’s
Crosshead. Crosshead.
T OWER B ASE
6. S TATUE G ALLERY When the characters get here, they hear the end
I replaced the Animated Armors by Stone of Iskander’s speech, and see the cultist’s body
Golems with 63 HP. land at their feet. Their time inside the maze was
L ENNITHON ’ S A TTACK
Galvan* and Lennithon* got word from the
cultists, and are coming with a vengeance.
Galvan has a modified statblock based on a
sorcerer’s abilities (Galvan failed to become a
Thayan Wizard, but he did have a magical
bloodline). Lennithon uses a standard Adult
Blue Dragon statblock, without Lair or Regional
actions.
They will flee when their lives are in danger, or
if the mask is returned.
Figure 20.10: The teleportation sigils of
Xonthal’s Tower. By Boosty’s Labon.
20.5 C ONCLUSION
Characters are likely to have rescued Iskander,
T HE D UNGEON as well as the Blue Dragon Mask. Iskander
I ran the dungeon mostly as is. wants asylum in Waterdeep, and the Harpers are
My players wanted to avoid combat in area 15, happy to take over his protection and, obviously,
so I required a DC 13 Strength (Athletics) check his interrogation. Iskander reveals the location
to sprint to the corridor without being attacked of the Well of Dragons to be an extinct volcano in
by the elementals (with advantage if they could the Sunset Mountains.
distract them somehow). One of the Earth If Lennithon or Galvan survived, they will later
Elementals was replaced by a Stone Golem. I be present at the Well of Dragons. If captured,
also beefed up the meteors on area 17, requiring Galvan has the same curse as the other
a DC 13 Dexterity saving throw, and dealing an wyrmspeakers. He would die if he revealed any
additional 9 (2d8) fire damage. information about the cult. He is not anxious to
Finally, I had Iskander alive, although in do so, like Rezmir did, but he isn’t as big a
critical condition, at the end of the dungeon. He coward as Varram, and so he will remain
doesn’t know where the Well of Dragons is, but stoically silent.
Z ORAN G UL
I NNER WARD
The Inner Ward can only be accessed by
Thayans, guests of Nethwatch, or trusted
servants. One can often see undead and
servants carrying water from the well into the
Smithy and the Kitchens.
O UTER WARD
The Outer Ward is patrolled night and day by
three Wights. During the day, one can see the
slaves working on their crops or repairing the
walls or the buildings in which they live. The
sounds of whips crack often. During the night,
only the undead roam about and the yard is
eerily silent.
K EEP 2 C . D UNGEONS
Nethwatch Keep stands isolated atop a plateau, Prisoners are held in the cellars of this tower,
near the borders of Thay. It holds an important which extend several levels below ground. The
strategic position, and has stood there for lowest level is an oubliette, a 20-foot deep pit
centuries. accessible only by a trapdoor in the ceiling,
Unless otherwise specified, ceilings are 10ft which is guarded by two Wights. Dangerous
high, doors have AC 15, 18 HP, can be forced prisoners are shackled to the walls; spellcasters
open with a DC 15 Strength (Athletics) check, or will be shackled with Dimensional Shackles
picked open with a DC 15 Dexterity (Thieves’ and gagged to prevent them from casting
Tools) check. Exterior doors, barred doors, and anything.
secret doors have AC 16, 27 HP, and DC 20 to A secret door on the highest level of the
forcibly open. Secret doors can be spotted with a dungeons leads to a narrow 5-foot wide tunnel
DC 20 Intelligence (Investigation) or Wisdom that leads into area C3. Khandur uses this to
(Perception) check. The appropriate characters fetch prisoners to feed into the Pyx of Soul
have the keys for locked doors. Capture*.
6. K ITCHENS 1 A . F OYER
Three cooks (Thayan Commoners) work here, This large chamber receives visitors to
preparing meals for the Red Wizards and Nethwatch Keep. The walls are lined with eight
occasional guests. They live in a small loft above suits of Animated Armor. The armors do not
the kitchen and do not leave the building, hoping attack unless instructed to do so by a Thayan
the lords of the keep will not notice them. A officer or a Red Wizard.
staircase and door lead into Area 2A.
1 B . G UARDROOM
At any hour, four Wights are on duty here under
7. S MITHY
the command of one Sword Wraith Commander,
A blacksmith and his apprentice son (Rashemi
overlooking the front entrance through arrow
Commoners) work here, forging weapons and
slits.
tools for the keep. They know that their skills
make them useful to the lords of the keep and 1 C . A RMORY
they will do nothing to jeopardize their This room holds a surplus of spears, swords,
precarious position. They will report any shields, bows, arrows, and other standard
suspicious activities to Zoran Gul. weapons for the defense of the keep.
22.2 WATERDEEP
Waterdeep remains as busy as ever, the streets
packed full of refugees and overworked guards. Rian tries to get the characters to accept her
Somehow, the city’s administration has managed offer immediately, and can go up to 50000gp,
to keep famine and disease from spreading, no and add a greater healing potion, a potion of
doubt thanks to the great efforts conducted by frost giant strength, and a spell scroll of
the Emerald Enclave and the Order of the earthquake to sweeten the deal. If they don’t
Gauntlet. Still, people are looking worse than accept, she smirks and waves them goodbye,
they were by the last Council. It is obvious to claiming she hopes they’ll change their mind
anyone who spends a few minutes in the streets: soon.
this situation cannot continue for long.
