2013.06 Vault of The Dracolich Module

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AGE12+

PLAYAI3LE WITH

VAULT OF THE DRACOLICH


TM D&IY NEXT
AN ADVENTURE FOR CHARACTERS OF 4TH LEVEL
MICHAEL E. ShEA TEOS ABADIA + SCOTT FITZGERALD Gxy
RULES

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 .

the D&D Game Day kit.


Hap in Battledale, where a Turmishan wizard named Imani + Determining when and where Dretchroyaster’s sim
is seeking adventurers. As you enter the wizard’s tower, you ulacra appear (see also “Dretchroyaster’s Attacks”).
see thatyour group is not the only one to have answered his
+ Making suggestions to team captains to encourage
call. You recoBnize only some ofthesefellow adventurers, but
interaction and offering helpful advice on behalf of
all appear as well seasoned and well traveled as you.
Imani ifa group is confused or not sure what to do.
“Hail heroes!” Imani calls outfrom thefront ofthe hall.
“I have gatheredyou here today atgreat expense. Some years 4. Inserting players into group after the event has
ago, I traveled with an adventuring group known as the begun. A player canjoin the adventure at any time,
Company ofthe Sunlit Sea. Like many ofyou, we huntedfor so if a player arrives after the start, the coordinator
treasure and lore. One item in particular cau8ht our atten helps place that person.
tion—thefabled Diamond StaffofChomylla. Said to unlock + Watching to make sure the event finishes on time.
the ancient secrets ofthe elfloremasters ofUvaeren, this item Iftime is running short and not all the groups have
was tracked to aforBotten temple ofthe dead god Bhaal. We acquired the Bhaalite idols, the event coordinator
had no idea what trouble we wouldfind inside. can expedite the final encounter. For example, the
“The Cult ofthe Dragon and one oftheir terrible crc- coordinator might determine that one ofthe groups
ations, the dracolich Dretchroyaster, have possession ofthe stumbles upon a group ofmonsters carrying the
staff Myfriends and I braved the dangers ofthe dracolich’s remaining idol. Try to leave 30 to 60 minutes for the
chambers and caverns in search ofa way to claim the staff final encounter, and plan accordingly.
but we wereforced to turn back when I triggered a trap that 4- Setting up groups for the final encounter and over-
left nrc burned beyond healing. seeing the different tables during it.
“My divinations oflate have revealed that Dretchroyaster
and the Cult ofthe Dragon are pouring eldritch energy into
the staffin an attempt to unlock the secrets and power ofall
Uvaeren. We cannot let the ancient knowledge ofthe Lore- WHEN TABLES
landsfall into the hands ofthe cult. Such magic in the service COME TOGETHER
ofevil would have untold consequences to our world. I have Groups should be encouraged to come together in the
broughtyou together to do what I and my adventuring corn- dungeon for brief periods to exchange resources and
panions could not. You must enter the vault ofthe dracolich information—but multiple groups traveling together
as a single overwhelrningforce and recover the Diamond as a single oversized party is detrimental to the play
Staff Thefate ofthe Dalelands may rest inyour hands. experience. A single DM running too many players
“You must travel separately into and throughout the lair, means each player has less time to shine, the DM
lest Dretchroyaster deduce thatyou work together. I havefor becomes overworked and the challenge of specific
you copies ofa map penned by myformer rogue adventuring encounters can quickly be thrown out of balance.
companion, Hadarr. Some details might be outdated, but this When tables come together, consider running any
should aidyou in determiningyour coursefor entering the combat as a battle on two fronts. Players remain at
lair ofthe beast. their normal tables, with enemy forces attacking the
“Tymora lendyou speed and goodfortune.” adventurers from different sides. Each DM runs half
the monsters (adding extra monsters as necessary).
Ask each table to select its team captain. Each team At any point (and at the discretion of both DMs), two
might also want to choose a name. The team captain players from different groups can swap tables, rep-
will be responsible for tracking his or her group’s prog resenting the close proximity of their groups. When
ress and communicating with the other parties. characters switch groups, they swap initiative counts.
At this point, the DM at each table takes over. If having different tables fighting together cre
ates headaches for DMs, the coordinator can have
During the event, the coordinator’s responsibili Dretchroyaster focus on the areas in which those
ties include: groups have assembled (see also “Dretchroyaster’s
+ Notifying groups when events take place, such as Attacks,” page 6).
when Dretchroyaster first becomes active in the lair,
know, the event coordinator should be able to tell
Team Captain you the number).
Imani lends each group a circlet oflimited telepathy that Dracolich Is Dormant: Imani has been observ
allows telepathic communication with other characters ing the lair and can inform the adventurers that the
wearing circiets. Each group selects one player to serve dracolich has been recently dormant, creating a per-
as a team captain. That player’s character receives the fect opportunity to strike.
circlet. The captain’s responsibilities include: Beware the Dracolich: Dretchroyaster is an
+ Tracking what a group learns and communicating ancient and powerful creature, and defeating him is
relevant information to the other groups, such as the probably impossible and is not a goal ofthis expedi
location ofthe dracolich, tactics suggestions, requests tion. The dracolich is paranoid, and favors slaying
for or offers ofassistance, and so on. intruders by generating magical simulacra of him-
self. IfDretchroyaster awakens, the adventures
Information can be shared in several ways, such as should hope they have to deal only with the magical
having a sheet ofnotes passed between the tables, duplicates and not the real dracolich.
using messaging on mobile devices, or holding periodic Resting: Characters can take short rests but not
meetings to discuss findings. DMs should encourage long rests. The assault must be secret and swift. If
this communication, particularly ifa Bhaalite idol or the characters are forced to leave the lair to regroup,
a useful magic item has been gained by one group, if a the Cult ofthe Dragon will reinforce its defenses
table needs healing or magical resources, or if a strategy and make another such attack impossible. As a
