2013.06 Vault of The Dracolich Module
2013.06 Vault of The Dracolich Module
2013.06 Vault of The Dracolich Module
PLAYAI3LE WITH
J *
CREDITS INTRODUCTION
Design Welcome to DUNGEONS & DRAGONS® Game Day, an
Mike Shea exciting official DUNGEONS & DRAGONS event.
Development
TM is a D&D® Next adventure
Vault ofthe Dracolich
Teos Abadia, Greg Bilsiand, Scott Fitzgerald Gray designed for four to six 4th-level characters. This adven
ture is intended to be playable in 2 to 5 hours at your
Editing
Scott Fitzgerald Gray local Wizards Play Network location. The Dungeon
Master should receive this adventure in advance of
Managing Editor
Kim Mohan
the event.
D&D Group Manager
Mike Mearls Playtesting D&D Next
D&D Producer This adventure is intended for use with the online play-
Greg Bilsland test packet available at dndnext.com. Throughout the
Senior Creative Director adventure, some monster names are in bold to indicate
Jon Schindehette a monster that is available using the playtest packet.
Art Director Prior to running this adventure for D&D Game Day
Kate Irwin onjune 15, follow these preparation steps.
Cover Illustration 1. Visit dndnext.com and sign up for the playtest.
Eric Belisle 2. Download the playtest packet and review the docu
Interior Illustrations ments, paying close attention to the How to Play file
Eric Belisle, Sam Carr and the DM Guidelines file.
Cartography 3. Download or print the Bestiary. This file contains
Mike Schley statistics blocks for all the monsters mentioned in
D&D Brand Team this adventure.
Nathan Stewart, Liz Schuh, Laura Tommervik, Shelly
Mazzanoble, Chris Lindsay, Hilary Ross
4. Familiarize yourselfwith the adventure, and get
ready to run some D&D!
Publishing Production Manager
Angie Lokotz
Prepress Manager
Jefferson Dunlap
BACKGROUND
Thousands ofyears ago, the elven realm of Uvaeren
Imaging Technician
Carmen Cheung
was home to magic and knowledge beyond measure.
The elves stored and protected their lore in vaults
Production Manager
spread throughout what is now the Dalelands, then
Donna Woodcock
attuned these vaults to various keys that could unlock
Organized Play their secrets. The Diamond StaffofChomylla is one such
Chris Tulach
key, containing the information required to locate
DUNGEONS & DRAGONS, Wizards ofthe Coast, DCI, DUNGEONS & and unlock the lost lore ofUvaeren. However, this key
DRAGONS Encounters, RPGA, all other Wizards ofthe Coast product
lies in the clutches ofone ofthe most feared beasts in
names, and their respective logos are trademarks ofWizards of the
Coast LLC in the USA and other countries. All Wizards characters Cormyr—the dracolich Dretchroyaster.
and their distinctive likenesses are property ofWizards ofthe Coast In a twisted lair built within vast underground
LLC. This material is protected under the copyright laws of the chasms and a forgotten temple ofthe dead god Bhaal,
United States ofAmerica. Any reproduction or unauthorized use Dretchroyaster and his allies from the Cult of the
ofthe material or artwork contained herein is prohibited without Dragon have only recently discovered the connection
the express written permission ofWizards ofthe Coast LLC. Any
between the Diamond Staffand the lore of Uvaeren.
similarity to actual people, organizations, places, or events included
herein is purely coincidental. The dracolich does not simply want to access that lore,
however. Using the staffas a focus for the eldritch
Published by Wizards ofthe Coast LLC. Manufactured by: Hasbro SA,
Rue Emile-Boéchat 31 2800 Delémont, CH. Represented by Hasbro
,
energy ofhis vaults, he hopes to absorb all the power
Europe, 2 Roundwood Aye, Stockley Park, Uxbridge, Middlesex, oflost Uvaeren—becoming a creature beyond the
UB11 1AZ,UK. natural world and unleashing his might against the
PRINTED IN USA. ©2013 Wizards ofthe Coast LLC. gods themselves.
620B10595001 EN
&
s
ADVENTURE SUMMARY RUNNING THE EVENT
Imani, a Turmishan wizard and former adventurer, This adventure is written for one to four groups of play-
seeks the aid ofheroes to infiltrate Dretchroyaster’s lair ers and characters, though it can support up to seven
and recover the Diamond StaffofChomylla—the key to groups ifnecessary. Due to the style ofthe adventure,
powerful magic and wisdom locked away for thousands each group might have a significantly different play
ofyears. In addition to his own sagely interest in the experience. Interaction is a key component of the
lore oflost Uvaeren, Imani recognizes the dangers of adventure, since sharing information, coordinating
such powerful magic falling into evil hands. exploration, and distributing resources is critical to the
The dracolich has secured the staffin his lair’s cen success ofthe overall mission. Though it can still be fun
tral chamber, using ancient wards ofprotection that for one table, this open-ended adventure is most effec
can be bypassed only by four artifact-idols once belong- tive when multiple groups work together.
ing to a cult ofBhaal. Each group ofadventurers enters Several people facilitate this interaction between
the dungeon through a different section ofthe dun- player groups: the event coordinator, the Dungeon
geon—a forgotten temple ofBhaal, a vast underground Master (DM), and the team captain. The following sec
lake, a troglodyte village, or Dretchroyaster’s vaults. tions are divided into the most relevant information
Dretchroyaster’s lair is no simple set ofcaverns and for each role. Every DM and every event coordinator
ancient ruins. It sits atop a source ofgreat power and should read all the sections in the front matter to pre
energy, which the dracolich and his Cult ofthe Dragon pare for the event.
allies hope to use to unlock the secrets ofthe staff. Only
by undertaking a unified assault against Dretchroyas Event Coordinator
ter’s lair can the adventurers hope to recover the An event coordinator facilitates the interaction between
Diamond Staffand survive the dracolich’s fury. different groups, playing the role oflmani and tracking
The adventurers must make their way through the action in Dretchroyaster’s lair.
the lair and recover the Bhaalite idols that will help Before the day ofthe event, the coordinator’s
unlock the Diamond Staff, all the while dealing with the responsibilities include:
lair creatures and avoiding the dracolich as he pur
sues intruders. Entering the Chamber ofthe Diamond + Determining which sections ofthe dungeon each
Staff the heroes must overcome its magical wards and DM prepares. Ideally, each Dungeon Master can
claim the staffbefore being slain by the dracolich and read the entire adventure, but iftime is short, the
his servants. coordinator can delegate sections. These sections
determine where each adventuring group starts.