Only one thing seems to have improved since
the characters’ last visit to Waterdeep: the city is
no longer encircled by chromatic dragons. 22.3 M EMBERS OF
Perhaps that bit of uplifting news is what has
kept Waterdeep from descending into anarchy. THE C OUNCIL
The reason for it is not clear (it will be explained
in the Council), but everyone welcomed it with Characters are now familiar with all the council
relief. members. Characters who pay attention notice
Rian Nightshade approaches the characters that Ravengard, Brawnanvil, Isteval, and
before the council, privately. She explains her especially Ontharr dislike the presence of the
position as an emissary of the Zhentarim, and of Red Wizard. Most council members look weary,
the Zhentarim’s interest in current affairs. no doubt due to the chaos of handling this war
for the past few months, but are otherwise
unhurt.
Our association connections burrow into every major city
and thieves’ guild in the Western Heartlands and along the In this session, I had the following members
attending the Council:
Figure 22.1: The members of the Council of Waterdeep. Originally by Reddit’s u/Plaindog.
Only when Remallia explains that the tower Neverember and Ravengard explain that the dragon attacks
does not belong to the Council, but instead to in Neverwinter and Baldur’s Gate have massively increased
the adventurers, do they understand that they ever since the attack on Waterdeep (in the same night,
don’t own it yet. However, they expect to, and even, all realms were targeted). Their combat forces have
quickly begin making offers to the characters for been cut in half because of the attacks, and their cities
it. These range from titles and citizenship to have burned for many nights. The casualties number in the
manors in each of the empires they represent. thousands.
The only factions not interested in the Tower are Silverhand explains that Waterdeep hasn’t had to deal
the Emerald Enclave and the Metallic Dragons. with that many attacks, due to the Dragonward, but some
Nyh doesn’t offer anything, but if questioned, ancient chromatic dragons have managed to enter the city
expresses Szass Tam would be grateful for the a couple of times and cause chaos before the ward’s
gift. Ontharr, Remallia, and Silverhand don’t strength pushed them out. Civil unrest peaked, and a few
force the issue too much unless the characters riots have happened in the city. The army had to be
express no interest in keeping the Tower for recalled to keep the peace, which allowed the Order of the
themselves. During these discussions, Rian Dragon to run rampant in the neighbouring cities. Within its
whispers to the characters some gold value a bit walls, the casualties numbered hundreds. Outside, the
higher than what she previously offered, and casualty toll is unknown.
smirks at the ongoing argument rising about Silverymoon and the Dwarven Realms have started
who has a worthier claim to it.
F ACTION S UPPOR T
All factions join the war on the Order of the
Dragon and provide their support. Count up the
score for each faction based on the characters’
actions. Lines marked with an asterisk (*)
— + + + + —— — + — + Killed Varram
++ + — + + + + + + Captured Varram
+ + + + + + + + + + Defeated Arauthator
+ — + + + + + + + Arcane Brotherhood joins alliance
— + + + + — —— + — + Killed Neronvain
+ + — + + + ++ + + + Captured Neronvain / Dragon Mask
+ + + + + ++ ++ + + + Killed Chuth
+ ++ ++ + + ++ ++ + + + Metallic dragons join alliance
— — — — —— —— — — + *Made concessions to metallic dragons
+ + + + + + + + + + *Metallic dragons aid faction territory
— — — — — — — *No draconic aid gained at second
council
++ + + + + + + + + Rescued Iskander
— + + + + — — + + + Killed Galvan
++ + + + + + + + + + Captured Galvan / Dragon Mask
+ + + + + ++ + + + + Killed Lennithon
+ + + + + + + + + *Donated Xonthal’s Tower to faction
— —— — — — — — — — — Sold Xonthal’s Tower to Zhentarim
+ —— — + + — + + + — Thay joins alliance
Figure 23.1: Regional map of the Well of Dragons and its vicinity.
Figure 23.2: The Temple of Tiamat, inside the Well of Dragons. Unknown author.
D RAGONS support.
Dwarves Dwarfish Three dwarf warriors (use
The characters can use magic, pets, or some escort until the stats of a Duergar Stone
other ways to survey the Well of Dragons from a Tiamat is Guard) escort the characters
safe distance. stopped into the Temple of Tiamat.
Observing from the distance only shows the Baldur’s Melee fighting A Flaming Fist veteran teaches
west side of the volcano. Divination inside the Gate tactics a character the Guardian
Temple of Tiamat doesn’t work, due to its Strike ability, usable during the
Mordenkainen’s Private Sanctum protection, war: If an enemy within 5 feet
but it does in the volcano. Exploring with some attacks a target other than
small critter might work for a time until a dragon them, they can make a melee
decides to kill it for fun. If the characters storm attack against that enemy as a
reaction.
the Well by flying there, they’ll have a brief
Elves Ranged The Elves cast a Conjure
window of time to survey the area before landing. support Volley on the characters’
They will be able to notice Areas 1, 2, and 3, enemies.
and see the guard patrols coming in and out of Silvery- Magical A magical bead containing a
Areas 1 and 2. They also see all the moon offensive Cone of Cold.