has been decided that affects another group. result, there are no long rests during the adventure.
Ifa character leaves the dungeon, the player should
switch to a new character.
Dungeon Masters Scrolls ofldentify: Each party is given five scrolls
Each Dungeon Master runs a table for a group ofthree ofidentfy, which Imani has also enchanted with a
to seven players. This section details some impor read magic spell, allowing anyone to use one.
tant characteristics ofthe adventure for a DM to keep Treasure: The characters are welcome to keep
in mind. all the spoils except the stafL which Imani asks
be returned to him. The treasure in the lair alone
Before the event, the DM’s responsibilities include: should be payment enough for the adventurers’
+ Reading the adventure, or at least the section participation.
assigned to him or her by the event coordinator.
+ Becoming familiar with the D&D Next rules. Imani can offer no additional details about the dungeon
beyond what is contained on the map. He visited many
At the start ofthe adventure, the DM’s responsi dungeons during his time as an adventurer, and details
bilities include: ofhis experiences are hazy. The map better reflects the
contents ofthe dungeon than his rusty memory.
+ Ensuring that the team captain understands his or
her responsibilities. When the players are ready to start, read:
+ Supplying each player with the map from Imani. Seein8 thatyou’re ready to depart, Imani hasyou stand in a
Each player should receive a map (see page 24 for a teleportation circle. “I’ve spentyears preparing the resources
copy). These maps contain hints and clues about the for this assault,” he says. “You’ll be teleported to a safe loca
dungeon, as well as a few red herrings. tion in the dun(qeon. From there, it’s up toyou to explore the
+ Communicating the following information (as area,find the Bhaalite idols, and disable the wards. Once you
Irnani) to the players prior to starting the adventure. oryourfellow adventurin8 groups have the staff, leave the
Bhaalite Idols: The Diamond StaffofChomylla is dungeon with all speed, and I will meetyou outside.”
located near the center ofthe dungeon. It’s too dan- Seeing thatyou have no more questions, Imani speaks
gerous to try to take the staffuntil the wards have words ofma8ic as the chalk outlines ofthe teleportation cir
been lowered. The Cult ofthe Dragon has seized des illuminate in purple light. The wizard’s towerfades away,
ancient wards once used by the Bhaalites who built replaced by much different surroundin8s.
the temple. These wards take the form ofsmall idols
scattered throughout the dungeon. The characters At this point, read the description ofthe starting
must recover the idols and bring them to the location for your group, as determined by the event
chamber containing the staff. Tell the group how coordinator prior to the beginning ofthe event.
many idols among all the groups participating in this
event are required to lower the wards. (Ifyou don’t
During the event, the DM’s responsibilities The effects ofthe resurrection last until someone z
include: casts remove curse on the character.
+ Letting the event coordinator know when the party
moves to a new area ofthe lair. Total Party Kill
+ Informing the event coordinator when the player In the event that all characters in a group are defeated z
characters have done something to attract the dracol at the same time, the bodies and mundane gear remain z
ich’s attention. Examples include triggering explosive in place. At the DM’s discretion, intelligent creatures in z
traps, dealing damage to the dracolich’s treasure or the dungeon might steal valuable items and magic from
to the elven vessel, claiming one ofthe four Bhaalite the fallen, relocating such items within the lair.
idols, and defeating Silakul the high priest.
Bhaalite Portals
Moving through the Dungeon Centuries ago, priests ofBhaal built permanent portals
You don’t normally need to worry about the speed at in their temple and the surrounding caverns, using
which a particular group ofcharacters explores the them to hide their movements to and from the surface.
dungeon relative to other tables. Iftiming does matter The magical energy ofan ancient earth node below
(such as when one group attempts to reach another these caverns has continued to power the portals in the
group engaged in combat), assume that a group takes 2 centuries since the death ofBhaal and the demise of
rounds to move through each numbered area. his cult. The Cult ofthe Dragon now uses the portals
to move throughout Dretchroyaster’s lair, though some
portals are used only infrequently.
Character Death Each portal is a 10-foot-diameter circle ofwell-worn
Vault ofthe Dracolich is a lethal adventure. When a stone, glowing red and surrounded by a 1-foot-high
character dies, a player can select a new pregenerated raised stone edge. Each portal has a default destination:
character and rejoin the group. It is assumed that Imani
continues to send in new adventurers to help those + The portal in area 7 leads to area 23.
already in the lair. + The portal in area 14 leads to area 20.
For players who have grown attached to their char- + The portal in area 20 leads to area 27.
acters, the powerful magic permeating 1)retchroyaster’s + The portal in area 23 leads to area 7.
lair creates another option. Ifa player so chooses, a
character who dies can return to life with full hit points + The portal in area 27 leads to area 14.
and spells, animated by the power that infuses the
ancient caverns. That resurrection affects the charac When a creature steps into a portal, it is normally tele
ter’s vitality even as the magic ofthe dungeon bestows a ported to the associated location. However, the portals
subtle blessing. Roll once on the table below and inform have degraded over time, and there is a small chance
the player ofthe result. Each time a character dies, a ofteleportation error. Whenever a character passes
player can roll a new result. through a portal, have that character’s player roll a d12.
Ifnot killed in combat, a dead character returns to On a roll of 1, alert the event coordinator. The event
life in 1 minute ofgame time. In combat (or any other coordinator should then have each player in the event
round-by-round play), a dead character makes a I)C roll a d12. The character ofthe player with the lowest
10 Constitution check at the start ofeach ofhis or her result (rerolling ties) is teleported, swapping locations
turns to come back to life. and parties with the character who entered the portal.