This adventure uses four primary starting locations:
Area 1: Bhaal Temple Entryway, Area 12: Waterfall
CONNECTIONS TO Entrance, Area 25: Guard Huts, and Area 31: Sum-
D&D ENCOUNTERS moning Chamber.
The events in this adventure lead up to the summer When more than four groups are playing the
season of D&D Encounters, Search for the Diamond adventure, use the following additional entrance
, starting onJune 1 9. A player can take his or her
TM
Staff points: Area 5: Guard Hall, Area 16: Pillar of Sun,
surviving character from this adventure to Search for Area 22: Chief’s Cavern
the Diamond Staff provided that the D&D Encounters
season is being run using D&D Next. The character On the day ofthe event, prior to the start of the
keeps all XP gained through this adventure, and can adventure, the coordinator’s responsibilities
retain up to one magic item. include:
+ Organizing DMs and players at the start ofthe event.
Ifthere’s confusion about who is playing in each
group, consider dividing up players based on class
CHARACTER CREATION (ensuring an even distribution ofdifferent types of
Participating players should create 4th-level characters classes) or based on adventuring style preference
prior to the event, either at home or at the store. Players (exploration, combat, interaction).
who don’t create characters for the event can use one of + Ensuring that all the players have characters of the
the pre-generated characters, which are available from appropriate level and edition.
the event organizer or online through the D&D Next + Determining how many Bhaalite idols are required
playtest at dndplaytest.wizards.com. Players should use to lower the wards on the Diamond Staff of Chomylla.
the standard array for generating ability scores (15 14 Ifonly one group is participating in the event, then
13 12108). only one idol is required. For two groups, two idols
are required. Ifthree groups are participating in or when players swap tables as a result ofthe Bhaa z
the event, three idols are required. For four or more lite portals (see page 5).
groups, all four idols in the dungeon will be neces + Using the octopus paper clings that come with the
sary to lower the wards. Communicate the number D&D Game Day kit to track the location ofthe dra H
ofidols required to the DMs. colich, each adventuring group, and rooms that have
+ Reading the following introductory material: been explored. The clings are placed on the large z
poster map ofthe dungeon, which comes as part of z
z
In response to a summons, you have come to the villaBe of .
R OOH 31 •
-
f.--- 1rcpIrI(hfl
.: ••
EFHF. DRACOI
dark priest, and has the benefit ofthe Murder Through
DRETCHROYASTER’S Another’s Hands Bhaalite idol (see area 8) even though
he is not carrying it. Silakul loses this benefit ifthe
LAIR idol’s rune is activated by a character.
When Silakul is first encountered (in area 8 or 9),
The lair ofthe dracolich consists offour sections—the he attempts to retreat ifhis current hit point total is
forgotten temple ofBhaal, the underground lake, the halfhis maximum. Ifhe gets away, he then is restored
troglodyte village, and Dretchroyaster’s vaults. The Dia to full hit points and spells and stalks the adventurers
mond StaffofChomylla lies in a chamber near the center in the company of 1d6 + 1 dark adepts. Whenever a
where these sections converge. group enters a room in the temple after Silakul has fled,
Each area description contains a passage in italic roll a d4. On a result of 1, Silakul and the adepts wait
type that is meant to be read aloud or paraphrased to in ambush in that room. Ifthe fight goes against him
the players when their characters enter that area, tell- again, Silakul flees once more, regaining full hit points,
ing them what the characters can immediately sense replenishing spells, and gaining new dark adept allies
about the location. You might need to modify some of each subsequent time he succeeds in retreating.
that information depending on the characters’ point of
entry or direction of travel.
General Features
Throughout this section ofthe lair, the following infor
FORGOTTEN TEMPLE mation applies except when an area description says
otherwise.
OF BHAAL Light: Bright illumination prevails, from iron-
These chambers were once a temple ofBhaal, before banded torches set into wall sconces.
Ceilings: Most of’the ceilings in the temple are
the Lord ofMurder was destroyed in the Time of
20 feet high.
Troubles more than a century ago. Now this area is the
domain ofthe Cult ofthe Dragon. Doors: The doors in the temple open easily but are
The cult was the architect ofthe green dragon closed when the adventurers first explore this section.
When a door is closed, it blocks sound from adjacent
I)retchroyaster’s transformation into an undead crea
ture. Its members see Dretchroyaster as an important areas unless the sound is as loud as shouting or combat.
Stonework: These worked stone chambers and
part ofthe ultimate goal ofhaving dracoliches rule the
corridors are clearly centuries old, and were long aban
world. They act as his eyes and ears across the Dale-
doned before the Cult ofthe Dragon took over.
lands as they attempt to unlock the secret knowledge of
Uvaeren with the help ofthe Diamond Staff
The Cult ofthe Dragon uses hired mercenaries to
protect the temple and the rest ofDretchroyaster’s lair.