Wyrmspeakers’ dragons (Arauthator*, Chuth*, support
Hoondarrh, Lennithon*, Voaraghamanthar*, Cormyr Combat A Purple Knight teaches a
Waervaerendor*) perched on the Temple of leadership character the Action Surge
Tiamat, each in their respective spire. tactics ability, usable once during the
war: A character takes an
additional action during their
23.4 S TORMING THE turn.
W ELL OF
D RAGONS Feel free to change things around and give
Each faction leader that the characters scored units or items instead of what is listed above.
enough with in the Council sessions offers their For example, instead of a bead with Cone of
help and guidance as a personal favour to the Cold, a mage from Silverymoon accompanies the
group that has impressed them so. Some will gift characters up to the Well and casts it before
units to escort the characters (give your players returning to the battle.
control over these to make your life easier),
others offer spells or teach valuable skills. A The factions that the party established
magic bead is just a free spell that is castable by alliances with, all offer their own help.
or
At My Table
We recorded our session, check it out here! The audio is in
portuguese, though.
23.7 C ONCLUSION
Hopefully, the characters have saved the world
by defeating Tiamat. She is not dead, only back
in Avernus, plotting her revenge.
The aftermath of the war is enormous. The
riches need to be split among the factions, and
without Tiamat as a common enemy, most
politicians will be advocating for selfish deals. In
the next few months, populations will migrate
back, towns will be rebuilt, and cities will
stabilize.
The Order of the Dragon lingers on, with
hidden cells across Faerûn. However, all their
prominent leaders have been defeated, and those
captured will pay for their crimes. The chromatic
dragons might hide for years after this defeat,
while plotting their revenge, or go on a furious
rampage before the dust has settled. Up to you.
Thousands have perished, but everyone looks
at the figures of legend that the characters have
become, and feel the future is bright.
If Tiamat was not defeated, however, the
adventure is still not over... The characters
might be resurrected by their allies to fight
another day, the players can make new
characters to fight Tiamat in the Material Plane,
or their original characters can wake up in
Avernus, where the pit fiend Bel wants them to
resurrect with devilish powers to defeat the
Dragon Queen once and for all.
C OMPENDIUM
148
C HAPTER 25: N ON -P LAYABLE C HARACTERS
The chapter includes monsters that try to kill leap to the attack." No one knows why Arauthator is this
the characters, and other creatures that can way, but it’s clear that the old dragon uses this patience to
both be enemies or allies to the party. This list anticipate and prepare for attacks from rival dragons, rising
doesn’t include all the NPCs in every location of orc hordes, and the remorhaz who roam the Endless Ice
the book, but instead the most relevant ones. If Sea. He also bides his time to develop new personal warning
your players like other NPCs that you create or spells that alert him of approaching dragons and magic
that show up elsewhere, make sure to keep track items.
of those and re-introduce them at later times. Arauthator is a skilled mimic and can speak the
Common tongue well enough to pose as a lost miner or
25.1 A RAUTHATOR injured prospector. He has long practice in concealing
Arauthator is an Adult White Dragon with himself under snow by flapping his wings as he burrows into
spellcasting and some more charisma. drifts so as to lift the snow, which then falls over him again
If the characters learn the dragon’s name, they in a pristine blanket. Arauthator often dozes when sleeping
can learn about Arauthator from books they in snow, but he never sleeps through the approach of
carry, scrying, asking someone with access to a danger (he can smell most beasts, including humans, for a
big library, or from some other source. mile or more downwind). He has mastered the patience
needed to remain still for days on end, perched on a
mountainside or lying in the snow of a bowl-shaped
Arauthator, the icy claws that wait at the cold end of mountain valley. Prey and foes often don’t notice him until
the world far too late.
This old white dragon is famous for his great size and Old White Death holds his own survival as his highest
savagery. For almost a century he has defended his goal, but he is far less lazy than most dragons in pursuing it.
dominion against many ambitious dragons, slaughtering He regards the maintenance of his dominion as crucial to
over a score of his own offspring in the process. "Old White his own strength, though he has chosen not to strike at the
Death," as the miners and foresters of the North know him, creatures of Icewind Dale. This abstinence may be born of
is clearly more intelligent than most white dragons. He uses habit; the region was formerly part of the territory of the
traps and spells to hamper foes in battle and to strike dragon known to humans as Icingdeath, and the two
intruding dragons from a superior position, rather than dragons came to an uneasy truce, ignoring each other and
employing the more prevalent leaving each other’s territories alone, rather than destroying
"rush-headlong-into-revenge-whatever-the-cost" behavior of each other in a battle for rule over the Reghed Glacier.