BACK FROM THE DEAD


d6 Description Drawback Benefit
1 Monstrous return The character returns as a wight None
and immediately attacks*
2 Withered flesh Maximum hit points reduced by 5 Resistance to necrotic damage
3 Walking dead Speed reduced by 1 0 feet When dying, stabilize after one
successful death saving throw
4 Not quite all there Roll a d6 for initiative Advantage on rolls against being charmed
5 Possessed by a Bhaalite spirit On a natural I , reroll attack Advantage on rolls against being frightened
and target a random ally
6 Undead affinity Must succeed on a DC 10 Charisma Undead avoid attacking you when possible
saving throw to attack undead
*After being slain (again), the character can roll again on the table and return as normal.
The players ofthe two affected characters should cracked bones. When he speaks, his voice is raspy
immediately swap tables. yet booming, like stone scratching against glass.
With a successful DC 15 Intelligence check or a detect Dretchroyaster sees himselfas greater than a dragon—
magic spell, a character becomes aware ofa portal’s tele even greater than a dracolich. He believes that he was
portation magic. An identify spell reveals that the portal meant to soar across the Astral Plane, traversing the
is part ofa network scattered across the lair, and that the domains ofthe gods and exploring beyond the bound-
runes are used to select a destination portal. aries ofthe mortal world. Dretchroyaster hopes to
Ifthe result ofthe Intelligence check is 20 or higher, realize his potential with the help ofthe lost lore of
or ifidentfy has been used on the portal, a character Uvaeren and the power ofthe Diamond Staff Use the
can tell that it is possible to manipulate the destination statistics for the green dracolich.
ofthe portals, though it would require the proper magi Dretchroyaster is dormant during the adventurers’
cal specifications (probably located on a book or scroll). early exploration ofthe lair. He awakens only after the
A book in the vestry (area 6) contains the necessary first Bhaalite idol has been claimed.
information to adjust the portals so that they connect
with all other portals in the lair.
How the Dracolich Fights Back
Dretchroyaster avoids direct confrontation with adven
Bhaalite Idols turers. Instead, he sends magical simulacra of himself
During the construction ofthe Bhaalite temple, four through the Bhaalite portals to deal with the adven
high priests manipulated the energy ofthe earth turers. These simulacra have the same statistics as
node beneath this region to create unique arti Dretchroyaster, but they retain their form for only 2
facts—four small idols ofBhaal, each representing an rounds in combat before dissolving into mist.
aspect ofmurder: poison most foul, a foe rendered When the dracolich appears for the first time, the
harmless, murder through another’s hand, and the event coordinator announces Dretchroyaster’s arrival
unseen murder. and places the dracolich cling from the D&D Game
The Bhaalites’ central treasure vault was protected Day kit on the large poster map to indicate his loca
with overlapping magical fields attuned to the idols. tion. When he appears again at any later time, his
Dretchroyaster and his cultists have modified those arrival and movements are kept secret from the play-
magical wards to protect the Diamond Staff of Chomylla. ers. (Rather than making an announcement that can
Attuning the fields so that only he and his high priest be heard by players, the event coordinator can notify a
Silakul can breach them, the dracolich then scattered I)M about the dracolich’s appearance in an area where
the four idols throughout his lair. Recovering the idols the characters are located by whispering to the DM or
provides the adventurers with the keys to shut down the using some other method ofcommunication, such as a
wards and reach the Chamber ofthe Diamond Staff. text message.) Each time a new simulacrum appears,
The black stone idols are each 5 inches tall and Dretchroyaster regains the use ofany expended abili
carved in lifelike detail. Though seemingly delicate, the ties, such as his poison breath.
idols cannot be harmed by any means. Ifan idol is ever Each simulacrum appears at the portal nearest to
lost beyond the reach ofthe adventurers (falling down a the original location ofthe most recently discovered
rift, for example), it reappears in its original location. If idol. It then moves to engage the adventurers who have
all the members ofa party are slain while in possession claimed that idol. The magical nature ofthe simulacra
ofan idol, it might be moved by nearby intelligent crea allows them to move without a problem through the
tures along with the possessions ofthe fallen party. narrow corridors ofthe lair.
Each idol has its name inscribed along its base in A new simulacrum always shows up when any
Common, and has a blood-red rune on its underside. group ofadventurers takes possession ofan idol. At
With a DC 15 Intelligence check or a detect magic or the discretion ofthe event coordinator, the dracolich’s
identify spell, a creature knows that once per day, a crea appearance might also be triggered by characters who
ture can trace the rune on an idol, and doing so causes get involved in some kind ofcommotion other than
it to appear upon the tracer’s forehead. That person can combat, such as setting off a trap or an explosion or
then use the magic ofthe idol. The rune and its magic destroying items that Dretchroyaster values.
endure until the creature dies or another creature The dracolich moves through one numbered area
traces the same idol’s rune. ofthe lair each round. Ifcombat is not already taking
place, Dretchroyaster and the adventurers roll mi-
tiative normally when the dracolich arrives at the
Dretchroyaster characters’ location. Ifthe party is currently in combat,
A venerable green dragon before his undead trans
Dretchroyaster acts last in the initiative order.
formation, I)retchroyaster appears much as other
dracoliches. Runes ofpower are etched into his thick,
t .4:L
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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
,