MASQUERADING
These mercenaries don’t follow the doctrine ofthe Cult AS CULTISTS
ofthe Dragon out offaith; they serve for money. Crafty The dark adepts of the Cult of the Dragon all wear
adventurers might capitalize on this tenuous alliance as gray robes. If the characters defeat any of these cult-
they interact with the mercenaries and the cultists. ists and don the robes, they might be able to pass
The cultists also have only a loose alliance with themselves off as cult members (perhaps for the pur
the neighboring troglodytes. Though the cultists see pose of avoiding a battle) in encounters with other
Dretchroyaster as a physical manifestation ofthe power denizens ofthe lair. Ifthe characters attempt to fool a
ofthe Cult ofthe Dragon, the troglodytes view the dra cultist in this manner, the cultist receives a +4 bonus
colich as a true deity. This difference of perspective on any check to discern the ruse.
has led to conflict between the groups in the past—a
conflict that the adventurers might be able to turn to
their advantage.
The high priest ofthe Cult ofthe Dragon is a twisted
1. Entryway
The corridor leading to this chamber is one of the
and cunning human named Silakul. A human of sixty
primary starting locations for the adventure. Before
years with a bald pate and a deeply lined face, Silakul
the characters can enter area 1 they need to contend
has pale gray eyes whose emptiness speaks to his uncar
,
9. Dretchroyaster’s
Audience Chamber
Dretchroyaster meets with priests ofthe Cult of the
Dragon in this audience chamber. A rough stone wall
leads up to the northeast platform. Dretchroyaster’s
huge pile ofcoins makes the surface ofthe platform dif
ficult terrain.
U
Portcullis: See area 10, above.
10. Chamber of Screams Creatures: Four human warriors guard this
Once a torture chamber for the cultists ofBhaal, this chamber, along with two dark adepts who interro
area is the Cult ofthe Dragon’s supply room, well gate Stryke. Ifpreviously alerted to the incursion of
stocked with rations, wine, and mundane gear. the temple, they stand prepared for battle. One of the
An iron portcullis blocks the passageway between adepts carries the keys to the cells.
areas 10 and 11. A creature that makes a DC 15 Floor Grate: An iron grate set into the floor covers
Strength check can lift the portcullis, and one that a narrow tunnel, 6 feet in diameter and covered in 3
makes a I)C 10 Intelligence check can locate the feet ofwater, that leads to the upper lake (area I 3). The
weighted switch that lifts the gate. water ofthis tunnel is fouled with litter and human
waste, but is safe to wade through. The grate can be
Large rusted hooksjutfrom the walls ofthis dismal chamber, broken through as the grate in area 10, above.
which is piled high with crates and barrels. From the north- Stryke: At present, the red cells have one occupant—
west corner comes the sound ofrunning water. a drow named Stryke. He is a male ofHouse Jaezred,
a secret patriarchy ofdragonblooded assassins. He is
Creatures: Roll for a potential patrol in this area heavily scarred and wears his hair cropped short. Sent
using the encounter table below. by his masters to uncover the plots ofthe Cult of the
Dragon, Stryke tried to steal the Diamond Staffbut was
d8 Encounter unsuccessful. Ifthe adventurers rescue him, Stryke
1 -4 No encounter.
i warns them ofthe magical wards that protect the Dia
5 2d4 dark adepts enter the area, loudly mocking the mond Staff as well as two other threats ofyour choice in
ignorance of the neighboring troglodytes. the lair.
6 1d6 dark adepts argue with 1d6 human warrior Stryke is happy to trade his knowledge ofthe draco
mercenaries over money. The group attacks, but lich’s lair for his freedom, but he wants no more of
the adventurers might be able to persuade the this place. When freed, he claims the weapon and
mercenaries to stand down. armor of a fallen mercenary or cultist. Stryke is a
7 2d6 human warriors enter the area, grumbling about capable warrior, but he breaks offfrom the party at the
the poor food provided by the cultists. first opportunity and tries to leave the lair as soon as
8 1d4 cult dark priests reprimand 6 dark adepts. possible. Ifhe must do battle, Stryke fights using the sta
tistics ofa drow, except that he fights with a spear (1d6
Floor Grate: The sound ofrunning water comes piercing damage) or a mace (1d6 bludgeoning damage).
from the other side of an iron grate set into the floor.
The grate covers a narrow tunnel, 6 feet in diameter
and covered in 3 feet ofwater, that leads to the upper UNDERGROUND LAKE
lake (area 13). A creature can break through the grate This entrance to the dracolich’s lair follows the course
with a DC 15 Strength check, but doing so makes ofa river that burrows into the side of a rocky hill. Tum
noise. For each attempt after the first, roll again on the bling rapids flow through a narrow passageway that
encounter table above. widens into the underground lake. The characters enter
Treasure: The crates contain mundane gear and
by way ofrocky banks along the water’s edge. They
supplies. Ifthe characters look for a specific mundane can continue to explore these caverns along the banks,
item, they can find anything with a value of 5 gp or or they can travel by water using lightweight canoes.
lower that exists on the Adventuring Gear table in the
“Equipment” document. ( These have been carted and stashed here by the same
servants oflmani who have been watching the lair.)
Each two-person canoe has AC 8 and 25 hit points, and
ii, Red Cells provides halfcover to creatures inside it.