his kind. Arauthator is larger than most white dragons but Instead, Arauthator concentrates on carving ever-deeper
adept at silent gliding and stealthy movement. He has been tunnels into the Endless Ice Sea and the rock beneath,
known to cause rockfalls and even to tear up and drop devouring all subterranean creatures he finds (chiefly
boulders – not just on the heads of intruding orcs or gnomes), to unearth his own gem and mineral treasure, and
humans, but also to create barriers to seal up rothé and protect his realm against attack from below by
other large alpine beasts inside mountain valleys so that he exterminating all possible attackers. These forays seem to
can dine upon them at leisure. attract remorhaz from the vast glacial areas that lie north
Old White Death patrols his domain tirelessly, keeping of the Spine of the World, and Arauthator fights an ongoing
careful watch over even the most minor changes. He battle against the iceworms, devouring all of the remorhaz
adjusts his own habits to avoid both the traps of foes and he defeats. Northern giants and gnomes refer to these
the careless overfeeding that might lead to the delvings as the Dragonholes and report that they consist of
disappearance of a species on which he likes to dine. In the at least six separate tunnel complexes spread over a wide
process, he has smashed at least one community of frost area north of the dragon’s lair. Several observers have also
giants (Bulindiful, a cavern-catacomb fortress set in the mentioned that the dragon takes pleasure in slaying
heart of Mount Halaragh, just west of the mines of Mirabar remorhaz, often hurling the monsters around like rag dolls
in the Spine of the World mountain range), and he has torn before killing them, or folding his wings and wriggling across
apart a mountain peak (Sardin’s Sword, once a lookout over the ice to meet and fight them worm to worm.
the upper Surbrin) to destroy the bugbear hold inside it. The Deeds of Arauthator
Arauthator is far more cunning and patient than most The favorite prey of Old White Death is full-grown frost
white dragons. "The spark of revenge still kindles the fire giants (rarely available these days), followed closely by
that warms his heart to carry him on through the remorhaz and northern deer. Rothé and various bear
centuries," wrote the sage Amorthas of Ruathym, "but he species are next on the menu, and other dragons are also
lets it smolder under dampers of patience and cold favored fare. Arauthator is less fond of the flesh of orcs,
calculation, where other whitewings [white dragons] would
S NAKES A ZBARA J OS
This is a suit of armor that was animated by a Medium Humanoid (Human), Lawful Evil
swarm of Yuan-Ti snakes. I basically changed
the resistances and immunities of the Helmed Armor Class 13 (16 with mage armor)
Horror to mimic a swarm of snakes (resistance Hit Points 71 (11d8 + 22)
to bludgeoning, piercing, and slashing damage) Speed 30 ft.
and the Yuan-Ti (immunity to poison).
STR DEX CON INT WIS CHA
9 (–1) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
A RMORED S WARM OF Saving Throws Int +6, Wis +4
Skills Arcana +6, Deception +3, Insight +4, Stealth +6
S NAKES Senses passive Perception 11
Medium swarm of Tiny monstrosities, Neutral Evil
Languages Common, Draconic, Infernal, Primordial, Thayan
Armor Class 20 (plate armor, shield) Challenge 6 (2,300 XP)
Hit Points 60 (8d8 + 24)
Speed 30 ft. Special Equipment. Azbara has two scrolls of mage armor.
Potent Cantrips. When Azbara casts an evocation cantrip and
STR DEX CON INT WIS CHA misses, or the target succeeds on its saving throw, the target
18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) still takes half the cantrip’s damage but suffers no other effect.
Sculpt Spells. When Azbara casts an evocation spell that affects
Skills Perception +4
other creatures that he can see, he can choose up to five of
Damage Resistances bludgeoning and piercing from
them to succeed on their saving throws against the spell. Those
nonmagical attacks that aren’t adamantine
creatures take no damage if they would normally take half
Damage Immunities poison, psychic
damage from the spell.
Condition Immunities charmed, paralyzed, poisoned,
frightened, petrified, stunned Spellcasting. Azbara Jos is a 7th-level spellcaster. His spellcasting
Senses blindsight 10 ft., passive Perception 14 ability is Intelligence (spell save DC 14, +6 to hit with spell
Languages — attacks). He has the following Wizard spells prepared:
Challenge 4 (1,100 XP) Cantrips (at will): mage hand, prestidigitation, ray of frost,
shocking grasp
Magic Resistance. The Armored Swarm of Snakes has 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
advantage on saving throws against spells and other magical 2nd level (3 slots): invisibility, misty step, scorching ray
effects. 3rd level (3 slots): counterspell, dispel magic, fireball
4th level (1 slot): evard’s black tentacles
Actions
Multiattack. The Armored Swarm of Snakes makes two Actions
longsword attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
target. Hit: 9 (1d10 + 4) slashing damage.
25.4 B ANE ’ S
25.3 A ZBARA J OS
Azbara Jos is a bit stronger to avoid getting him C ULTISTS
1-shot by players the moment they encounter Taken from the Baldur’s Gate: Descent into
him. Avernus book.
Azbara Jos is a male human and a Red Wizard Bane’s devoted followers are warriors who seek
of Thay, following Rath Modar, instead of Szass to rule through martial strength and
Tam. He hides his thayan features by wearing a intimidation, cruel tyrants who use threats and
wool cap with ear and neck flaps to cover his gifts as needed to ensure loyalty. They enslave
shaved, tattooed head. It’s not an especially those too weak to resist them and shower the
effective disguise; characters who make a strong with gifts and promises of power to turn
successful DC 15 Wisdom (Perception) check them into loyal vassals.
Actions
Multiattack. The black gauntlet makes two attacks with its
mace.
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Figure 25.1: Bane followers. By Wizards of the
Hit: 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) necrotic Coast.
damage.