with a trapjust outside the entrance. The trap can be


ing fanaticism. He leads the cultists that directly serve
noticed by a character who makes a DC 10 Intelligence
the dracolich. Silakul wants to unlock the dracolich’s
check and disarmed by one who makes a DC 10 Dex
true potential as he increases the influence ofthe Cult
terity check.
ofthe Dragon in the Dalelands.
Silakul is brutal and pitiless when dealing with ene
mies ofthe Cult ofthe Dragon. He has the statistics of a
Blade Trap in Corridor: At the northern end of
the passageway leading to area 1, pressure plates in the
3. Kitchen
stone floor release flying blades from slots in the walls. Once a private meeting room ofthe worshipers of
Creatures in the passageway are caught in the hail of Bhaal, this chamber now serves as the kitchen for
0
blades (+4 to hit, 2d6 damage), which clatter loudly Dretchroyaster’s cult. Ifthe cook is present, a character
against the stone. who listens at the door and makes a DC 10 Wisdom
check hears a steady thwack ofsteel slicing into flesh.
H
From a cleft in a remote hillside, you havefollowed a pas z
sageway to a larBe chamber ofroughly worked stone. Colored A large boar on a spit turns slowly over a blazinqfire pit.
Nearby, bowls ofgreens and casks ofwine are spread across a H
stones set across thefloor depict the scarred image ofa larBe H
skull,fadedfire burning in its eyes and chunks ofred stone long table. Another boar hangs on a hook nearby. 0
like drops ofblood spread in a circle around it. Tapestries 0
Creature: Ifthe party has remained undetected so
adorn three ofthe chamber’s walls. To the west, a wide stair-
case leads down to a darkened area. far, the cook (a human warrior wearing a large white
hat and apron) is here, using a cleaver to butcher a boar
After you describe the area to the players, have them hanging on a hook.
Sounding the Alarm: Ifthe adventurers have previ
declare how many minutes they intend to spend exam-
ining the room. (Ifthey move quickly into one of the ously engaged in combat in any adjacent area, the cook
adjoining areas, they can avoid a fight in this room.) has already fled and raised an alarm. The cook yells to
Creatures: Ifthe trap goes off, a force ofsix dark the guards in area S when he sees intruders, then flees
adepts from area 4 comes to investigate 2 minutes to the sleeping quarters (area 4) to wake the priests and
later, arriving through the eastern door. Ifthe charac mercenaries there.
ters avoid the trap, there is a I in 3 chance (1-2 on d6)
that four dark adepts on patrol arrive in this chamber 1 4. Dormitory
minute later. The adepts immediately attack any char- Light: A single torch burns in the southwest corner,
acters present. leaving most ofthis chamber in dim light.
Skull Insignia: Any character recognizes the faded
skull marked out on the floor as the sign ofBhaal, also The walls ofthis long chamber are lined by rows ofwooden
known as the Lord of Murder. cots, each spread with a straw mattress and a dark wool blan
ket. A large oak chest sits at the end ofeach cot.
2. Audience Hall Creatures: Six dark adepts, four human war-
This area once served as a hall ofofferings for the fol
lowers ofBhaal. Now the Cult ofthe 1)ragon uses it as a riors, and two trained wolves sleep in this chamber. If
planning room for its expeditions across the Dalelands. the trap in area 1 goes off, the dark adepts in this room
A character who listens at the door and makes a DC 10 move to intercept the intruders. The warriors and the
Wisdom check detects voices ifenemies are present. If wolves remain in this area and are on alert. Ifthe char-
combat occurred in area 1, the occupants ofthis room acters enter this room without raising an alarm, all the
creatures are present and sleeping.
(if any) are on alert when the adventurers enter. A character who makes a DC 10 Dexterity check
A macabre pile ofskulls and bones sits atop a broad stone and uses a light weapon can kill one sleeping creature
slab on the west side ofthis rough chamber. A larBe map of without waking any ofthe creatures in the room.
the Dalelands sits unrolled on an oak table at the center Treasure: The chests here contain a total of 1,324
ofthe room. gp, two longswords, a mace, and a suit of chainmail.

Creatures: Much ofthe time (1-4 on d6), a dark 5. Guard Hall 4


priest can be found here with eight human war- This area is one ofthe secondary starting locations for
riors mercenaries, preparing for an expedition into the adventure. Before the characters can enter area
the wilds. 5, they need to contend with a trapjust outside the
Offering Pile: The pile ofbones exudes a dark entrance. The trap can be detected by a character who
aura discernible to a character who uses an effect that makes a DC 15 Intelligence check and disarmed by
detects magic or alignment. A character who makes a one who makes a DC 15 1)exterity check. Ifthe trap
DC 10 Wisdom check realizes that someone who places is detected, characters can circumvent it by stepping
a dead body on the pile gains a +1 bonus to attack rolls carefully over the tripwires and thus do not need to
for 1 hour. This effect can be activated once per hour. disarm it.
Crossbow Trap in Corridor: The passageway lead- spell scrolls ofbless, haste, mage armor, remove curse, and
ing from the southeast is set with tripwires that activate shield. The case also holds an old parchment ofthe cult
a crossbow trap (four attacks against random targets in ofBhaal that explains the Bhaalite portals, including
the passage, +5 to hit, 2d8 damage). their destinations. With a DC 10 Intelligence check, a
character learns how to manipulate the portals’ magic
The corridor leading into this area from outside is so that each one can connect to any other portal in the
brightly lit, letting the guards see characters approach- lair (as opposed to the normal fixed destinations).
ing from that direction. Ifa group starts in this location,
the guards are crouched down behind the overturned 7. Altar to Bhaal
tables and waiting. This former sacrificial chamber now serves as the pri
mary headquarters of Dretchroyaster’s cultists. Silakul
Two overturned tablesface toward a corridor leadin8 to the conducts his services and rites here. This area contains
8 a deck of
southeast, blockinq it off A smaller table holdin a Bhaalite portal that normally leads to area 23.
cards and a cask ofmead sits in the northwest corner of the
room. A cache ofbadly maintained weapons is piled to The symbol ofthe deadgod Bhaal can still be seen on the
the east. weatheredfloor ofthis broad chamber, but a more recently
installed draconic skull hangs above the altar to the north.
Creatures: Four human warriors protect the lair’s Vestments hang to either side, emblazoned with the clawed
southeast entrance from attackers. Unless they are symbol ofthe Cult ofthe Dragon. Rows oflon8 benches stand
alerted by the cook or by combat in adjoining areas, to the north, while a red circle in the southwest glows with a
they are not expecting intruders from the north or west. mysterious light.
Roleplay: These guards can be fooled into believ
ing that the characters are mercenary reinforcements Creatures: Twelve dark adepts are found here in
or (ifthey are wearing gray robes) members ofthe Cult prayer or study. Ifthe cultists have been alerted to an
ofthe Dragon. If anything arouses their suspicions, the attack, six human warriors join the adepts to defend
guards attack. this area.
Necrotic Glyph Trap: The unlocked door that
6. Vestry leads west is magically warded by a glyph placed on it.
This area was originally a meeting chamber for the Any noncultist who touches the door while the ward
cultists ofBhaal, but now serves as the Cult ofthe Drag- is active is subject to a wave ofnecrotic energy (+5 to
on’s library and study. hit, 4d8 necrotic damage, halfdamage on a miss). This
trap can be detected by a character who makes a DC 15
Bookshelves line the walls ofthis ornate chamber. Weathered Intelligence check or casts a detect magic spell, and can
tomes are scattered acrossfour desks and a table. be disarmed by someone who makes a DC 15 Intelli
gence check.
Books: Numerous texts discussing the history and
geography ofthe Dalelands line these shelves. A char- 8. Room of Preparation
acter who makes a DC 10 Intelligence check notes that These are the personal chambers ofSilakul the high
none ofthe books are particularly valuable. priest. The large room divider is used to conceal his
Poison Glyph Trap: Silakul has placed magical living quarters from the east side ofthe chamber, where
wards on the books to ensure that only his cultists can cultists pass through on their way to and from the audi-
read them. If any noncultist touches a book before the ence chamber (area 9).
wards are disarmed, a cloud ofpoison erupts from the
center ofthe room. Before the cloud dissipates, each Ancient carvings ofdaggers dripping blood mark the upper
creature in the area takes 3d10 poison damage (DC 15 walls ofthis lush chamber. A beautful and intricatefold-
Constitution saving throw for halfdamage). The magi able room divider is painted with the image ofa red dragon
cal wards can be detected by a character who makes a destroying a city. To the west ofthe divider stand a large bed,
I)C 15 Intelligence check or casts a detect magic spell, an oak chest, a dresser, and a desk.
and can be disarmed by someone who makes a DC 20
Intelligence check. Creatures: This room is guarded by five skeletons,
Secret Door: A character who makes a 1)C IS each one a former adventurer who tried to slay Silakul
Intelligence or Wisdom check discovers that a bookcase and failed. The skeletons attack anyone who isn’t wear-
on the east wall covers a secret passage to area 25, used ing the robes ofa cultist.
by the cultists to interact with the troglodytes. Ifhe is aware ofthe adventurers’ presence in the
Treasure: In a case ofold maps and scrolls, Silakul lair but none ofthe characters have yet entered area 9,
/ has placed a scroll ofprotectionfrom undead, as well as then Silakul is waiting for them in his chambers with a
Double Doors: The double doors to the north have
an inscription that has recently been carved into them:
“And coiled around shattered thrones, dead draqons shall rule
the world.” 0
Treasure: The chest contains a +1 daBger, a scroll of
protectionfrom undead, a potion ofremove curse, and the
Murder Through Another’s Hands Bhaalite idol. The room
divider stands 6 feet tall, can be folded down to a 6-foot
bundle 2 feet on a side, and is worth 5,000 gp.
z
Murder Through Another’s Hands: This idol shows H
a priest ofBhaal manipulating a humanoid puppet. 0
While the rune bearer can see an ally, the rune bearer 0
has resistance to all damage. Damage not taken as
a result ofthis resistance is instead inflicted upon a
random ally the rune bearer can see.