The Cult ofthe Dragon uses this chamber as a prison A canoe requires little skill to navigate, and charac
and latrine, as did the cult ofBhaal. The stench of filth ters do not need to make checks to use a canoe outside
and decay is noticeable as the characters approach. If combat. During combat, a character who wields a
the guards here have not been alerted, the adventur paddle in two hands can move the canoe up to 20 feet.
ers also hear the taunts ofthe adepts torturing their A hostile ecology thrives in the underground lake.
drow prisoner. Fish, animals, and the occasional explorer are swept
into these black waters, where the creatures native to
Rusted iron cages line the west side ofthis grim prison cham the caverns devour them. The primary threat in this
her, while shackles hangfrom deep spikes on the south. Tables section is the hydra in area 15. The other creatures of
covered with torture apparatus stand to the east. The walls the lake avoid that area, and they flee whenever the
here are stained red-black with blood. hydra swims out. The lizardfolk from area 17 are the
only intelligent creatures in the lake caves. They have The cavern widens out into a large underground lake. The
seen members ofthe Cult ofthe Dragon dumping water here is calm, with pale green vinesfloating afoot
prisoners into the hydra’s den, but otherwise have no beneath the surface.
connection to the cult or Dretchroyaster.
z
Deadly Vines: The vines are part ofa single enor
mous plant rooted at the bottom ofthe lake. They pull
General Features down and drown living creatures, after which the
Throughout this section ofthe lair, the following infor plant’s roots feed offthe decaying bodies. A character
mation applies except when an area description says who makes a DC 10 Wisdom check knows the nature
otherwise. ofthese vines.
Water: The cold water ofthe underground lake At the end ofeach ofits turns, any creature in the
flows slowly south to north and is I 5 feet deep. A char- water must succeed on a DC 12 Dexterity saving throw
acter can swim through the water without needing to or be grabbed by the vines. On a second failed check,
make checks to do so. Climbing from the water to an the vines grapple the creature (escape DC 10) and pull
adjacent bank requires 15 feet of movement. the creature 10 feet below the water.
Slippery Banks: The moist, slippery earthen banks Treasure: A +1 longsword lies at the bottom ofthe
alongside the water are difficult terrain. A character lake, where its glow, from its beacon property, has
that hustles or that rolls a natural 1 on an attack roll brought many adventurers down into the drowning
slips and falls into the water. depths. Scattered alongside it are gems and coins worth
Light: No source oflight exists beneath the surface 600 gp. A character who descends to the lake bottom
ofthe underground lake. A source ofbright light held at can gather 100 gp worth oftreasure as an action.
the surface ofthe water sheds dim light that sometimes
allows the lake bottom to be seen.
Ceilings: The cavern ceilings are roughly 40 feet 14. Pool of Serpents
high. Ceilings in the passageways that connect to areas The water in this area is turbulent, meaning that a
10 and 1 1 are 20 feet high. character trying to swim must make a DC 10 Strength
check to do so. A den ofaquatic snakes lurks here, feed-
ing on creatures that get stuck in the current. Because
12. Waterfall Entrance ofthe turbulence, bright light held at the surface of the
This area is one ofthe primary starting locations for water does not illuminate the bottom ofthe pool.
the adventure. This waterfall cavern is the main entry- The west bank ofthis area contains a Bhaalite portal
way to the underground lake. The characters can easily that normally leads to area 20. The snakes prevent
clamber down the banks alongside the rapids (carrying the lizardfolk (see area I 7) from accessing this portal,
canoes ifthey have them). which is rarely used by the cultists. The glowing portal
fills this area with dim light.
Rushin rapids cascade down into a large underground lake.
8
Thick stalactites hangfrom the ceiling above, the black waters Where the underground lake narrows, the water swirls in
continuing north into a wider cavern and darkness beyond. a pool to the west. A section ofthe rocky bank beyond glows
with a diffuse red light. To the east, a narrow and watery
Water: The water here is only S feet deep, but the it’s tunnel leads awayfrom the lake.
fast-moving. A character who enters the water near the
base ofthe waterfall must succeed on a DC 15 Strength Creatures: The pool contains nine amphibious
check or be carried along into the upper lake (area 13). giant snakes with poisonous bites. These snakes attack
Foul Tunnel: Characters who move east along the any creature that enters the water or moves along the
bank discover a 3-foot-deep flow ofwater heading into a western bank.
side tunnel (which leads to area 1 1). The water is fouled Treasure: Gems and gold worth a total of526 gp
with litter and waste but is safe to wade through. are hidden in the muck at the bottom ofthe pool. This
treasure can be seen only by a character who dives to
13. Upper Lake the bottom.
The water here is 30 feet deep. Bright light held at the
surface ofthe water does not illuminate the bottom. 15. Hydra’s Den
With a DC 10 Wisdom check, any character who looks A stench ofdecay hangs in the air as the adventurers
into the water sees a faint glow near the center of the approach this area. This cavern is the den ofa fearsome
area (see “Treasure”). A character actively looking hydra—next to I)retchroyaster, the most powerful crea
around can make an Intelligence check instead. This ture in the dracolich’s lair. The earthen bank around this
check automatically succeeds ifno other light is shining 20-foot-deep pool has been churned to muck by the hydra.
in the cavern.
- . —.
A sloping passageway leads between this area and Creatures: Eleven lizardfolk dwell in this cavern,
Dretchroyaster’s audience chamber (area 9). The Cult from where they swim out to the lower lake (area 18) to
ofthe Dragon frequently drags prisoners and traitors in fish and hunt. They attack any creatures that enter the
through this passage and throws them to the hydra. area, pursuing intruders into the lower lake (but avoid-
ing the hydra). When a lizardfolk is underwater and its
Dark, still wctterfills this large cavern. Bones protrudefrom attacker is not, it has half cover.
reekin8 muck alon8 the banks ofthe pool. A sense of dread Treasure: The lizardfolk keep a cache of “treasure”
emanatesfrom the area, its source centered below the water. in the lower reaches oftheir pool. Lying among worth-
less polished stones and bone necklaces is a +1 trident.
Creature: The hydra lurks beneath the water as The wielder ofthis trident receives a strong intuitive
the adventurers approach. Unless it is spotted (DC 20 sense that something important is to be found in an
Wisdom check), it gains surprise. area to the east. (This is a reference to area 20, where
Treasure: Gems and coins worth 462 gp sit at the the remains ofan elven ship are embedded in the rock
bottom ofthe pool, along with the Poison Most Foul ofthe cavern wall.)