Actions
Multiattack. The reaper makes two dagger attacks and uses
Shroud Self.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Shroud Self. The reaper magically turns invisible until the start Figure 25.2: Bhaal followers. By Wizards of the
of its next turn. This invisibility ends if the reaper makes an Coast.
attack roll, makes a damage roll, or casts a spell.
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or R EGIONAL E FFECTS
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or The region containing a legendary green dragon’s
6 (1d8 + 2) piercing damage if used with two hands to make a lair is warped by the dragon’s magic, which
melee attack.
creates one or more of the following effects:
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage. • Thickets form labyrinthine passages within 1
mile of the dragon’s lair. The thickets act as
Glaaar-pat (3/Day). The croaker sings a song of marshy doom.
Each chosen creature within 30 feet of the croaker that can
10-foot-high, 10-foot-thick walls that block
hear the song must make a DC 12 Wisdom saving throw, taking line of sight. Creatures can move through the
9 (2d8) psychic damage on a failed save, or half as much thickets, with every 1 foot a creature moves
damage on a successful one. A creature that fails this saving costing it 4 feet of movement. A creature in the
throw also has disadvantage on Constitution saving throws until thickets must make a DC 15 Dexterity saving
the end of its next turn. throw once each round it’s in contact with the
Rooooo-glog (1/Day). The croaker sings an ode to an elder thickets or take 3 (1d6) piercing damage from
froghemoth. Each bullywug within 30 feet of the croaker that thorns.Each 10-foot-cube of thickets has AC 5,
can hear the song gains 10 temporary hit points. 30 hit points, resistance to bludgeoning and
piercing damage, vulnerability to fire damage,
and immunity to psychic and thunder damage.
C HUTH
Huge Dragon, Lawful Evil Legendary Actions
The dragon can take 3 legendary actions, choosing from the
Armor Class 19 (natural armor) options below. Only one legendary action can be used at a time
Hit Points 207 (18d12 + 90) and only at the end of another creature’s turn. The dragon
Speed 40 ft., fly 80 ft., swim 40 ft. regains spent legendary actions at the start of its turn.
STR DEX CON INT WIS CHA Detect. Chuth makes a Wisdom (Perception) check.
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) Tail Attack. Chuth makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Each creature within 10 feet of the dragon must succeed on a
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning
Stealth +6 damage and be knocked prone. The dragon can then fly up
Damage Immunities poison to half its flying speed.
Condition Immunities poisoned Cast a Spell (Costs 3 Actions). Chuth casts one of its spells.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic Lair Actions
Challenge 15 (13,000 XP) On initiative count 20 (losing initiative ties), the dragon takes a
lair action to cause one of the following effects; the dragon can’t
Innate Spellcasting. Chuth’s spellcasting ability is Intelligence use the same effect two rounds in a row:
(spell save DC 17, +9 to hit with spell attacks). It can innately • Grasping roots and vines erupt in a 20-foot radius centered
cast the following spells, requiring no material components: on a point on the ground that the dragon can see within
120 feet of it. That area becomes difficult terrain, and each
At will: Mage Hand creature there must succeed on a DC 15 Strength saving
1/day each: Comprehend Languages, Feather Fall, Shield, Detect throw or be restrained by the roots and vines. A creature can
Magic be freed if it or another creature takes an action to make a
2/day each: Invisibility, Suggestion DC 15 Strength check and succeeds. The roots and vines wilt
away when the dragon uses this lair action again or when the
Amphibious. The dragon can breathe air and water. dragon dies.
• A wall of tangled brush bristling with thorns springs into
Legendary Resistance (3/Day). If the dragon fails a saving throw,
existence on a solid surface within 120 feet of the dragon. The
it can choose to succeed instead.
wall is up to 60 feet long, 10 feet high, and 5 feet thick, and
it blocks line of sight. When the wall appears, each creature
Actions in its area must make a DC 15 Dexterity saving throw. A
creature that fails the save takes 18 (4d8) piercing damage
Multiattack. The dragon can use its Frightful Presence. It then
and is pushed 5 feet out of the wall’s space, appearing on
makes three attacks: one with its bite and two with its claws.
whichever side of the wall it wants. A creature can move
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. through the wall, albeit slowly and painfully. For every 1 foot
Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. a creature travels through the wall, it must spend 4 feet of
movement. Furthermore, a creature in the wall’s space must
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
make a DC 15 Dexterity saving throw once each round it’s in
Hit: 13 (2d6 + 6) slashing damage.
contact with the wall, taking 18 (4d8) piercing damage on a
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. failed save, or half as much damage on a successful one. Each
Hit: 15 (2d8 + 6) bludgeoning damage. 10-foot section of wall has AC 5, 15 hit points, vulnerability to
fire damage, resistance to bludgeoning and piercing damage,
Frightful Presence. Each creature of the dragon’s choice that is
and immunity to psychic damage. The wall sinks back into
within 120 feet of the dragon and aware of it must succeed on a
the ground when the dragon uses this lair action again or
DC 16 Wisdom saving throw or become frightened for 1 minute.
when the dragon dies.
A creature can repeat the saving throw at the end of each of
• Magical fog billows around one creature the dragon can see
its turns, ending the effect on itself on a success. If a creature’s
within 120 feet of it. The creature must succeed on a DC
saving throw is successful or the effect ends for it, the creature
15 Wisdom saving throw or be charmed by the dragon until
is immune to the dragon’s Frightful Presence for the next 24
initiative count 20 on the next round.
hours.