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.

The natural walls ofthis chamber rise to a heiqht ofnearly


fftyfeet. In the northeast corner ofthe room is a platformfif
teenfeet above thefloor. Gold coins are heaped in a BleaminB
pile on the platform, spillin8 over to thefloor below.

Creatures: Six dark adepts and six human war-


guardian flesh golem at his side. He hides behind the riors protect the wealth here and guard against
screen until the characters have engaged the skeletons, intrusion from the hydra in area 15 when the dracolich
then attacks.. is absent. Ifaware ofthe adventurers’ approach, they
If any characters enter area 9 before Silakul is are prepared for battle.
encountered in his chambers, then he moves to that If Silakul has not been previously engaged (in area
area andjoins the fight. 8), he is in this chamber with a guardian flesh golem.
Lightning Glyph Trap: Silakul’s chest is unlocked Necrotic Glyph Traps: The doors to the east and
and protected by a magical glyph oflightning. A char- north are trapped by Silakul’s dark glyphs. Ifany crea
acter who opens the chest before the glyph is disarmed ture touches a door without disarming its glyph, each
takes 6d6 lightning damage, as does any other character creature in the audience chamber is subject to a wave
in the room who is wearing metal armor (DC 15 Dcx- ofnecrotic energy (+6 to hit, 8d8 necrotic damage, half
terity saving throw for halfdamage). This trap can be damage on a miss). A glyph can be detected by a char-
detected by a character who makes a DC 15 Intelligence acter who makes a DC 1-5 lntelligence check or casts
2
check or casts a detect magic spell, and can be disarmed a detect magic spell, and can be disarmed by someone
by someone who makes a I)C 15 Intelligence check. who makes a DC 15 Intelligence check.
Necrotic Glyph Trap: The unlocked door that When a character brings one ofthe Bhaalite idols
leads east is magically warded by a glyph placed on it. close to the northern door, the idol bearer sees the
Any noncultist who touches the door while the ward is glyph’s energy flare up, then fade, and recognizes that
active is subject to a wave ofnecrotic energy (+5 to hit, it is now safe to open the door. Ifthe glyph is not dis
4d8 necrotic damage, halfdamage on a miss). This trap armed, it resets 1 minute after the idol is more than
can be detected by a character who makes a DC 15 10 feet away.
Intelligence check or casts a detect magic spell, and can Treasure: 436 pp, 15,382 gp, 1,937 ep, 2,022 sp,
be disarmed by someone who makes a DC 15 Intelli and 23,145 cp are piled on the platform and the floor.
gence check. Dretchroyaster uses these coins as a bed.

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.