Bhaalite idol. Characters can sense the idol’s power
even after the hydra is slain.
Poison Most Foul: This idol depicts a hooded and
18. Lower Lake
The current here increases to the north, where the
cloaked drow assassin holding a dagger with a wavy
waterway narrows to become a powerful river. Charac
blade. Anytime the bearer ofthis idol hits with a weapon
ters can paddle canoes or swim to the banks when they
attack, the target takes 1d6 extra poison damage.
first enter this area, but those who do not are quickly
A character marked by this idol’s rune begins to feel
pulled into area 19. The swirling forms are fish and eels
paranoid and fears being betrayed by allies. Ifthe char-
that dart away ifanyone tries to grab them.
acter rolls a 1 on an attack roll, he or she must make
A character who succeeds on a DC 10 Wisdom
a DC 10 Charisma saving throw. On a failed save, the
check hears a waterfall echoing from around the bend
attack is rerolled and targets a random ally in range.
to the north.
16. Pillar of Sun Hundreds ofstalactites cover the ceilin8 where it slopes down to
This area is one ofthe secondary starting locations for a height oftwentyfret. The wide lake beqins toflowfaster as it
the adventure. narrows to the north, with swirlingforms seen in its depths.
Afallen black obelisk dominates the center ofthis cavern, stir- Creatures: A nest oftwelve stirges hangs among
rounded by crumbling stalaBmites. A shaft ofsunlight pierces the stalactites here. Ifthey are not spotted (by some-
the (qloomfrom a crack in the ceilin8, striking the obelisk to one who makes a DC 10 Wisdom check), they attack
reveal that its surface is etched with intricate Elvish runes. with surprise.
Youfeel a deep hum in the air. Stalactite Collapse: Any ranged or area attack
aimed toward the ceiling has a chance of dislodging
Magic Obelisk: This obelisk dates back nearly two the fragile stalactites in this area. Whenever a char-
thousand years but maintains its magic. The Elven runes acter makes a ranged attack against a flying stirge
are unintelligible, but a I)C 10 Intelligence check reveals and misses, roll a d6. On a result of4-6, a stalactite
that they are millennia old. splinters and falls directly down beneath the target of
Once per day, a creature that touches the obelisk is the attack, spraying fragments in a 5 -foot-radius burst.
overcome with a vision ofelves doing battle with devils Any area attack that hits the ceiling brings down a
within a vast and ancient elven city. The creature must hail ofrock in a burst equal to the area ofthe original
succeed on a DC 10 Wisdom saving throw or take 8d8 attack. Any creature in a stalactite burst makes a DC
psychic damage from the vision. On a successful save, the 10 Dexterity saving throw. On a failed save, a creature
creature gains advantage on Wisdom checks for 24 hours. on the bank falls prone, while a character in a canoe is
knocked into the water.
Guldred: Guldred, a lizardfolk outcast, lurks on the
17. Pit of Teeth eastern bank ofthe lake. A character who makes a DC
Lizardfolk swim among these natural stone pillars, adept
1 5 Wisdom check discerns the small lizardfolk as it
at attacking from a favorable position before slipping away.
slinks along the water’s edge.
Guldred is cautious ofthe adventurers, but he
Dozens ofstalactites hangfrom the low ceiling ofthis cavern.
approaches them after confirming that the characters
The points ofa dozen or more stalaBmites protrudefrom the
are not mercenary guards ofthe cult. The lizardfolk
water, which ripples where itfiows around and between these
outcast knows these caverns well, and he has informa
stone teeth.
tion useful to a group willing to do him a favor.
Escaping the Rift: Each character in a canoe can
make a DC 10 Strength or Dexterity saving throw to
jump to the dry bank on either side ofthe waterway. A
character who stays in a canoe or who is already in the
water can make a DC 10 Dexterity saving throw to grab
one ofthe low-hanging vines (see “Creatures”). Any
character who does not grab a vine or reach the bank 0
falls into the rift and is killed. (A character who dies in
the rift and returns to life can climb out in 1d4 rounds.
See “Character Death,” page 5.)
Creatures: Twelve vines hanging over the rift are
actually the sticky strands oftwo ropers that lurk 25
feet above the waterfall and grab creatures that flow
past them. A character who successfully grabs a “vine”
is automatically hit by the roper’s tendril attack and
grappled.
A character who escapes a roper’s grapple, or who
is being grappled by a roper when it is slain, must
make a DC 10 Strength or Dexterity check. On a suc
cessful check, the character drops 20 feet to the bank.
On a failed check, the character falls into the rift and
is killed.
Crystalline Growths: The crystals along the banks
beside the rift are difficult terrain, as is the crystal sta
lactite that has fallen across the gap. A character who
makes a DC 15 Intelligence check identifies the crys
tals as manifestations ofelven magic fueled by the earth
node below this region. Any creature that makes a mag
ical attack from the area ofthe crystals gains advantage
on that attack.
Necrotic Haze: The southern passage is filled with
Exiled from the rest ofhis tribe in the pit of teeth an opaque field ofnecrotic energy that prevents view-
(area I 7), Guidred has taken to living a solitary life on ing ofwhat lies beyond it. See area 33.
the east bank ofthe lower lake. He is small for a lizard-
folk male, only four feet tall, and thin with gangly arms.