• One large root or branch that is part of the lair makes a
Poison Breath (Recharge 5–6). The dragon exhales poisonous melee attack roll against a creature within 10 feet of it. It has
gas in a 60-foot cone. Each creature in that area must make a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on
a DC 18 Constitution saving throw, taking 56 (16d6) poison a hit. If the target is a Medium or smaller creature, it must
damage on a failed save, or half as much damage on a successful succeed on a DC 15 Strength saving throw or be knocked
one. prone.
Armor Class 17 (splint armor) STR DEX CON INT WIS CHA
Hit Points 58 (9d8 + 18) 19 (+4) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)
Speed 30 ft.
Saving Throws Str +7, Dex +2, Con +6, Int +1, Wis +3, Cha +2
STR DEX CON INT WIS CHA Skills Athletics +6, Intimidation +3, Perception +4
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Damage Resistances lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Skills Athletics +5, Perception +2 Languages Common, Draconic
Senses passive Perception 12 Challenge 4 (1,100 XP)
Languages Common, Draconic
Challenge 3 (700 XP) Special Equipment. Cyanwrath has a +1 Greatsword and a
Cloak of Protection.
Dragon Initiate. The Cult Wagon Leader has advantage on Action Surge (Recharges on a Short or Long Rest). On his turn,
saving throws against being charmed or frightened. Cyanwrath can take one additional action.
Pack Tactics. The Cult Wagon Leader has advantage on an Improved Critical. Cyanwrath’s weapon attacks score a critical
attack roll against a creature if at least one of their allies is hit on a roll of 19 or 20.
within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Actions Multiattack. Cyanwrath attacks twice, either with his
Multiattack. The Cult Wagon Leader makes two longsword greatsword or spear.
attacks. If it has a shortsword drawn, it can also make a Greatsword + 1. Melee Weapon Attack: +7 to hit, reach 5 ft.,
shortsword attack. one target. Hit: 12 (2d6 + 5) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
damage if used with two hands.
Lightning Breath (Recharge 5–6). Langdedrosa breathes
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one lightning in a 30-foot line that is 5 feet wide. Each creature in
target. Hit: 6 (1d6 + 3) piercing damage. the line must make a DC 13 Dexterity saving throw, taking 22
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range (4d10) lightning damage on a failed save, or half as much
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. damage on a successful one.
D RALMORRER B ORNGRAY
Medium Humanoid (High Elf), Neutral Evil
binding ice. Once the item is used to cast a Once this property is used, it can’t be used again
given spell, it can’t be used to cast that spell until the next dawn.
again until the next dawn.
The focus can evolve into an Ascendant
Dragon-Touched Focus if nurtured by any
25.12 G LAZHAEL
dragon for a year. It can then be attuned by The dragon at Skyreach Castle is a
someone considered worthy by the dragon (over dumber-than-usual Young White Dragon.
level 15 and with similar alignment).
Cover Page
A SCENDANT D RAGON -T OUCHED F OCUS The cover of Hoard of the Dragon Queen represents
Wondrous item, legendary (requires attunement Glazhael freezing the characters with a cold breath attack.
by a spellcaster)
The Ascendant Dragon-Touched Focus has the The smallest, least intelligent, and most
same properties as a Wakened Dragon-Touched animalistic of the chromatic dragons, white
Focus, and the following additional feature. dragons dwell in frigid climes, favoring arctic
When you cast a spell of 1st level or higher areas or icy mountains. They are vicious, cruel
while holding this focus, you can treat the spell reptiles driven by hunger and greed, and
as if it were cast using a 9th-level spell slot. Glazhael is no exception.
become the Blackstaff, the Lord Mage of the Open Lord of Waterdeep is ousted, and
Waterdeep. After Khelben died, Laeral retired Laeral reluctantly steps into the vacancy at the
from public life. She resurfaced after the request of the other Masked Lords. Initially
Spellplague and the Sundering, weakened by overwhelmed by the demands of the nobles and
Mystra’s death, rebirth, and withdrawal from the guildmasters, she settles nicely into her new role.
world. She uses her magic sparingly and relies on
Laeral’s magic isn’t as great as it once was, trusted advisors and deputies. As time allows,
though she does her utmost to hide this fact. she likes to venture outside the Palace of
Only Elminster, her trusted friend and advisor, Waterdeep in disguise, just to clear her head or
knows the extent of her decline. Despite her check up on old friends (and enemies).
diminished abilities, Laeral remains a Laeral’s relationship with Vajra Safahr, the
formidable, clear-headed wizard with plenty of current Blackstaff, has its challenges. For one
magic at her disposal. thing, Laeral is much older, much wiser, and
In the beginning of this campaign, she is part much more powerful than Vajra, whom she
of the Masked Lords, the ruling council of views as an insecure child. In addition, Vajra
Waterdeep, whose members remain anonymous wields the Blackstaff, which has Khelben
from the general public. By the end, however, Arunsun’s soul and the souls of all the other
L ENNITHON
Huge Dragon, Lawful Evil Frightful Presence. Each creature of the dragon’s choice that is
within 120 feet of the dragon and aware of it must succeed on a
Armor Class 19 (natural armor) DC 17 Wisdom saving throw or become frightened for 1 minute.