Creatures: Twelve troglodyte conscripts use rusty


pickaxes to excavate the rock surrounding the ship.
Four human warriors and two dark adepts from the
cult oversee their labor. The cultists and the warriors
attack at once but the troglodytes hang back unless
attacked first.
Elven Vessel: Magic imbued in the ship is still
detectable after long years. A character who makes a
DC 10 Intelligence check confirms that this magical
power fuels the crystalline growths.
Crystalline Growths: The crystals along the north
wall are difficult terrain. A character who makes a
DC 15 Intelligence check identifies the crystals as
manifestations ofelven magic fueled by the earth node
below this region. Any creature that makes a magical
attack from the area ofthe crystals gains advantage on
that attack.
Treasure: Four elven relics can be found near the
ship—a mystical sextant, a rune-scribed stone tablet, a
spyglass, and a thick rope woven with silver. The magic
ofthese ancient devices no longer functions, but they
remain worth a total of 1 ,254 gp. A character who
makes a DC 15 Intelligence check discerns that the
runes on the tablet are ofan elven dialect at least two
thousand years old.
Iftreated with care and kindness, the treant can be against the cult (though never against Dretchroyaster).
convinced that the adventurers are on his side. Iron- Such accomplishments might include proofthat the
bark describes how Dretchroyaster loves to torment characters fought cultists and protected troglodyte con-
treants, draining their life force and leaving them to scripts at the elven vessel (area 20), or that they avoided
petrify in this ghastly forest prison. When he learns combat with the guards in area 25 after slaying cultists H
that the adventurers’ goal is to thwart the dracolich’s in the temple. The adventurers can also prove them-
plans for conquest, the treant is bolstered by visions selves in a battle against monsters and troglodytes in C
of revenge. the village’s fighting pit (see area 23). cD
Ironbark knows much about the nearby caverns, Warded Passage: Neither the troglodytes nor the H
describing the ancient elven vessel that crashed here cultists want the other group using the passage to
and the earth node below that imbues the dracolich’s the chamber ofguardians (area 29), which is trapped
lair with magical energy. He knows ofthe Bhaalites at both ends. A pit trap at the northeast mouth of
that channeled this energy before their cult fell, and he the passage is 30 feet deep and lined with poisoned
knows that Dretchroyaster is using that same energy to spikes. (For details ofthe trap at the other end, see
unlock the power of an elven artifact in a chamber to area 29.)
the southwest. The pit trap can be detected by a character who
makes a I)C 15 Intelligence check before traversing
22. Chief’s Cavern this opening. Ifit is detected, the trap can be circum
vented by moving carefully around the edge ofthe pit.
This hut houses the chiefofthe troglodytes. This
A creature that enters the passage unaware ofthe trap
area is one ofthe secondary starting locations for the
takes 3d6 falling damage plus 2d6 damage from the
adventure.
spikes, then must succeed on a DC I 0 Constitution
Algae clings to the walls and is farmed in large pits
saving throw or take 2d6 poison damage.
in the northwestern part ofthis cavern. The pits imbue
Treasure: The chief’s hut holds gems,jewelry, and
the algae with the power ofthe earth node below this
golden plates and goblets worth 2,752 gp. Hidden
region, creating a supplement for the troglodytes’ diet.
among that finery is the Foe Rendered Harmless
Bhaalite idol.
This rou
h cavern is dominated by a hu
8 e mud hut sur
8
Foe Rendered Harmless: This idol is a warrior wear-
rounded by a circle ofsharp sticks. A giant lizard skull sits
ing plate armor marked by demonic inscriptions. As
atop the hut’s roof with skeletalgiant bat win8s to either side
an action each time, the rune bearer can use hold
creating the appearance ofsome kind ofdraconic creature.
person up to three times per day. However, any time
the character uses this ability, he or she must succeed
Creatures: The troglodyte chiefUrbone is in his
on a DC 10 Wisdom saving throw or become para
hut, with ten troglodytes guarding him and keeping a
lyzed for 1d6 + 1 rounds.
watch over the tunnel to the northeast. The troglodytes
rush to attack any creatures that threaten them.
Urbone: Urbone the troglodyte chiefyearns to 23. Lower Village
become the true high priest ofDretchroyaster. A canny The lower village ofthe troglodytes is dominated by
warrior, the chiefis willing to accept outside help in the battle pit where troglodyte warriors, prisoners, and
the troglodytes’ struggle against the blasphemy of the monsters engage in brutal combat. The circular pit is 30
Cult ofthe Dragon. He has the statistics ofa human feet across and 15 feet deep.
witch doctor with the troglodyte’s Light Sensitivity and This area contains a Bhaalite portal that normally
Stench traits. leads to area 7.
Urbone rules his tribe with cunning and patience.
His face is heavily wrinkled, with bits ofmoss and A broad pit takes up most ofthe west side ofthis cavern, sur
fungus growing out ofparts ofhis head. He wears a rounded by a protective barrier ofsharpened sticks. Harnesses
giant lizard skull as a helmet and has the wing bones of hanqfrom large poles along the west wall, where claw marks
a huge bat arrayed on his back to give him a draconic in the stone sujest that huBe beasts have been shackled.
appearance.
Unlike I)retchroyaster’s cultists, Urbone and the Creatures: Ten troglodytes and four giant lizards
troglodytes see the dracolich notjust as a symbol of inhabit this area. There is a 1 in 3 chance (1 -2 on I d6)
power but as a true deity. Urbone plots to undo the that halfthe troglodytes and lizards are engaged in
influence ofthe Cult ofthe Dragon over 1)retchroyas- battle in the fighting pit. The troglodytes attack at once
ter, so that the troglodytes might worship him properly in response to any aggression (but see “Roleplaying”).
and make Urbone the dracolich’s high priest. Bog: The troglodytes lay their eggs in the foul bog
The chiefadmires stories ofcourageous deeds, to the northeast, where the bodies oftheir victims and
which can sway him into allying with the adventurers their own dead are disposed of.
Roleplaying: Depending on how the characters ordered by the Cult ofthe Dragon to protect the secret
conduct themselves and the nature oftheir previous entrance into the forgotten temple of Bhaal.
interactions with the troglodytes, the troglodytes here
are quick to issue a challenge to combat in the fight- Threefortfied huts ofmud and rotted wood stand in this
ing pit. Ifthe characters agree, they must fight three area, placed to prevent easy passage to the north or the east.
battles, each against a different group of creatures. Humanoid skulls and dark splashes ofblood adorn the walls
These monsters are herded in from holding pens in ofthe huts.
the tunnels beyond the chief’s cavern, then shackled
under guard while they await their turn in the pit. Roll Creatures: Ten troglodytes and four giant lizards
on the following table three times, rerolling any dupli guard this area. The troglodytes are armed with steel
cate results, to determine the characters’ opposition for weapons from the Cult ofthe Dragon (change their
these bouts. greatciub attack to a battleaxe attack dealing 1d8 slash-
ing damage).
d6 Creatures Roleplay: These troglodytes do not attack immedi
1 2 ankhegs -- -..
ately. They hate their Cult ofthe Dragon masters, and
2 3 carnivorous apes --
they can be convinced to stand down by adventurers
3 1 displacer beast who have fought (or who claim to oppose) the cult. If
4 2 saber-toothed tigers (great cats) intimidated or dealt with diplomatically, the guards
5 1 owlbear might allow the characters access to the hidden tunnel
6 1 basilisk or take them north to the troglodyte village.
Hidden Tunnel: The tunnel that leads west is
Ifthe adventurers succeed in battle, the troglodytes of blocked from view by a sheet ofburlap caked in mud. A
the village are easily swayed to their side—as long as character who makes a DC 15 Wisdom check, or who
the characters do not reveal that they are dedicated to passes within 10 feet ofthe wall, spots the tunnel.
thwarting the plans of Dretchroyaster. Secret Door: At the end ofthe hidden tunnel, the
secret door to the vestry (area 6) can be found with a
DC 15 Intelligence or Wisdom check. Unless the door
24. Upper Village has already been opened from the other side, opening
This cavern is the primary village ofthe troglodytes. it from within the tunnel knocks over a bookcase in the
Each ofthe three huts houses twelve troglodytes (a mix vestry, which alerts the mercenary guards in area 5.
ofmales, females, and young). Treasure: A sack holding the cult’s 315 gp payment
In addition to the ever-present stench ofthe troglo to the troglodytes sits in one ofthe huts.
dytes, the smell ofrotting flesh hangs in the air as the
characters approach this area.
DRETCHROYASTER’S
Three large huts built ofniud and rotting wood are inter-
spersed in this cavern. Along the west wall, humanoid bodies VAULTS
are impaled on large spikes.
When the Cult ofthe Dragon took over these caverns,
it enlarged a number ofpassages between the temple of
Creatures: Twenty troglodytes in this area are war-
Bhaal and the troglodyte village to create the chambers
riors that quickly take up arms and defend the village
1)retchroyaster uses as his personal vaults. Only the
(hut see “Roleplaying”).
dracolich, the high priest Silakul, and the cult’s most
Roleplaying: These troglodytes are used to interact-
trusted servants have access to the vaults.
ing with the cultists and their mercenary soldiers, and
they can be approached by adventurers who want to
avoid conflict. Ifthe characters refrain from revealing General Features
that they have come to the lair to fight Dretchroyaster, Throughout this section ofthe lair, the following infor
the troglodytes escort them to the lower village or the mation applies except when an area description says
chief’s cavern (areas 22 or 23), where the heroes can otherwise.
meet the troglodyte chiefor engage in feats of battle. Light: These caverns and passageways are brightly lit
thanks to magical glowing stones embedded in the walls.
25. Guard Huts Ceilings: All the ceilings in the vaults are 30 feet high.
This area is one ofthe primary starting locations for the
adventure. 26. Alchemical Lab
Troglodyte warriors stationed in these huts keep The stench ofsour chemicals hangs on the air as the
watch to protect the village to the north, and have been characters approach this area.