Guldred knows a good deal about the underground
lake, and he is willing to impart this information for a
TROGLODYTE VILLAGE
price—the death ofhis treacherous kin. Guldred can tell A clan oftroglodytes dwells in these caverns. The
the adventurers about the hydra (area I 5) and the idol monsters move out to raid farmsteads and settlements
in the hydra’s pool, the tunnel to area 9 through which on the surface through a network oftunnels east of
the cultists throw victims to the hydra, and the water- Dretchroyaster’s lair. They worship Dretchroyaster as a
fall in area I 9 (including the ropers that lurk there). true god dwelling among mortals, and they build trib
Guldred has the statistics ofa standard lizardfolk. utes and conduct sacrifices in his name. The Cult of the
Dragon uses these primitive humanoids to protect the
eastern side ofthe dracolich’s lair.
19. Rift Though the troglodytes are fanatic, they are not as
Crystalline growths fill this area with dim green light. stupid as the cultists think they are. The troglodytes
The waterfall pulls anything washed in from the lake understand that the cult doesn’t see Dretchroyaster as
down into the rift—including canoes that enter this area a god, but merely as a vessel ofpower. Urbone, the trog
j
and characters trying to swim. lodyte chief, dreams ofdisplacing the cult and making
himselfthe high priest ofthe dracolich.
Where the river twists suddenly to the south, it becomes a The troglodytes often conduct battles against cap-
powerful waterfall, cascadin8 into ajaged rift that plunges tured beasts and each other to determine the strongest
down into darkness. Green crystalline growths spread up warriors in their tribe. These battles take place in a
beyond the edges ofthe rift and the huge stalactite that has large fighting pit in the lower village (area 23).
fallen across it toform a natural bridge. Closer to the water-
fall, thick, ropy vines hang downfrom shadow.
General Features 21. Lost Forest
Throughout this section ofthe lair, the following infor This cavern is Dretchroyaster’s personal garden of tre
mation applies except when an area description says ants, which are a delicacy for the dracolich. He has
otherwise. already killed two ofthe powerful creatures but one
Light: Phosphorescent algae clings to the cavern treant remains alive.
walls, filling the space between the walls with
dim light. Ancient, petrfied trees pierce the dead rockfloor ofthis
Stench: Troglodytes give offa foul odor that warns large cavern, their 8narled branches clawing out toward the
oftheir presence in any area where they reside. When walls. Images offaces in their dead bark seem to scream in
the adventurers first enter this area, any character who silent pain.
makes a DC 10 Intelligence check recognizes the trog
lodyte stench for what it is. Creature: The living treant, named Ironbark, is
nearly insane with pain and fear. He attacks with little
provocation.
20. Elven Vessel Ironbark: The treant has become a shadow of his
This ancient elven vessel was buried thousands of years former selfas a prisoner ofDretchroyaster. Flis limbs
ago within the mountain. Dretchroyaster has used the are thin and spindly, and deep gouges from the dracol
magic imbued into the ship to fuel his own power, and ich’s claws have shredded his bark exterior. Ironbark
to aid in unlocking the secrets ofthe Diamond Staff and two ofhis brothers were captured by Dretchroyas
Spread out alongside the excavation site, elven relics ter twenty years ago. Since then, the dracolich has
retrieved from the ship await transfer to the temple of slowly drawn out the life force ofthese ancient crea
Bhaal. Lanterns bathe this area in bright light. tures, savoring their gradual insanity as he consumes
This area contains a Bhaalite portal that normally them. Both oflronbark’s brothers are now dead, and
leads to area 27. the treant expects Dretchroyaster to soon steal the last
ofhis life force.
What appears to be a shattered sailin8 ship lies half buried
in the north wall ofthis broad cavern. Broken rock scattered
across the Bround is evidence ofrecent excavation. Green
crystalline growthsfuse the ship to the rock and spread out
around it, while a red circle glows to the west.
--.__
Some sort ofaichemical laboratory has been set up in this Fire Trap: Ifany item here is touched by any crea
cavern, its rou8h walls holding shelves covered with vials and ture other than Dretchroyaster, a sheet offlame issues
jars. Strange liquids bubble in larBe vats, swirlin(cj through forth from the dragon skull. The magical fire does not
glass tubes and sendin8 clouds ofblack smoke up toward vent- harm the trophies, but deals 5d6 fire damage to any (ID
cracks in the ceiling. creature in the area (DC 15 Dexterity saving throw for
H
halfdamage). This trap can be detected by a character
Dretchroyaster’s trusted dark priests use this area to who makes a DC 15 Intelligence check or casts a detect
brew strange concoctions that help empower the dra magic spell, and can be disarmed by someone who
colich’s undead state. makes a DC 15 Intelligence check. The trap resets 30
Creatures: Four dark adepts ofthe Cult of the minutes after it is triggered. H
Dragon attend the aichemical apparatus and experi
ments here. Suits ofarmor and the bones ofgreat beasts adorn the walls
Explosive Alchemy: The experiments in this area ofthis chamber. Among the trophies are a centaur skeleton
are incredibly volatile. Whenever a creature makes impaled on a spear, and an enormous rune-etched dragon
an attack that misses by S or more, that attacker must skull sitting on a podium. Three more passageways lead out
make a DC 10 Dexterity saving throw. On a failed ofthis area; the one to the southwest isfilled with a dense
save, the attack disturbs the alchemical equipment and black haze.
triggers an explosion. Any creature in the room takes
5d6 fire damage (DC 10 Dexterity saving throw for Necrotic Haze: The southwest passage is filled with
half damage). -
an opaque field ofnecrotic energy that prevents view-
—
Treasure: Six potions can be found among the vials ing ofwhat lies beyond it. See area 33.
andjars scattered about the lab—a potion offlying, two Treasure: The trophies in this area include a +1
potions ofhealing, a potion ofheroism, a potion ofspeed, crossbow and a suit of+1 chainmail. A green quiver that
and a potion ofinvisibility (actually a potion ofpoison). once belonged to a Harper agent (DC 10 Intelligence
check to identify the origin) contains a single black-
27. Scrying Room fletched +3 arrow.
Dretchroyaster’s scrying pool is used by cult agents to
spy on enemies, keep watch over the troglodytes, and 29. Chamber of Guardians
investigate potential clues for unlocking the secrets of This area serves as a gauntlet oftraps for any who might
the staff. attempt to infiltrate Dretchroyaster’s vaults. The cham
This area contains a Bhaalite portal that normally ber is dominated by a statue of a green dragon—a
leads to area 14. representation ofDretchroyaster before he became
a dracolich.