Hit Points 225 (18d12 + 108) A creature can repeat the saving throw at the end of each of
Speed 40 ft., burrow 30 ft., fly 80 ft. its turns, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature
STR DEX CON INT WIS CHA is immune to the dragon’s Frightful Presence for the next 24
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) hours.
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Lightning Breath (Recharge 5–6). The dragon exhales lightning
Skills Perception +12, Stealth +5 in a 90-foot line that is 5 feet wide. Each creature in that line
Damage Immunities lightning must make a DC 19 Dexterity saving throw, taking 66 (12d10)
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 lightning damage on a failed save, or half as much damage on a
Languages Common, Draconic successful one.
Challenge 16 (15,000 XP)
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving throw,
The dragon can take 3 legendary actions, choosing from the
it can choose to succeed instead.
options below. Only one legendary action can be used at a time
Actions and only at the end of another creature’s turn. The dragon
regains spent legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Detect. Lennithon makes a Wisdom (Perception) check.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Tail Attack. Lennithon makes a tail attack.
Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Wing Attack (Costs 2 Actions). Lennithon beats its wings.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Each creature within 10 feet of the dragon must succeed on a
Hit: 14 (2d6 + 7) slashing damage. DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. damage and be knocked prone. The dragon can then fly up
Hit: 16 (2d8 + 7) bludgeoning damage. to half its flying speed.
M ONSTROUS P ERYTON
Large Monstrosity, Chaotic Evil
Flyby. The peryton doesn’t provoke opportunity attacks when it M ORTLOCK VANTHAMPUR
flies out of an enemy’s reach. Medium Humanoid (Human), Lawful Evil
Keen Sight and Smell. The peryton has advantage on Wisdom Armor Class 12
(Perception) checks that rely on sight or smell. Hit Points 90 (12d8 + 36)
Speed 30 ft.
Actions
Multiattack. The peryton makes three attacks: one with its STR DEX CON INT WIS CHA
gore and two with its talons. 18 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 13 (+1)
25.20 M OR TLOCK
he was a child, and his disfigurement gives him
VANTHAMPUR a fearsome countenance.
Taken from Descent into Avernus. He is tolerated by his mother, and despised by
Mortlock is the child of Duke Thalamra his older brothers, Thurstwell and Amrik, who
Vanthampur, one of the rulers of Baldur’s Gate. view him as a simpleton and an abomination.
Half of Mortlock’s face was scarred by fire when
25.22 N ERONVAIN
Neronvain has a few abilities from the Eldritch
Knight Fighter subclass, and the statblock
Figure 25.7: Myrkul followers. By Wizards of the assumes he is wearing the Green Dragon Mask
Coast. (as he should).
He has a dragon curse upon him that prevents
him from spilling any secret information about another heir can claim the blade. If no worthy
the Order. The curse can be broken by a heir exists, the sword lies dormant. It functions
7th-level Remove Curse. If he reveals any like a normal longsword until a worthy soul
information (even if inadvertently), a fractal finds it and lays claim to its power.
tattoo grows from his chest across his entire This moonblade’s owner was killed by
skin and kills him. Hoondarrh, and the weapon was taken to its
He also has a 2-rune Corrupted Moonblade. hoard. Over the centuries, the dragon corrupted
it, so that it would serve elves that wanted to
C ORRUPTED M OONBLADE further the goals of chromatic dragons. Its
Weapon (longsword), legendary (requires attunement process now requires a special ritual
attunement by an elf or half-elf that worships in a chromatic dragon’s lair.
Tiamat) The weapon has two runes on its blade, one
A moonblade passes down from parent to child. for each master it has served. The first rune
The sword chooses its bearer and remains always grants a +1 bonus to attack and damage
bonded to that person for life. If the bearer dies, rolls made with this magic weapon. The second
25.27 R EZMIR
Rezmir was given a bit more Charisma and AC,
and the statblock assumes she is wearing the
Black Dragon Mask (as she should).
She has a dragon curse upon her that
prevents her from spilling any secret information
about the Order. The curse can be broken by a
Figure 25.8: Remallia Haventree. Unknown 7th-level Remove Curse. If she reveals any
author. information (even if inadvertently), a fractal
tattoo grows from her chest across her entire
R EZMIR
Medium Humanoid (Half-Black Dragon), Neutral Evil Immolation. When Rezmir is reduced to 0 hit points, her body
disintegrates into a pile of ash.
Armor Class 16 (Black Dragon Mask)
Legendary Resistance (1/Day). If Rezmir fails a saving throw, she
Hit Points 90 (12d8 + 36)
can choose to succeed instead.
Speed 30 ft.
H AZIRAWN
Weapon (greatsword), legendary (requires T HOSS TAREK
attunement) Medium Human, Lawful Evil
A sentient (neutral evil) greatsword, Hazirawn Armor Class 17 (robe of the archmagi)
is capable of speech in Common and Netherese. Hit Points 82 (15d8 + 15)
Once a successful military commander for the Speed 30 ft.