--.__
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.

With the aid ofthe magic circles, the cultists are


Features of the Area
This adventure includes a tactical map ofthis encoun
transferring power from the earth node into the Dia
ter area. For simplicity, ifyou’re using a battle grid,
mond Staffand Dretchroyaster while attempting to
don’t worry about tracking the locations of characters
unlock the artifact’s secrets.
at other tables or ofenemies not involved in the task
you’re running.
Four Tasks Remain Rift: This chasm channels the power ofthe earth
The final encounter is divided into a set oftasks that node beneath this region. A creature that falls into the
characters must perform to claim the Diamond Staff rift falls 500 feet to the cavern below and likely dies.
ofChomylla. As many as four parties of adventurers Diamond Staff: The staffhangs suspended 10 feet
descend on the chamber at the same time. above the rift. It can be claimed by any adventurer
Ifthe event you’re taking part in has more than who can reach it. A character without flying magic can
four groups ofplayers, the event coordinator will make an acrobatic leap, use a rope and a grappling
consolidate players under four DMs. Each of the hook, or attempt some other action to recover the staff.
four DMs runs one ofthe tasks, as designated by the The I)M can determine the appropriate 1)C based on
event coordinator, with I)Ms from other tables assist- the action taken.
ing. The event coordinator can allow players to swap A character participating in the final encounter can
places with players at other tables, ifsome players attempt to claim the staffat any time, but at the start
prefer to perform certain tasks. ofthe encounter it is protected by one or more magical
Ifyour event has four or fewer groups of players, wards. Any creature that touches the staffbefore the
then each group takes on a particular task, and no con- wards are disabled takes 8d6 lightning damage from
solidation of players is necessary.
+ Task 1: Disable the wards must be undertaken,
each ward that is currently active, and ifstill conscious,
must succeed on a DC 20 Constitution saving throw or /4
and it is the only task performed ifyour event has a release the staff.
single group ofplayers for the final encounter. Platform: This 20-foot-high platform is where
Dretchroyaster normally perches to oversee his
+ Task 2: Hold offthe dracolich is undertaken if two
priests’ work.
or more groups are playing the final encounter.
Necrotic Haze: The passages that connect areas 19
+ Task 3: Distract the undead is undertaken if three and 28 to this chamber are filled with an opaque field
or more groups are playing the final encounter. ofnecrotic energy that prevents viewing ofwhat lies
+ Task 4: Stop the simulacrum is undertaken if four beyond it.
groups are playing the final encounter. A creature that enters the haze takes 3d6 necrotic
damage, and must succeed on a DC 12 Constitution
saving throw or be paralyzed for I minute. Anyone who
attempts to rescue a paralyzed character risks suffering
the same fate unless using an object, such as rope or a
10-foot pole, is used to push or pull the victim out ofthe
haze. A character who takes an action to do so can dis
able the haze by force ofwill for 1 minute with a DC 15
Intelligence, Wisdom, or Charisma check.
Ifa character brings one ofthe Bhaalite idols within
10 feet ofthe haze, the barrier fades, and the idol
bearer recognizes that it is now safe to pass through.
The haze resets 1 minute after the idol is more than 10
feet away.