A large pool ofviscous blue liquid sits on the east side ofthis
chamber, the outside ofits raised stone edge scribed with intri Statues ofgreat winged beasts and powerful armored human-
cately carved runes. To the north, a larger circle glows red. oids line the rough walls ofthis long chamber. In the center, a
huge draconic statue sits on a broad raised platform.
Creatures: Three dark priests and three dark
adepts make use ofthis area to spy on another group of Creatures: Four ofthe statues here animate into
adventurers elsewhere in the lair. gargoyles ifanyone passes through the chamber not
Scrying Pool: The blue pool is imbued with scrying accompanied by Dretchroyaster or Silakul. A charac
magic. The pool is attuned to cult rituals and cannot be ter who makes a DC 17 Intelligence or Wisdom check
properly used by the adventurers. An identify spell tells notices the gargoyles before they transform. The mon
the caster that a character who makes a successful DC sters otherwise attack with surprise.
15 Intelligence check can divine the location of one Poison Dart Trap: A poison dart trap protects the
Bhaalite idol that is not currently in the possession of short entranceway to the hall ofartifacts (area 30). This
any adventurer. trap can be detected by someone who makes a 1)C 15
Intelligence or Wisdom check and can be disarmed by
28. Hall of Trophies someone who makes a DC 15 Dexterity check. If the
trap is not disarmed, when any creature crosses from
This chamber hosts Dretchroyaster’s most valued tro
area 29 to area 30, any creature within I 5 feet of the
phies, each ofthem representing an opponent defeated
opening between those areas is struck by a fusillade of
in battle. The weapons and armor ofadventurers who
darts for 3d6 damage and 2d6 poison damage (DC 10
dared face the dracolich stand alongside the skeleton
Constitution saving throw for halfpoison damage).
ofthe last centaur he feasted on as a living dragon.
Warded Passage: Neither the troglodytes nor the
The runes on the dragon skull signify it as one of
cultists want the other group using the tunnel to the
Dretchroyaster’s rivals, killed hundreds ofyears ago.
troglodyte chief’s cavern (area 22), which is trapped at with summoning magic. The summoning circle is
both ends. Any creature that enters the southwest end of attuned to cult rituals and cannot be used by the adven
the passage without disarming the glyph is subject to a turers. An intelligent creature can disable the circle for
wave ofnecrotic energy +6 to hit, 8d8 necrotic damage, 1 week with a DC 20 Intelligence check. Failure trig-
halfdamage on a miss). This trap can be detected by a gers the circle and summons the vrocks.
character who makes a DC 15 Intelligence check or casts
a detect magic spell, and can be disarmed by someone who 32. Dretchroyaster’s
makes a DC 20 Intelligence check. (For details ofthe trap
at the other end, see area 22.) Treasure Vault
Dretchroyaster’s primary treasure vault is protected
against intruders by deadly traps.
30. Hall of Artifacts
Dretchroyaster’s artifact vault is where the dracolich’s Vast piles oftreasurefill this chamber. Gems and coins spill
larger treasures are stored. out ofoverfiowing chests, while racks ofarmor inlaid with
precious metals line the walls. In the center ofthe western
Ancient artifacts line the walls ofthis expansive treasure wall, a glowing scimitar rests on a stone shelf
chamber,from 8 ilded mirrors to beautiful statues to paintings
ofkings longforgotten. Fine carpets are spread before shelves Glyph Traps: Three magical glyphs are set around
piled high with golden chalices, platters, and otherfinery are
the cavern, each triggering a different trap. One glyph
strewn across thefloor. To the south, a passageway leads to
triggers at random the first three times any items in this
another chamber. chamber are touched.
All three ofthese traps can be detected by a single
Creatures: Four wraiths held in gold and ivory character who makes a successful DC 15 Intelligence
funeral urns guard this area. They emerge to attack any check or casts a detect magic spell. Each one can be dis
creature that touches the artifacts. armed individually by a character who makes a DC 15
Acid Trap: The short passage between this area and Intelligence check.
area 32 features a mechanical trap hidden in the walls. Glyph ofPoison: A thick poison gas fills the chamber.
It sprays out corrosive fluid that douses any creature Each creature in the area must succeed on a DC 15
in the passageway, dealing it 3d6 acid damage (DC 15 Constitution saving throw or take 3d6 poison damage.
Dexterity saving throw for halfdamage. This trap can Necrotic Glyph: Each creature in the area is subject
be detected by a character who makes a DC 1 5 Intel- to a wave ofnecrotic energy (+6 to hit, 8d8 necrotic
ligence check and can be disarmed by someone who damage, halfdamage on a miss).
makes a DC 15 Dexterity check. Glyph ofLightning: Each creature in the chamber
Treasure: The treasure here is valuable but bulky. wearing metal armor takes 4d6 lightning damage (DC
Goods removed from the hall of artifacts have a value 15 Dexterity saving throw for half damage).
of 100 gp per pound. Acid Trap: See area 30 for information on the trap
between that area and this one.