Netherese empire, Lord-General Hazirawn led
numerous skirmishes and rarely suffered a loss. STR DEX CON INT WIS CHA
He was eventually taken to a Netherese black 10 (+0) 14 (+2) 12 (+1) 18 (+4) 17 (+3) 16 (+3)
site and pressed into the greatsword. He felt
Saving Throws Int +9, Wis +8
greatly betrayed but his value needed to be Skills Arcana +9, Deception +8, Persuasion +8, Stealth +7
preserved for the Netherise Empire. Senses passive Perception 13
You gain a +1 bonus to attack and damage Languages Common, Thayan, Draconic, Infernal
rolls made with this weapon, and you deal an Challenge 10 (5,900 XP)
extra 1d6 necrotic damage when you hit with it.
Hazirawn can only be attuned to by characters Special Equipment. Thoss Tarek wears a robe of the archmagi
over level 15 that have wielded it for at least a underneath his Red Wizard’s raiment. His armor class is 17, he
year. If attuned, Hazirawn grants an additional has advantage on saving throws against spells and other magical
set of features. effects, and his spell save DC and spell attack bonus are
Its bonus on attack and damage rolls increased.
Thoss Tarek also carries a dagger of venom and wears a
increases to +2, and a hit deals an extra 2d6
ring of spell storing with a stored teleportation circle.
necrotic damage (instead of 1d6).
Hazirawn has 4 charges to cast spells. While Spellcasting. Thoss Tarek is a 15th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
holding it in your hand, you can cast detect
with spell attacks). He has the following wizard spells prepared:
magic (1 charge), detect evil and good (1 charge),
or detect thoughts (2 charges). Each night at Cantrips (at will): friends, mage hand, message, vicious mockery
midnight, Hazirawn regains 1d4 expended 1st level (4 slots): charm person, magic missile, shield, Tasha’s
charges. hideous laughter
Any creature that you hit with Hazirawn can’t 2nd level (3 slots): hold person, Nystul’s magic aura, suggestion
3rd level (3 slots): counterspell, fireball, haste
regain hit points for 1 minute. The target can
4th level (3 slots): charm monster, confusion, Leomund’s secret
make a DC 15 Constitution saving throw at the
chest
end of each of its turns, ending this effect early 5th level (2 slots): dominate person, geas, modify memory
on a success. 6th level (1 slot): mass suggestion
7th level (1 slot): prismatic spray
25.28 T HOSS T AREK 8th level (1 slot): dominate monster
Ulder Ravengard is a fearless soldier who rose Armor Class 20 (plate armor, shield)
up through the ranks of the Flaming Fist (the Hit Points 112 (15d8 + 45)
army of Baldur’s Gate) to become its supreme Speed 25 ft.
marshal. Ravengard used his military position
STR DEX CON INT WIS CHA
and influence to secure for himself a seat on the
17 (+3) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 17 (+3)
Council of Four, and eventually became the city’s
grand duke. Saving Throws Con +6, Wis +3
Skills Athletics +6, Intimidation +6, Perception +3
Senses passive Perception 13
Languages Common
Challenge 5 (1,800 XP)
Actions
Multiattack. Ulder makes three melee attacks, only one of
which can be with his shield.
+1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage slashign damage when used with two hands.
Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) blugeoning damage, and Ulder pushes the target
5 feet away from him. Ulder then enters the space vacated by
the target. If the target is pushed to within 5 feet of a creature
friendly to Ulder, the target provokes an opportunity attack
from that creature..
Reactions
Guardian Strike. If an enemy within 5 feet of Ulder attacks a
target other than him, Ulder can make a melee attack against
that enemy.
R ING OF M YRKUL
Woundrous item (ring), legendary (requires
attunement)
A Ring of Myrkul is a relatively thick gold band
painted black adorned with an image of a white
flaming skull (the symbol of Myrkul). Evil,
intelligent creatures who pass within 30 feet of a
Ring of Myrkul are drawn to it.
Rings of Myrkul serve as keys for priests of
Myrkul to enter a temple of Myrkul safely. They
also allow the wearer the ability to walk among
the undead without being attacked (unless the
wearer attacks the undead). Additionally, the
ring allows the wearer to cast Chill Touch at
will, and Inflict Wounds, Vampiric Touch, and
Contagion, each once per day. The spellcasting
ability for these is your choice between Wisdom,
Intelligence, or Charisma.
During an astronomical event known as "the
Eye of Myrkul", when a new moon passes
through a ring of stars associated with the
symbol of Mystra, a Ring of Myrkul manifests the
power to raise the Uthtower from the swamps of
the Mere of Dead Men. Three such rings are
required to be within five miles of the tower to
raise it, and the rings are able to magically guide
a wearer toward the tower if so desired. While
within the Uthtower, the ring’s powers to affect
the undead and cast necromantic spells are
enhanced: all spells are cast at 9th-level, and
the undead obey the wearer.
Figure 26.3: The Raider’s Camp (after the cultists have left). Originally by Patreon’s DM Oaky.
Figure 26.4: The Raider’s Camp (inside, after the cultists have left). Originally by Patreon’s DM Oaky.
Figure 26.10: Daggerford, after being attacked. Originally by Wizards of the Coast.
Figure 26.24: The Boareskyr encampment. By Reddit’s u/Fatefulforce, with assets from 2-Minute
Tabletop.
Figure 26.27: Waterdeep, after being attacked by Dragons. Originally by Wizards of the Coast.