Task 1: Disable the Wards


In this task, the characters must battle dark priests to
gain access to the sigils and stop the flow ofenergy by
using the Bhaalite idols. Although four sigil circles are
depicted on the map, the number ofactive circles is
equal to the number ofgroups participating in the event.
With a successful DC 10 Intelligence check, a char-
acter knows how to disable the sigil circles. As an
action, a character standing on an active circle (which
is not also currently occupied by a dark priest) can trace
the rune from the idol onto the circle to disable it.
Disabling all the wards has beneficial consequences
for groups undertaking tasks 2 and 4, as well as the
heroes’ ability to claim the Diamond Staff
Creatures: One dark priest for each adventurer
involved in this task. At least one priest stands on each
glowing sigil.
Development: Ifonly one group is participating
in the event, then this task is the only one that must The magical energy coursing through the chamber isfrac
be performed. However, Dretchroyaster is not about tured in response to the presence ofthe Bhaalite idols.
to let the heroes claim his treasure so easily. After the Dretchroyaster shrieks in rage and pain as the glowing
wards are disabled, he emerges from the chasm and eldritch runes etched into his bonesflicker andfade. “Worms!
rolls for initiative. What haveyou done? You corrupt my power, but that will
not save you!”
Task 2: The dracolich fights on until he drops below one-quar
Hold Off the Dracolich ter ofhis hit points. At that point he attempts to flee
Dretchroyaster arrives through the rift in the center of into the chasm and to the cavern below.
the chamber. He rages for vengeance against those who
have defiled his lair and who threaten his power. At the Task 3: Distract the Undead
start ofthe encounter, Dretchroyaster is sheathed in the Mummies and skeletons emerge from the walls, and if
magical energy ofthe staffand the earth node below. they’re not stopped, they’ll attack those trying to disable
As such, he has resistance to all damage. the wards.
Development: Adventurers must engage the draco Creatures: One mummy for every two adventurers
lich to keep him away from the adventurers who are involved in this task (round downy, and one skeleton
focused on disabling the wards that protect the staff. for each adventurer involved in this task. The creatures
Ifthe adventurers taking on this task flee or are emerge in two waves, halfin the first round and half at
killed, then l)retchroyasterjoins the fight against the the start ofthe third round.
heroes who are undertaking task 1. If Silakul is still alive, he arrives to fight alongside
Ifthe wards are disabled, the energy flowing to the undead.
1)retchroyaster dissipates and he is no longer has resis Development: Ifthe adventurers taking on this
tance to all damage. Read: task flee or are killed, then any remaining mummies
and skeletons join the fight against the heroes who are
undertaking task 1.

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.

Thanks to Our Playtesters


Jeff Greiner, Dirk Duble, lake Campbell, Greg Jones,
Rob Mickunas, Greg Kilpatrick, Yan Lacharité, Bill
Newsome, Daniel Oquendo, André Begin, Eric Leroux,
Melanie Côté, Manon Crevier, Bret Davenport, Rich
Engler, Lissa Clayborne, John Nestor, Joshua Rigrod,
Mark Knapik, Emalyn Knapik, Matthew Bingley, Marc
F. LoGrasso, Steve Balon, Alex Sciolino, Julia Gonzalez,
Patti Gallineau, D.J. Hartel, Cynthia Clarkspellman,
Neil Striker, Chris Sniezak, Rod Pierce, Eric Leonard,
Tyler Linn, Mark Okrasinski, Robert Twitchell, Thomas
Lutz, Con Lutz, David Dole, Tressa Gallineau, I)erek
I)owen, Drekk, Brian Palitsch, Lord Panyth Brightsoul,
Karras (Scott, Luke Trombley, Rebecca Kirker, Lisa M.
Spofford, Shorti Firehand, M. Alexander Jurkat, Art
Lyons, Steve Dowen, Matt Gallinger
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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.

Vault of the TMl)racolich is a DUNGEONS &


DRAGONS® Roleplayin(q Game adventure
designed for the June 2013 D&D® Game
I)ay. The challenge draws inspiration
from the interactive format used at some
gaming conventions. As part of this
experience, players and DMs have the
opportunity to communicate with other
game tables, while the event coordinator
takes on the role ofthe dracolich to menace
each group. The adventure includes one
full-color, double-sided battle map.

For D &D Game Day event rules,


visit the official website:
DUNGEONSANDDRAGONS .COM

-:

--,;
:

0595. Wizards ofthe Coast,


(C 201 3 Wizards ofthe Coast LLC. Cover illustration by Eric Belisle. B000001
all other Wizards titles, and their respective logos are trademarks ofWizards ofthe Coast LLC in the USA and other countries.
r,r Dungeons & Dragons, D&D, Vault ofthe Dracolich,
USA. Manufacture d by: Hasbro SA, Rue Emile-Boéch at 31, 2800 Delérnont, CH. Represented by Hasbro Europe, 2 Roundwood Ave
Published by Wizards ofthe Coast LLC, P0 Box 707, Renton, WA 98057-0707,
Importé au Canada parWizards ofthe Coast LLC, P0 Box 707, Renton WA 98057-0707, USA. FABRiQUEAUX ETAS1JNIS.
,
Stockley Park, Uxbridge, Middlesex, UB1 1 1AZ, UK. MADE IN THE USA. Notforsale.

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