31. Summoning Chamber Treasure: Dretchroyaster’s treasure vault holds a
This area is one ofthe primary starting locations for the cloak ofelvenkind, a spellguard shield, aflame tongue long-
adventure. A group that starts here appears in the sum- sword, and a +1 scimitar. The vault also holds coins and
moning circle, teleported into the lair by Imani’s magic. gems equal to 3,624 gp, as well as the Unseen Murderer
This summoning chamber allows Dretchroyas lhaalite idol.
ter’s cultists to call on extraplanar entities for aid The scimitar has the song craft property, but the
and counsel. property has become corrupted over time. The item
normally sings heroic ballads audible to anyone (not
A large runic circle sits in the center ofthis rough-walled just the wielder) whenever it is held. When a character
cavern. A deep hum reverberates through the rock around wields this blade in combat and rolls a natural 1, the
you, as fgreat and unseenforces were pulling on the area. blade starts to scream the ballads loudly, attracting the
attention ofenemies in nearby areas.
Creatures: The summoning circle is set to call three Unseen Murderer: This idol depicts a robed figure
vrocks to protect this chamber. When any noncult wielding a curved blade smeared with blood. A crea
ist enters the area, the vrocks appear on the circle and ture that uses this idol can use invisibility once per day
attack. (If a group starts in this area, the vrocks appear as an action. However, ifthe creature is not evil, then
2 rounds after the characters’ arrival.) there is a 50 percent chance that the creature becomes
Summoning Circle: Detect magic or a DC 15 Intel- visible at an inopportune moment (such as just before
ligence check confirms that the runic circle is imbued an attack or while sneaking past guards).
When all groups have their tasks, read:
33. CHAMBER OF THE Asyou prepareyour assault to seize the staff the priests and
their acolytes turn tofaceyou, drawing weapons. The sigils
DIAMOND STAFF on thefloor continue to channel energy into the rft, even as
The Chamber ofthe Diamond Staffis the focus of the the priests turn their attention elsewhere.
dracolich’s quest for power—and the site ofthis adven
ture’s final battle. The heroes receive a final warning Iftwo or more groups are playing, also read:
from Imani before entering the chamber: Attempt- At the same time, a roar echoesfrom the chasm. Huge, bony
ing to recover the staffbefore all the necessary idols claws rise upfrom the darkness as Dretchroyaster emerges.
are in the possession ofthe adventuring parties The energyfrom the sigilsflows into him, seeming to create a
is dangerous. protective barrier.
The polished walls ofthis chamber risefiftyfeet into the air, Ifthree or more groups are playing, also read:
interrupted only by a broad platform. Sealed ossuary vaults The ossuary panels set into the walls around the chamber
are set into the walls at regular intervals. In the center of begin to crack andfall away. Skeletons and mummifiedforms
the chamber, a six-foot-lonq crystalline staffhovers in a crawl outfrom behind them and move to attack.
scintillating sphere ofvibrant colors. Beneath the staff a
deep rift is edged by a green crystalline web. Magic circles Iffour groups are playing, also read:
set with pulsing arcane sigils are positioned around the Dretchroyaster growls some words ofmagic, andfrom
room, and a dark priest stands atop each one. The cultists behindyou comes a second roar as a duplicate ofthe
are channeling energyfrom the staffinto an enormous rift dracolich appears.
in the room.
22
-- ---
Task 4: CONCLUDING THE H
Stop the Simulacrum z
Dretchroyaster creates one ofhis simulacra, which
adventurers must fight to prevent it fromjoining the
ADVENTU RE
battle and interfering with those who are trying to dis Depending on how much time remains, the event
able the wards. coordinator can determine whether to play out the H
Creatures: This duplicate ofDretchroyaster is more adventurers’ flight from the lair. This scenario could
durable than those the adventurers previously encoun create a dramatic escape as the dracolich and his mm-
tered. It has halfofDretchroyaster’s hit points. ions pursue the characters. Imani waits just outside the
Development: Ifthe adventurers taking on this task lair with a teleportation circle ready to transport the c-)
flee or are killed, then the simulacrumjoins the fight characters back to Hap.
against the heroes who are undertaking task 1. Iftime is running short, skip ahead and assume c-)
the parties are victorious in thwarting Dretchroyaster,
removing the Diamond StaffofChomylla, and return-
Final Scene: ing to Imani. The successful heroes are greeted by the
Dretchroyaster Thwarted wizard in triumph.
When a character claims the Diamond Staff the
eldritch energies within the chamber are further dis “Myfriends! You have recovered a powerful artifactfrom
rupted. Dretchroyaster’s simulacrurn disappears, and the clutches ofevil and saved our landfrom a terrible threat.
the mummies and skeletons collapse. The dark priests We must be wary, however. The dracolich and his Cult ofthe
and I)retchroyaster fight on, though the dracolich flees DraBon allies will no doubt attempt to recover the staffand
ifhe drops below one-quarter ofhis hit points. search aRainfor the lost vaults ofUvaeren—and I suspect that
In the unlikely event that the characters manage to other parties will soon seek to recover this artfact once its
defeat I)retchroyaster, they can take great pride in their theftfrom Dretchroyaster is known.”
accomplishment. They should be reminded, however, “Today, however, the victory is ours. The ale is on me!”
that as a dracolich, Dretchroyaster has a hidden phylac
tery that means he will return at some point. Award 500 XP for any players who intend to take
their characters into the upcoming I)&D Encoun
ters season, Searchfor the Diamond Staff beginning on
June 1 9. Characters can keep one magic item and an
equal share ofany wealth they obtained during the
adventure.
DUHGEONSDRkGONS
TREASURE AND
GLORY AWAIT
Deep in the forest of Corinanthor lies the
hoard ofthe dracolich Dretchroyaster, the
prize ofwhich is a diamond staff rumored
to unlock the secrets of an ancient elven
kingdom. The sage Imani is seeking dozens
of adventurers to launch an allout assault
on the undead dragon’s lair. The dracolich
is a powerful foe—too great for even several
parties to conquer—so it’s going to take all of
the heroes’ courage, cunning, and speed to
survive the dracolich’s deadly vault.
-:
--,;
: