Princes of The Apocalypse Richard Baker
Princes of The Apocalypse Richard Baker
Princes of The Apocalypse Richard Baker
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CREDITS FOREWORD
SASQUATCH GAME STUDIO Adapting a classic is never an easy job. It was a simple
Lead Designer: Richard Baker choice to follow the Tyranny of Dragons story arc with
Designers: Ed Greenwood, David Noonan, Thomas M. Reid ,
a successor to the classic adventure The Temple of
Stephen Schubert, Steven Townshend, Jeff Ludwig,
Robert j. Schwalb
Elemental Evil. The hard part was deciding how exactly
Editors: Michele Carter, Stacy Janssen
to do that.
Interior Illustrators: john-Paul Balmet, Mark Behm, Eric Belisle, We faced an important decision early on in creating
Filip Burburan, Christopher Burdett, Anna Christenson, the concept for this campaign. In addition to the original
Conceptopolis, Wayne England, Jason Engle, Jon Hodgson, 1985 adventure, there was a sequel released in 2001,
Justin Mayhew, Jim Nelson, Klaus Pillon, Claudio Pozas, a novelization, a computer game, and a variety of
Ned Rogers, Lee Smith , Raymond Swanland, Matias Tapia , supporting articles and mentions strewn across dozens
Richard Whitters, Kieran Yanner of books. We could build another sequel or simply
Cartographers: Sean MacDonald , Mike Schley reprint the original adventure with updated stats.
Typesetter: Nissa McCormack
A simple reprint felt like a disappointing option. The
Temple ofElemental Evil is available as an ebook, and
WIZARDS OF THE COAST
D&D Lead Designers: Mike Mearls, Jeremy Crawford
the conversion from the first edition rules to fifth edition
Story Lead: Christopher Perkins is fairly straightforward. I highly recommend it as one of
Managing Editor: Jeremy Crawford D&D's earliest and best dungeons.
Producer: Greg Bilsland Instead, we decided to consider Elemental Evil as a
Additional Design: Rodney Thompson , Peter Lee, cosmic threat. As creatures of the planes, the elemental
Chris Sims, Matt Sernett princes can reach almost any of the many worlds of
Art Directors: Kate Irwin, Shauna Narciso D&D. What would happen if the forces of evil turned
Cover Illustrator: Raymond Swan land their gaze to FaerG.n? How would this classic D&D
Graphic Designers: Emi Tanji, Bree Heiss
threat play out in the world of the Forgotten Realms?
Proofreading: Jennifer Clarke Wilkes
Simply posing that question kicked off a groundswell
Project Management: Neil Shinkle, john Hay
Production Services: Cynda Callaway, Jefferson Dunlap,
of ideas and concepts. It pushed us to think of elemental
David Gershman evil as a power beyond that of the original adventure.
Brand and Marketing: Nathan Stewart, Liz Schuh, The results of that exercise are held within this book.
Chris Lindsay, Shelly Mazzanoble, Hilary Ross, john Feil, The forces of elemental evil, much like the D&D game,
Laura Tommervik, Kim Lundstrom, Trevor Kidd are a dynamic, living thing. Read on and witness their
Playtesters: Teos Abadia , Robert Alaniz, Rory Alexander, jay latest scheme.
Anderson , Paul Baalham, Stacy Bermes , Joseph Bloch , Mike Mearls
carlo bosticco, Ken Breese, Tim Eagon , Pierce Gaithe, January 2015
Richard Green, T. E. Hendrix, Sterling Hershey, Paul Hughes
Matthew Jording, Yan Lacharite, Shane Leahy, Ryan Leary,
Jonathan Longstaff, Jon Machnicz, Farrell Madden , Matt
Maranda, Paul Melamed, Shawn MerwinLou Michelli , Rob
Mickunas, Mike Mihalas, john Proudfoot, Rob Quillen II , Karl
Resch, Sam Sherry, Sam E Simpson Jr, Pieter Sleij pen
Di<elaimer: Wizards of the Coast urges adventurers to remember that not all rock creatures are earth elementals. A talking rock that controls boulders is a galeb du hr. A talking rock wearing
jewelry is a dao. A silent rock that 's resistant to non-adamantine weapons is a stone golem. A rock with wings is a gargoyle. A rock without a K is a giant bird. A rock that sits there and does
nothing could be just a rock or a bolor disguised by an illusion. In all cases, proceed with caution.
ON THE COVER
Aerisi Kalinoth, the air prophet, unleashes the Cult of the
Howling Hatred on the Dessarin Valley. A defiant Harper
wizard named Zelraun Roaringhorn stands against her in
this tempestuous scene illustrated by Raymond Swan land.
62082436000001 EN
ISBN: 978-0-7869-6578-6
First Printing: April 2015
987654321
CE
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the d ragon ampersand , Princes of the Apocalypse, Player's Handbook, Monste r Manual, Dungeon Master's
Guide, all other Wizards of the Coast product names , and the ir respective logos a re trademarks of Wizards of the Coast in the USA and other countri es. All characters and their
distinctive likenesses are property of Wizards of the Coast. Th is material is p ro tected under the copyright laws of the Un ited States of Ame rica. Any reprod u ct io n or unauthorized use
of the material or a rtwork contained herein is prohibited wit hout the express written permi ssion of Wizards of t he Coast.
Sasquatch Game Studio and the Sasquatch Game Stud io logo are trademarks o f Sasquatch Game Studio LLC.
Printed in the USA. ©201 5 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057·0707, USA. Manufactured by Hasb ro SA, Rue Emile· Boechat 31, 2800 Delemont, CH.
Represented by Ha sbro Europe 4 The Sq ua re Stockley Park Uxbrjdge Mjdd!esex lJBJJ 1 ET UK
C ontents
Ch. 1: Rise of Elemental Evil..............................4 Ch. 5: Temple of the Elder Elemental Eye..... 112
Using This Book..............................................5 Wrath of the Elements................................. 112
Adventure Background................................... 5 Fighting the Prophets.................................. 115
Adventure Synopsis........................................ 6 Saving the Delegates................................... 115
Elemental Cults.............................................. 7 Fane of the Eye............................................115
Cult of the Black Earth............................. 8 The Howling Caves..................................... 123
Cult of the Crushing Wave........................9 The Plunging Torrent..................................128
Cult of the Eternal Flame........................10 The Black Geode.........................................135
Cult of the Howling Hatred..................... 11 The Weeping Colossus.................................141
Running the Adventure................................. 12 Concluding the Campaign........................... 146
Adventure Hooks....................................12
Factions................................................... 14 Ch. 6: Alarums and Excursions.......................148
Starting the Adventure........................... 17 Trouble in Red Larch...................................148
Preparing for Play.................................. 17 Into the Wilderness......................................149
Using Monster References...................... 17 Necromancer’s Cave....................................151
Using the Side Treks............................... 17 Tomb of Moving Stones.............................. 153
Side Treks................................................... 159
Ch. 2: The Dessarin Valley.................................18 New Management................................. 160
History...........................................................19 Iceshield Orcs....................................... 163
Current Events.............................................. 19 The Long Road..................................... 166
Red Larch..................................................... 19 Curse of the Fire Witch........................ 167
Important Red Larchers......................... 20 Vale of Dancing Waters.........................172
The Believers..........................................20 Dark Dealings in Yartar........................175
Adventure in Red Larch......................... 20 Rundreth Manor....................................179
Rumors of Evil........................................ 21 Halls of the Hunting Axe.......................180
Red Larch Locations.............................. 22
Exploring the Valley...................................... 29 Ch. 7: Monsters and Magic Items....................188
Travel...................................................... 29 Monsters...................................................... 188
Random Encounters.............................. 30 Howling Hatred Cultists....................... 189
Valley Sites.................................................... 31 Black Earth Cultists..............................195
The Uthgardt Tribes..................................... 39 Eternal Flame Cultists..........................200
Crushing Wave Cultists........................205
Ch. 3: Secret of the Sumber Hills......................40 Other Villains........................................209
The Missing Delegation................................ 40 Elemental Myrmidons..........................212
Early Investigations...................................... 42 Princes of Elemental Evil............................ 214
Cult Reprisals................................................44 Magic Items.................................................222
Feathergale Spire..........................................46 Elemental Magic Items......................... 222
Knights’ Quest.............................................. 49 Relics of Besilmer.................................223
Sighing Valley............................................... 50 Elemental Weapons.............................. 224
Rivergard Keep............................................. 52
Sacred Stone Monastery.............................. 59 Appendix A: Genasi..........................................227
Scarlet Moon Hall.........................................69
Appendix B: Spells.......................................... 230
Ch. 4 : Air, Earth, Fire, Water............................. 74 Spell Lists................................................... 230
Rooting Out Evil............................................74 Spell Descriptions.......................................233
Cult Retaliation............................................. 76
Temple of Howling Hatred............................78 Appendix C: Adapting to Other Worlds.......... 243
Temple of the Crushing Wave....................... 84
Temple of Black Earth...................................95 Afterword......................................................... 251
Temple of Eternal Flame.............................103
C h a p te r 1: R i s e o f E le m e n ta l E v il
terrible threat gathers in the These troubles have a source known to few in the
North. Throughout this region of the North: Elemental Evil. Servants of this malevolence
Forgotten Realms, savage marauders gather in the Sumber Hills and spy on the Dessarin
bring destruction. Monsters are on the Valley, drawn by a force they can’t explain. Dabbling in
prowl, preying on flocks, rampaging dangerous lore, these fanatics seek to master elemental
A through croplands, and attacking magic and unleash its destructive power everywhere.
homesteads and travelers. In settlements, And they are further along in their plans than most
discord and suspicion grow. Sinister people in the North realize.
strangers lurk in the shadows, whispering about how Four elemental cults grow in power in the Sumber
everything is soon to change. This year brought an Hills, claiming abandoned keeps that connect to an
unseasonably warm and stormy spring. Tales spread of underground fortress once part of an ancient dwarven
flooding, windstorms, wildfires, and tremors. kingdom. Within those chambers are the remnants of
a temple built by drow worshipers of Elemental Evil.
Each of the four cults venerates a powerful entity of air, before the Princes of Elemental Evil are unleashed upon
earth, fire, or water: a Prince of Elemental Evil. Like the world.
their princes, the four cults are rivals, yet they all serve Chapter 6 presents adventures that are secondary to
a mysterious force they call the Elder Elemental Eye. the main storyline. Use them as you see fit. Some are
A prophet gifted with a powerful elemental weapon especially useful if you start the adventure with lst-level
leads each cult. Those weapons—Windvane, Ironfang, characters.
Tinderstrike, and Drown—were the catalysts for the Chapter 7 details NPCs, new monsters, and new
creation of four elemental nodes, places where the magic items.
Elemental Planes connect to the Material Plane. The Appendixes A and B contain new material for players
cults draw elemental creatures through the nodes, to use in creating their characters for the campaign.
and they use elemental magic to create devastation Appendix C provides advice for adapting this adventure
orbs capable of ravaging the countryside. They’ve to other D&D campaign settings.
been testing these magic weapons, bolstering the
cults’ ranks, and infiltrating various communities, all A d v e n tu re B a c k g ro u n d
directed by visions the prophets receive from the Elder
Elemental Eye. In time, each prophet hopes to entice his The threat of Elemental Evil surfaces in different worlds
or her elemental prince to pass through the node and of the multiverse whenever the force known as the
wreak devastation on the Dessarin Valley and beyond. Elder Elemental Eye tests its strength. In its current
incarnation, Elemental Evil arises in the Sumber Hills.
The scattered towns and isolated homesteads of this
U s in g T h is B o o k frontier now face a dire threat. If the forces of Elemental
Princes of the Apocalypse presents an epic campaign Evil can’t be defeated before they grow, madness and
against the forces of Elemental Evil that can occupy you destruction could spread unchecked through the North.
and your players for many months. Characters who are The presence of Elemental Evil in the Sumber Hills
at least 3rd level can dive right into the main adventure. goes back thousands of years, when a sect of renegade
A party of 1st- or 2nd-level characters should start with drow discovered the extensive caverns beneath the
the mini-adventure in chapter 6. Sumber Hills and claimed it as their territory. These
This chapter provides the background of Elemental dark elves venerated a terrible god of primordial evil,
Evil’s appearance in the campaign, and a synopsis of the and they built a shrine to this nameless power. In time,
adventure. The four elemental cults, which serve as the the ancient drow cult faded away (or was wiped out), and
primary foes of the campaign, are also described in this the place known as the Temple of the Elder Elemental
chapter. Although the cults are all linked by their hunger Eye was forgotten for centuries.
for power and proclivity for destruction, each has its The dwarves of Besilmer were the next folk to
own leader and preferred methods. Further, this chapter discover the site. Besilmer was a realm of pastures and
offers guidelines for starting and running the adventure. cropland. The dwarves established an underground
Chapter 2 explores the Dessarin Valley, the setting stronghold called Tyar-Besil beneath the Sumber Hills
for this adventure (and many others, if you wish). The to defend against the trolls and giants that plagued the
Dessarin River, one of the mighty waterways of the region. The dwarves discovered the ancient drow hold
North, runs through a barely settled frontier region and its temple below their own delvings. They lacked
a few days’travel from the great city of Waterdeep. the strength to clean out the ruins, so they abandoned
A handful of small towns and outposts are scattered their deeper excavations. Trolls and giants soon broke
through the region, linked to more populous lands by the realm of Besilmer, and the remaining dwarves
ancient roads and the broad river. The heart of this area, abandoned the place altogether.
the Sumber Hills, has become the stronghold where the Over the years, adventurers occasionally stumbled
elemental cults build their bases of power. across the buried stronghold of Tyar-Besil and the drow
Chapter 3 begins the adventure in earnest. In this vaults below it. Few made any lasting record of their
chapter, the characters learn that trouble has taken explorations, and their names are forgotten. But in the
root in the Dessarin Valley and that evil forces are on year 893 DR (using the Dalereckoning calendar, about
the loose. By exploring, the characters find the first 600 years before the present day), a band of adventurers
outposts of the four elemental cults—the so-called called the Knights of the Silver Horn found the place
Haunted Keeps. and commenced an exploration of the ruins. The
In chapter 4, the characters discover that the four adventurers came back to Tyar-Besil again and again,
cults occupy a sprawling dungeon complex beneath the and when they decided to establish strongholds and
Sumber Hills. The temples serve as the base for the tame the territory, they raised their keeps over each of
cultists’ insidious attacks against the Dessarin Valley. the known access points leading to the ancient dwarven
Chapter 5 describes the ancient caverns beneath the ruins. The adventurers feared something in the deep
temple complex and the altar dedicated to Elemental caves below the Sumber Hills, and they intended to set a
Evil. From these caverns, passages lead to four permanent watch over the area.
elemental nodes, places where forces from Elemental History didn’t cooperate. A generation or two after
Planes have established a foothold in the world. Within the Knights of the Silver Horn established their
each node, a portal to one of those planes grows in strongholds, an orc horde swept through the North, and
intensity. The characters must destroy the cults there the keeps were overrun. For centuries they stood empty.
Locals came to know them as the Haunted Keeps, and relations with Mirabar by helping to solve the mystery.
various monsters occasionally occupied the ruins. Whether the characters set out to search for the missing
The abandoned keeps and the dwarven stronghold delegation or choose to investigate another lead, they
beneath them might have been forgotten forever, but a soon find clues that lead them to the Haunted Keeps
few years ago a drow named Vizeran DeVir returned to in the Sumber Hills. All of these are now occupied
the ancient Fane of the Eye. A renegade drow wizard by strange new sects masquerading as harmless
of great power, DeVir was no servant of Lolth; like societies or reclusive orders, but these outposts serve
the forgotten sect that created the temple long ago, he Elemental Evil.
devoted himself to the nameless power of the Elder When the characters infiltrate or defeat these
Elemental Eye. His beliefs led to his exile from drow disguised groups of cultists, they discover that each
society, but his faithfulness to this dark power did Haunted Keep guards a passage leading to a huge
not go unrewarded. Guided by visions, Vizeran DeVir dungeon beneath the Sumber Hills, the new Temple
created four mighty weapons imbued with Elemental of Elemental Evil. Here, the elemental cults have
Evil: the spear Windvane, the dagger Tinderstrike, the established themselves in the ruins of an ancient
trident Drown, and the war pick Ironfang. He left these dwarven stronghold. They are building up their strength
weapons on the altar of the Elder Elemental Eye for as they work to master elemental power. The characters
their fated bearers to discover. come up against the elemental prophets and confront
Within the last few months, each of the four elemental one of the four cult leaders, whose identity depends on
prophets was driven to seek out the ancient altar by which part of the temple the characters explore first.
dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Even as the characters delve into the elemental
Gar Shatterkeel, and Marlos Urnrayle claimed their temples, their successes provoke retaliation. The
weapons and became the leaders of their respective elemental prophets dispatch bands of cultists armed
cults. The four prophets established themselves in the with devastation orbs—essentially bombs of elemental
ruins of dwarven Tyar-Besil and occupied the Haunted energy created from the elemental nodes—to unleash
Keeps that guard access to the vast dungeon. Lunatics, natural disasters throughout the Dessarin Valley,
outlaws, power-hungry villains, and monsters of all punishing everyone for the characters’ interference.
description began to trickle into the valley, drawn Despite fierce opposition in the various elemental
by the dark call of Elemental Evil. Meanwhile, the temples and the retribution of the offended cults, the
prophets experimented with their new toys, nurturing characters succeed in rescuing some of the Mirabar
the seeds of elemental nodes that grew larger every day delegates and driving out some or all of the cults
and testing their powers to create ever-larger natural from their newly established bases in Tyar-Besil.
disasters. Unfortunately, other members of the delegation remain
After thousands of years, the seeds of Elemental Evil missing, and various other leads and mysteries remain
once again sprout beneath the Sumber Hills. Whether unresolved. Worse yet, it quickly becomes clear that
anyone can expose these sinister plots and put a stop to the elemental cults are on the brink of unleashing
them remains to be seen. unthinkable disasters.
As an elemental apocalypse grows nearer, the
A d v e n t u r e S y n o p s is characters discover passages leading from the cult-
controlled territory in Tyar-Besil to the far older (and
The adventure begins when the characters arrive more dangerous) caverns known as the Fane of the
in the town of Red Larch, a small settlement on the Eye, dug long ago by drow. Here they find the evil
western side of the Dessarin Valley. Strange rumors altar dedicated to the Elder Elemental Eye, where the
and ominous signs have the townsfolk concerned, characters confront another of the elemental prophets
including reports of bandit attacks on the roads, piracy (again, the prophet they fight depends on which part
on the Dessarin River, and monster sightings too close of the dungeon they explore first). They also find
to town. But the mystery that has keen observers of passages leading into the ultimate sanctums of the
the region most concerned is the disappearance of a cults: the elemental nodes known as the Black Geode,
delegation traveling overland from the city of Mirabar the Howling Caverns, the Plunging Torrents, and the
to Waterdeep. The delegation stopped in the tiny village Weeping Colossus.
of Beliard, where the members mentioned their intent In the last stage of the adventure, the characters
to visit sacred dwarven sites before continuing on to face the daunting task of pursuing the remaining two
Goldenfields. They were last seen at the west end of elemental prophets into their places of power. The most
the Stone Bridge, turning south to proceed overland powerful and dedicated followers of each of the four
through the heart of the Sumber Hills. It has now been cults guard these sanctums, which are infused with
almost a month, and the delegation never showed up at elemental energy and warped into strange reflections
Goldenfields or any other outpost. of the Elemental Planes. At the heart of each elemental
Powerful factions have good reason to worry about node, the characters find a great portal that serves as a
the missing delegation. The Harpers are concerned conduit from its associated elemental plane. Here the
about a noted dwarf historian who was part of the remaining cult leaders make their stands, and here the
delegation. The Emerald Enclave wants to know what characters face the overwhelming power of the Princes
happened to a pouch of magical seeds one of the of Elemental Evil. Victory might seem doubtful against
delegation members was bringing to Goldenfields. Even such opponents, but clever and resourceful characters
the Zhentarim are interested in trying to improve their
can find ways to destroy the portals instead of trying to in elemental cataclysms. Ruin rules as the forces of
slay these dire beings. nature become instruments of destruction. A world in
With the portals shut, the elemental nodes revert which Elemental Evil triumphed would exist only as an
to normal, and any surviving cultists scatter to the everlasting war of raging elements.
four winds. Their stronghold is destroyed and their Elemental Evil appears in different worlds throughout
leaders are dead; Elemental Evil is defeated in this the many ages. This sinister force—the Elder Elemental
world for now. Eye—is well hidden in Faerun. Individuals remain
susceptible to its call: those lured by the promise
E le m e n ta l C u lts of power, those who know only hate in their hearts,
those whose minds are broken and therefore open to
Elemental Evil perverts the natural elements, limiting insinuation and dark whispers. These are the servants
them to aspects of destruction. This force wants to of Elemental Evil, and they can cause immeasurable
gain the power to tear down everything—morals, social harm if they aren’t exposed and rooted out.
structures, governments, the laws of nature—and Although destruction is the unifying principle of
reduce existence to a more elemental state, tainted Elemental Evil, beings that serve this dark force
with conflict and madness. Elemental Evil uses mortal don’t necessarily adhere to that goal. Only the most
servants as a means to this end. unbalanced minds seek destruction for its own sake.
These hateful principles take two primary forms in Instead, the servants of Elemental Evil seek power
the world. The first is corruption. Elemental Evil tempts through the destructive might of one of the elements
the broken, the wronged, and the wicked with the power of air, earth, fire, or water. This is the origin of the four
to strike back. It represents the worm in the apple, a elemental cults that together compose the worship of
hidden corruption that grows stronger over time as the Elemental Evil.
natural order decays. Secret cults spring up, institutions The cults operate independently of each other. Each
are debased, and the fundamental laws governing the believes that its favored element is the most powerful
seasons begin to weaken. As Elemental Evil grows and most worthy of worship. Rank-and-file members
stronger, its corruption grows into the second form: of the air cult sneer at the idea that anyone could see
madness. Cultists sink into insanity, lashing out at something worth worshiping in elemental earth, fire,
everything around them or destroying themselves
or water. Members of the other cults reel the same way quarries, and tilled fields as insults imposed upon the
about any cult but their own. Only the best-educated living rock and soil. They believe the earth thirsts for
or most magically gifted members understand that the blood of those who don’t venerate it before all other
a unifying principle underlies each elemental cult. powers and beings.
Even then, they believe that their element should The Cult of the Black Earth appeals to those who
reign supreme. draw their fortunes from the earth—directly or
Despite these different goals and varying methods, the indirectly. In areas where the influence of Elemental
elemental cults are linked to each other by forces they Evil takes hold, animals and monsters that live or
don’t fully understand. From world to world and age to burrow in the ground accept the cultists as allies.
age, the cults of Elemental Evil have risen again and Creatures such as ankhegs or bulettes, normally too
again. Each time, the cultists of elemental air, earth, fire, stupid and ravenous to be trained, submit to the will
and water are joined to the same dark fate. of the Black Earth. The monsters allow themselves
Throughout the adventure, characters have ample to be herded or ridden into battle against the enemies
opportunity to see the symbol associated with each of the cult.
of the four cults. They could figure out how the four The Sign of the Black Earth. The symbol of the earth
symbols connect to form a fifth symbol: that of the Elder cult signifies purpose and stability. Cultists sometimes
Elemental Eye. identify themselves with a hand gesture: they make a
triangle by touching the thumbs and forefingers of both
C u l t o f t h e B la c k E a r th hands together.
The earth cult worships the implacable T actics and Philosophy
strength and unyielding resistance of The Black Earth cult is the most defense-minded and
elemental earth. Cultists seek the power patient of the four elemental cults. Earth cultists admire
to destroy the works of civilization with stoicism, endurance, and unyielding resolve. They are
landslides, sinkholes, or mighty earthquakes, thus deliberate and slow to act, careful to consider their
demonstrating the true power of elemental earth and plans and gather their strength before beginning any
the futility of resistance. Earth cultists see mines, new enterprise. Once earth cultists resolve to act, they
are inflexible, grinding their way forward through any in a clever or elegant way. Marlos’s previous life had
obstacle or unforeseen development. They are single- been a constant search for pleasure, but the only thing
minded in the extreme, and most earth cultists have that now stirs his loveless soul is refined cruelty. He can
little use for social niceties. They see common courtesy be driven to fits of blind, unreasoning jealousy if he is
as a way for the weak to put limits on the behavior outshone by another urbane and attractive individual.
of the strong, and they scorn empathy or friendship
as weakness. Enemies and A llies
In battle, Black Earth cultists are brutal and The Black Earth cultists are highly suspicious of the
straightforward. They overpower foes with direct Cult of Howling Hatred. They believe that the air cultists
assaults, although if they have the opportunity to are mercurial, unreliable, and generally out of touch
undermine defenses or attack from below, they with reality. The earth cultists respect the strength and
unhesitatingly put their skill at tunneling and mastery of ferocity of the Eternal Flame followers, but also find
burrowing monsters to good use. They are unflinching them maddeningly inconstant. Black Earth cultists ally
in the face of death. Surrender is never an option. most often with the Crushing Wave, since they admire
Earth cultists live and work underground. They craft the patience and pragmatism of the water cultists.
weapons from stone or iron and “bathe” themselves in
sand or dirt to feel close to their favored element. Black C u l t o f t h e C r u s h i n g W ave
Earth initiates know the secret of creating armor from Cultists of the Crushing Wave worship the
magically shaped stone, and even their robes include awesome power of water, from the surging
stone pauldrons or masks. tides and deadly maelstroms of the sea to the
raging torrents of rivers in flood and the rock
Prophet of E a rth crushing power of ice and glaciers. Crushing Wave
A medusa named Marlos Urnrayle leads the Black Earth cultists see all living creatures as nothing more than
cult. He wields the elemental weapon Ironfang, a war trapped water that could one day be free to return to the
pick infused with the power of Ogremoch, the Prince seas or skies in a new form. The seas and deep waters
of Evil Earth. Marlos is vain and cruel, an extreme are eager to reclaim the parts of themselves currently
narcissist who delights in surrounding himself with held in the blood and bodies of living creatures, and it is
objects of beauty and luxurious comforts. Beneath this the duty of Crushing Wave initiates to return
sneering self-assurance lies a bitter being who loathes nonbelievers to the primal waters by drowning them or
himself and holds everyone around him in contempt. shedding their blood.
Marlos began life as a human aristocrat, born into The Crushing Wave cult appeals to those who live
a wealthy Cormyrean family. He squandered his in or near bodies of water, as well as to those who
family’s wealth on endless self-indulgence, seeking appreciate subtlety and inevitability. Wicked sea
more questionable forms of entertainment through the creatures such as aquatic ghouls and merrows are
years. The Urnrayle estate became known as a place friendly toward water cultists. Even non-sentient
of outrageous masquerades, bizarre banquets, and predators such as sharks or octopuses understand
grotesque orgies. Marlos required his guests to don ugly that water cultists are allies to be aided or masters to
or monstrous masks, thus ensuring that no one’s beauty be obeyed.
would outshine his own. The Sign of the Crushing Wave. Water cultists use a
As he aged, Marlos turned to magic to preserve his simple hand sign to identify one another when a token
fading beauty. After searching for years, he found a ring of recognition is required: crossing the forefingers and
that contained the stolen vitality of a lovely fey creature. overlapping the thumbs to create an X-shape linked by
As long as he wore the ring, his imperfections vanished a line across the bottom. It stands for water’s eternal
and no one could resist his physical charms—until surge and retreat, a cycle of unending change.
the day the ring transformed Marlos into a medusa.
The horror of his fate drove Marlos mad. He fled his Tactics and Philosophy
ancestral home, taking his collection of masks with him. Crushing Wave cultists are almost as patient and stoic
After years of wandering and hiding in one ruined as the followers of the earth cult. They understand the
estate or another across the Western Heartlands, value of outlasting formidable foes and slowly eroding
Marlos felt drawn to the desolate Sumber Hills by their defenses. However, they are far more flexible and
troubling dreams and visions. A long stairway beneath opportunistic in their overall philosophy than the earth
a ruined monastery brought him to an ancient cavern cultists are. Like a flood that seeks the weak point in
with a hideous altar, upon which lay a war pick of a levee and then bursts through with ever-growing
iron. When the medusa claimed Ironfang, his purpose strength, water cultists are quick to sense an opening
finally became clear to him. He established his lair in and then act to exploit it. This philosophy of pragmatism
the dungeon nearby and began building the Cult of the and opportunism means that the Crushing Wave is
Black Earth. the most mercenary of the four elemental cults. Water
Traits. Unlike many of his followers, Marlos is cultists eagerly seek out rich prizes and use their ill-
genteel and well-spoken. He delights in witty banter and gotten loot to develop their schemes.
pointed repartee, although he is quick to make a cutting In combat, Crushing Wave cultists excel as
remark or jest at someone else’s expense. Marlos takes skirmishers. They value mobility and opportunism,
pleasure in mocking others, especially if he can do so rarely making a stand in one place for long. Instead, they
feign retreats, regroup, and launch new attacks, wearing ocean again and is distressed by the fact that the driving
down their foes like storm-driven waves eating away at force behind his visions keeps him so far from the sea.
a sandy beach. Almost all water cultists are excellent
swimmers skilled at fighting in water, so they look for Enemies and A llies
opportunities to surprise their enemies by using bodies The followers of the Crushing Wave detest the Cult
of water to slip around or through defenses. of the Eternal Flame. They find the fire cultists to be
Because the cultists see water as the wellspring of all hostile, short-tempered, and unforgivably rash. The
life and purpose, they spend as much time in or around Howling Hatred cultists aren’t as hostile, but they are
it as possible. Many cult hideouts are located near large likewise given to sudden impulses and are unreliable.
bodies of water, and those that aren’t feature hidden The water cultists get along with the Cult of the Black
pools or wells in which cult members can immerse Earth. The earth cultists are deliberate and dependable,
themselves. Water cultists prize water-breathing magic if perhaps too inflexible for their own good.
and seek it out for no other reason than to spend hours
meditating underwater. Few cultists gain any profound C u l t o f t h e E t e r n a l F la m e
insights from these exercises. The followers of the Eternal Flame cult
worship the destructive power of fire in all
P rophet of W ater its manifestations. They seek the power to
The former sailor Gar Shatterkeel leads the Crushing burn away the “corruption” of both
Wave cult. He wields the elemental weapon Drown, a civilization and nature with volcanic eruptions, forest
trident imbued with the essence of Olhydra, Princess of fires, heat waves, and droughts, creating a wasteland of
Evil Water. Gar is a sullen man who says little, letting ash and cinders ruled by fire alone. Eternal Flame
his actions speak for him. He believes he has been cultists believe the world and all its peoples are wicked
wronged by the world and hates all people except those and malformed, and they consider it a sacred duty to
as broken and unfortunate as himself. Gar also despises “purify” everything around them by reducing their
weakness in others. surroundings to smoking cinders.
Gar was born in a poor fishing village in the Nelanther The Eternal Flame appeals to those drawn to
Isles. At a young age, he lost his family to a Sahuagin destruction for its own sake. Creatures of elemental fire
attack. The sea devils slaughtered almost everyone are most likely to take up this reckless philosophy; even
he knew. A Tethyrian merchant galley conscripted the non-intelligent fire monsters sense the reckless lust
young orphan into service, and Gar was forced into for destruction lurking in the hearts of fire cultists and
a brutal indentured servitude that was barely better consider Eternal Flame believers to be their allies.
than being enslaved. His unwilling service came to an The Sign of the Eternal Flame. The symbol of the fire
end when pirates attacked the merchant ship. During cult is reminiscent of a bowl-like brazier with a burning
the fighting, Gar was knocked overboard. For days he flame. Fire cultists sometimes identify themselves with
survived by clinging to the ship’s wreckage, until a shark a symbolic hand sign: holding one hand in a fist, thumb
ripped off his left arm. Death seemed imminent, but up, and laying the other hand over the fist as if to cover
a powerful current arose and bore him away from the the bowl but allow the flame to show. Members of the
hungry predator. Within an hour he was cast upon the cult can also be identified by their burn scars.
shores of the Sword Coast.
Gar believed that the current that had saved his T actics and Philosophy
life was an elemental sent by the sea. From that day Fire cultists are impetuous, hot-tempered, and violent.
forward, he devoted himself to the ocean, teaching They aren’t mindless savages; their impetuousness
himself its secrets and learning powerful water magic also encompasses fiendish inventiveness and a drive to
over years of lonely wandering. He despised all other devise new tools for their mad cause. They are masters
people, remembering only his harsh treatment by the of fire and forge, taking captives to work in their infernal
merchant crew and the brutality of the pirates. But in foundries. Fire cultists see conquest and enslavement of
time he became aware of a call to a higher purpose, the weak as necessary steps in bringing about the chaos
impelling him to find other examples of human flotsam they intend to unleash on the world.
and teach them about the power of the sea. In battle, fire cultists launch sudden, overwhelming
Gar’s visions led him to the secret waters beneath assaults. They throw themselves into reckless attacks
the Sumber Hills. He found a hidden cavern temple, on with no regard for their own lives, seeking to cause
whose altar lay a powerful magical trident. Sensing its as much damage as possible before falling. They are
power, Gar took up the weapon and began to call his fearless and would rather die fighting among a mob of
cult to join him in the Temple of the Crushing Wave. enemies than retreat a single step.
Traits. Gar is covered in barnacles, and he wears Followers of the Eternal Flame cult surround
an artificial arm in the shape of a crab’s claw over the themselves with the largest fires they can create. Their
stump of his left arm. He never uses two words when favorite tactic involves using magic to open volcanic
one will do, and he believes that anyone addressing him fissures or vents and channel flows of molten rock.
with courtesy is either insincere or subtly mocking him. Widespread arson and deliberately set forest fires are
The water prophet’s primary motivation is retribution; acceptable alternatives. Most fire cultists believe that
the world has been cruel to him, and he intends to make something important and beautiful should be set on fire
everyone else suffer as he has. He longs to be near the every day, or else they’re just not doing their part.
Fire Prophet C u l t o f t h e H o w lin g H a t r e d
Through all-consuming ambition and a desire to punish
all who ever thwarted her dreams, the tiefling Vanifer The followers of elemental air call themselves
has risen to leadership of the Eternal Flame cult. the Cult of the Howling Hatred. They
Beneath her refined exterior is a steel edge of scorned worship the destructive power of wind and
pride. And underneath her hard pride lies a desire for storms, believing that those who venerate
murder and mayhem. Vanifer harbors a fierce hatred for elemental air gain the power to punish those who have
all who think themselves superior to her, and she stops wronged them. More so than the members of the other
at nothing to make them see her as a figure to be feared cults, air cultists see their beliefs as a means to an end.
Destruction for its own sake isn’t particularly
and respected. interesting, but destruction as an expression of personal
Vanifer was born and raised in the crushing poverty freedom or to earn things wrongfully denied? That’s a
of Calimport’s poorest quarters, armed with only her
different story.
cunning intelligence. In her youth, she learned to dance The Cult of the Howling Hatred appeals to those
for coin and slowly worked her way up from the wine who deal in perceptions over facts: illusionists, spies,
sinks of the laborers’ districts to the elegant chambers and assassins, for example. Predatory or fierce winged
of the city’s nobles. She mastered minor fire magic to creatures of any kind, even non-sentient monsters that
distinguish herself from other dancers and incorporated would otherwise resist training, perceive the air cultists
flame into her routine. Her talents grew, and soon she as allies and cooperate with them. Hippogriffs, griffons,
caught the eye of a pasha and became his concubine. and giant vultures are frequently used as air cult steeds.
But even as she enjoyed the gifts he lavished on her, The Sign of the Howling Hatred. The symbol
Vanifer hated the pasha for seeing her as a mere trophy. of elemental air is an inverted triangle with three
She left before long, robbing the pasha of a small branching lines above it. Some believe it stands for
fortune in jewelry and setting fire to his palace. the funnel cloud of a tornado, while others see it as
Vanifer fled to Zazesspur, but her former master’s the superiority of winged creatures over the ground.
agents soon found her. She fled again to Baldur’s Gate, Some maintain it is an ancient rune that stands
taking up residence in the poor neighborhood known as for the elemental lord Yan-C-Bin. Whatever their
Little Calimshan. There she opened a school of dance interpretations, the air cultists use the symbol as a
and discovered that her gift for fire attracted other secret password of sorts. By touching the thumbs and
sorts of students. She became the leader of a cult of fire little fingers together and closing the rest of the fingers
worshipers. There she remained until a few months ago, into a fist, an air cultist forms an inverted triangle that is
when dreams and visions impelled her to seek out a lost a mark of membership in the cult.
dungeon in the North. On the altar of a forgotten temple
she found the dagger Tinderstrike, imbued with the Tactics and Philosophy
power of Imix, the Prince of Evil Fire. Armed with this Howling Hatred cultists are clever, impulsive, and
powerful weapon, Vanifer resolved to establish a new creative. They usually see themselves as smarter,
chapter of her cult beneath the Sumber Hills. quicker, and more capable than others they meet.
Traits. Vanifer is an extraordinary manipulator. She Howling Hatred cultists dislike open battle. They prefer
collects allies and followers with her wiles, using them to work in secret, using stealth and illusion to gain their
as she needs and discarding them the moment they lose ends with a minimum of force. Tactics of deception and
their usefulness. It’s a testament to her natural talent ambush provide the air cultists with opportunities to
that many of her victims are pathetically eager to bask prove themselves smarter and more resourceful than
in the glow of her attention again if she discovers she their opponents. The wind doesn’t blow down a castle,
needs something else from them. While Vanifer puts but flows around and through it. Infiltration and indirect
on the airs of a rich noble, she despises those raised attack are clearly superior tactics.
with great wealth, and her sensibilities favor the coarse. Air cultists seek out high places for their strongholds
Vanifer is ambitious above all else, and as undisputed wherever possible, although they value subterranean
master of the fire cult, she intends to make the Eternal spaces with wide chasms or lofty vaults. Places where
Flame the strongest and most feared cult of all. flying is possible are mandatory. The followers of the
Enemies and A llies Howling Hatred understand that sometimes they must
put secrecy above other considerations.
Eternal Flame cultists detest the followers of the
Crushing Wave. They see the water cultists as slippery Prophet of A ir
and untrustworthy, perhaps even cowardly—after all, The moon elf Aerisi Kalinoth leads the Cult of the
the Crushing Wave retreats quickly from opposition and Howling Hatred. Tall and slender, with illusory wings
seeks the path of least resistance before committing its that gently fan the air, Aerisi speaks to her people in
strength. The earth cultists are stolid and courageous, a whisper that sounds clearly in the ears of all in her
but maddeningly slow to act. The cultists of the Howling presence. Aerisi regards her followers not as cultists,
Hatred share the fire cult’s impulse to act swiftly and but as her noble subjects. Before them she is prophet
show many of the same qualities of inventiveness and and queen. Musicians and courtiers amuse and flatter
creativity in the service of Elemental Evil. her, and warriors mounted on hippogriffs serve as
her knights.
Aerisi grew up in an enchanted castle in a remote
part of Faerie, surrounded by tales, histories, and tomes
of magic. She passed her early years playing games,
practicing enchantments, and imagining herself as one
of the avariel (winged elves) from her storybooks. Her
parents sheltered her from the conflicts of Faerun, and
she came of age with a tender and fragile disposition.
Eventually her parents decided it was time for their
daughter to engage in elven society, and they brought
her to the hidden city of Evereska. Her parents then
realized their grave mistake. In pampering and
sheltering their daughter, they had raised not a young
lady but a spoiled child. Accustomed to having all she
desired, the princess erupted into tantrums whenever
she was denied her slightest whim, and the moon elves
of Evereska could hardly endure her.
Aerisi felt powerless among the moon elves. Although
she had become a skilled enchanter in Faerie, her
people were resistant to such charms. In her dreams
she began to envision herself as one of the winged
elves from her storybooks. She wished to control the R u n n in g t h e A d v e n tu r e
wind and go wherever she liked, and to punish those
who offended her. The childlike fantasies of her youth When you prepare to DM this adventure, several tools
became dark visions where she ruled the storms and are at your disposal for a strong start and smooth play.
the air itself. She dreamed of an old mystic with brown A d v e n tu re H o o k s
skin and white hair, who promised to teach her all she
desired to know—a vision of Yan-C-Bin, the Prince This adventure is designed for 3rd-level characters,
of Evil Air. Aerisi turned her study to elemental air, but see the “Starting the Adventure” section for more
learning the secret of flight and escaping Evereska to options. When the players create characters, encourage
follow the deluded visions of her dreams. each of them to choose adventure-specific hooks from
Aerisi’s visions led her to a strange altar in a cavern the list below and align with a faction (see “Factions”
beneath the Sumber Hills, where she acquired the below). Doing so ties the characters more to the fight
spear Windvane. Driven by Yan-C-Bin, she dubbed against Elemental Evil.
herself a queen and set out to find followers to rule. Her The following descriptions detail motivations
enchantments helped fill the ranks of the Cult of the associated with specific parts of the adventure. Fulfilling
Howling Hatred with initiates hopelessly devoted to her. the goal specified by an adventure hook earns the
Traits. No one can deny Aerisi’s grace, but she also character inspiration, as described in the hook’s entry.
possesses a violent temper that reveals itself whenever
she is denied what she wants. Aerisi is prone to flights of Best Served C old
fancy and impulsive decadence. She doesn’t see herself The character must find and defeat Windharrow, the
as evil because she lacks the capacity to empathize with minstrel who attends Aerisi Kalinoth. Windharrow can
anyone else. Those who worship and please her are initially be found in area A4 of the Temple of Howling
good, and those who defy her are wicked and must be Hatred. Most members of the air cult know that he stays
punished. Her wish to lash the world with storms and near Aerisi. The character earns inspiration for reaching
destruction is, at its root, a temper tantrum against the the air temple and again for defeating Windharrow.
elven society that dared to impose its strictures on her. Dangerous Inform ation
Enemies and A llies It’s a race against time—the character overheard cruel
The cultists of the Howling Hatred find the Black bandits planning a raid and intends to stop them.
Earth cultists to be coarse, rude, unimaginative, and The bandits report to someone named Grimjaw in
stubborn to the point of stupidity. Most offensively, the a place called Rivergard Keep. The character earns
earth cultists are bluntly unimpressed by the Howling inspiration for defeating the villains in the “Reaver
Hatred cult and its achievements. Followers of the Ambush” encounter in chapter 3 and again for defeating
Crushing Wave are more flexible and inventive, but they Jolliver Grimjaw.
are crass mercenaries and likewise too pragmatic to Dangerous Secret
appreciate the finer points of the air cult’s philosophy. The character has been assigned to infiltrate the
The Eternal Flame is the best of the lot, since the fire mysterious druids of the Circle of the Scarlet Moon and
cultists share the decisiveness and creative energy of discover their true plans. The circle supposedly knows
the Howling Hatred cult, even if they are overly proud
and aggressive. ritual magic unknown to other druids. The character
earns inspiration for discovering the truth behind the
Rite of the Wicker Giant and again for finding the fire
gate in the Weeping Colossus.
D ark Omens
The signs and portents are clear: nature is out of
balance. Terrible disaster is drawing closer with
every passing day. To restore the balance of nature,
the character must destroy the four elemental nodes.
The character earns inspiration for each portal the
party closes.
D efeat th e Skyriders
Vicious raiders mounted on hippogriffs have laid waste
to several small hamlets and merchant caravans,
and the character has sworn to stop them. Clearing
the Howling Hatred cultists out of Feathergale Spire
earns the character inspiration, as does obtaining a
flying mount.
F eathergale Rebel
The character has been sent to retrieve a
Waterdhavian noblewoman. Savra Belabranta is
currently guarding the front gate of Feathergale Spire.
The character earns inspiration by persuading her
to abandon the cult and return home, as well as for
clearing the spire of air cultists.
The Fugitive
The character is on the trail of a ruthless murderer,
Bastian Thermandar. Bastian is an important member
of the fire cult and can be found in the Temple of
Eternal Flame. The character earns inspiration for
reaching the fire temple and again for defeating or
killing Bastian.
Hired Hand
Homesteaders who were kind to itinerant workers are
now missing. The character sets out to have revenge
and to rescue any survivors. Defeating the kenku in
area A2 of the Temple of Howling Hatred earns the
character inspiration, as does rescuing Bero Gladham
in area A12 of the air temple or Nerise Gladham in
area N17 of the Howling Caves.
Madman a t H aunted Keep
The character knows that unsavory sorts have
occupied Rivergard Keep, and that there’s a secret
way into the castle. Using the secret entrance earns
inspiration, as does clearing the Crushing Wave
cultists out of Rivergard Keep.
The Mud Sorcerer
Months ago, the character was robbed by a genasi
who killed several innocent bystanders. Now it’s time
to find Miraj Vizann and make him pay. Vizann can
normally be found in area B8 of the Temple of Black
Earth. The character earns inspiration for reaching
the temple and again for defeating Miraj.
Ominous Dream
The character has seen the earth prophet, Marlos
Urnrayle, in dreams and knows that Marlos is a
dangerous villain who must be stopped. The character
earns inspiration for gaining access to the earth
temple and again for defeating Marlos.
Recover Your Sword the Sacred Stone Monastery and again for defeating
Thugs associated with the water cult broke into the Hedorm in area B14 of the Temple of Black Earth.
workshop where the character apprenticed, murdered
the master smith, and stole the beautiful sword she’d S h atterk eel’s T ra il
made. The character earns inspiration for defeating Months ago, Gar Shatterkeel destroyed the character’s
Jolliver Grimjaw and again for recovering the sword in ship by conjuring a powerful storm. Dozens of sailors
area C14 of the Temple of the Crushing Wave. died, and now the character intends revenge. The
character earns inspiration for reaching the water
Rescue Your People temple and again for defeating Gar.
Raiders from the fire cult have abducted people the
character feels responsible for protecting. They must be Standing O ffer
rescued at any cost. The captives are held in area E11 Months ago, the character served as a guide for a band
of the Temple of Eternal Flame. The character earns of mysterious pilgrims who set out to reoccupy the
inspiration for reaching the temple and again for getting Sacred Stone Monastery. The character’s mission is to
the captives to safety. infiltrate the group and discover their intentions. The
character earns inspiration for successfully joining the
Seeking Revenge earth cult at the monastery and again for surviving an
Fire cultists torched the character’s home or razed a encounter with Renwick, the lich in area M16 of the
defenseless village. The character is sworn to stop them. monastery.
The character earns inspiration for defeating Lyzzie
Calderos in area E29 of the Temple of Eternal Flame Strange Map
and again for defeating Vanifer. An ancient map has come into the character’s
possession, showing the location of a forgotten dwarf
S e ttle a Score stronghold beneath the Sumber Hills. The character
Marauders in stony armor robbed the character’s earns inspiration each time he or she discovers one of
friends or family and left the character for dead. Now it’s the four temples in ancient Tyar-Besil.
time to even the score. The character earns inspiration
for defeating the Black Earth cultists in area M9 of Suspicious Fellow
The character becomes suspicious of Thurl Merosska,
a knight of the Feathergale Society, and decides to
investigate. Thurl is normally found in Feathergale
Spire. The character earns inspiration for defeating
Thurl and again for discovering the Temple of
Howling Hatred.
Undercover
The character is tasked to break up a smuggling and
piracy ring on the Dessarin River headquartered at
Rivergard Keep. The character earns inspiration for
successfully joining the water cult at Rivergard Keep
and again for capturing or killing Shoalar Quanderil.
Walked Away
The character was briefly recruited by the fire
cultists but never took up arms with them. Now the
character wants to stop the villains before they give
all mercenaries a bad name. The character earns
inspiration for clearing out Scarlet Moon Hall and again
for reaching the Temple of Eternal Flame.
F a c tio n s
Factions are like political parties, religious
organizations, or secret societies. Players can choose
a connection to one of five factions: the Harpers, the
Order of the Gauntlet, the Emerald Enclave, the Lords’
Alliance, and the Zhentarim. All five factions have their
own reasons for opposing the spread of Elemental
Evil. However, none fully comprehend the gravity of the
threat at the adventure’s start.
You can make the characters’ connections to their
factions as complex as you like. The Harpers and the
Emerald Enclave operate on personal relationships,
so the characters might have met their contacts before
the adventure starts. The Lords’Alliance and the The O rder of th e G a u n tle t
Zhentarim, on the other hand, have an elaborate system This faction is primarily a military organization made
of pass phrases and secret signs that identify their up of paladins, clerics, and monks. Members of the
agents to one another. order are faithful and vigilant seekers ofjustice who
The first visit to Red Larch is a good time to establish protect others from the depredations of evildoers. They
these protocols and give each character some face exact swift retribution against those who violate the law.
time with a faction contact. (See the “Important Red Atop a high crest in the Sumber Hills stands Summit
Larchers” section of “Red Larch” in chapter 2.) Such Hall, home to the Knights of Samular. This venerable
contacts can’t promise the characters specific resources order of paladins of Tyr strives to promote justice in
or reinforcements, but they’re friendly faces who know the savage North. The Order of the Gauntlet hopes to
the lay of the land and can offer guidance. They can expand its influence in the region by joining the Knights
pass messages to higher-ups; however, any reply is slow to its cause.
in coming. In the western Sumber Hills, the order has little
As the characters further explore the Dessarin Valley, political influence. It hopes to correct this weakness by
they meet other NPCs affiliated with various factions. establishing alliances with local leaders who share its
The factions also become more helpful as they start to goals, such as the Waterbaron of Yartar. The order is
recognize the cults are a dangerous, destructive force. even pursuing negotiations with fringe organizations.
The H arpers The Emerald Enclave
A scattered network of spellcasters and spies, the This widespread group of wilderness survivalists
Harpers advocate equality and covertly oppose the preserves the natural order while rooting out unnatural
abuse of power, magical or otherwise. Agents operate threats. Many of the Enclave’s members are barbarians,
in secret and emphasize stealth and subtlety, or at the druids, and rangers. Some wander the untamed lands
very least discretion. Bards and wizards are their most while others make their homes on the outskirts of towns
prominent members. and villages, where they help to protect travelers from
Harpers operate in small cells throughout the North. the dangers of the wild.
One is based in Triboar: Darathra Shendrel, the Lord The enclave’s greatest stronghold in the region
Protector, belongs to the faction, and Harper agents can is the fortified farm and abbey to Chauntea called
find welcome at the Home of the Boars. Goldenfields. Abbot Ellardin Darovik is a senior agent
Another cell in the prosperous trade center of Yartar of the Emerald Enclave. In the High Forest to the east
monitors traffic in the Dessarin Valley and the actions lies Shadowtop Cathedral, another of the enclave’s
and policies of the city’s Waterbaron. The Harpers work meeting places.
to maintain the balance of power between the various
groups competing to influence the city. The Lords’ A lliance
In the Sumber Hills, the Harpers warn travelers and The Lords’Alliance is a shaky compact of aggressive
adventurers to stay clear of Rundreth Manor and the political powers concerned with mutual security and
Dark Lady who dwells there. Harpers also watch the prosperity. Fighters and sorcerers are prevalent among
ruined Halls of the Hunting Axe. alliance agents, and they are often glory hounds seeking
personal recognition. Most agents are lawful or neutral;
in the courtly circles of the lords, those who don’t follow
the rules seldom last long.
Trade along rivers and roads links the cities of the
Lords’Alliance, so its operatives eliminate threats to
that trade as soon as they appear.
Located at the confluence of the Dessarin and Surbrin
rivers, Yartar is a prosperous center of commerce.
Various groups vie to control its wealth and influence
its trade. The Waterbaron of Yartar, Nestra Ruthiol, is a
member of the Lords’Alliance, and her decisions affect
the politics of not only her city but the other cities of
the region.
The Zhentarim
This shadow network seeks to expand its influence and
power base throughout Faerun. Its members coerce,
persuade, or buy their way into every major area of
influence. Rogues and warlocks fill the Zhentarim’s
ranks, but the faction recruits any who can conduct its
business without too many moral reservations.
Zhentarim operatives might be found in any
settlement, but in the North the organization is based
in the Bargewright Inn. Zhentarim mercenaries and
spies meet within its many private chambers. The Black
Network disguises its ownership of the inn to avoid
unwanted attention. The organization also has a vested
interest in maintaining the prosperity of Yartar.
Minor Factions
A number of minor factions also seek influence in
the Dessarin Valley: the elves of the High Forest,
the Hand of Yartar, the Knights of Samular, and the
Uthgardt tribes.
Elves of the High Forest. The High Forest once
sheltered three great elven realms beneath its boughs.
Many tribes of wood elves—and a few moon elves—still
protect the ruined monuments to their golden age. Few
beyond the borders of the High Forest know much about
these elves; they have no single leader and make little
contact with the outside world.
The wood elf Morgwais, known as the Red Lady or
the Lady of the Wood, seeks to unite the disparate tribes
through the Caerilcarn (“Council of the Wood”). Her aim
is to resurrect the ancient kingdom of Eaerlann, and she
has made steps in that direction by allying various elven
settlements. As yet, though, only a few elves believe in
her vision, and they are spread far apart over the eastern
reaches of the forest. infiltration, impersonating officials and commoners
The Emerald Enclave is friendly to the elves of alike in order to steal, bribe, and murder.
the High Forest. However, Morgwais has a troubled The Hand of Yartar might work with the Zhentarim
history with Turlang, a treant leader of the enclave in when it’s convenient for both parties.
Shadowtop Cathedral. The Knights of Samular. This order of paladins
The Hand of Yartar. The famous chronicler Volo dedicated to Tyr has pursued justice across the
once said that everyone in Yartar is after money or North for over five hundred years (see chapter 3 for
power—preferably both—in as short a time as possible. more information). Its founder, Samular Caradoon,
The Harpers, the Lords’Alliance, and the Zhentarim built Summit Hall in the Sumber Hills as a training
compete within the city. The local thieves’ guild, the monastery for the order. Young men and women across
Hand of Yartar, vies for a larger piece of the action, the North travel to Summit Hall so that they might learn
but infighting has kept the guild from having much from its aging heroes.
influence. The Lady of the Hall, Ushien Stormbanner, is
Within the guild, a new and deadly group is sympathetic to the Order of the Gauntlet.
flourishing, comprising ambitious young female thieves Uthgardt Tribes. For over a thousand years, the
and assassins. They are masters of disguise and barbarian humans of the Uthgardt tribes have roved
the North, holding to ancient customs of ritual and
taboo. They are notorious for their hatred of magic, U s in g M o n s t e r R e f e r e n c e s
disavowal of any gods but their own, and hostility to
anyone not of their tribes. Most in the North consider Throughout the adventure, each encounter presents
Uthgardt to be little better than orcs. Two tribes are the monster names in bold. This is a visual cue pointing
most troublesome to folk of the Dessarin Valley: the you to look up the monster’s stat block. If a monster
Tree Ghosts and the Elk. See chapter 2 for more about comes from chapter 7, you should find a parenthetical
the Uthgardt. note telling you to look there. Finding no such note, you
should head for the Monster Manual.
S ta r tin g th e A d v e n tu re
U s i n g t h e S id e T r e k s
If the characters are 1st level, use the adventures at the
start of chapter 6 to get them to 3rd level, at which point In addition to the core narrative, Princes of the
they’re ready for the main adventure (which begins with Apocalypse presents a number of short adventures as
“The Missing Delegation” in chapter 3). You can also side treks. Side treks provide players with a change
skip the introductory adventures in chapter 6 and begin of pace. You need not run side treks in order or at
playing the main adventure with 3rd-level characters. all. Let the natural course of the campaign and the
If you previously ran Lost Mine of Phandelver (the players’ interests dictate when or if a side trek becomes
adventure in the D&D Starter Set), players can use available. You can find the side treks in chapter 6.
characters from that adventure in Princes of the
Apocalypse. In this case, the characters are likely
to be 5th level, a fact you need to account for when
considering encounter difficulty in the adventure. Such
characters also have no existing motivation to pursue
the cults of Elemental Evil. As experienced adventurers,
though, they might find the mystery of the Mirabar
delegation to be all the incentive they need. Ideas for
relocating the party to Red Larch include the following:
• Gundren Rockseeker asks the characters to escort a
wagonload of valuable ore from the newly reopened
Wave Echo Mine to Bethendur’s Storage in Red
Larch, where it should be picked up by a caravan
bound for Secomber. The dwarf has heard that the
market for platinum ingots is quite good in more
easterly lands and anticipates a tidy profit.
• After receiving a vision, Sister Garaele of the Shrine
of Luck decides to become intendant at the Allfaiths
Shrine in Red Larch. She asks the characters
(especially any prospective Harper) to accompany her
and make sure she reaches the shrine safely.
• Halia Thornton hears rumors about an important
delegation that has gone missing somewhere in the
Dessarin Valley. She asks a Zhentarim character
to investigate the situation on behalf of the Black
Network. The story came to her from a trapper
who’d heard it in Red Larch, so she suggests that the
character should begin there.
The journey from Phandalin to Triboar is about 225
miles eastward along the Triboar Trail. Another 200
miles south along the Long Road takes characters from
Triboar to Red Larch.
P re p a rin g f o r P la y
Players feel more immersed in the setting when their
characters’ backgrounds, bonds, and faction choices
come to life at the table. Once your players make their
characters, make a list of key story elements that you
can refer to throughout the course of the adventure.
Include locations and NPCs important to each
character’s faction and background. As the characters
become more involved in aspects of the adventure, keep
this list up to date.
C h a p te r 2 : T h e D e s s a rin V a lle y
he rise of Elemental Evil in Faerun If the Dessarin Valley isn’t quite as wild and lawless
T begins in the Dessarin Valley, a lightly as it once was, it’s still lightly settled territory that
settled region of caravan towns, isolated serves as a route to distant lands. Residents in places
homesteads, and uninhabited wilderness such as Red Larch or Triboar boast that their humble
just a week’s journey from Waterdeep. settlements are “the Gateway to the North.” Through
Nothing of note to the wider world has these lands pass hundreds of caravans and keelboats
happened here for hundreds of years. each year, linking the great ports of Waterdeep and
The frontier long ago receded farther Neverwinter with places such as Everlund, Mirabar, or
northward, leaving behind a quiet backwater littered Silverymoon. The steady caravan traffic breathes life
with ruins. These days, the Dessarin Valley has little into the towns of this area, supporting businesses in the
in common with the popular conception of the Savage settlements along the Long Road. Inns cater to travelers
Frontier. Winters are hard here, but the hordes of orcs anxious to sleep safely within sturdy walls and enjoy
and other hungry monsters are a long way off from good food by a warm fire instead of camping by the side
these parts. of the road.
In addition to catering to caravans and travelers The knights had some success in clearing small
heading to or from the far North, the Dessarin Valley is domains in the wild Sumber Hills, but only a few years
a breadbasket for the hungry populations of Waterdeep later the powerful orc realm of Uruth Ukrypt arose
and Neverwinter. The farms and pastures of the area nearby, and the Dessarin Valley became a battlefield.
produce grain, livestock, poultry, apples, and hops, Trouble followed on trouble: the Orcfastings War,
then ship them downriver (or drive them down the the First and Second Trollwars, and finally a series
Long Road) to the coast. Few people become rich of vicious drow raids. By the year 942 DR, human
from farming, but farmers in the region do well for settlements in the Dessarin Valley had been all but
themselves provided the weather cooperates. (That’s wiped out, and the Knights of the Silver Horn were no
one reason why the unusual weather lately has been more. Their strongholds crumbled into ruin and became
a concern.) known in later years as the Haunted Keeps. Eventually,
no one remembered who built them or why.
H is to ry The current wave of settlement in and around the
Dessarin Valley began after 1000 DR, coinciding with
Most people who live in the Dessarin Valley have no Waterdeep’s growth from a warlord’s stronghold into
idea of its long history. Old-timers nodding sagely by a major city. The first small outposts that would grow
the hearths of the local taprooms sometimes observe, into places such as Red Larch and Triboar were carved
“These lands, they have old bones.” Most locals have no out of a wild and untamed land. People resettling the
idea of how right they are. Dessarin Valley found the remains of “kingdoms of old”
While some truly ancient ruins in this area go back scattered here and there throughout the area.
to the days of the first great elf kingdoms, none of these
figure into the story of this adventure. The earliest realm
that does is the shield dwarf kingdom of Besilmer, C u r r e n t E v e n ts
which was founded nearly six thousand years ago in Minor issues are nothing unusual in the Dessarin
-4420 DR. Its existence is so far back in the mists of Valley. Bands of savage humanoids from the Sword
history that only a handful of non-dwarf sages have Mountains or the Evermoors occasionally raid here.
even heard of it. Most people of the Dessarin Valley Human barbarians known as the Uthgardt roam these
don’t know Besilmer at all, but they are familiar with lands, and the more aggressive tribes can be very
two of its works: the engineering marvel known as the dangerous. Bandits sometimes gather in the lonelier
Stone Bridge (described later in this chapter) and the parts of the vale to waylay caravans traveling the Long
crumbling ruins known as the Halls of the Hunting Axe. Road or the Kheldell Path. Every now and then reckless
The realm of Besilmer was something rare: a or unlucky adventurers manage to stir up some ancient
dwarven kingdom built on the surface, with its strength curse in the ruins scattered around the area. Constables
measured in fields and pastures. It prospered for a time of valley settlements are usually up to the task of
but was plagued by trolls and giants. The dwarves were restoring the peace.
obliged to build a stronghold underground, carving out Six months ago, an insidious new threat began to
the fortress-city of Tyar-Besil a century after Besilmer’s grow in the area, unsuspected by the locals or any
founding. Unfortunately for the dwarves, the realm passing adventurers. Dreams and visions drew four
collapsed after its king and founder died in battle. elemental prophets, one by one, to the Fane of the
Most of the surviving dwarves sought safer lands. The Eye beneath the Sumber Hills. Each prophet began to
dwarven city beneath the Sumber Hills was abandoned gather like-minded followers. Strangers trickled into
by -4160 DR and then forgotten. the Dessarin Valley in ones or twos. Some were already
Tyar-Besil slumbered in darkness for many long cultists of Elemental Evil, eager to build a place where
centuries, occasionally discovered and occupied by they could openly practice their vile rites. Others were
monsters or ambitious miners, only to be abandoned brutal thugs, power-hungry dabblers in forbidden magic,
again. It came to light again in 893 DR, when a group or fanatics lured by the call of evil. At first the cultists
of adventurers who called themselves the Knights of valued secrecy above all else, but as their numbers grew
the Silver Horn discovered the ruins. Over the next and they established their strongholds, they turned their
six years they returned again and again, eventually attention to expanding their hold on the Dessarin Valley.
founding strongholds of their own to safeguard the The presence of so many malefactors has caused a
hidden entrances to the sprawling dungeon. spate of banditry, kidnappings, murders, and raids. The
cultists have also upset the weather in the region. All of
Time in the Realms these occurrences continue to worsen over the course of
The people of the Forgotten Realms number the years by the the adventure until the characters locate and clean out
Dalereckoning calendar, which is abbreviated “DR.”Years the four elemental cults in the Temple of Elemental Evil.
are also given names, which are drawn from the writings of
a great seer from long ago. The adventure is set in 1491 DR, R ed L a rc h
the Year of the Scarlet Witch.
Each month consists of three ten-day long weeks called Red Larch has been an important stop on the Long
tendays. People refer to tendays the way people in other Road for two centuries now. Named for a distinctive
worlds refer to weeks. stand of red larch trees that were cut down when the
hamlet was founded, Red Larch became a settlement
in the first place thanks to a drinkable spring that fed
a sizable pond ideal for watering horses, oxen, and • Marlandro Gaelkur is an unsavory local barber (and
pack mules. counterfeiter) who runs a useful secondhand shop
An east-west trail meets the Long Road at the pond, (area 17) where Red Larchers gather to gossip.
running west to the logging community of Kheldell
and east to Bargewright Inn and eventually Secomber. T h e B e lie v e rs
Another trail leads to quarries in the Sumber Hills and A dozen of the Red Larch town elders have a secret:
to ruins of stone keeps long ago left to monsters and They belong to a secret society that calls itself “the
outlaws (the Haunted Keeps). Believers.” It isn’t quite a cult, although it has special
In recent years, new quarries have been opened on the ceremonies and rites passed down for generations.
northwestern edge of town. So far these have yielded It isn’t quite a civic organization, despite the fact that
up great slabs of marble much prized in Waterdeep for some of the wealthiest and most powerful people in
facing large new buildings and repairing older edifices. Red Larch are members. The members of the Believers
Red Larch is also a center for stonecutters quarrying use their secret association to guide town affairs, plot
slate on the fringes of the Sumber Hills. against business competitors, and sometimes take care
While Red Larch remains prosperous, dark omens of people who cause problems when it becomes clear
are appearing. The heart of the Sumber Hills has that “something must be done” for the good of the town.
become far more dangerous, with monsters lurking The Believers formed years ago when local miners
seemingly everywhere (no one goes into the hills berry discovered a secret underground chamber beneath
picking or hare-hunting these days, though Red Larcher the town. Strange things happened in the chamber,
children traditionally did so daily in summer and fall). such as heavy stones levitating and moving about when
Banditry is on the rise, and the weather seems to be no one was around (this is described in chapter 6, in
getting more severe and more unpredictable. Several the “Tomb of Moving Stones” adventure). The miners
Red Larcher shepherds have seen strange figures began using the chamber to honor those who died in
watching them from distant hillsides in the wild fields quarry accidents and to appease Beshaba, goddess of
east of town where they have traditionally grazed misfortune and accidents. The Believers gather secretly
their flocks. Quarry workers used to cut by torchlight at the tomb once every nine nights to see if any stones
when orders were backing up but do so no longer, have moved—and if any have, they covertly meet the
shunning the pits by night. They are spooked by rumors next night to discuss what the movements mean, and
of dark-robed figures in stone masks lurking in the what is to be done. They keep the tomb and its strange
darkness beyond the torchlight. The townsfolk fear that secret to themselves.
dangerous times are at hand, but no one seems to know The Believers have no knowledge of Elemental Evil.
what to do about it. However, the Cult of the Black Earth discovered their
secret and became interested. A Black Earth priest
Im p o rta n t R ed L a r c h e rs named Larrakh came to Red Larch to steer the group
The inhabitants of Red Larch have become so toward the worship of elemental earth. The cultists
frightened by the recent “dark doings” that rather than intend to take over Red Larch through the Believers,
showing typical frontier reticence, they helpfully babble but there are other, more important tasks beneath the
about everything they’ve seen and heard. Most hope to Sumber Hills that are keeping them busy. The time is
convince adventurers to investigate and put an end to not yet right.
the current troubles.
Important Red Larchers include the following NPCs: A d v e n tu r e in R e d L a r c h
• Eldras Tantur is the local blacksmith (area 9). He’s an Red Larch serves as the starting point for two different
opinion setter in town. adventure narratives in this book. The clues and rumors
• Endrith Vallivoe is a merchant who sells all sorts of provided by the NPCs in Red Larch depend on which
goods from his shop (area 22). He is a Harper contact. phase of the adventure you are currently running. If
• Haeleeya Hanadroum is the owner of the bathhouse you prefer to start the adventurers at 3rd level and dive
(area 15). She is an Emerald Enclave contact. into the Elemental Evil plot immediately, begin with
• Helvur and Maegla Tarnlar are clothiers (area 7). the “Rumors of Evil” clues. If you wish to start the
Both are Lords’Alliance contacts. adventurers at 1st level, begin with the “Trouble in Red
• Harburk Tuthmarillar is the Constable of Red Larch, Larch” rumors. When the party finishes the “Trouble
a stern, honest guard commander and judge. He lives in Red Larch” adventures, they reach 3rd level, and
and works in area 11. they’re ready to move on to the “Rumors of Evil” clues
• Imdarr Relvaunder is a priest of Tempus in the and events.
Allfaiths Shrine (area 1). He is a contact for the Order
of the Gauntlet. T ro u b le in Red L a rc h
• Kaylessa Irkell is the proprietor of the Swinging When the characters arrive in Red Larch, a few minutes
Sword inn (area 2). She hears much from her fellow of conversation with any NPC reveals that the townsfolk
Red Larchers and shares it. are concerned about strange events. Asking around
• Mangobarl Lorren is the town’s baker (area 8). He is about what’s going on in town or points the party toward
a Zhentarim contact. the following NPCs:
• Outlaws are lurking out on the Cairn Road, but The Sinkhole. If the adventurers find their way to
Constable Harburk (area 11) hasn’t found anything. the Tomb of Moving Stones on their own, allow them to
• Minthra Mhandyvver’s granddaughter Pell (area 13) explore the site whenever they find it. If the adventurers
saw a ghost by an old tomb not far from town. don’t find the tomb or explore other sites nearby
• The Tarnlar children (area 7) are telling wild tales first, the tomb’s secret is revealed by the appearance
about plague out by Lance Rock. of a large sinkhole in town. The sinkhole opens up
• Kaylessa Irkell, the owner of the Swinging Sword shortly after the characters return to Red Larch from
Inn (area 2), thinks the town’s troubles might have a Lance Rock or other explorations in the area; see the
common source. adventure in chapter 6 for more details.
• Quarry workers at Mellikho Stoneworks (area 18) say
that mysterious figures wearing stone masks watch E le m e n ta l C u lt Spies
them when they work at night. The workers now The spies for the elemental cults in Red Larch (Justran
refuse to stay in the quarry after dark. Daehl, Ghileeda, and Iraun Thelder) aren’t formidable
• Workers at Waelvur’s Wagonworks (area 16) have combatants and are unwilling to fight adventurers. They
been talking about suspicious activity around the pass information by slipping notes to or arranging brief
workshop. They can be found drinking in the Helm at conversations with cult messengers passing through
Highsun (area 3) most evenings. town. Most of these messengers are human bandits
from the local gangs of cult marauders, dressed in
Speaking with the NPCs involved in these rumors unmarked garments.
provides the characters with several leads to adventure If confronted, the cult spies deny involvement in any
opportunities in Red Larch. These adventures are wrongdoing and try to bluff their way out of trouble.
presented in chapter 6. “Into the Wilderness” describes A spy caught red-handed weeps and begs for mercy.
several encounters located near town. “Lance Rock” Some might claim to have been under a spell, hoping
describes an adventure site near the distinctive to gain sympathy. Caught spies reveal only what’s
landmark a few miles outside of town; an insane necessary to save their own skins.
necromancer who styles himself a “lord” has taken up
residence there. Finally, “The Tomb of Moving Stones” R u m o rs o f E v il
presents an old dungeon-like mine chamber underlying
part of Red Larch. This is the secret guarded by the Red Larch is full of rumors about the missing delegation
Believers, although it has also attracted the attention of from Mirabar. It was a large, well-armed party, and
the Cult of the Black Earth. the fact that it seems to have come to grief is quite
newsworthy. When the characters sift through idle
speculation and gossip to find credible leads, they turn Key NPCs. Right now, Imdarr Relvaunder (male
up the following possibilities: Damaran human priest), a follower of Tempus, and
• Brother Eardon, a priest of Lathander staying in the Lymmura Auldarhk (female Tethyrian human acolyte),
Swinging Sword (area 2), says the Mirabarans passed a devotee of Sune, are serving at the shrine. Imdarr
through Beliard. is a stern man who is keenly interested in news and
• A caravan guard in the Helm at Highsun (area 3) says rumors and visitors. He’s also an ally of the Order of the
the Mirabarans passed through Beliard. Gauntlet, occasionally passing messages and sending
• Endrith Vallivoe (area 22) recently came by a beautiful reports on local events to the order. Lymmura is a
book in Dwarvish and has been showing it off. It looks sympathetic ear and guide to all. She has been coming
old and important. to the shrine for decades, has officiated at the marriages
• Larmon Greenboot, a shepherd, says he found strange of many couples, and is widely loved and trusted in
new graves out in the Sumber Hills. He hangs around Red Larch.
Gaelkur’s store (area 17). 2. T he Sw inging Sw ord
• When the characters return to Red Larch after leaving One door north of the Allfaiths Shrine stands the
to investigate one of the other leads, they hear that Swinging Sword. The inn is a three-story stone
Thorsk Thelorn, the wagonmaker (area 5), has had structure, crowned by a steep slate roof that bristles
some strange new customers lately. with many chimneys. A signboard juts out over the door,
To find out how these NPCs know what they know, the hanging from chains. It’s a ten-foot-long carved wooden
adventurers must question the key characters. These scimitar emblazoned with the inn’s name in red paint
conversations should suggest several ways to begin the on both sides. An inn yard with stables and outbuildings
search for the delegation from Mirabar. Continue with lies behind the building.
the “Early Investigations” encounters in chapter 3 when The Swinging Sword is welcoming and luxurious by
the adventurers decide which lead to follow. the area’s rustic standards. Each room boasts a hearth,
warm draperies and tapestries, and running water
R ed L a r c h L o c a tio n s (provided by rooftop cisterns). Now run by the Irkell
Here follow brief descriptions of important locations family from Waterdeep, the inn has become a popular
in town. Buildings shown on the map that don’t have stopover for wayfarers in the Dessarin Valley. The
a number and a description are houses, sheds, or topmost guest floor is given over to dormitories where
outbuildings. They belong to farmers who till plots close travelers can “sleep cheap” in rooms shared with up to
to town, shepherds who keep herds in nearby pastures, six guests, but the lower floors are divided into pleasant
and workers or servants employed by the larger suites of guest rooms, each with its own garderobe.
businesses. There’s also a dining room on the ground floor.
Many of the locations in town feature information The Sword has one recurring problem: kitchen
about the “Trouble in Red Larch” storyline (for lst-level fires. The one-story kitchen annex at the back of the
characters) or the “Rumors of Evil” storyline (for inn, currently out of commission, was initially built
characters ready to investigate the cult of Elemental with poorly drawing chimneys. Right now, cooking is
Evil). Just ignore the leads and clues that aren’t relevant rudimentary and done out in the yard, on grills flanking
to the part of the adventure you’re running now. You can the bread ovens. The dining room is mainly used for
assume that the Believers decide to keep a low profile drinking, with “the Helm” (the tavern across the road)
as long as adventurers are asking questions about the currently providing the best meals in town travelers can
missing delegation from Mirabar, or that the delegation easily buy.
hasn’t arrived in the area yet if the adventurers begin While the Helm at Highsun is the place to hear Red
with the local troubles. Larchers unwind, the Swinging Sword is the polite
social hub and neutral meeting ground of Red Larch.
1. A l l f a i t h s S h rin e Key NPCs. The proprietor of the Swinging Sword is
On the west side of the Long Road, just south of the Kaylessa Irkell (female Illuskan human commoner).
inn’s stable yard, stands what looks like a grand stone She is the fortyish matriarch of her family and a
mansion. Two wide wooden doors painted with the pleasant, sturdy woman. She is increasingly worried
symbols of many gods stand open day and night. Inside about “what’s gathering in the dark” in Red Larch and
is a plain chapel with a stone altar. brings up her concerns with any likely adventurers who
The Allfaiths Shrine is a wayside shrine used by many stop by (see “Kaylessa’s Tale,” below).
faiths and owned by none. Priests shuttle out from Kaylessa’s staff are uniformly attentive and good at
Waterdeep in pairs for month-long stays. Each pairing their work. However, two have secret masters. Ghileeda
includes priests of two different faiths arranged by (female Tethyrian human commoner), a maid, secretly
Waterdhavian temples. The most frequent combinations reports to Justran Daehl at the Helm for the Cult of
are Sune and Selune, Tymora and Lathander, and the Crushing Wave. The one-eyed stablemaster Iraun
Tempus and Oghma. The visiting priests dwell in two Thelder (male Tethyrian human guard), a onetime
simple stone rooms at the back of the temple. They bring mercenary warrior, is a spy for the Cult of the Howling
their own vestments and holy items and take them away Hatred. Iraun is entirely passive; he just reports what
again when their duties end. his normal duties show him.
Kaylessa’s Tale. Kaylessa is friendly to any the delegation from Mirabar was in Beliard two tendays
adventurer who seems likely to tarry in the vicinity, ago when he left. He is surprised by the fact that the
because she believes every monster that is slain makes dwarves have not turned up yet, since he thought they
Red Larch that much safer. If the characters don’t intended to stop in Red Larch soon.
approach her, Kaylessa tells them of recent disturbances Trouble in Red Larch. Kaylessa has a theory about
near Red Larch. She’s heard many tales about fogs the source of Red Larch’s recent troubles: it’s all related
that persist in the Sumber Hills even in bright sunlight, to an evil presence at Lance Rock. She says neither the
and sudden gusts of hot wind sweeping west out of the constable nor the town elders have helped her, so she
hills where breezes have always been cold. There have offers the characters 50 gp to investigate Lance Rock
been more violent sights, too, such as sudden bolts of and make sure no sinister forces are lurking there. (See
lightning stabbing up from the hills into a clear sky. “Lance Rock” in chapter 6.)
“Fell magic,” Kaylessa terms it, though she admits this
was an opinion shared with her, and she’s seen none of 3. The H elm a t H ig h su n
this herself. Right across the Long Road from the Swinging Sword
Kaylessa has also noticed some Red Larchers looking Inn stands a ramshackle two-story tavern. Rusty metal
both frightened and furtive, and tersely turning aside grills cover its small, dirty windows. The tavern’s name
innocent queries. If pressed, she names Mellikho the is very clearly printed in large, simple letters on both
stonecutter (area 18) and Luruth the tanner (area 19). sides of a jutting wooden sign. Atop the sign is a rusting,
Rumors of Evil. Among the guests at the Swinging oversized adornment: a warrior’s bucket helm with two
Sword is Brother Eardon (male half-elf acolyte), a eye slits (actually an upside-down washtub).
follower of Lathander, god of the dawn. Brother Eardon Inside is a large, dimly lit, wood-paneled taproom. An
roams across the small towns of the North, serving as a open-tread wooden staircase climbs to the upper floor,
messenger and itinerant priest. He recently came from which is just as dim and darkly paneled as the taproom.
Beliard by way of Westbridge, and he can confirm that Across the back of the taproom is a long bar with three
copper candle-lanterns hanging over it, and a stair night, not to mention monsters ranging from snake
leading down to the cellars. headed rats to ghostly dragons that faded away when
The Helm at Highsun is where locals relax, gossip, approached. (If you’re looking for NPCs to deliver more
flirt, tell jests and “war stories” of their working days, fanciful and outrageous rumors, the denizens of Mother
and get drunk. It’s not a place for refined dining. A Yalantha’s boarding house are perfect.)
dozen servers work shifts at the Helm; most nights, two Trouble in Red Larch. Six of the guests staying here
cover the ground floor and one waits on guests on the are watchers for the Cult of the Black Earth (equivalent
upper floor. The staff at the Helm don’t gossip, but they to bandits). They are the stone-masked folk who
direct anyone who questions them to other patrons they have been watching over the quarry by night, and the
think might talk about a particular subject. A gift of a so-called Bringers of Woe who appear in area T7 of the
drink loosens most tongues. Tomb of Moving Stones (they rush down to the tunnels
The Helm gets rowdy from time to time, but the staff is when they hear that adventurers have discovered the
ready for ordinary drunken fisticuffs. Behind the bar are hidden chambers). They don’t admit any involvement
three stout and well-used cudgels, and an old cloak used and aren’t foolish enough to hide their masks at the
as an improvised stretcher to lug drunks outside (and boarding house.
sometimes thrown over the heads of brawlers so they
can be clubbed down). 5. T h e l o r n ’s Safe Jo u rn e y s
Key NPCs. The Helm is run by the jovial but grasping Three huge sheds stand here in a triangle, surrounded
Garlen Harlathurl (male Tethyrian human commoner). by sturdy wooden wagons at all stages of assembly. The
He is a cynic bitter from failed Waterdhavian mercantile first is a workshop full of busy woodworkers, the second
ventures, but he has turned out to be an attentive is a storage area for parts such as wheels and axles, and
tavern-keeper. He has two partners: one has retired to the third houses a dozen finished wagons for sale. The
Waterdeep, and the other is the cellarer of the Helm, the foremost wagonmaker in this region, Thelorn’s is now
gruff and rotund Justran Daehl (male Tethyrian human run by two grandsons of the founder. It is a busy, always-
bandit). Justran is secretly a spy for the Cult of the bustling place that works day and night (three shifts of
Crushing Wave. workers) because making wagons of top quality takes
Rumors of Evil. One of the tavern denizens is a very time. The quality of Thelorn’s wagons is well known
drunk and argumentative caravan guard named Zomith throughout the region, with the result that workers here
(female half-ore guard). She recently quit a caravan have to toil flat-out to keep up Thelorn’s long-decreed
that came from Beliard through Westbridge, arriving in “dozen spare wagons in stock, ready to go.”
Red Larch two days ago. The caravan continued south No one here is interested in gossiping during shift
without Zomith, but she can confirm that she brawled time. There is a no-nonsense, pride-in-craft atmosphere,
with Mirabaran guards from the missing delegation and many of the workers are experts who can do top-
about fifteen days ago. She couldn’t care less what notch work with astonishing speed. Watchful children
happened to them, but she had nothing to do with their armed with skillets to bang as alarms guard the sheds
disappearance. every moment of the clock.
Trouble in Red Larch. Stannor Thistlehair (male Key NPCs. The burly Thorsk Thelorn and the taller
lightfoot halfling commoner) is a carpenter who works but thinner Asdan Thelorn (both male Illuskan human
at Waelvur’s Wagonworks (area 16). Stannor is a sneaky commoners) are the bosses here. They are fair, hard
and unpleasant fellow, but if bribed to talk (10 gp would working men who pay well to keep good workers.
do the job), he tells the characters that he’s seen his boss Rumors of Evil. If the characters ask Thorsk about
Ilmeth Waelvur disappear into a hidden tunnel in the strange customers, the busy wagonmaker recalls an
back of the work yard. He’s also seen other people sneak Amnian merchant heading north on the Long Road who
in after dark and follow Ilmeth to wherever they go, stopped for a wagon repair. His goods were marked by a
although everyone else shows up hooded or masked. strange symbol, like a bowl. The Amnian merchant paid
Thorsk well and talked about a big gathering of druids
4. M o th e r Y a l a n th a ’s he was heading to, hoping to sell kegs of beer and
This three-story, dilapidated boarding house has many various trinkets. Characters who question Thorsk can
balconies and outside staircases. Inside, the place is a get directions to Scarlet Moon Hall (see chapter 3).
warren of narrow, creaky-floored passages that snake
around small rooms made of flimsy partition walls. 6. C h a n s y r l Fine H a rn e ss
However, the atmosphere is cheerful, if generally noisy. The pungent smell of tanned and oiled leather fills
Key NPCs. The boarding house is the home of its this crowded workshop, and the walls display leather
owner and proprietor, the rail-thin, pipe-smoking saddles, reins, yokes, and harnesses for working beasts
“Mother” Yalantha Dreen (female Tethyrian human of all sizes. Stylish leather jackets, longcoats, caps,
commoner). Mother Yalantha lives in a cramped boots, leggings, bracers, belts, baldrics, and full leather
ground-floor room at the very back, and most of the armor are also in stock in all sizes.
other twenty rooms are occupied by transient laborers. Owned by its founder’s granddaughter, who oversees
However, there are usually four or five rooms that can a skilled staff of three full-timers and two part-timers,
provide an overflow for the inn if the need arises. Chansyrl’s is considered the best Red Larch harness-
All of the residents have seen (or claim to have seen, maker by caravan merchants. For some, it’s the reason
at any rate) “brigands” lurking around Red Larch at
they come to Red Larch. Chansyrl’s is a steady supplier directions to the ravine the dwarf warned them about
for many a settlement up and down the Long Road. (see “Lance Rock” in chapter 6).
Key NPCs. Phaendra Chansyrl (female Tethyrian
human scout) wears carved and stamped leather armor 8. L o r r e n ’s B ak ery
of her own making as a sort of walking advertisement. This aromatic, tidy building’s ovens and mixing bowls
With the sharp knives, awls, and punches she wears in are in use day and night. The bakery has a hanging sign
custom sheaths at her belt and strapped to her arms and consisting of a carved and painted wooden round loaf
legs, she looks like an adventurer. She has idle dreams the size of a small cart.
of traveling the North and slaying dragons, but she is The bakery always has fresh round loaves and buns
far more interested in building a mercantile empire and for sale. Its specialty is cheese-topped buns with melted
outgrowing Red Larch someday. mushroom cheese from outlying local farms.
Phaendra has heard many tales of brigands and Key NPC. The thin, energetic proprietor, Mangobarl
monster sightings and mysterious stone-masked Lorren (male Chondathan human thug), thrives on
watchers by night, but she ignores them, attending to gossip and can spin many wild tales. Few are true,
her work. She sharply advises others to do so, too.
7. H e lv u r T a r n l a r , C l o t h i e r
Tarnlar’s is the only place to buy quality clothing for a
hundred miles around. The square two-story building
stands at the intersection of the Long Road and the
Cairn Road. Its signboard is painted with the images
of a well-dressed lord and lady, one on each side of the
board. Ornate scrollwork iron bars protect the windows.
The Tarnlars used to be wagonmakers, but due to
competition, the family changed trades two generations
ago. The Tarnlars reinvented themselves as vendors
of sturdy but fashionable clothing to appeal to the
merchants and travelers making use of the Long Road.
After all, cloaks and boots wear out just like wagon
wheels, and anyone trudging for tendays on the road in
raw spring weather or bitter winter cold soon comes to
value warm garments very highly indeed.
The clothing, boots, and accessories are all fine,
warm, and sturdy, even though few Red Larchers can
afford to buy them for everyday wear. The Tarnlars live
in a comfortable apartment above their garment shop.
Key NPCs. Helvur Tarnlar (male Tethyrian human
commoner) is a snob by the standards of Red Larch.
He puts on airs of gentility, haughtily explaining to
customers that “This is how aristocrats wear their
boots in Neverwinter,” or “Hats such as this are all the
rage in Silverymoon,” even though he has never been to
those places. He refuses to speculate about local events,
saying, “Tarnlars do not deal in gossip!” However,
Helvur puts aside his pretentiousness and unwillingness
to share information for any member of the Lords’
Alliance. He directs most inquiries to his wife Maegla.
Maegla (female Tethyrian human commoner) is the
true talent in the family. She is a sharp businesswoman
who has an eye for good merchandise. She is also
the mother of four bold and adventurous children.
She also helps those who serve the interests of the
Lords’Alliance.
Trouble in Red Larch. The Tarnlar children (two
boys and two girls, aged seven to ten) are eager to
befriend and follow adventurers as a possible escape
from their everyday chores. A couple of tendays ago,
the Tarnlar children were out berry-picking in the
direction of Lance Rock when they met a grizzled dwarf
prospector who warned them away from Lance Rock
“because there’s plague there.” Maegla has no idea
what they’re talking about, but the children can provide
and none of the secrets are his own. He is a staunch, dangers of the wilderlands” and “such nonsense as
discreet ally of the Zhentarim and a useful source of dark magic.” Nahaeliya inherited the business from her
no-questions-asked aid to anyone of that faction. Lorren father, who was a respected town elder, but she hasn’t
doesn’t volunteer this information, but some of his yet been approached for membership in the Believers.
distant relatives have Zhentarim connections, and he’s
always willing to help the Black Network. 11. J a le s s a O r n r a , B u tc h e r
Trouble in Red Larch. Mangobarl heard about Pell Next door to Drouth’s Fine Poultry stand four identical
Mhandyvver’s scare at the Haunted Tomb (see the single-story stone buildings, running back from the
“Haunted Tomb” encounter in chapter 6) and went to street in a line. The front building has a painted sign
look for himself. He saw a goblin near the spot, and of a ham being carved by a cleaver, accompanied by
figured that a gang of the creatures had moved in and no words. This is the workplace and shop ofJalessa
rigged a “haunt” to scare off intruders. He tells any Ornra (female Illuskan human commoner), Red Larch’s
Zhentarim character that it might be worthwhile to talk butcher. The second building is her smokehouse, joined
to Minthra Mhandyvver (area 14)—treasure could be to the shop by an underground cold-cellar where meats
hidden in the tomb, and it shouldn’t be left to a band are stored. The third building often has wash hanging
of goblins. by clothesline outside, and is the home Jalessa shares
with the town’s constable, Harburk Tuthmarillar (male
9. T a n t u r Sm ithy Tethyrian human veteran).
Both ends of this soot-stained building are massive Red Larch doesn’t have a jail or court. The shop is
stone blocks that rise into tall, wide chimneys. The din the closest thing. Harburk employs four trusties, who
of forge hammers rings out late into most nights. Eldras bunk in the fourth building. The trusties are assistant
Tantur (male Turami human thug) has been Red Larch’s constables (human guards) who also work for Jalessa as
blacksmith for a decade and a half and has taken only a cutters and preservers, brining and salting meat, then
handful of days off work in all that time. Eldras and his sealing it into small kegs for shipment or storage.
children—a strapping son and two strong daughters— Harburk and his trusties discuss matters of law
are skilled smiths who can make almost anything that enforcement and peacekeeping while butchering.
requires no specialized alloys or treatments. They can They’ve also been known to hang drunks by their belts
temper swords and reinforce armor, and they often from meat hooks to sober up.
repair tools and weapons. Key NPCs. Harburk and his trusties are some of
The Tanturs rarely emerge from their smithy. They the busiest people in Red Larch, because they work as
work all day long every day filling endless orders for butchers in addition to shifts keeping the peace in the
hasps, hinges, locks, and chains, plus hardware for town. Harburk is known for napping instead of taking a
wagons such as cotter pins, bolt rings, wheel rims, and full night’s sleep.
wheel hubs. Harburk hasn’t quite figured out that he has four
Key NPCs. Eldras is a plain-dealing sort who knows elemental cults on his doorstep. He knows there are evil
almost nothing of the current mood and troubles in Red and secretive groups in the Sumber Hills—the rumors
Larch, since he’s so rarely away from his forge. can’t all be false—but he isn’t sure just what is out there.
His wife Laefra, who orders metals via the merchants Adventurers who could go investigating where he dares
she deals with, hears much of the troubles, but she not would be a godsend.
tells Eldras and their children none of it. Life is better Trouble in Red Larch. Harburk has heard tales
undarkened by such matters, she figures. of banditry on the Cairn Road south of town, and he
knows of several potential hideouts. He doesn’t have
10. D r o u th Fine P o u ltr y the time to wander around the countryside on what he
This largest of the two Red Larch poultry shops is ever- thinks is a wild goose chase, but he provides eager new
bustling thanks to thriving local farms and the endless adventurers with directions to one or two likely spots.
appetite of communities along the Long Road. Two or See the “Bears and Bows” encounter in chapter 6.
three wagonloads of skewered capons in casks of oil
depart this establishment daily, to be finished over far- 12. D o rn e n F in e sto n e
off hearths. This plain square building is always coated in a gray-
The one-story building is long, narrow, and white shroud of rock dust. It’s the business office of
nondescript on the outside, but the name of the business the busy Dornen quarry, run by Elak Dornen (male
is painted above the double entry doors (wide enough Tethyrian human noble). The office displays samples
for a wagon). Inside, feathers drift in the air. Cages of cut stone as well as “raw” samples from the quarry.
and casks sit at the street end of the building, followed Records of orders and old employment rolls are neatly
by two brick cooking-hearths, long and bloodstained sorted in cabinets behind a wooden counter. Dornen is a
cutting tables, and a plucking area in the back. The hard master to some twenty workers, and he insists on
feathers are heaped in open handcarts that are taken keeping careful records.
away for washing and eventual sale as pillow stuffing. Key NPC. The Believers have no formal leader, but
Key NPC. The proprietor and owner, Nahaeliya if they did, Dornen would be it. He is a longstanding
Drouth (female Tethyrian human commoner), has built member who serves as the deciding vote on questions
up her business by becoming a trusted supplier to inns about who to induct into the secret group and how to
across the valley. She prefers not to know about “the use their collective influence to arrange business in
Red Larch. He is a stern and inflexible man, and he 15. H a e le e y a ’s
enjoys the power he gains from bending other Believers Originally from Amn, Haeleeya Hanadroum (female
to his side. human Tethyrian commoner) operates a bathhouse
Trouble in Red Larch. Dornan is an eager convert and dress shop in her large, well-appointed home.
to the message of the Black Earth priest Larrakh. He Half-barrels planted with aromatic herbs and flowers
sees a day coming soon when he and the other Believers flank the entrance, and the windows are decorated
openly take power. If bothered by nosy adventurers, with flower-filled window boxes. Inside is a tidy room
Dornan tells them he’s heard stories of a lost treasure that functions as a dressmaker’s shop and fitting room.
and mysterious villains lurking in Tricklerock Cave (see Beyond two sets of doors are bathing chambers that
the “Bloody Treasure” encounter in chapter 6). emanate pleasant smells and warm dampness.
Unlike Tarnlar’s down the street, Haeleeya’s caters
13. I ro n h e a d Arms to local women seeking dresses for special occasions;
Three years ago, an old sellsword and caravan guard she makes few garments for men. The bathhouse is a
by the name of Feng Ironhead decided to settle in Red steadier business, since many of the older women of
Larch and open a shop dealing in arms and armor, Red Larch visit the baths regularly to trade gossip.
both new and used. Over a long career of shepherding Key NPC. Haeleeya hears all the gossip shared in
caravans and pack trains from one end of the North to the baths, but she keeps her own counsel, unless the
the other, Ironhead (male half-ore veteran) decided that inquirer is affiliated with the Emerald Enclave. When
there was money to be made by keeping guards-for-hire Haeleeya was young, she became lost in the wilderness.
and mercenaries supplied with decent, affordable gear. An Emerald Enclave ranger rescued her, and she’s been
Key NPCs. Ironhead is a surprisingly genial half-ore. a friend to faction members ever since.
He has a little skill at weapon and armor repair and
sometimes fixes up used gear for resale. His true talent 16. W a e lv u r’s W agonw orks
is a keen eye for ordinary weapons and armor that can Ilmeth Waelvur (male Tethyrian human bandit)
stand up to hard use and bad weather. Ask him which operates a cheaper alternative to Thelorn’s Safe
of his battleaxes is best, and Ironhead offers an honest Journeys, making and selling replacement wheels and
(and accurate) answer. He isn’t a very good businessman axles for wagons. The workshop is a cluttered, untidy
and barely breaks even, but he doesn’t seem to care. shed surrounded by dozens of wagons shrouded in
worn canvas tarpaulins. A crudely hand-lettered sign
14. M h a n d y v y e r’s P o u ltr y over the wide main door proclaims this to be “Waelvur’s
This wooden building grew haphazardly for many years, Wagonworks.” Ilmeth spends most of his time repairing
shooting out single-story wings and annexes untidily wagons and making heavy-duty wagons and sledges for
in all directions. The interior looks like a barn or attic, the local quarries.
with exposed beams and posts. Pens with live chickens Inside, half a dozen wagons stand in various stages of
fill most of the odd corners and halls of the building, assembly, surrounded by stools, ladders, and benches.
leaving only a narrow aisle down to the back, where the Wooden pillars support a loft that is an open latticework
Mhandyvvers live. Their rooms are separated from the of boards, serving as home to some birds and storage
chicken pens by a workroom with cutting benches and a for scores of wooden wagon wheels. Ilmeth employs
central hearth. half a dozen laborers who drink heavily as they work.
Mhandyvver’s is the less impressive of the two local Everything here is far messier but far cheaper than
poulterers, but is a favorite with Red Larchers. Kindly Thelorn’s.
old Minthra “Minny” Mhandyvver (female Tethyrian Key NPCs. Ilmeth is a hard-drinking, sullen man who
human commoner) and her three grown children sell cares nothing for the troubles of others. He is one of the
chickens live or roasted and preserved in oil, pickled Believers, and he hopes to use the group’s influence to
chicken livers, and eggs both fresh and pickled. run the Thelorns (his hated rivals) out of business. An
Key NPC. Minny has the demeanor of a kindly old old cellar door in the back of his cluttered work yard
dodderer, but she is sharper than she appears. Among actually covers a tunnel leading to area T1 in the Tomb
other things, she knows that a group of town elders of Moving Stones (see chapter 6).
(including Elak Dornen, Ilmeth Waelvur, and Albaeri Trouble in Red Larch. The halfling Stannor
Mellikho) belong to a secret club and pull many strings Thistlehair, one of the workers here, has spotted Ilmeth
in town. She thinks that the Believers are harmless, and the other Believers sneaking in and out when no
but shares what she knows if adventurers she comes to one is supposed to be around, but Stannor is unwilling
trust ask for her advice. to say anything if questioned here for fear that Ilmeth
Trouble in Red Larch. Recently, Minny’s adventurous might overhear him.
young granddaughter Pell had a frightening encounter
with a “ghost” near a long-forgotten tomb a short
distance outside of town. Minny has ordered the girl
to stay away, but she wonders what Pell saw, and she
thinks that someone ought to “make sure it’s safe.” The
directions Pell provides lead to the “Haunted Tomb”
encounter in chapter 6.
17. G a e lk u r ’s work a night shift by torchlight. Over the last month or
This seedy wooden building serves as Red Larch’s two, they’ve been scared off by mysterious dark-robed
used tools and goods shop, its barber, and an unofficial figures wearing stone masks, who watch them from
second tavern for locals. Inside is a cluttered shop the shadows.
full of lounging customers—most of them men in The masked watchers are actually members of the
no particular hurry to be waited on—with old hair Black Earth cult who work as laborers in the town’s
clippings trodden underfoot on the sagging board floor. harness shops or warehouses; they are staying in
Marlandro Gaelkur (male Tethyrian human commoner) Mother Yalantha’s boarding house. Mellikho is in on the
is the shopkeeper and barber. In addition to providing plan to scare off her own stonecutters; the Believers use
grooming, he deals in used (and sometimes shady) items the quarry to meet with Larrakh, the Black Earth priest
with no questions asked. hiding out in the Tomb of Moving Stones.
Gaelkur’s true trade is unsuspected by other If the characters visit the quarry and begin asking
Red Larchers. He runs the shop as a front for his questions, Albaeri Mellikho claims that rumors of
counterfeiting business. Gaelkur coats cheap coins strange watchers are overblown. She then suggests that
(or simple iron plugs) in thin plating of more valuable if the characters are looking for something to test their
metals, then marks them appropriately with stamps and mettle, there is a legendary treasure that is said to be
dies of his own making. hidden in Tricklerock Cave, and provides directions.
Key NPC. Marlandro is a skilled engraver and was (This leads to the “Bloody Treasure” encounter in
once a jeweler’s assistant in Baldur’s Gate, making chapter 6.) She knows the cave is dangerous and hopes
mountings for stones and entire rings. He counterfeits that the characters get themselves killed there, putting
only when the shop is shut up and he’s alone, but most an end to awkward questions, but tries to pass off her
days and much of every night, Red Larchers drop by suggestion as a “helpful” rumor.
to talk. Lately every wild tale of odd and suspicious
things that have been seen locally seems to come up for 19. L u r u th ’s T a n n e ry
discussion. This former warehouse reeks with an eye-watering,
Rumors of Evil. Larmon Greenboot (male Tethyrian throat-closing stench that obliterates all other smells
human commoner), a local shepherd, can be found at within a bowshot of the place. Inside are stretching
Gaelkur’s. He has been telling and retelling the story racks, cutting tables with sharp knives and scraps of
of finding mysterious freshly dug graves in the Sumber tanned hide, a back room of finished leather ready for
Hills (see “Rumors in Red Larch” in chapter 3). sale, and six huge, open-topped vats containing various
foul-smelling, caustic liquids used in tanning.
18. M e llik h o S to n e w o rk s The proprietor is Ulhro Luruth (male Chondathan
A sign set on two posts in a scrap of weedy lawn out human commoner). He can’t smell a thing, thanks to
front of this small house reads “Mellikho Stoneworks.” years of working in tanneries. He and his five loyal,
The quarry pit begins just behind the house, which terse assistants live and work here.
serves as the business office and the home of the Key NPC. Luruth is one of the Believers. He knows
quarry owner, Albaeri Mellikho (female Tethyrian he’s not supposed to talk with outsiders about the secret
human commoner). Mellikho herself oversees the society, but he’s not too bright and might assume that
work in the quarry, cajoling and cursing the sweating questioners know more than they do.
stonecutters here.
A hidden tunnel in the quarry pit leads to area T9 in 20. B e th e n d u r’s S to ra g e
the Tomb of Moving Stones (see chapter 6). Mellikho Four identical, well-built warehouses stand here in
and the other Believers know about the secret entrance ground covered in raked gravel and cinders. The
in the quarry, but the stonecutters working here do moment anyone sets foot past the sign that says
not (it’s well disguised as a “collapsed” and abandoned “Bethendur’s Storage/Rent Space by tenday, month, or
storage tunnel). year,” a tall, smiling man emerges to meet them. This is
Key NPC. Albaeri, a pot-bellied and usually jovial Aerego Bethendur (male Tethyrian human noble). He
whirlwind of a woman, is one of the Believers. She is assisted by three burly clerks and porters, who are
is worried about the moving stones in the hidden former mercenary thugs.
chambers below Red Larch being more active lately, but Aerego asks no questions, so anything can be stored
she is reluctant to share her concerns with strangers. here. Stored items that don’t move or burst out of their
Trouble in Red Larch. When orders for her stone containers are left strictly alone, though crates that
are backed up, Mellikho usually has her stonecutters begin to smell of death are taken out back and opened.
If they contain dead bodies (rare, but it happens),
Aerego burns them without a word to the constable or
Crumblecake anyone else.
To the average citizen ofWaterdeep, Red Larch is known only Key NPCs. Aerego is a Believer, although his
for crumblecake, a local specialty. This much-maligned but attendance is spotty and he is beginning to wonder what
hearty food is useful on the trail: baked loaves of turkey and
wildfowl scraps, nuts, and chopped roots and greens, mixed exactly the mysterious priest Larrakh (see “The Tomb of
in a chickpea mash. It is bland at the best of times, but badly Moving Stones” in chapter 6) has in mind for Red Larch.
made crumblecake tastes terrible.
21. T he M a r k e t by a dozen similar books. (If the characters investigate,
This muddy, well-used field is ringed with outhouses this leads to the “Womford Rats” encounter in chapter
and rings of stones that have obviously been used as 3.) Endrith is willing to sell the tome for 50 gp, although
cook-fires or trash burn sites many times in the past. he lets a Harper have it for 25 gp.
Once a tenday, it’s crowded with wagons from nearby
farms. Farmers drive in from homesteads miles away to S c a n d a l a n d R e b u ild in g
sell all manner of in-season produce, cheese, cider and If you run the “Tomb of Moving Stones” adventure in
cider vinegar, and last year’s pickled beets in jugs. chapter 6, the exposure of the Believers leads to some
On the other nine days of the tenday, only one Red big changes. Even if the Believers can avoid a murder
Larcher is here, a half-orc named Grund. Grund (male investigation, the folk of Red Larch are scandalized to
half-orc thug) is the village simpleton. He ekes out a learn that many of their most respected fellow citizens
living by making pickles in vats at the end of the field. were part of a secret cabal. This discovery launches a
Key NPC. Grund is a happy, dim-witted sort. The whirlwind of gossip, innuendo, and recrimination.
other vendors all pilfer from his open pickling vats, and The other citizens of Red Larch shun the Believers for
he cheerfully lets them. He’s easy comic relief when the next several months, and the Believers turn against
encountered here, but the adventurers meet him in more one another. Many retreat into seclusion. Leadership
unpleasant circumstances in area T3 of the Tomb of of Red Larch passes to Harburk, but he’s too busy as
Moving Stones (see chapter 6). constable. After a month, Jalessa Ornra becomes Red
Larch’s mayor. She’s liked and known for common
22. V a lliv o e ’s S u n d rie s sense, so the townsfolk rally around her.
Aside from the bewildering profusion of doors, barrels, The townsfolk pitch in to cover the sinkhole and shore
rotting old furniture, and tools leaning against its up walls and ceilings against future cave-ins.
outside walls, this building looks like a private home.
A small, faded sign on the front door reads “Vallivoe’s
Sundries.” Rooms are crammed to the rafters with new E x p lo rin g th e V a lle y
wares and used items of all sorts. At the beginning of the adventure, the player characters
Endrith Vallivoe (male Tethyrian human commoner) know they are up against a mysterious threat.
is a retired caravan merchant who sells new and used Something isn’t right in the Dessarin Valley. To find out
goods: furniture, lamps, carpets, mirrors, weapons, what exactly threatens these lands, they must leave Red
shields, helms, and a little bit of everything else. Almost Larch and venture out into the wider vale. Much of the
anything might be available to buy here, buried under early action of the adventure involves visiting different
heaps of other stuff, and Vallivoe carries a good running sites in and around the valley, solving problems and
inventory in his head. He’s the only vendor in town digging up clues that can lead the party to the Haunted
selling blank books and parchment. Keeps—and then on to their confrontation with the
Key NPC. Endrith is a shy, scuttling little man who elemental cults and the discovery of the temple complex
employs a small army of local children. He’s heard below the Sumber Hills.
most of the rumors and monster sightings, but doesn’t
know—-and doesn’t want to know—what’s really going T ra v el
on. However, he watches and listens attentively. He It can take a full tenday for a slow-moving group—say, a
is friendly toward the Harpers and shares all of what merchant caravan—to trudge from Red Larch to Triboar.
he sees and hears with any Harper who asks. He is a The Dessarin River is an obstacle to any group without
useful, loyal informant and contact, though he’s not a boat, since no crossing can be found between Ironford
really cut out for any derring-do. and the Stone Bridge.
Trouble in Red Larch. If one or more characters When the player characters set out to travel to another
seem interested in helping the town with its recent location, they either know how to get there or they don’t.
troubles, Endrith says, “I don’t know if it’s relevant, but I All settlements are known sites—it takes only a few
overheard someone say that they saw a skull pinned to a minutes of asking around to get sufficient directions
tree with a black arrow, like some kind of dire warning to another town. Likewise, the Dessarin River and
or ill omen. It was a half day’s walk along the Larch Stone Bridge are well-known landmarks. Feathergale
Path, then about four miles east into the hills.” If the Spire is known to anyone in Red Larch. Rivergard
characters investigate this lead, run “The Last Laugh” Keep is known to some people in Bargewright Inn and
encounter in chapter 6. Womford. Summit Hall is known to anyone in Beliard
Rumors of Evil. Endrith bought a strange old book and Womford. The Halls of the Hunting Axe site is
from a passing merchant just a couple of days ago. The known to anyone in Beliard. Characters from the area
book is a beautifully illuminated manuscript written in or drawn here by a particular hook might know these
Dwarvish. Endrith doesn’t read Dwarvish, so he doesn’t locations.
know what is in it; a character who can read the words All other sites are unknown, so the characters need to
can tell that it’s a genealogical history of the dwarf clans find such locations. For more on wilderness travel, see
of Mirabar. If asked how he got it, Endrith explains that chapter 5, “Adventure Environments,” of the Dungeon
he bought it from a peddler passing through town. The Master’s Guide.
peddler told Endrith that he bought it from a shady
keelboat skipper in Womford, who had somehow come
R andom E n c o u n te rs Later Travels
Most of the Dessarin Valley is wilderness in which Day Night Encounter
wildlife is abundant and monsters common. 2 — Aarakocra war band*
Frequency. Check for a random encounter in the — 2 2d6 jackalweres
morning, afternoon, evening, and midnight. Roll 1d20; 3 3 1d3 manticores
an encounter occurs on an 18 or higher. 4 4 1d3 + 1trolls
Range. Place an encounter at a range that fits 5 5 Elktribe hunters*
the story you want. Every encounter need not be a — 6 1d8 will-o’-wisps
confrontation. Some encounters can foreshadow their 6 — Knights of Samular*
onset or allow the characters to choose to avoid them. 7 — Homestead*
Difficulty. During chapters 3 and 4, use the “Early — 7 1d2 ghasts and 1d4 + 2 ghouls
Travels” random encounter table. During chapter 5, 8 8 1d4 + 1gargoyles
use the “Later Travels” table. At any point during travel
on or very near the Dessarin River, use the “River 9 9 Air cult skyriders*
Travels” table. Roll 1d12 + 1d8 to determine what the 10 10 Water cult raiders*
adventurers run into. 1 11 1d6 + 2 bugbears
Asterisks. Encounters marked with an asterisk have 12 12 Fire cult war band*
explanations that appear after the tables. 13 13 Earth cult marauders*
14 14 2d4 ogres
Early Travels 15 — Caravan*
Day Night Encounter — 15 1d4 + 1wights
2 — Aarakocra scouts* 16 16 2d4 mephits*
— 2 1d4 + 1jackalweres 17 — Dwarf miners*
3 — Knights of Samular* — 17 1d3 vampire spawn
4 3 Pilgrims* 18 18 1d3 elementals*
— 4 1d2 owlbears 19 19 1 bulette
5 5 Elktribe hunters* 20 20 1d2 hill giants
6 6 1d3 ankhegs
7 7 1d3 + 1 bugbears Aarakocra Scouts. These 1d4 + 1 aarakocra attack
8 8 1d4 + 1orcs those who appear to be elemental cultists. Otherwise,
9 — Dwarf miners* the aarakocra might be helpful.
10 — Caravan* Aarakocra War Band. Awar band consists of 1d6 + 3
1 — Homestead* aarakocra and an air elemental. They interact like the
12 9 Air cult scouts* scouts, above.
Air Cult Scouts. A group of scouts for the air cult
13 10 Water cult marauders* consists of 1d4 + 1 hurricanes in wingwear. See chapter
14 1 Earth cult robbers* 7 for the cultists’ statistics and wingwear description.
15 12 Fire cult raiders* Air Cult Skyriders. One Feathergale knight leads
16 13 1d4 + 1gnolls 1d4 Skyweavers. They all ride giant vultures. See
17 — Shepherds* chapter 7 for the cultists’ statistics
18 14 1d6 + 2 wolves Caravan. A caravan consists of a merchant and his or
19 15 1d3 ogres her entourage heading for the nearest settlement. The
— 16 1d2 gargoyles group consists of 1d4 + 2 guards, 2d4 commoners, and
— 17 1d3 + 1ghouls the caravan leader (a spy).
20 18 1d2 perytons DwarfMiners. A band of dwarf miners consists of
— 19 1d3 wights 1d4 + 1 shield dwarf scouts and a pugnacious leader (a
shield dwarf thug).
— 20 The Watchful Knight* Earth Cult Marauders. A band of marauders for the
earth cult consists of 1d4 + 1 Black Earth guards, a
River Travels Black Earth priest, and 1d4 - 1 ogres. See chapter 7
Roll Encounter for the cultists’statistics.
2-3 Aarakocra scouts* Earth Cult Robbers. These earth cult robbers stake
4-5 Air cult skyriders* out spots to waylay Passersby. The group consists of
6-9 River pirates* 1d4 + 1 bandits and 1d4 Black Earth guards (see
10-14 Keelboat* chapter 7).
15-16 1d4 merrow Elementals. A small group of elementals wanders
freely. Roll a d4 to determine the type of elementals: 1,
17-18 2d4 ghouls air; 2, earth; 3, fire; 4, water.
19-20 1water elemental Elk Tribe Hunters. This group includes a berserker
and 1d4 + 1 tribal warriors. They are hostile (see “The
Uthgardt Tribes” section at the end of this chapter).
Fire Cult Raiders. The fire cult sends out raiders that A m p h a il
include 2d6 Eternal Flame warriors and an Eternal
Flame priest. See chapter 7 for the cultists’ statistics. Amphail lies on the Long Road, about three days’ ride
Fire Cult War Band. A war band of the fire cult north of Waterdeep. The town is named after Amphail
consists of 1d6 Eternal Flame warriors, an Eternal the Just, one of Waterdeep’s early warlords, who is said
Flame priest, and 1d3 hell hounds. See chapter 7 for to haunt the surrounding hills in spirit form, frightening
the cultists’ statistics. away monsters. Horses are bred and trained here, rich
Homestead. The party discovers a homestead. Roll Waterdhavians maintain secluded estates in the hills,
a d6 to determine the race of the people there: 1-3, and farmland is plentiful. Stands of dark duskwood and
Tethyrian human; 4, Illuskan human; 5-6, halfling. A spruce trees are everywhere.
homestead consists of 1d6 adult commoners and 1d6 In one corner of the town square stands the Great
- 1 noncombatant children. Residents might provide Shalarn, a black stone statue of a famous war stallion
friendly adventurers with food and shelter. bred in Amphail long ago. Gelded by a prankster, the
Keelboat. A river trader’s keelboat carries 1d4 + 4 rearing horse is often painted bright colors by high-
commoners (the sailors), 1d4 guards, and a captain (a spirited locals. Children are allowed to hurl stones at
spy). They are willing to offer passage to adventurers birds perched on the statue, to keep it free of droppings.
heading in the same direction. The children often climb it themselves and cling
Knights of Samular. This armed patrol consists of precariously to the high, tilted saddle, waving their
1d4 veterans and 1d4 guards. They hail from Summit arms and commanding imaginary armies into battle.
Hall and offer a hearty “Well met!” to the characters. Within spitting distance of the statue is the Stag-Horned
Mephits. Several mephits travel in a pack. Roll a d6 to Flagon, a cozy tavern.
determine the mephit type: 1, dust; 2, ice; 3, magma; 4, Reason to Visit. Great Shalarn is a popular place to
mud; 5, smoke; 6, steam. leave cryptic messages, either tucked under the statue’s
Pilgrims. A group of pilgrims includes 2d6 hind hooves or slid between the sculpted curls of its tail.
commoners, 1d4 + 1 guards, 1d4 acolytes, and a
priest bound for a holy or special site. They’re happy B a rg e w rig h t In n
for company. Once a hilltop wayside inn, this site has become a
River Pirates. A keelboat carries 2d4 bandits, 1d4 walled community of ramshackle, often-rebuilt wooden
thugs, and a pirate captain (a bandit captain). towers and buildings now entirely cloaking a hill that
Shepherds. A group of shepherds watch over herd overlooks the village of Womford across the river.
animals. Roll a d6 to determine the shepherds’ race: Bargewright Inn reeks of manure and filthy mud.
1-4, human; 5-6, halfling. The group consists of 1d4 It houses blacksmiths, dealers who buy and sell
commoners and 1d2 leaders (scouts). horses, mules, and oxen, wheelwrights, coopers, and
The Watchful Knight. Once, this helmed horror wagonmakers. It has inns, stables, and warehouses, and
stood watch in the common room of the Inn of the two concentric rings of high protective walls with gates
Watchful Knight in Beliard. It chooses one character that are firmly closed and barred by night. (Individuals
at random, advances to within 5 feet, then studies the can pay stiff fees to be raised and lowered after sunset
target for several seconds. If attacked, it fights back, on rope-slung chairs, but nothing beyond what they can
retreating after it loses half its hit points. Otherwise, it carry can pass.)
follows the chosen character for 1d3 days, guarding its Bargewright Inn fell under Zhentarim influence a
temporary master in combat. At the end of that time the few years ago. Any member or ally of that faction can
helmed horror wanders off again. find a discreet welcome (and few or low fees) within
Water Cult Marauders. A marauder gang of the its walls. The Zhentarim spy on everyone, even each
water cult consists of 2d6 Crushing Wave reavers, a other (or as one merchant put it, “especially each
Crushing Wave priest, and 1d2 fathomers. See chapter other”). Bargewright Inn is ruled by a plutocracy of
7 for the cultists’ statistics. business owners, most of whom are in the pockets of
Water Cult Raiders. A group of raiders from the the Zhentarim. The unofficial leader is Chalaska Muruin
water cult includes 2d6 Crushing Wave reavers, a (female Damaran human veteran), the terse, cold-eyed
Crushing Wave priest, and a one-eyed shiver. The “Senior Sword” and master of the gate guards.
leader is a Dark Tide knight mounted on a giant The largest inn, The Old Bargewright, was recently
crocodile. See chapter 7 for the cultists’ statistics. rebuilt as a substantial stone structure with thick
walls, secret passages, and private chambers separated
V a lle y S ite s from nearby rooms by sealed-off passages. Innkeeper
Nalaskur Thaelond (male half-elf spy) keeps careful
The Dessarin Valley has been a well-used highway into watch over who comes and goes from his inn; it’s where
the heart of the Sword Coast North for an age upon an Zhentarim meet to broker deals in commerce illicit
age, and it has seen the ravages of many orc hordes, in Waterdeep, such as smuggled goods, poisons, and
the rise and fall of a dwarven kingdom, frequent bands certain magic.
of brigands, and much more. Adventurers exploring Reason to Visit. Thaelond is the local leader among
the Sumber Hills and vicinity might visit many sites of the Zhentarim and a key contact for characters with a
interest as they trek across the valley. connection to that faction. It’s also where two side treks,
“The Long Road” and “New Management,” start (see foodstuffs preserved in vast storage cellars, vats, ricks,
chapter 6). and squat stone grain-towers.
Now run by Abbot Ellardin Darovik (male Tethyrian
B e lia rd human priest), Goldenfields is a stronghold of the
One of the more pleasant-looking villages in the Emerald Enclave. Members of that faction are as
Dessarin Valley thanks to its many trees, Beliard is a welcome here as clergy of Chauntea; many of them
market-moot for local cattle drovers. It surrounds the stay for months at a time to help with the work and the
intersection of the Dessarin Road with the Stone Trail. vigilant defense of the farm against insects and blights,
Beliard is home to many cattle ranchers whose herds as well as would-be vandals and plunderers. Hired
roam the hills around it, particularly to the east. The adventurers patrol the walls and the land immediately
village offers a public well, as well as a pond where around them, watching for anyone approaching. More
harnessed horses or oxen can be driven through the than five thousand people live and work in Goldenfields
water to bathe them, drive off flies, and let them drink. year round, farming more than twenty square miles of
It’s also home to a tanner, a smith, some horse dealers tillage in gangs of hard-working gardeners.
and trainers who keep extensive stables, and an inn: No guest at Goldenfields ever leaves hungry, and the
the venerable, popular, and several-times-expanded farmer-priests expect that everyone should leave with
Watchful Knight. The inn was originally named for an “food for a tenday or more on the road, and seeds for the
inoperative helmed horror that stood in the common future beyond that.”
room, but the creature mysteriously vanished years ago. Reason to Visit. Darovik is a useful contact for
The innkeeper went missing shortly thereafter. characters with a connection to the Emerald Enclave.
In recent years, bodyguards and mercenaries formerly Goldenfields is also an intended destination of the
active in Waterdeep and along the Heartlands trade missing delegation, though they obviously never arrived.
routes retired to Beliard, and their presence makes
nearby brigands reluctant to raid the village directly. H a lls o f th e H u n tin g A xe
Because so many big-city folk settled here, rumors These monster-haunted ruins were once a grand and
persist of cached treasure buried or otherwise hidden important city in the shield dwarf kingdom of Besilmer.
all over Beliard, but aside from a sack of gold coins The old city was a small forest of stone roundhouses,
found walled away behind stones in a chimney, nothing interlaced with gardens and joined by walls into one vast
has yet been found—nothing that has become public and sprawling building. It was surrounded by a moat fed
knowledge, at least. by underground springs; splendid stone statues of heroic
Reason to Visit. Beliard was the last place anyone dwarves stood on high pedestals wherever one turned.
saw the missing delegation from Mirabar (described in All trace of the gigantic building is gone now except the
chapter 3). foundations of its thickest, highest walls, which jut like
lines of stone teeth from thickets of trees and creeping
C u l t E n c a m p m e n ts vines. For centuries, shards from magnificent windows
Two cult encampments are marked in specific positions of stained glass that once adorned the Halls have found
on the regional map. These play a part in the events and their way into beautiful and distinctive glass bottles
cult reactions of the adventure. blown locally.
Stories in nearby Beliard warn of predatory creatures
H a a y o n ’s Camp lurking in the extensive ruins. Despite forays by
This is the camp of Haayon the Punisher, described in adventuring bands and dwarves determined to reclaim
the “Wrath of the Elements” section of chapter 5. The and explore the ruins, the halls rarely stay empty for
camp is here only after the characters have defeated the long. As a result, travelers usually give the Halls of the
air prophet and water prophet, or forced them to retreat Hunting Axe a wide berth.
from their respective temples. Many dwarves and most local Harpers believe King
Torhild Flametongue, the founder of Besilmer, lies
R eav er Ambush entombed with his legendary greataxe somewhere
This is the camp of water cult reavers, described in the beneath the Halls. (The rumor is true.) Some dwarven
“Early Investigations” section of chapter 3. The camp legends go further, saying the royal tomb was long
is here only until the characters defeat Jolliver Grimjaw deliberately sealed off by dwarves and that a fearsome
(chapter 3) or Gar Shatterkeel (chapter 4). curse befalls anyone who disturbs Torhild’s rest.
Reason to Visit. Characters have a chance to explore
G o ld e n fie ld s Torhild’s tomb in the “Halls of the Hunting Axe” side
Goldenfields is a huge walled temple-farm dedicated trek in chapter 6.
to Chauntea, the goddess of agriculture. Called “the
granary of the North,” it’s the only reason many H a u n te d K eeps
Northerners ever taste soft-fleshed fruit larger than In the southwestern Sumber Hills stand four ruined
bush berries. Waterdeep, Secomber, Yartar, and points keeps built centuries ago by a band of adventurers,
beyond consume the temple’s reliable output: carefully the Knights of the Silver Horn. According to most
husbanded grains and dried, oil-packed, or salted locals, these crumbling stone castles are haunted by
ghosts and prowling monsters. Sensible valley dwellers Keep is secretly the stronghold of the Cult of the
avoid them. Crushing Wave.
In recent years, four elemental cults have taken over
the keeps. The cultists are careful to keep the curious H e lv e n b la d e H o u se
outside their walls—or to make sure visitors who Northwest of Westbridge, on the forest’s edge, stands
learn the truth either join the cult or never return from Helvenblade House, the principal country estate of the
their visit. Silmerhelve noble house of Waterdeep. It consists of a
Reason to Visit. These four sites are central to the fortified manor, stables, a guest lodge, and two outlying
adventure (see chapter 3) and places where characters hunting lodges connected by grass paths that enclose a
confront the Elemental Evil cults directly. food and herb garden and a small lawn. A large, lightly
F e a t h e r g a l e Spire wooded hunting preserve extends for several miles from
the manor.
Home to the flamboyant Feathergale Society, this tall The Silmerhelves visit perhaps six times a year, and
stone tower stands on a height commanding splendid the rest of the time the sleepy estate is left to the live-in
views across the Sumber Hills. It can be seen from afar staff. Helvenblade has never been overrun by bandits
by anyone traversing the hills and is used as a private or otherwise put to ruin; the servants ascribe this to its
retreat by an elite hippogriff flying club comprised of protection by the “family ghost.” In reality, a secretive
rich Waterdhavians calling themselves the Feathergale dragon named Umsheryoth (adult male bronze
Knights. These “knights” affect a dashing image and dragon) guards the house and has been a friend to the
are given to drinking, singing, wearing fashionable Silmerhelves for generations.
clothing, and general revelry. The club is a cover for the Reason to Visit. Helvenblade House offers a respite
Cult of the Howling Hatred. Cult warriors watch the from the machinations of the elemental cults, and the
surrounding area but leave travelers close to the spire “family ghost” could prove an unusual but potent ally.
alone. They want to avoid drawing attention to their
activities for now. H ig h F o r e s t
S a c re d S to n e M o n a s te ry Although much shrunken from its ancient boundaries,
This “keep” is actually an old stone temple built in a the High Forest is still vast and mysterious. Larger
rocky vale at the southern edge of the Sumber Hills. It than some kingdoms, it’s big enough to encompass
was recently reborn as the Sacred Stone Monastery, mountains within its depths. It is home to treants of
home to reclusive monks dedicated to a mysterious gigantic size, stags with antlers as wide across as a
“Way of the Sacred Stone,” which sages across Faerun wagon, brown bears bigger than large sheds, owlbears,
have never heard of because it’s merely a cover for the wolves, and unicorns. Woodcutters and even outlaws on
Cult of the Black Earth. the run dare visit only the verges of the High Forest. As
The monastery is the surface stronghold of the earth everyone knows, those who venture too deep are seldom
cult, and it functions as the guarded entrance to the seen again.
Temple of the Black Earth beneath it. All of the monks In the northwestern High Forest stands Shadowtop
are earth cultists who are well aware of the true nature Cathedral, a stand of towering shadowtop trees that is
of the monastery. an important meeting-place for the Emerald Enclave.
Foes of the enclave have to fight to reach it, but members
S c a r le t M oon H a l l can readily find aid, healing, and advice in the grove.
Deep in the wild heart of the Sumber Hills stands Reason to Visit. Shadowtop Cathedral is a key base
Scarlet Moon Hall, the abode of the druids of the Circle for the Emerald Enclave. Also, characters from the Tree
of the Scarlet Moon. To folk of the Dessarin Valley, this Ghost Uthgardt tribe call the High Forest home.
is the most mysterious of the Haunted Keeps. It stands
deep in the Sumber Hills “where the worst monsters H o m e s te a d s
are”—and as a result local hunters, prospectors, Scores of isolated homesteads are scattered across
herbalists, and woodcutters rarely go near the place. the Dessarin Valley, but only a few that are featured in
Scarlet Moon Hall is secretly the stronghold of the the adventure’s side treks are shown on the regional
Cult of the Eternal Flame, elemental fire cultists posing map. Additional homesteads appear on the Random
as druids while they seek new adherents. Encounters tables earlier in this chapter. Not even
R iv e r g a r d K eep lifelong residents of the Dessarin Valley know exactly
This stout castle stands on the banks of the Dessarin where all the outlying farms and ranches lie, and
River. It consists of a stone keep and gatehouse linked characters traveling cross country might stumble across
by a curtain wall to a river tower and dock. lonely farmhouses or outlying ranches anywhere.
Rivergard is home to a mercenary band led by “Lord Since homesteads are permanent structures, make a
of the Castle”Jolliver Grimjaw (see chapter 7). The note on the regional map when the characters discover
band is repairing the old castle, and reroofing is their one at random. It should be in the same place if the
current major task. They claim their intention is to make party passes through again.
Rivergard Keep their base for protecting river-borne A homestead usually consists of a farmhouse with
trade from monsters and bandits. In truth, Grimjaw and thick shutters for the windows and a bar for the door, a
his followers are themselves the bandits, and Rivergard barn or two containing livestock, a feed crib, and crops
or pastures nearby. Most homesteaders are human or Hunters from Westbridge used to cautiously seek
halfling commoners. They gladly welcome travelers game along the easternmost verges of Kryptgarden
(especially adventurers who look like they’re trying but dare not do so now, after several hunting parties
to chase away outlaws and monsters) and are eager disappeared. Small game remains plentiful, but larger
for news. Homesteaders can usually point the way to beasts are seldom seen. Presumably, such beasts have
the nearest town or neighboring homesteads (there is fallen prey to Old Gnawbone.
usually another homestead within one or two hexes).
Reason to Visit. If the characters speak with L ance R ock
homesteaders in the area east of the Sumber Hills, they A prominent landmark near Red Larch, Lance Rock is
learn that raiders in brown cloaks sacked a few farms a slender stone monolith that juts up out of the plains a
and dragged off their inhabitants. (These captives are few miles west of the Long Road. It stands only about
currently held in the slave pens beneath Sacred Stone 25 feet high, but the land nearby is flat and open, so
Monastery.) In addition, three homesteads—Anderil it can be seen from miles away on a clear day. Lance
Farm, Dellmon Ranch, and Nettlebee Ranch—are Rock is made of granite that doesn’t match any other
featured in side treks and shown on the regional map. stone nearby, and looks like it was dropped from the
sky—which it was. Long ago, Claugiyliamatar, the
K ry p tg a rd e n F o re s t ancient green dragon known as “Old Gnawbone,” took
Kryptgarden Forest hides many old dwarven ruins the enormous stone from the Sword Mountains and
and the extensive underground city now known as dropped it on a rival red dragon. The red dragon’s bones
Southkrypt. For centuries, this forest has been the are long gone, and few but Claugiyliamatar know the
home and hunting ground of the ancient female green origin of the stone.
dragon Claugiyliamatar, better known to many as “Old Reason to Visit. Characters who investigate rumors
Gnawbone.” She earned her nickname by her habit of of plague near Lance Rock might discover the lair of a
gnawing on old kills, and is often seen with a mangled necromancer nearby (see “Lance Rock” in chapter 6).
corpse hanging from her mouth. Other dragons
rarely remain in Kryptgarden Forest for long because N e v e rw in te r
Claugiyliamatar drives them out. The city of Neverwinter lies on the Sword Coast, west
and north from the Dessarin Valley. Once known as the
Jewel of the North, Neverwinter was badly damaged god Moradin appeared atop the Stone Bridge to rally
when nearby Mount Hotenow erupted about fifty dwarves of the Ironstar clan against a horde of orcs.
years ago. The City of Skilled Hands works furiously The founder of Besilmer, King Torhild Flametongue,
to rebuild itself as a wealthy trading city known died fighting a hill giant atop the Stone Bridge. (He is
for its clocks and other superbly made local items. entombed within the Halls of the Hunting Axe.)
Neverwinter’s reconstruction is far from complete, Built to connect those parts of the dwarven realm of
however. Entire sections of the city still lie in rubble, Besilmer on both the western and eastern banks of the
plagued by brigands and monsters, and sinister factions Dessarin, the Stone Bridge is made of smooth, fused
scheme to take over the place. hard granite. It is only six paces wide and lacks railings
Neverwinter is part of the league of city-states known or barriers, so anyone atop it is at the mercy of the wind,
as the Lords’Alliance. Lord Dagult Neverember particularly in winter.
rules over the city, even though he isn’t the true heir Reason to Visit. The Stone Bridge is the only
to Neverwinter’s crown. He supports the alliance’s crossing of the Dessarin River between Ironford
efforts to establish civilization throughout the North, and Yartar; travelers and caravans frequently use it
although his primary concern is to rebuild the city and (with care).
its economy.
The most direct route to Neverwinter from the Sum ber H ills
Dessarin Valley is to head west along the trail from The Sumber Hills are windswept badlands sparsely
Triboar to the tiny town of Phandalin (about 140 miles), covered in dry grass. Many of the hills have exposed
then north another 110 miles or so along the coastal rock faces or steep escarpments. While the hills are
road. Riders who know the way, travel light, and push dry, countless tiny streams rise from hidden springs
hardy mounts can make the trip in as little as eight or (usually clean and drinkable), then flow down to join the
nine days. Dessarin River, which bisects the hills.
Reason to Visit. If the characters need the services Most locals only think of the wilder, higher hills west
and commerce of a big city and Waterdeep doesn’t do for of the river when they hear “Sumber Hills,” because
some reason, then Neverwinter is the next best choice. it’s there that once had rich quarries and good hunting.
Some hunting lodges and keeps owned by wealthy
R u n d re th M a n o r Waterdhavians or adventurers remain—and in recent
Atop a hill overlooking the Long Road less than a day’s times have become homes to bandits and monsters.
travel northeast of Amphail stands ruined Rundreth Those who quarry the Sumber Hills for building stones
Manor. This large stone mansion, now roofless and and gravel often trade tales of finding gemstones and
overgrown, is home to a mysterious and terrifying figure rich veins of ore in the hills—but for the most part, these
known far and wide as “the Dark Lady.” Locals warn persistent tales have never been more than talk.
everyone to stay well away from the ruins. In the last few years, the infamous “Haunted Keeps”
The truth of the tale is that the “Dark Lady” is a in the western Sumber Hills have all been reoccupied.
female adult black shadow dragon named Nurvureem, Sightings of strange beasts and menacing figures have
who has established her lair in the caverns beneath increased, too.
the manor. Her favorite shape is a beautiful female Reason to Visit. The characters likely traipse all over
drow. In this form, Nurvureem lures adventurers into the Sumber Hills in chapter 3 of the adventure as they
the manor and stalks them. She sometimes poses as a seek out the Haunted Keeps.
drow captive of a dragon, desperate to avoid being eaten
and willing to pay with her treasure to be rescued. The S u m m it H a l l
Harpers have learned her secret, and do their best to Summit Hall was established long ago as a fortified
spread stories of the Dark Lady to scare off curious or monastery by the Knights of Samular, an order
foolhardy adventurers. They warn fellow members to dedicated to Tyr, god of justice. A paladin of Tyr named
approach Nurvureem with extreme caution. Samular Caradoon founded the order and its monastery.
In recent months, Nurvureem has been pestered by A tomb within the monastery contains Samular’s
elemental cultists looking for potential bases. By leaving remains as well as the phylactery of his brother,
their shredded corpses on the road for all to see, she Renwick Caradoon, who dwells in the Sacred Stone
hopes to make it clear to the cultists that they should Monastery (see “Haunted Keeps” above) as a lich.
leave Rundreth Manor alone. Lady Ushien Stormbanner (female Tethyrian human
Reason to Visit. A side trek in chapter 6 takes place knight of Tyr) oversees Summit Hall. Veterans, many of
at Rundreth Manor, and the characters have a chance to them scarred and grim, train novices and instruct them
confront the Dark Lady and perhaps find common cause in the moral “Rule of the Knights” (an extensive series
against the cults. of “in this situation, a knight shall do this” guidelines).
Life here is very regimented. The occupants of Summit
S to n e B rid g e Hall grow their own food and keep perpetual watch over
This gigantic stone archway (two miles long and four nearby lands. They are always ready for battle, and fully
hundred feet high) comfortably spans the widest armed and armored if encountered outside their walls.
spring flood of the Dessarin River. It is a sacred site Reason to Visit. Characters who track the Mirabar
of pilgrimage for many dwarves. Long ago, the dwarf delegation from Beliard find that the delegation never
reached Summit Hall. The site where elemental cultists (typically for stiff fees). Many of these guides are retired
attacked the delegation lies only a few miles away. Later adventurers who know the North well.
in the adventure, characters affiliated with the Order A half-elf adventurer named Gervor and his
of the Gauntlet can turn to the Knights of Samular to companions went missing recently. The adventurers
recruit guards for locations they’ve cleared or other “off were staying in town, and locals expected them to return
camera” needs for low-level soldiers. tendays ago. In addition, two important merchants from
Waterdeep, Kharloss and Jarlee, are overdue. (Gervor
T rib o a r is currently a prisoner in area B14 of the Temple of
The town of Triboar stands where the Long Road meets the Black Earth, while the two Waterdhavians were
the Evermoor Way, a well-used caravan road that runs captured by fire cultists on the Long Road. They are
east to the city of Yartar. Triboar is the chief rival to currently held in area W6 of the Weeping Colossus.)
Yartar, and the two communities compete for the trade Reason to Visit. Any Harper can readily find refuge
of the Dessarin Valley. and aid in the Home of the Boars, a lodge on the
The current lord protector is a good-natured Harper outskirts of the town. Darathra is a key contact for
and ex-adventurer named Darathra Shendrel (female characters affiliated with the Harpers. The Zhentarim
Tethyrian human knight), known for the excellent has spies in the town as well, and its agents might
wine she makes. Darathra enacts and modifies local contact the characters in the course of “The Long Road”
laws (known as “The Lord’s Decree”), which are then side trek in chapter 6.
enforced by “The Twelve,” a dozen mounted veterans
drawn from the militia to serve in a tenday cycle. V a le o f D a n c in g W a te rs
Triboar is a horse-market for a dozen nearby ranches Called Tyn’rrin Wurlur in Dwarvish, this narrow gorge
that turn out trained draft horses, riding mounts and carries a trio of creeks down to the Dessarin River in
ponies, and pack mules. Blacksmiths, harnessmakers, cascades of water. The vale is on the west side of the
and wagonworks flourish in town. In addition, a number river and found at the end of a secret trail leading south
of guides operate from Triboar. They take merchants from the Stone Bridge.
and other travelers all over the Sword Coast North Long ago, the vale was the site of the summer palace
of King Torhild Flametongue of the dwarven kingdom
of Besilmer. In time, it became a sacred place where
dwarves come to worship their gods. Some legends
among the Stout Folk say the cellars of the ancient
palace hide riches of the royal treasury of Besilmer.
(Actually, the palace collapsed long ago, but the shrine
survives.) Recent sightings of monsters and roving
bands of marauders in the Sumber Hills have alarmed
the shield dwarf priests who tend the shrine. They worry
that enemies might find the way to the hidden vale.
Reason to Visit. The Order of the Gauntlet has allies
among the dwarves here, and the characters might be
asked to check on them in the “Vale of Dancing Waters”
side trek (see chapter 6).
W a te rd e e p
The City of Splendors is a bustling city on the Sword
Coast. A rider from Red Larch can reach Waterdeep in
seven days, three if he or she changes horses often and
dares to ride by night. Some merchants have termed
Waterdeep “the best supply center in the world,” with
the largest collection of superb craft workers, experts,
useful contacts, and potential hirelings to be found
anywhere. Others warn that it represents a huge army
of potential enemies for those who aren’t careful—and
everyone agrees that its busy streets are full of spies.
Waterdhavian noble families and guilds hold
tremendous political and economic sway up and down
the Sword Coast, but within the city itself, true power
lies with the Masked Lords of Waterdeep—individuals
who convene secretly and whose identities are largely
unknown. The public face of this ruling body is the
Open Lord of Waterdeep. The current Open Lord,
Laeral Silverhand, has held the position for only a few
months, and many of the city’s nobles and guildmasters
are vying for her attention and conspiring to wrest
power away from her office, while taking advantage of
the transition to dispose of unwanted rivals. This kind
of political chaos is “business as usual” for most city
residents.
Reason to Visit. Characters who need rare items,
sage advice, or other services found only in large cities
might say “we’re going to Waterdeep.”
W e s tb rid g e
A village strung out along the Long Road between Red
Larch and Triboar, Westbridge is home to the Harvest
Inn, which stands on the west side of the Long Road
facing the wagon road from the Stone Bridge. The inn
is run by the affable Herivin Dardragon (male halfling
commoner), a curly-haired collector and reseller of
paintings and statuettes of questionable taste.
The town is full of rumors about the disappearance of
Oric and Lathna, siblings who were abducted by raiders
from a homestead a short distance outside of town.
(They are currently serving in the kitchens of Rivergard
Keep.) Herivin Dardragon is also worried about one of
his regulars, a female shield dwarf prospector named
Wulgreda. She has not stopped by in a long time (and is
a prisoner in the Temple of the Black Earth).
Reason to Visit. Westbridge is a target when the
cultists take revenge for the characters’ actions.
The characters probably come to Westbridge in the west bank of the river connects to a bridge wide enough
aftermath of the “Dire Tidings” counterattack in chapter to accommodate two wagons with room to spare,
4, or after the “Counsel of Despair” event in chapter 5. connecting the Evermoor Way into and through Yartar.
The road leads east to Everlund and Silverymoon,
W e s tw o o d and west to Triboar and eventually Waterdeep via the
A tangled and varied forest cloaking the eastern Long Road.
foothills of the Sword Mountains, these woods are home Yartar is prosperous and increasingly crowded, so
to a shrine to Mielikki, several woodcutters’ camps buildings have been torn down and taller ones built-
that are often taken over forcibly for a season or a few four stories high in some instances.
months at a time by bandits, and a few overgrown ruins AWaterbaron who rules for life leads Yartar. The
of the ancient elven kingdom of Rilithar. current Waterbaron is the shrewd, farseeing Nestra
Recently, a roving band of Elk tribe barbarians (see Ruthiol (female Tethyrian human noble). Yartar is
“The Uthgardt Tribes” below) have come to Westwood. part of the Lords’Alliance, and Ruthiol considers that
They forcibly evicted bandits from the innermost membership vital for its survival and prosperity. She
woodcutters’ camps, then camped there themselves to knows that Harpers and Zhentarim are well established
explore and hunt in Westwood. in the city, but her path only crosses with theirs when
Reason to Visit The Elk tribe and the adventurers the wellbeing of Yartarrans is at stake.
have common enemies: the elemental cults. Although The elemental cults have begun abducting Yartarrans
characters will be hard-pressed to win the barbarians’ who won’t be missed—poor people and drunkards,
trust, they can pry useful information out of them. mostly—and smuggling them out of the city. These
The Elk hunters know the Sumber Hills well and can missing Yartarrans are currently being held in area A12
provide simple, landmark-based directions to two cult of the Temple of Howling Hatred (see chapter 4).
strongholds: Rivergard Keep and Scarlet Moon Hall Reason to Visit The “Dark Dealings in Yartar”
(though they don’t know the names of these locations). side trek (chapter 6) brings the characters here. More
broadly, characters affiliated with the Lords’Alliance
WOMFORD can readily receive support in Yartar, and Harpers and
Zhentarim can get aid, too, if they’re discreet and know
This tiny village has a dock on the Dessarin River how to contact an agent in town.
for shipping the grain from its grist mill. It is also the
local supply and market for the surrounding farms
from which the grain comes. Aside from the mill, the T h e U t h g a r d t T rib e s
village consists of a handful of granaries and a larger Most of the human barbarians in the vicinity of the
handful of cottages, several of which house tiny local Dessarin Valley belong to the various Uthgardt tribes.
shops. According to old tales, the village was known They take their name from Uthgar, a great hero-chief
as Ironford until a dragon was slain nearby. Passers-by who conquered much of the North many centuries ago
began to call the settlement “Wyrm Ford,” a name before ascending to godhood. Each tribe venerates its
subsequently corrupted, thanks to the thick local accent, own particular totem animal and protects its own sacred
into “Womford.” sites, known as ancestral mounds. Some Uthgardt are
Womford is a center of thinly disguised cult activity relatively settled and trade with the civilized folk of the
thanks to its location on the Dessarin. River pirates and area, while others are aggressive raiders who pillage
smugglers allied to the water cult frequently put in at any caravan or homestead they come across.
the town’s dock. Ruffians and thugs seem to take over The major tribes in the vicinity of the Dessarin Valley
the village whenever a keelboat is tied up at the dock. In include the Elk, Gray Wolf, Griffon, and Tree Ghost.
fact, some locals have thrown in with the smugglers— The Gray Wolf and Griffon tribesfolk are known as
three young ne’er-do-wells named Gorm, Herek, and fierce warriors, but they rarely wander as far south
Shadnil sailed off a month ago to join up. (They are now as the Sumber Hills. The Tree Ghosts are a reclusive
servants in the kitchens of Rivergard Keep.) band that roams the High Forest; the barbarians are
Womforders lock and bar their doors and shutter sometimes seen in the vales between the Sumber Hills
their windows at night, for fear of the “Womford Bat,” and the edge of the forest, but they are among the more
a nocturnal predator that snatches folk it can catch peaceful tribes and rarely trouble settlers or travelers in
outside after dark. One villager named Darreth vanished this area.
only steps from his own front door a tenday ago. (He Uthgardt of the Elk tribe regard most of the Dessarin
was actually abducted by water cultists, and is now a Valley as their territory. Small bands of Elk warriors
captive in area F21 of the Fane of the Eye.) roam the Westwood, the Sumber Hills, and the hilly
Reason to Visit Characters who try to trace the land around the Dessarin and Surbrin rivers. Because
origin of the mysterious book during their investigations they are relatively few in number, the Elk barbarians
into the missing delegation might come to Womford and stay well away from the cities and towns in the area.
deal with the Womford Rats, as described in chapter 3. However, they often attack weakly defended caravans
on remote trails that are far from help. The tribesfolk
Y a rta r generally don’t harass poor working folk such as
This fortified city commands the most northerly wagon homesteaders and shepherds, although they sometimes
bridge over the Dessarin River. A walled citadel on the steal sheep or other livestock if the opportunity
presents itself.
C h a p te r 3: S e c r e t o f t h e S u m b e r H ills
HEADVENTURE STARTS INRED LARCH, without attracting much attention. Two tendays ago, that
with the characters investigating the changed when an important delegation from the city of
disappearance of a delegation from Mirabar disappeared in the Sumber Hills.
Mirabar. Characters are free to go The delegation traveled overland from Westbridge
wherever their information, as provided to Beliard, crossing the Stone Bridge. From Beliard it
by you, takes them. Clues lead them to headed south into the Sumber Hills, bound for Summit
T Haunted Keeps in the Sumber Hills. Hall. Earth cultists attacked the group a few miles
These old fortresses have become secret from Summit Hall. The cultists took prisoners back
outposts for the cults of Elemental Evil. to the Sacred Stone Monastery, paying water cultists
for the use of their riverboats to cross the Dessarin
T h e M is s in g D e le g a tio n River, which is how the delegation’s valuables end up
in Womford (see “Rumors in Red Larch”). On their way
For months now, the cults of Elemental Evil have back to their base, the earth cultists skirmished with
been establishing themselves in the Dessarin Valley
air cultists, which accounts for the “Shallow Graves” to the abbey of Goldenfields, not far from Red Larch.
section later in this chapter. When planted, these seeds are supposed to grow into a
After their arrival at the Sacred Stone Monastery, magical grove.
some of the delegation members were put to work in Order of the Gauntlet. The delegation was also
the mines. Others were sent down to the Temple of the transporting the body of a knight who was killed
Black Earth (see chapter 4). fighting orcs in the Spine of the World. The knight was
Other troubles have also surfaced recently, including to be interred with honor at Summit Hall, the chapter
some that might directly affect the characters. Tailor the house of an order called the Knights of Samular. It lies
introduction to work with the factions, backgrounds, and in the southeast Sumber Hills.
motivations in play among the characters. The Zhentarim. The Zhentarim aren’t particularly
The Priest’s Purse. If you began this campaign with concerned about the delegation for its own sake, but
the introductory adventures in chapter 6, remind the they see an interesting opportunity here to rescue the
players about the trade bars, minted in Mirabar, that the missing delegates and win the gratitude of the leaders
party found in the possession of Larrakh in the Tomb of of Mirabar. Accordingly, a Zhentarim character wants to
Moving Stones. prove the good faith of the Black Network by lending a
helping hand.
A d v e n tu re S t a r t Nonfaction Start. Characters who aren’t attached to
the five factions can search for the missing delegation
on their own initiative or might be motivated by their
Red Larch is a little town on the Long Road, a few days’ personal calls to action. The mystery of a missing
travel north of Waterdeep and south of Yartar. It’s a way delegation might not seem to be directly connected
station for caravans coming to or from the cities of the to whatever personal goal the character brings to the
North, with only one inn, the Swinging Sword. adventure, but then again, it just could be the lead.
An important delegation from the city of Mirabar R u m o r s in R e d L a r c h
disappeared in the nearby Sumber Hills. The whole town is
Red Larch is described in detail in chapter 2.
also abuzz with news and rumors of fierce raiders, roaming Characters who take the time to talk to locals might
monsters, suspicious strangers, and unseasonable gain a lead or learn something useful. The best places
weather. to hear the latest rumors about the missing delegation
are the town tavern (the Helm at Highsun), the common
The five factions know about the overdue delegation room of the town inn (the Swinging Sword), or the store
and are concerned enough to send agents to investigate. (Gaelkur’s).
Characters affiliated with these factions are contacted Rumors. An evening of asking questions in and
and asked to help out. Tell each player in private why his around Red Larch reveals the following rumors.
or her faction is concerned about the missing delegation. • The Mirabar delegation was last seen in the town
The exact reasons for each faction are described of Beliard. This information comes from a caravan
as follows: guard in the Helm at Highsun and an itinerant priest
Harpers. The delegation included a renowned of Lathander in the Swinging Sword who just came
shield dwarf historian named Bruldenthar, who was from Beliard.
transporting his collection of manuscripts to Waterdeep. • A dozen beautiful old books written in Dwarvish
The Harpers don’t want the sage or his books to fall into showed up in the cargo of a shady keelboat skipper
the wrong hands. in Womford. Characters hear this fact from Endrith
Lords’Alliance. Three important diplomats from Vallivoe, a local shopkeeper drinking in the Swinging
cities in the alliance were leading the delegation: a Sword, who bought one of the books from a merchant
moon elf from Silverymoon named Teresiel, a shield recently arrived from Womford.
dwarf from Mirabar named Rhundorth, and a human • Four new graves—simple rock cairns, really—have
noble from Waterdeep named Deseyna Majarra. The appeared on a windswept hilltop in the Sumber Hills,
diplomats are important, but each also carries one part a few miles outside of town. The shepherd Larmon
of a secret, coded document that must be recovered at Greenboot found them, and he has no idea who
all costs. would have been buried out there in the last few days.
Emerald Enclave. The moon elf Teresiel had in her Larmon hangs around Gaelkur’s. He can guide the
possession a pouch of magical seeds she was taking characters to the site where he found the graves, but
he insists on waiting until morning.
Character Advancement • An Amnian merchant heading north on the Long
This adventure assumes that the characters begin this Road stopped in Thorsk Thelorn’s workshop for a
chapter at 3rd level. Some of the Haunted Keeps are tougher wagon repair. His goods were marked by a strange
than others. Feathergale Spire is designed for a 3rd-level symbol, like a bowl. He paid Thorsk well and talked
party, Rivergard Keep works best for a 4th-level party, Sacred about a big gathering of druids he was heading to,
Stone is designed for a 5th-level party, and Scarlet Moon hoping to sell kegs of beer and various trinkets. If the
Hall should challenge a 6th-level party. Each outpost the characters mention the Amnian merchant to Thorsk,
characters overcome should advance them at least one level. they can get directions to Scarlet Moon Hall.
They intended to visit Summit Hall next, returning the
E a r ly In v e s tig a tio n s body of a knight slain in the North.
Armed with a lead or two from their inquiries in Red • Senya, a server at the Watchful Knight, noticed a
Larch (and perhaps with clues from their personal calls strange monk who wore a golden mask observing
to action), the characters can begin their search. Ask the Mirabarrans closely while they stayed at the
the players where they want their characters to go and Watchful Knight. The monk left a few hours before the
continue with “Beliard,” “Shallow Graves,” or “Womford delegation set out and hasn’t been seen since.
Rats,” as appropriate. • A cattle drover met the delegation on the Dessarin
Controlling Information. To find a Haunted Keep, Road about ten miles south of town, a few hours after
the party must develop a lead by following events in the they left. Later that day he saw a group of five warriors
adventure, employing scrying magic, or methodically in sky-blue armor and white cloaks, flying on giant
searching the Sumber Hills. vultures. The aerial riders flew overhead and turned
Some or all of the player characters might begin the south, heading in the same direction as the delegation.
adventure already in possession of useful information Eann, a cattle drover drinking at the Watchful Knight,
because of the adventure hooks in chapter 1. Key clues tells this tale to anyone who listens.
from these hooks include the following: If the characters ask about warriors on flying monsters
• Best Served Cold: The character hears from tavern or giant vultures, they gain an additional rumor:
patrons in Red Larch that a band of minstrels called • Halrud Ponden, the townmaster and chief lawkeeper
the Windwyrds performs at Feathergale Spire. The of Beliard, looks nervous as he tells the characters
character knows the spire’s location. about warriors in blue armor and white cloaks flying
• Dangerous Information: The character knows where on monsters or giant vultures have been seen near
the Reaver Ambush encounter takes place (see “Cult Feathergale Spire, not far from Red Larch.
Reprisals” later in this chapter) and can go there to
intervene. Nothing more comes to light about the strange monk in
• Feathergale Rebel: The character knows the location Beliard. The characters have to keep looking.
of Feathergale Spire.
• Madman at Haunted Keep: The character knows the T h e D e s s a rin R o a d
location of Rivergard Keep. If the party follows the trail south from Beliard toward
• Standing Offer or Strange Map: The character knows Summit Hall and Womford, they come across the spot
the location of the Sacred Stone Monastery. where the delegation from Mirabar was attacked. No
• Suspicious Fellow: The character knows the location one else found it because it’s off the road. Only in the
of Feathergale Spire and heard that Thurl Merosska last day or two have natural scavengers returned to the
can be found there. area, since the lingering aura of elemental magic kept
• Undercover: The character knows the location of them away until now.
Rivergard Keep and that Jolliver Grimjaw is in charge.
Anyone in Red Larch can provide good directions to The Dessarin Road leads south through the barren Sumber
Feathergale Spire if the characters ask about the place. Hills. You don’t meet any other travelers this day, but you
It’s a well-known site. It’s fine if the characters decide to
follow up on one of these leads instead of investigating find evidence that the trail supports traffic—wagon ruts
the missing delegation. and mule droppings prove that people come this way on
a regular basis. You find nothing else until you are about
B e lia rd fifteen miles south of Beliard, when you spot a cloud of
Check for random encounters during the journey to ravens and vultures circling a mile or so west of the trail.
Beliard (see chapter 2).
If the characters investigate, they find the remains of a
Orchards and large cattle ranches surround the little town pitched battle between the earth cult and the delegation
of Beliard. Large stockyards lie on the east side of town, from Mirabar.
and stone warehouses along the Dessarin Road indicate
the regular caravan traffic that passes through. In a small dell a mile off the road, you find the remains of
a battle. Adozen dead soldiers lie on the ground, dressed
Everyone is talking about the travelers from Mirabar in black surcoats bearing the emblem of a red axe. Most
and wondering what happened. A dozen theories make appear to have died from battle injuries, although some lie
the rounds, but most make no sense. If the characters in small craters or jumbles of broken rock. Abandoned and
sort through the gossip look for those who spoke with looted wagons lie nearby. Acouple of broken trunks sit on
the Mirabarrans, they unearth the following leads: the ground by the wagons. Two rock cairns—one large and
• Neshor Fleurdin, proprietor of the Watchful Knight one small—stand atop a hillside nearby.
inn, spoke with the delegation leaders and learned
they planned to head south on the Dessarin Road.
Characters native to the North recognize the red axe You have a good view of the surrounding hills from this
design as the emblem of Mirabar. Non-native characters vantage point. Several miles to the west you can make out
recognize it with a successful DC 10 Intelligence the tiny outline of Red Larch, and the thin dark line marking
(History) check. A successful DC 15 Intelligence the Long Road. Perhaps two miles to the north, you see
(Arcana) check identifies the craters and rock jumbles
as the effects of powerful earth-based magic. None of a slender old tower circled by large birds. Nothing else is
the Mirabar delegates are here, but almost all of their around here.
escorts were killed.
The large cairn contains the bodies of five dead If asked, Larmon identifies the tower in the distance as
bugbears. They are dressed in black leather armor with Feathergale Spire. All he knows about the place is that
a strange triangular symbol on it (the earth cult symbol). “knights out of Waterdeep come up here sometimes,
The small cairn contains the body of a human woman in riding on flying monsters.” He adds, “They keep to
monk’s robes, with a strange golden mask shaped like themselves.”
a snarling gargoyle face (a Sacred Stone monk killed
in the fight). The mask is made of gilded tin and not S u m m it H a l l
particularly valuable.
Tracks. A character studying the tracks in the area The party might discover that the delegation for Mirabar
who makes a successful DC 10 Wisdom (Survival) was headed for Summit Hall and travel there directly,
check learns that a large group of about thirty bugbears without following the Dessarin Road from Beliard. (This
and Medium humanoids wearing boots headed west into is most likely if a character belonging to the Order of the
the hills. The trail leads several miles to the banks of Gauntlet insists on going directly to Summit Hall.)
the Dessarin River in the middle of nowhere, but gouges
in the bank show where several keelboats landed. This small stronghold stands on a hilltop in the southern
region of the Sumber Hills. It consists of a stone hall
S h a llo w G ra v e s surrounded by a fifteen-foot wall with a sturdy wooden
The shepherd Larmon Greenboot in Red Larch leads gate. Stables, a tower, barracks, and storage buildings
the characters to this site if they ask. The characters are enclosed within the protective wall. Abanner flying an
might also stumble across the site while traveling in the
Sumber Hills near Red Larch. emblem of a crossed torch and sword flutters overhead.
On a barren hilltop a few miles from Red Larch, you find Summit Hall is home to about a dozen Knights of
four freshly dug shallow graves. The earth scraped out for Samular, an order of long-suffering Tyr worshipers who
have been reenergized by their god’s return. They host
the holes is piled nearby, although hastily gathered stones another dozen young aspirants-in-training, and about
cover the graves. The faint smell of death hangs in the air, fifteen servants and artisans to help maintain the place.
and several vultures circle overhead. The most senior knight is a human woman of sixty
years named Ushien Stormbanner, an ally of the Order
If Larmon is with the party, he explains that he grazes of the Gauntlet. Ushien is happy to meet with any
his sheep in a nearby vale, and he passed by this spot adventurers that turn up on her doorstep. She tells
less than a month ago. There were no graves present on the characters that the delegates from Mirabar never
his previous visit. He found them just a couple of days showed up at Summit Hall, and that her warriors
ago and has no idea who might be buried here—none searched the area and didn’t find them (both true).
of the folk of Red Larch are missing, and he doesn’t The Golden Mask. If any of the characters mention
know of anyone else out this way. The hills are mostly monks in golden masks or show Lady Ushien the mask
uninhabited. of the monk from the cairn in the Dessarin Road site,
Grave Occupants. If the characters excavate the Ushien recognizes it. She can tell the characters that
graves, they find one male dwarf dressed in artisan the masks are worn by the monks of the Sacred Stone
robes (a smith from Mirabar), one female human order. She doesn’t know much about them, but she can
warrior dressed in a red surcoat with a black axe (the tell the characters that the monks have taken over one
symbol of Mirabar’s army), one male human warrior of the old Haunted Keeps. She provides directions to the
dressed in a black cloak with strange stony armor (an Sacred Stone Monastery.
earth cultist), and one male human in a white robe with W o m fo rd R a ts
black feathers at the shoulders (an air cultist). All died
from arrow wounds or crushing blows, and the earth
cultists who won the battle buried the fallen on both Womford is a tiny settlement on the banks of the Dessarin
sides because they believe everything should ultimately River, south of the Ironford Bridge. Adilapidated dock juts
be consumed by the earth.
What’s Around? If any of the characters make a out into the river, and three keelboats are tied there. Alarge
serious effort to study the surrounding area, they find mill sits on the riverbank, with several big granaries nearby
a confused collection of tracks, a few broken arrows, a and a handful of small, run-down cottages.
discarded javelin, and a tattered gray cloak.
Roleplaying S h o alar
Shoalar appears jovial, but he has a biting sense of
humor and tends to laugh at people rather than with
them. If questioned, he denies any knowledge of books
or delegates from Mirabar, but he is lying. Characters
who present themselves as fellow rogues or potential
recruits might be able to persuade him to admit that
he “ferried unsavory passengers across the river a
couple of tendays ago, and how they paid was no worry
of mine.” Characters who threaten or act suspiciously
trigger an attack from Shoalar and his crew.
T reasure
Shoalar wears a leather belt pouch containing 10 gp,
three small malachites (10 gp each), and a potion of
healing. A trunk in the deckhouse contains five tomes
written in Dwarvish (historical accounts of the old
kingdom of Delzoun), each worth 30 gp. A large chart on
a table in the deckhouse marks the location of Rivergard
Keep with a hand-drawn water cult symbol.
C u l t R e p ris a ls
The cults of Elemental Evil don’t wait passively for a
band of heroes to systematically eliminate each cult’s
surface outpost. Even if the characters destroy one of
the Haunted Keep outposts completely and eliminate
all possible witnesses, the elemental prophets gain
glimpses of the threat facing them through dreams,
visions, and portents. The Elder Elemental Eye warns
the prophets of danger and impels them to respond.
You have four reprisals to choose from: “Tremors,”
“Skyriders,” “Reaver Ambush,” and “Fiery Fangs.” Let
player interest and your own sense of pacing dictate
which reprisal to use.
• If a character has the Dangerous Information
adventure hook (see chapter 1), run “Reaver Ambush”
when the character resolves to travel to the attack site
and stop it.
• Choose one reprisal to run after the characters visit
the first locale (Beliard, Dessarin Road, Shallow
Graves, Summit Hall, or Womford Rats). “Skyriders”
and “Reaver Ambush” are good choices because they
point to lower-level Haunted Keeps (Feathergale Spire
and Rivergard Keep, respectively).
• Choose a second reprisal to run after the characters
visit the first of the Haunted Keeps. This is a good
opportunity to point the characters toward the air or
Most of the townsfolk are intimidated by the thugs who water keeps—whichever one the characters haven’t
run their criminal trade from their keelboats. Questions explored yet.
about, “Is anybody selling books around here?” or • Choose a third reprisal to run after the characters
“Where do we find the river boats?” quickly lead the visit the third of the Haunted Keeps.
party to the docks.
Two of the three keelboats are crewed by commoners T rem o rs
(ordinary river sailors). The third belongs to a gang While the characters explore the Sumber Hills, they
of water cultists: the genasi Shoalar Quanderil (see experience first-hand the strange phenomena and
chapter 7), his servant Pike (a halfling thug), and two dangerous monsters plaguing the area. Use this reprisal
bandits loyal to the genasi. The cultists’ keelboat is 30 any time the characters travel between towns or search
feet long. The middle 10 feet feature a small deck house, the hills for sites of interest.
with a forecastle at one end and an open stern at the
other. The holds are crammed with ordinary provisions,
marked with the water cult symbol.
You are trudging along through the barren countryside Asmall, carefully banked cooking fire smolders in the
when you hear a low, distant rumbling. Amoment later, middle of this haphazard encampment. Haifa dozen
the ground beneath your feet begins shaking. The tremor battered old tents and crates of provisions are scattered
is strong enough to start small slides of pebbles from the around, along with racks on which pieces of smoked fish
hillsides and cause shrubs and brush to wave from side to are curing. Several fierce-looking human warriors are
side, but then it subsides. Amoment later, horrible insect hunkered down in front of their tents, tending to their gear
like creatures as big as horses begin to burrow out of the or quietly conversing.
ground!
The camp is occupied by one Crushing Wave priest,
The insect-like monsters are two ankhegs, hungry for two Crushing Wave reavers, and five bandits (statistics
flesh. The creatures haven’t specifically been sent by for the priest and the reavers appear in chapter 7). If the
the earth cult to attack the characters, but the local evil characters have the advantage of foreknowledge and
influence of the cult makes events such as the tremor successfully sneak up on the villains, they can surprise
and the ankheg attack almost commonplace in the the water cultists. Otherwise, the cultists assume
Dessarin Valley. that any strangers are enemies and attack. If all the
Crushing Wave members are killed, surviving bandits
S k y rid e rs try to flee or surrender.
Nosy heroes asking awkward questions in the towns Development
nearby gain the attention of the Howling Hatred Captured Crushing Wave cultists refuse to talk, but
cult. The air cultists send a group of aerial raiders to captured bandits aren’t as fanatically close-mouthed.
eliminate the characters, or at least to give them a good The bandits reveal that they signed on with the
scare. This encounter can occur any time the characters “mercenaries” at Rivergard Keep and now work for
are away from a settlement. Jolliver Grimjaw. They can tell the characters how to
find the keep.
Astrange, croaking cry from somewhere above catches
your attention. You spot a trio of huge, winged shapes F ie r y F a n g s
gliding toward you—giant vultures! Each bird carries on its The fire cult is less concerned with maintaining
back a warrior in dull blue armor with a dirty white cloak. appearances than the other elemental cults. When
Vanifer or her lieutenants receive word that a band of
adventurers is trying to ferret out the cult, they send a
The attackers include one Feathergale knight and two pack of three hell hounds after the party. The hounds
Howling Hatred initiates (see chapter 7 for both), each need only get the scent of the characters through spilled
mounted on a giant vulture. The riders prefer to keep blood or discarded items. This encounter can take
their distance and make ranged attacks. They are also place wherever the characters are at the time, whether
protective of their mounts. If a vulture is reduced to half traveling between sites or ostensibly safe at an inn.
its hit points or less, its rider disengages and retreats. If If the characters encounter the hell hounds in the
any two riders are killed or retreat, the third flees. wilderness, the hounds appear a short distance behind
the characters, following their tracks and baying with
Treasure eagerness. If the characters are resting at an inn, they’re
None of the riders carry treasure, but one of them interrupted by screaming and barking coming from the
has a map tucked into his boot. (Whichever villain the inn’s common room, where the pack breaks through
characters defeat has the map—the characters should windows and terrifies the staff. (It’s all the better if the
find it.) The map shows a crude sketch of the Dessarin characters are eating a meal there themselves).
Valley and marks a place called “the Spire” a few miles The monsters single-mindedly pursue the characters
east of Red Larch. It also depicts a strange arrow-like and fight until one is killed and a second is reduced to
symbol by the site (the air cult symbol). fewer than half its hit points, whereupon the surviving
hounds flee. A mysterious bowl-like symbol (the symbol
R e a v e r A m b u sh of the fire cult) marks the iron collars of the hell hounds.
If the characters learned about this attack from the Thorsk Thelorn in Red Larch can connect the symbol
Dangerous Background adventure hook, they know that to a mysterious gathering of druids in the Sumber Hills
a band of raiders intends to ambush a caravan on the he heard about from a passing merchant and provide
trail between Red Larch and the Ironford Bridge, a few directions to Scarlet Moon Hall.
miles from Bargewright Inn. They can find the villains
camped just out of sight from the trail. Otherwise, the
characters can encounter this camp any time they travel
along one of the roads or trails in the area.
approach openly are welcome. Those who sneak in or
F e a t h e r g a l e S p ire assault the spire meet the full defenses of the keep.
In the Sighing Valley stands Feathergale Spire,
the Haunted Keep inhabited by the Feathergale S p ire F e a t u r e s
Society, Waterdhavian aerial-mount enthusiasts who The refurbished spire has the following features. Any
have pretensions of nobility. They call themselves exceptions are noted in areas to which they apply.
Feathergale Knights. Ceilings. Ceilings are 18 feet high.
Secretly, the knights are dedicated to Yan-C-Bin. They Defenders. The spire is described as it is when the
occupied the keep when the air cult established itself characters arrive. At that time, four Feathergale Knights
in the dwarven ruins beneath the Sumber Hills. The and their giant vulture mounts are away until that
knights serve the cult as lookouts, messengers, spies, evening’s feast (see the “Knight’s Quest” section).
and a first line of defense. Doors. Interior doors are made of wood banded with
iron. Most have no locks but can be barred. It takes
S p ire A p p r o a c h a successful DC 20 Strength check to break open a
When the characters visit the area, use the unique barred door.
environment and its weather to add atmosphere. During Floors. All floors are made of white stone.
the day, azure sky encompasses the tower and gusty Light. Due to its many windows, Feathergale Spire
winds buffet it from all sides. The wind sighs through is brightly lit during the day and dimly lit at night. With
rock formations in the canyon. At night, the wind calms the reinforced shutters closed, the light becomes dim
to a breeze, and light fog settles over the canyon. The during the day and dark at night.
spire then appears to float among the stars on a sea of Locks. Any locks require thieves’ tools and a
clouds. The summits of the hills rise above the fog like successful DC 15 Dexterity check to open.
islands in that sea. Treasure. Feathergale Knights keep their wealth
You can initially describe the keep as follows: locked in chests in their cells. Each knight also has
2d10 gp in mixed coinage and minor valuables.
Feathergale Spire rises from a pillar of rock high into the Windows. Oversized windows on the ground level
allow light and air to pass easily into the tower. They
air, the tallest point for miles. Built from white limestone stand 3 feet from the ground and are 6 feet tall and 8
and embellished in marble, the spire resembles a gleaming feet wide. Smaller windows, about half the size of the
sword that pierces the sky. larger ones, are on levels 2 and 3. Shutters reinforced
The gatehouse faces the opposite cliff, its drawbridge with iron bands permit the windows to be shut and
the only apparent point of entry. Tall, wide windows barred. A barred window is like a barred door.
encompass the bottom level of the tower, absent only upon F e a th e rg a le M o a t
the gatehouse side.
Acircle of open stalls rings the tower’s foundation where
it meets the rock. Above each stall, the sculpture of a Agap of twenty feet separates the ledge where the path
hippogriff in flight leaps from the tower’s base. ends from the closed drawbridge on Feathergale Spire. The
Beneath Feathergale Spire to the east, a wide gusty space between the cliff’s edge and the gatehouse drops
canyon yawns through the hills. several hundred feet to the bottom of the canyon. Near the
ledge, a brass bell hangs from a wooden post.
A steep trail leads to the drawbridge over Feathergale
Moat and to the keep’s main entrance (area S2). At the bell’s ring, a female human Feathergale knight
Characters who approach along the floor of the canyon (see chapter 7) named Savra Belabranta opens a
(the Sighing Valley, described later in this chapter) can small window near the gate, welcomes the characters,
scale the stone pillar on which the spire stands. It is 400 and courteously asks what brings them here. Savra
feet from the pillar’s base to the lowest level of the spire lowers the drawbridge to allow friendly visitors entry.
(area S1), and each level of the spire is 20 feet higher If the characters accompany her, go to the “Knights’
than the level below it. Flying characters can enter the Quest” section.
spire from the pinnacle or through one of the windows
in the courtyard gardens. S 1. S t a b l e L e v e l
Two Feathergale knights (see chapter 7) patrol the
pinnacle (area S11) at all times, taking flight on giant
vultures to meet attackers. One knight is stationed Acircular landing surrounds the central shaft of a spiral
in the front hall (area S2) with two Howling Hatred staircase. The landing is piled with supplies and bales of
initiates (see chapter 7). In daylight, the pinnacle straw. Radiating from the landing are twelve stalls with
knights have an excellent vantage point. They are likely straw-covered floors. Aharness, riding crop, and saddle
to know of the characters’ approach long before the hang in each stall. Swinging wooden doors cap either end
party arrives.
The knights’ reaction depends on how the party of each stall, one leading from the tower to the stall and the
chooses to enter the spire. Peaceful visitors who other from the stall to the open air.
The round room in the center of the spire serves as a
storeroom. It is filled with supplies. Any gear from the
Player's Handbook you want the characters to have can
be found here. The knights are willing to sell items at a
ten percent markup.
When the characters arrive, four hippogriffs and two
giant vultures occupy the stables, each in its own stall,
and one Feathergale knight (see chapter 7) stands
watch and tends the creatures. The hippogriffs and
vultures are aggressive toward strangers that enter their
stalls unless a knight introduces the newcomers. Knight
disguises can fool the creatures, but only at a distance.
The latches on the stall doors are fastened at multiple
points on each door, so it takes two actions to open
each door.
S2. F r o n t H a l l
In this kitchen, sacks are heaped along the walls, and This chamber contains a bed, a fireplace, a closet, a writing
a small pile of vegetables is spread on a table. Ahuge, desk, a chest, and a small tapestry on the wall.
steaming cauldron stands at the center. Two wooden
paddles and two knives hang on a rack next to a brick On the desk, in a cylindrical leather case, is a letter to
oven. Four wall shelves hold a dozen loaves of bread. Thurl Merosska from Aerisi Kalinoth, written by her
minstrel Windharrow. It reads as follows:
Four Howling Hatred initiates (see chapter 7) stand Merosska,
around the cauldron inhaling the steam wafting from We are pleased to hear about the outcome of
it. The initiates are trying to “inhale—and become—the your altercation with the Black Earth cult, and
steam.” These cultists also serve as kitchen staff. we praise you for the capture of one of their
S 7. S o l a r i u m prisoners. This noblewoman from Waterdeep
has an interesting tale to tell, and we shall enjoy
interrogating her further. Keep a close watch on
Abright room occupies the east quarter of this floor. the Sacred Stone Monastery. I want to know what
Flowers and shrubs of many varieties grow in a labyrinth of our enemy is planning next.
Your beloved queen,
planters. Spidery red and purple plants grow suspended in Aerisi Kalinoth
baskets in mid-air. Robed humans water the plants.
Treasure
Three Howling Hatred initiates and one hurricane In addition to clothing and personal effects, the chest
(see chapter 7 for both) tend to the plants, contemplate contains 320 gp in a sack, a potion of heroism, a scroll
philosophy, or train in this room.. of beast bond, and a scroll of skywrite (see appendix B
Several barrels of fresh water are located around the for descriptions of both spells).
perimeter of the room. S11. P i n n a c l e
S8. G re a t H a ll
At the apex of the tower, the stairs terminate at a round
This great hall spans half the diameter of the tower. stone gazebo that continues upward in a needle-like
Between the overlarge windows, tapestries depict scenes minaret. Beyond this enclosure, a small lawn grows upon
of gallant knights on flying hippogriffs, fighting dragons the top of the tower. Four paths paved with white stones
and jousting with one another among the clouds. High point the directions of the compass, each path ending in
on the walls are the mounted heads of griffons, wyverns, a pointed stone crenellation. At the pinnacle’s edge is a
owlbears, and manticores. Along, curved table set for a spyglass on a tripod, pointed downward.
feast stretches between the hall’s twin hearths. From this vantage point, the Feathergale Knights possess
a supreme view of all that transpires in the nearby canyon
When the characters first arrive, two Feathergale and the Sumber Hills beyond.
knights (see chapter 7) who aren’t occupied with other
duties or rest are found here. At night, the tower’s Two Feathergale knights (see chapter 7) and their
servants sleep here after the knights have retired for giant vultures are stationed here. Every hour, one of
the evening. them patrols the air around the spire. The other patrols
the tower. They watch for danger and fellow knights sent
S9. K n ig h ts ’ C e lls on errands. When the characters first arrive at the spire,
Thurl Merosska (see chapter 7) is here as well, gazing
west toward Red Larch.
This chamber contains two beds, a fireplace, a closet, two Shrine to Elemental Evil. Here in the high open air,
chests, and a small tapestry on the wall. the cultists gather to worship Yan-C-Bin. They sacrifice
their enemies, first marking them with the sign of Yan-
Each knight’s chest contains valuables worth d100 gp, C-Bin and then throwing them off the pinnacle. In the
and a feathered cloak. Sighing Valley, area C2, scavengers swiftly remove
evidence of the knights’ dark deeds.
Spyglass. Those who gaze through the spyglass
without moving it first see a hooded figure enter the
concealed door in Knifepoint Gully (area C3).
The doors to the great hall fly open and a sentry from the
K n ig h ts ’ Q u e s t pinnacle shouts, “Manticore! It’s on the move!”
Savra Belabranta escorts the characters through the At this announcement the Feathergale Knights rise as
spire and up to the pinnacle where Thurl Merosska one, the feast before them unfinished.
surveys the territory. Briefly describe any other rooms
or inhabitants of the tower the characters observe on “We should take this opportunity to slay the monster,”
their ascent. When the characters reach the pinnacle, Thurl says. From his finger he removes a feather-patterned
read the following text: golden ring set with a garnet and holds it aloft, saying, “A
prize for the one who brings me the beast’s head!”
The commander of the Feathergale Knights is a well-built
male human in his early fifties. Embossed feather patterns Merosska asks the characters to join four of his knights
ornament the plates of his armor, and his kingly cloak in the manticore hunt. He offers to lend them hippogriffs
boasts a feathered mantle. He smooths his white-blond for the task. If the characters agree, go to the “Manticore
hair into place, then bows low before you as if he were only Hunt” section. Those who decline the invitation can stay
at Feathergale Spire and rest, or explore the tower.
a lowly courtier.
“Welcome to Feathergale Spire, retreat of the Feathergale Treasure
Society. I am Thurl Merosska, the lord commander.” Thurl’s ring is worth 250 gp. Thurl also carries 3d10 gp
and 2d6 pp in a pouch.
Thurl Merosska offers the hospitality of the tower, M a n tic o re H u n t
inviting the characters to a feast in honor of the society’s
tenth year. Merosska especially shows favor to nobles, Four Feathergale Knights join the characters on the
knights, members of the Lords’Alliance, and members hunt. To start, read the following text:
of the Order of the Gauntlet.
If the characters wish to interview Merosska now, Four Feathergale Knights assemble at the pinnacle, each
they can do so. He might answer questions on the mounted upon a giant vulture. The moon illuminates the
following topics: misty canyon below Feathergale Spire. In the far distance,
• The Feathergale Society, an “elite” group of aerial- a single shard of darkness moves, flitting in and out of the
mount enthusiasts from Waterdeep mist. Then the shadow sinks beneath the bank of clouds,
• The origins of Feathergale Spire (see chapter 2)
• Doing one’s duty for the realm lost again from sight.
• Hunting and hawking
• Hippogriffs, giant vultures, and other aerial mounts The manticore hunt takes place in the skies above the
If the characters mention elemental cults, read the Sighing Valley (see the accompanying map).
following text: Visibility
Vision is limited to 100 feet within the canyon because
Thurl’s face darkens. “Great evil lurks among these hills,” of the fog and night sky. The manticore, hippogriffs, and
he says. “Depraved cultists led by wretched monsters. But giant vultures know the canyon well enough to avoid
let us speak of such matters after the feast has warmed our running into the cliffs.
blood.” H unting th e M anticore
The knights ride giant vultures and stay together as a
Thurl allows the characters to rest in the tower until it group. Characters can join the knights’ group, form their
is time to begin the feast. If the characters join the feast, own group, or split up into multiple groups. A character
read the following text: or knight who moves more than 100 feet away from the
rest of his or her group becomes a separate group.
Clad in the finest garments of velvet brocade, the knights Finding the Manticore. At the end of each minute
spent searching for the manticore, have each group
feast at a curved table in the great hall, where twin hearths of hunters in the canyon roll a d20, adding 1 for each
blaze. Thurl Merosska sits at the head of the table. character or knight in the group. Any group that rolls
“Honored guests,” he says. “Tell us of your adventures in a total of 18 or higher comes within 100 feet of the
the Sumber Hills. Let us aid you in any way we can.” manticore. Any and all groups that find the manticore
can engage it in battle.
If the knights find the manticore first, they blow their
The knights use the feast to learn about the characters horns so that other groups can pinpoint the knights’
and how much they know about the elemental cults. location and join the battle in 1d6 rounds.
Applauding bravery and offering toasts, the knights Battling the Manticore. The giant vultures and
listen to the characters’ stories and share anecdotes. hippogriffs are faster fliers than the manticore, and the
When you decide it’s time, read the following: manticore knows it. Once it is found, the manticore
fights until it has no targets to attack, using its action
every round to make three Tail Spike attacks. If there F e a tu re s
are no characters present, assume that one knight
is injured and the manticore’s hit points are reduced Fauna. Wild goats are common in the canyon.
by 8 at the end of each round of battle. A knight that Fog. At night, fog fills the canyon, limiting visibility to
is injured leaves the hunt. When no more knights 100 feet. Beyond that range, creatures and objects are
remain, the knights are out of the hunt. If the manticore heavily obscured.
has nothing to attack, the battle ends and it flies off.
Remaining groups can try to search for it again.
The manticore has twenty-four tail spikes. When it
runs out of spikes, it does nothing other than fly away
from its pursuers on its turn. At the end of each of these
turns, have all characters and knights in the battle
make a DC 13 Wisdom (Perception) check. If all of their
checks fail, the manticore gets away, though groups can
try to search for it again.
Manticore Lost. If 10 consecutive minutes pass
and neither the knights nor the characters find the
manticore, it returns to its lair (area V9).
C o n c lu s io n
After the manticore hunt, a few courses are open for
furthering the story.
The Party’s Fate. Thurl decides what to do with
the characters. If they’ve been polite, Thurl tells the
characters the location of the Sacred Stone Monastery.
He suspects the reclusive monks could be harboring
evil and wants them investigated. If the characters have
been rude or proven themselves to be enemies of all the
elemental cults, the knights try to kill the characters
later that night. Fighting all of the knights and cultists
at once is a deadly encounter, but the villains aim to
capture the characters first, and then hurl them from
the top of the spire (area S11). The aarakocra in area V8
come to the characters’ aid in that event.
If the characters defeat their attackers, surviving
knights flee on hippogriffs and giant vultures. They lead
pursuers past the griffon roost at area V7. Surviving
cultists retreat to the Temple of Howling Hatred via
Knifepoint Gully (area V3).
Savra’s Revelation. If a character makes a strong
impression on Savra and the party is on good terms
with the knights, Savra looks for an opportunity to pull
that character aside. Delighted with the character’s
deeds, Savra confides that the Feathergale Knights have
a secret mission to master elemental air to annihilate
Waterdeep’s enemies. Savra offers to meet with Thurl
to request he recruit the character into the Feathergale
Knights. In doing so, she unwittingly reveals part of the
knights’ secret.
Indoctrinated by the air cult, Savra’s heart and mind
belong to Yan-C-Bin. If the characters defeat the cult and
destroy Windvane, Savra is freed from prince’s influence
and returns to her senses.
S ig h in g V a lle y
Sighing Valley is actually a wide canyon consisting of
a deep gorge through which a small river flows. Rock
spires rise from the canyon floor, and when the wind
blows past these natural structures it makes a sighing—
and sometimes a howling—sound.
Light. The canyon is brightly lit during the day, and
light varies at night from dim to dark.
Walls. The canyon walls are 200 to 400 feet high.
V 1. F e a t h e r g a l e S p ire
See the “Feathergale Spire” section.
V 2. D ead R ocks
A giant vulture picks at the gruesome remains on
the rocks. The giant vulture attacks the characters
only if provoked. Six blood hawks circle overhead,
attacking any other creature that comes near the kill.
After half an hour, the vulture flies away and the blood
hawks swoop in.
Among the dry, days-old gore lie shattered bones.
A successful DC 15 Intelligence (Investigation) check
reveals the bones belong to a humanoid creature. If the
check succeeds by 5 or more, the character discovers
rusty stains among the rocks and bone fragments
indicating that many more humanoids have died here.
V 3 . K n ife p o in t G u lly
Carved into the crevice at the end of the gully is a A creature standing atop Howling Plateau can see the
stairway that leads down to the Temple of Howling whole canyon, but not the surrounding lands.
Hatred (see chapter 4). Three hurricanes (see chapter
7) watch the entrance for intruders. V 6 . T h e L o s t R iv e r
V 4. T h e L o s t R iv e r
The river that runs through the canyon sweeps close to the
canyon’s eastern wall. To the west, the ground is covered
Ariver courses through the canyon, winding around tall with rocky spires and wild brush.
spires and through the base of a plateau. Coarse green
shrubs huddle along its banks. Four gnolls and four hyenas forage here. During the
day, when the sky is clear, the gnolls use their longbows
A gnoll pack lord and three gnolls forage among to take down distant targets.
large rocks west of the river. During the day, when
the sky is clear, they use their longbows to take shots V 7. G r i f f o n R o o s t
at characters. At night, they huddle behind the rocks, A mated pair of griffons occupies a cliff cave about 150
gnawing on fish from the river. feet from the canyon floor. The griffons attack any horse
or hippogriff that nears the lair. They slay the mount and
Treasure escape with the carcass.
The gnoll pack lord carries a severed human finger with
a gold ring (worth 25 gp) worn on it.
This cave stinks of animal musk and damp straw. Anest of
V 5. H o w lin g P l a t e a u straw and twigs follows the curvature of the cave walls.
This high rocky plateau rises from the center of the canyon. The nest holds two griffon eggs, worth up to 2,000 gp
each. For each day without sixteen hours of incubation,
Ariver cuts through the canyon bottom, passing through each egg has a ten percent chance of spoiling.
it to the other side. The wind on the plateau keens and
moans, alternating its pitch with the force and direction of V 8 . A a r a k o c r a C am p
the wind. In a depression on a ridge near the canyon floor, five
aarakocra have set up a watch post hidden with brush.
They have seen grim pilgrims proceeding into and Asmall castle overlooks the mighty Dessarin River, which
out of Knifepoint Gully (area V3), and they witnessed is a good half-mile wide at this point. Agatehouse and
the recent sacrifice from Feathergale Spire. Certain keep stand atop a low bluff, but the walls are built to the
that the forces of Elemental Evil has taken hold in the
canyon, they are now debating what action to take. They water's edge. On the river bank, another lowtower guards
are willing to help characters who show an interest a boat basin where keelboats are moored.
in confronting the evil in the canyon, and they might The keep seems old and worn, but new timbers and
interfere with any attempt the Feathergale Knights shingles suggest that repairs are underway. Awhite banner
make to sacrifice captured characters. with a blue gauntlet flies over the keep.
The front gate is closed.
V 9. M a n tic o re L a ir
What happens next depends on why the characters are
Apool fills the center of this deep cave, born from a natural here and how they approach.
spring beneath the rock and flowing outward into the
river. Long stalactites hang above the pool, surrounding a Peaceful Approach
If the characters approach openly and politely ask for
natural central pillar. Water drips from the stalactites into admittance for almost any plausible reason, the cultists
the pool, echoing throughout the cave. Some of the debris welcome them. Characters who make use of inside
here looks like leftovers from an old camp, including four knowledge (asking to see Gar Shatterkeel or Reash, or
old crates. to sign on with Grimjaw) are considered to be either
important guests or spies who know too much. If the
characters use no such knowledge and are rude or
Two manticores lair here. Only one manticore is provide no reasonable excuse for entrance, they are
present at a given time, with the other one out hunting. turned away.
If a manticore died in the “Manticore Hunt” event, the Four bandits escort characters who enter peacefully
other is here. through the gate (area K1). If the characters entered
Treasure through the water gate (area K11), three Crushing
The bones of six orcs litter the cave, along with signs the Wave reavers (chapter 7) provide escort instead. The
orcs camped here for many days. Coins scattered in the escort takes the party to the great hall (area K16), where
pool and around the lair total 60 cp, 26 sp, and 14 gp. Grimjaw interviews the characters to find out who they
The orcs also accumulated four crates of plunder that really are.
include plates, candlesticks, and silks worth 50 gp total. Aggressive Approach
Grimjaw and his cutthroats aren’t expecting an attack.
R iv e rg a rd K eep Characters who sneak in are challenged by anyone
A small but strongly built castle on the banks of the they meet inside. It’s up to you whether fast-talking
Dessarin River, Rivergard Keep is one of the Haunted characters can stave off conflict at such a meeting.
Keeps of the Sumber Hills. A taciturn mercenary lord
named Jolliver Grimjaw and his band of sellswords K eep F e a tu re s
occupy the keep. They are repairing the old castle and The water cultists are busy repairing Rivergard, but
protecting trade along the river from the depredations parts of the complex remain inaccessible. For example,
of monsters and bandits, or so they claim. In fact, the upper floors of the north tower and the water
Rivergard Keep is the secret stronghold of the Cult tower are filled with debris. The following features are
of the Crushing Wave. Grimjaw and his followers common to the keep. Any exceptions are noted in areas
are the very outlaws from whom they claim to be to which they apply.
defending trade. Arrow Slits. In the castle walls, arrow slits are 9 feet
above the ground level, 8 inches wide, and 4 feet high.
In v e s tig a tin g R iv e rg a rd Ceilings. Most ceilings are 12 feet high.
Grimjaw and his gang work with smugglers to move Defenders. Jolliver Grimjaw is known as “Jolly” to
stolen goods on the river. They stage attacks against his followers, as a shortening of his first name and an
river boats that refuse to pay protection money, and they sarcastic comment on his demeanor. He leads bandits,
actively recruit thugs and monsters to join the Cult of who work for money rather than ideology, and water
the Crushing Wave. cultists. Only some of the commoner servants lack
When the characters arrive at Rivergard, read the loyalty to Grimjaw and the cult.
following text: Doors. Interior doors are made of wood. It takes a
successful DC 10 Strength check to force open a locked
door. Exterior doors are reinforced with iron bands and
can be barred. Such a barred door requires a successful
DC 20 Strength check to force open.
Light. During the day, the castle’s windows and arrow If fighting breaks out here, characters standing in
slits provide bright light for all interior spaces. At night, front of the gate are exposed to fire from the arrow slit
interior spaces are brightly lit with small oil lamps. in area K3 and the parapet on the wall. If the bandits in
Locks. A lock requires thieves’ tools and a successful area K2 can’t line up shots at the intruders, they climb
DC 15 Dexterity check to open. the stairs to area K3 and then move out onto the parapet
Treasure. Each warrior in the keep carries 2d10 - to join the battle.
2 gp in mixed coinage and minor valuables.
Walls. The walls are 15 feet above outside ground Development
level and 10 feet above inside ground level. A crenellated If the characters kill some or all the gatehouse guards
parapet faces the outside. One bandit stands watch on (areas K2 and K3) and then leave Rivergard, the dead
each of the four wall sections, pacing back and forth. guards are replaced by troops from areas K8 or K20.
If those guards are killed too, it takes Grimjaw 1d4 + 1
R a is in g t h e A l a r m days to get reinforcements and replace the gate guards.
If the characters are caught doing something suspicious, During this period, the front gate remains barred but
cultists nearby attempt to raise the alarm. When the unguarded.
alarm is raised, the following countermeasures happen: K 2 . G a te h o u s e
• Castle denizens bar all exterior doors.
• Bandits in area K8 move to the tops of the walls,
adding two more bandits to each wall section. The gates open to a thirty-foot passage leading east. A
• The Crushing Wave reavers in area K8 head straight portcullis blocks the far end of the passage, but you can
for the source of the trouble, arriving 1 minute after see the castle yard on the other side. An arrow slit in the
the alarm is raised. southern wall of the passage provides defenders a way to
• After 10 minutes, Grimjaw and the reavers from
area K20 leave the keep and search for intruders in fire on intruders who get this far.
the castle.
Characters who specifically examine the ceiling notice
K 1. F r o n t G a t e the murder holes (see area K3). Otherwise, it takes a
successful DC 15 Wisdom (Perception) check to discern
the murder holes overhead.
The keep’s main entrance features a two-story gatehouse
attached to a round tower. Arrow slits look out onto the Gatehouse In te rio r
ground outside the gate. The gate itself is a double door of If the characters find a way into the round tower south of
thick timbers reinforced by iron bands. the gatehouse passage, read the following text:
The gate is barred from the inside. It can’t be forced This is the ground floor of the gatehouse tower. Adoor
open by any means short of a siege engine. The bar can leads to the east, and stairs climb to the floor above. Arrow
be raised from inside the gatehouse passage (area K2) slits in this room offer a view of the ground outside the
or lifted by an iron chain from the upper floor of the castle and the gate passage to the north. Two double
gatehouse (area K3). bunks stand against the walls.
One bandit stands watch on the wall section
just north of the gatehouse. If he spots the party
approaching, he warns the cultists in areas K2 and K3. The tower interior serves as the barracks for four
If the characters openly approach the gate and call out, bandits. If the gatehouse comes under attack, three
read the following text: move to the arrow slits, while the fourth steps into area
K4 and heads toward area K8 to raise the alarm.
The stairs lead to area K3.
Clattering sounds and muffled voices come from inside the
gatehouse. Then a human warrior appears at the second- K 3 . G a te h o u s e U pper F l o o r
story arrow slit directly over the gate. You can’t see much
of him, but he wears a leather jerkin and has a black beard.
This room above the castle gatehouse features doors
“Who are you? What do you want?” that lead out to the tops of the walls to the north and
to the east. Stairs lead down to the floor below. Achain
The person at the arrow slit is Holger, a thug who mechanism in the northern half of the room positioned
commands the gatehouse. Holger is a high-strung
martinet, and no one in the gatehouse likes him. Holger over the main gate raises or lowers the gate bars. Another
decides whether to open the gate, tell the characters controls the portcullis. Three holes in the floor, each about
to go away, or order his bandits to open fire. If Holger a foot square, look down on the passage below.
admits the characters, he orders four bandits (two from
area K2, two from area K3) to meet them at the gate and
escort them inside.
This area serves as a barracks and a defensive post. As the characters move around the castle yard, it’s
Holger, a thug, commands the gatehouse. Three more easy to see (and be seen by) any or all of the four
bandits have bunks here. bandits standing on the wall. They pay no attention to
The chain mechanisms are easy to operate. A people inside the walls who act like they’re supposed
character has to use three actions to bar or unbar the to be there.
gate, or to raise or lower the portcullis. The bandits Bluff. Asteep bluff of earth and loose rock on the
posted in this area operate the mechanisms to let people eastern edge of the castle yard leads down to the boat
into or out of the castle. basin and landing. Carved into the bluff is a 20-foot-long
The stairs in this room descend to area K2. The doors staircase.
lead out onto the wall sections on the south and west Random Encounters. Characters lingering in the
side of the castle. castle yard are likely to encounter various denizens of
Rivergard going about their business. Check for random
Treasure encounters once per 5 minutes during the day or once
Holger has accumulated a tidy little hoard, mostly per 15 minutes at night. Roll a d20; if the result is 18 or
through “fining” the warriors under his command for higher, a random encounter occurs. To determine the
minor infractions. He stores a locked wooden coffer encounter, roll a d6 and consult the following table:
under his bunk (he keeps the key on a string around
his neck). The coffer contains 150 sp, 40 gp, a potion of d6 Encounter
healing, and a potion of diminution. 1 1d3 commoners (see area K17)
2 1d4 bandits (see area K8)
K 4. C a s tle Y a rd 3 1d3 Crushing Wave reavers (see area K20)
4 1d3 giant rats
The area just inside the castle gatehouse consists of a 5 Drosnin and her guards (see area K15)
6 Reash and his guards (see area K9)
small courtyard of bare dirt and tufts of wiry grass. Astable
stands to the east, the gatehouse to the west, and the main The commoners are helpful, especially if they realize
yard of the castle lies to the north. The keep occupies the the characters plan to take on the Crushing Wave
northern corner of the castle yard. Stone stairs near the cultists. If they think the characters are cultists, the
keep lead up to the top of the wall. commoners hurry past with their eyes averted. All other
groups challenge the characters if the party looks like it
might not belong here.
K 5 . R u in e d S t a b l e Development
If the characters convince Grimjaw that they are here to
join up, they are assigned bunks in this room (only two
This old stable is in bad shape. Most of the roof has caved of the bunks are empty, so the characters might need to
in, and rotting debris fills the interior. Six horse stalls line share). Little camaraderie exists in the barracks—most
the back wall. of these cultists are sullen, boastful, or ill-tempered, and
they bully new recruits.
The cultists haven’t bothered to repair the stables yet, K 9 . W a te r T o w e r
since they have little need for mounts here.
K 6 . A rm o ry The upper floor of this tower looks deserted, but the
ground floor is still in use. Curtains hanging across
Weapon racks along the walls of this armory hold spears. the eastern half of the room wall off someone’s private
Barrels full of crossbow bolts and arrows stand near the quarters, and several straw pallets lie on the floor near the
doors. Open chests in the middle of the room contain suits door. Acapstan stands against the north wall, with a heavy
of leather armor. The most unusual items in this armory chain disappearing through a pipe to the northeast. The
are the shields—they are made of beaten copper and river laps just beneath the arrow slits of the tower.
fashioned into the shape of horseshoe crab shells.
Three Crushing Wave reavers and a fathomer named
Reash (see chapter 7 for both) occupy this tower. Reash
The room contains twenty spears, ten shortswords, five is in command and does most of the talking. He’s a sour
scimitars, five light crossbows, four hundred crossbow faced fellow with a drooping mustache and an arrogant
bolts, two hundred arrows, fifteen suits of leather armor, manner. Reash is instantly suspicious of strangers.
and eight shields shaped like horseshoe crab shells. Reash uses the curtained area as his private quarters,
while the reavers make do with the straw pallets. The
K 7. B a th h o u s e fathomer’s private quarters hold a folding wooden cot
and a saddlebag on a table (see “Treasure” below).
Two big wooden washtubs occupy the middle of this room, Capstan and Chain. The capstan raises or lowers
the chain that blocks the castle’s water gate (area K11).
and a row of curtains along the west wall provides privacy It only takes one person to operate the capstan, but
for several privies. lowering the chain to allow a boat to pass requires a
character to use three actions cranking.
K 8. B a rra c k s Treasure
Reash carries a key to the grate in area K13. His leather
saddlebag holds 70 gp, 12 pp, and six agates (worth
Nine double bunks fill this barracks, each with a pair of 10 gp each).
footlockers tucked underneath. Doors exit to the north,
K 10. L a n d in g
west, and east.
This area is home to twelve bandits and four Crushing The keep’s eastern wall juts out into the river, forming a
Wave reavers (see chapter 7). At any given time, four of good-sized basin in which a couple of keelboats float. A
the bandits stand watch as sentries on the outer wall, wide gap in the southeast wall provides access to the river,
and two of the Crushing Wave reavers are on duty in although it is blocked by a heavy chain. Atwenty-foot tall
area K16. The remaining eight bandits and two reavers
linger here. They spend most of their time gambling, bluff of rock and earth separates the landing and a nearby
dozing in their bunks, tending to their gear, practicing in tower from the rest of the castle grounds. To the north, a
the yard just outside, or starting pointless quarrels with wide stream flows out of a cave mouth into the boat basin.
each other. An iron grate blocks access to the stream.
At night, most of these warriors are asleep in their
bunks, but the cultists post a watch in this room
throughout the night. At least two bandits remain awake Keelboats full of loot and stolen goods off-load their
and armed at all times. Sleeping cultists sleep through cargo here. The boat tied up right next to the landing is
their first turn of any combat that takes place here, then currently empty. The water in the boat basin is about 15
awaken and arm themselves during their second turn. feet deep, although it naturally shallows near the shore.
K 11. W a t e r G a t e If the fight goes badly, Shoalar flees by leaping into
the river.
If Shoalar Is Already Dead. If the characters already
The keep’s eastern wall is built into the river, forming a defeated Shoalar (see the “Womford Rats” section,
long pier that encloses a boat basin. Aheavy chain that earlier in this chapter), the genasi and his halfling
servant aren’t here. Instead, the master of the keelboat
emerges from the tower to the south stretches across the is a bandit captain.
entrance.
T reasure
The heavy chain raised and lowered by the winch in A locked chest in the deckhouse holds 190 sp and 95 gp.
area K9 provides Rivergard’s defenders with the ability Shoalar wears a leather belt pouch containing 10 gp,
to block boats from entering or leaving. A swimming three small malachites worth 10 gp each, and a potion
character can easily go over or under the chain—it of healing. In addition, the cargo hold (below the stern)
impedes only boat traffic. is currently full of stolen goods: casks of ale, salted fish,
The sentry—a bandit posted on the wall section jutting and twelve large bundles of cured pelts (beaver and
out into the river—hails characters approaching by boat. sable) worth 40 gp each.
He then shouts for Reash in area K9, who moves to the
arrow slit in his tower to see what’s happening. K 13 . D a r k S t r e a m
Amale human with lank black hair looks out of the arrow The north side of the boat basin laps against a steep,
slit in the tower by the river. He has a drooping mustache rocky bluff. From the base of the bluff, a subterranean river
and a sour expression. “What do you want?” he asks. empties into the boat basin. The river is close to thirty feet
wide, and the cave ceiling is about six feet above the water
Reash decides whether to admit the party. If he does, level in the middle. An iron grate blocks the stream mouth.
he has the reavers in area K9 lower the chain and tells
the characters to tie up their boat in area K10. He then The iron grate has a swinging gate section secured by a
sends the reavers to escort the characters. simple lock. Reash (area K9) and Jolliver Grimjaw (area
K16) carry keys. The stream is 10 feet deep and leads to
K 12 . M o o r e d K e e l b o a t a hidden boat landing under the keep (area K22).
K 14. N o r t h T o w e r
Alarge keelboat is moored to the inner side of the keep’s
east wall, floating in the boat basin. Arope ladder leads This tower stands on top of the bluff, overlooking the
from the top of the wall to the deck of the boat, about six Dessarin River and the castle harbor below.
feet below. Hatchways lead into the boat’s cabin from the
bow and the stern. Filthy furs and discarded bones litter the interior of this
tower. Arank animal stench hangs in the air.
This is the Rivermaid. The ship’s water genasi captain,
Shoalar Quanderil (see chapter 7) and a halfling Most nonhumans recruited by the cult are sent down
servant named Pike (a thug) occupy the boat’s cabin. to the Temple of the Crushing Wave (see chapter
Two bandits serve as the rest of the crew. They remain 4). However, Jolliver Grimjaw felt that he didn’t
in a cramped bunkroom below the deck on the bow, have sufficient numbers to hold Rivergard against a
which is accessed by a hatch and a short ladder. determined attack, so he employs three bugbears to
Shoalar is a high-ranking Crushing Wave cultist, augment the garrison. The bugbears are bored and
and he is well informed about events in the towns spoiling for a fight. They attack anyone they don’t
throughout the area. Unless the characters come recognize, not caring if they injure or kill new recruits.
to Rivergard early in the campaign, he is likely to
recognize them from accounts of their deeds. Use your K 15. C h a p e l
best judgment.
If Shoalar recognizes the characters, he chooses one The keep’s chapel contains plain wooden pews facing a
of the following options:
large altar at the west end of the room. No idol hints at
• He plays dumb, invites the characters to drink what deity is venerated here. Acrude symbol is painted on
and gamble, then signals his crew to launch a
surprise attack. the wall above the altar, resembling an Xwith a horizontal
• He plays dumb, deflects the characters to the Hall bar linking the bottom limbs. Several straw pallets lie near
of the Scarlet Moon, and sends a bandit to warn the chapel door.
Jolliver Grimjaw.
• He attacks immediately. The intendant of the chapel is Drosnin, a Crushing
Wave priest. Two Crushing Wave reavers serve as
her bodyguards and somewhat unwilling acolytes. K 16 . G r e a t H a l l
(See chapter 7 for the cultists’ statistics.) They are
enthusiastic converts to the cult, but they would rather The great hall becomes a banquet hall, a practice hall,
be out raiding or fighting instead of stuck in the chapel or a throne room as the occasion requires.
listening to Drosnin rant about the unstoppable power
of the Crushing Wave. The symbol painted above the This room is the great hall of the keep. It is two stories
altar is the symbol of the Crushing Wave cult. high, with stone stairs on both sides of the room leading
Drosnin assumes that any strangers who wander into
her chapel have been assigned to her for indoctrination. up to a stone balcony at the west end of the chamber.
Drosnin’s favored technique is enthusiastic, relentless Heavy double doors lead east to the castle yard, while two
oratory. As long as the characters don’t attack, she interior doors open to the west. Arrow slits look out to the
launches into an exhaustive sermon about the “truth north and the south.
of the deep waters” and the “great revelations” to At the west end of the room, below the balcony, a large
come. The two reavers with her roll their eyes and look wooden chair sits behind a wide table littered with papers
bored, but Drosnin keeps going and going, brooking no
interruptions. Once Drosnin begins, she drones on for and discarded plates. Asecond table, this one long and
two hours before dismissing the party. If they attempt furnished with benches, runs down the middle of the hall.
to leave before she finishes her sermon, or if they The walls are painted in green and blue, decorated with
interrupt her frequently, she orders the reavers to keep tattered banners showing nautical designs.
them from leaving. She attacks if the characters ignore
her commands.
If a fight breaks out here, Drosnin defends the chapel Jolliver Grimjaw conducts most of his business here.
to the death. Once she falls, any surviving reavers He is a wereboar, although he remains in his human
retreat to area K14 or K16 to raise the alarm. form during any audience with strangers to Rivergard.
Grimjaw usually remains in the hall until late in the
evening, when he slips down to the riverside to hunt in
boar form. He returns before dawn and sleeps in his
quarters (area K21). In the Great Hall, he is attended K 17. S e r v a n t s ’ Q u a r t e r s
by a fathomer named Urshnora and two Crushing
Wave reavers (see chapter 7 for both). If a battle breaks
out, Grimjaw prefers to fight in his hybrid form. If the This plain dormitory features six bunk beds and a small
battle goes poorly, he flees through the secret door (see wooden table and chairs, as well as two large laundry tubs
“Secret Door” below).
Reports. Grimjaw has little patience for and several baskets full of dirty clothes and linens.
administration. Various reports from gangs of bandits
and smugglers throughout the area are buried in the This room houses the servants who work in the kitchens
piles of paper on the table, along with routine notes and tend to menial chores throughout the castle.
about Rivergard’s supplies, boat sailings on the river, Three human commoners (Anya, Berd, and Nayreen)
and logbooks and manifests taken from plundered currently work in here. They are natives of Womford
ships. The bandits report exactly what loot they take, who were kidnapped by the Crushing Wave cult and
but location descriptions are imprecise: for example, brought here to take care of cleaning, cooking, laundry,
“wagonload of flour, near B.,” or “40 silver pieces, and waiting on the cult warriors. All three are anxious
traveler near W.” The abbreviations stand for towns in to escape and head home, but they don’t dare try.
the area, Beliard and Womford. Grimjaw has already had two others flogged to death for
One of these reports details caravan traffic in attempting to flee.
Red Larch. It makes note of the arrival of “a band of The servants know about the secret door in area K16,
troublemakers” with the racial mix of the party. The but they don’t know where it leads.
letter is unsigned, but the unusual handwriting mixes
block letters and script. See “The Spy’s Letter” in K 18 . K i t c h e n s
chapter 4 if the characters investigate further.
Secret Door. A secret door behind Grimjaw’s seat
can be found with a successful DC 10 Intelligence Two large hearths on the north wall of this room hold
(Investigation) check. The door hides a spiral staircase kettles full of simmering stew. Washbasins and worktables
that descends to area K22. with old, battered crockery stand in the middle of the
Audience w ith Grimjaw room. Sacks, casks, and barrels are piled along the
Jolliver Grimjaw is sullen, suspicious, and humorless. southern wall, and cheeses and smoked fish hang from the
He asks very direct questions, such as “Who are you?” ceiling.
and “Why are you here?” If a character tries to flatter
him or concoct any kind of fanciful story, Grimjaw tells Five human commoners labor here. Two (Lathna and
the talkative character to shut up and points at someone Oric) are captives who don’t want to be here, but the
else to answer. other three (Gorm, Herek, and Shadnil) are ne’er-do-
After listening to the characters, Grimjaw decides wells from Womford. These three aren’t tough enough
among the following options: to be Crushing Wave warriors, so they’ve been pressed
• If the party seems unaware of the cult and annoys into service in the kitchens. If intruders enter in the
him, he has the characters thrown out of Rivergard. kitchen, the would-be bandits try to slip away to warn
• If the party seems unaware of the cult but offers a the cultists.
good reason to remain in Rivergard, Grimjaw permits
the characters to stay only as long as needed, giving T reasure
them bunks in area K8. The sacks contain flour, the dozen casks hold ale (worth
• If the party seems to know something but appears 10 gp per cask), and the barrels hold salted meat.
weak or dangerous, Grimjaw orders the cultists
to attack. K 19 . O l d L i b r a r y
• If the party seems to know something and appears to
be important (or useful as recruits), Grimjaw allows
Old bookshelves line the walls of this room, but most are
them to stay, giving them bunks in area K8.
empty. One old shelf has been cleared and restocked with
If the characters were escorted to Grimjaw’s hall a selection of tomes. Asingle bunk sits under the narrow
from one of the gates, their escorts are also present for
during the talk with Grimjaw. window at the far end of the room, near a small desk, a
wooden chair, and a chest. The floor looks wet.
Development
If the characters leave Rivergard after killing Grimjaw This room was once the library and parlor of the
or forcing him to flee, any remaining cultists abandon keep’s lord, but Grimjaw has no particular interest in
the keep over the next day or two. Most disperse to reading or entertaining. It now serves as the personal
bandit and smuggler camps throughout the Dessarin quarters of Urshnora, who is normally found in area
Valley. Initiates of the cult retreat to the Temple of the K16. Urshnora is a fathomer (see chapter 7). She
Crushing Wave (see chapter 4). hates Reash (area K9), who heartily reciprocates
Grimjaw carries a key to the iron grate in area K13. Urshnor’s ill will.
Secret Door. One of the bookshelves hides a secret K 2 2 . S e c r e t L a n d in g
door. A successful DC 10 Intelligence (Investigation)
check reveals the door, which connects to area K21. The secret stairway in area K16 descends 20 feet to this
landing, which abuts an underground stream that flows
Treasure east to area K13.
Urshnora keeps a small wooden chest by her bed. The
chest contains 80 sp, 30 gp, a silk pouch that holds four At the bottom of the stairs, you find a torchlit chamber
excellent jaspers worth 70 gp each, a scroll of haste, and
a scroll of wall of water (see appendix B). where two boats bob in an underground stream. The
The books—a dozen in all—are worth 25 gp each. stream flows toward daylight to the east and leads
Most cover nautical topics and include charts, excerpts upstream into darkness toward the west.
from ships’ logs, and the like.
Six ghouls lurk in the waters just beyond the boat
K 2 0 . K eep G u a rd ro o m landing. They have orders to make sure that only
cultists proceed to the Temple of the Crushing Wave,
Four bunk beds line the walls of this guardroom. To the which lies more than two miles upstream. The ghouls
attack anyone who begins rowing upstream without
south, an arrow slit looks out over the castle yard, and a first standing in the bow of the boat and making the
door exits to the castle parapet. Another door exits to the hand sign of the Crushing Wave. Spotting the ghouls
north. in the inky water requires a successful DC 17 Wisdom
(Perception) check.
This guardroom serves as a barracks for six Crushing All six ghouls spend their first action of any combat
Wave reavers (see chapter 7). At any given time, two are combining their efforts to overturn a boat and dump
on duty in area K16, while the other four rest here. At its passengers into the river. Doing so allows three
night, at least one reaver remains awake at all times. of the ghouls to use their actions to attempt Strength
If the reavers in this room hear fighting in areas K19 checks, while three others use their actions to take the
or K21, they quickly move to investigate and deal with Help action. If any ghoul succeeds on a DC 20 Strength
any threat. check, the boat capsizes. Some might continue to try to
tip the boat later in the battle.
K 2 1. L o r d ’s C h a m b e r s
C o n c lu s io n
The underground stream winds for more than two miles
Alarge semicircular room occupies the western half of through lightless grottos, leading to an underground
this floor of the keep. Three narrow windows look out lake on the outskirts of the lost dwarven city of Tyar-
over the countryside outside the castle walls. The room’s Besil. The characters can easily row a small boat
furnishings are very plain, including a hard-looking bunk, a from the Secret Landing (area K22) to the Lakeshore
Landing in the Temple of the Crushing Wave (see
small wooden table, and a couple of simple chairs. Several chapter 4).
large chests occupy the room’s southern corner.
S a c re d S to n e M o n a s te ry
Jolliver Grimjaw has no use for creature comforts, but The third of the Haunted Keeps of the Sumber Hills,
he is very fond of his riches. The best pickings from his the Sacred Stone Monastery is where the lich Renwick
gangs’ raids and robberies end up here, where he can Caradoon chose to make his home, discouraging other
see and touch them whenever he wants. Grimjaw is a monsters from settling nearby. The former keep has
wereboar, and he only sleeps a few hours each morning been reborn as the Sacred Stone Monastery, now home
in this room. to a reclusive order of mysterious monks (actually earth
If confronted here, Grimjaw fights furiously to defend cultists in disguise) who spend their days in meditation
his hoard, roaring in anger and calling for help. Any and rigorous exercises of self-discipline.
nearby cultists (see areas K19 and K20) answer his Few people in the area have heard of the Sacred
call. If the characters are discovered in this room when Stone order. No one in the region knows the truth: the
Grimjaw isn’t here, they are immediately attacked, since monastery now serves as the surface headquarters of
the room is off limits to everyone except Grimjaw. the Black Earth cult and guards access to the unholy
Secret Door. Asecret door leading to the library (area vaults of the Temple of Black Earth below.
K19) is hidden in the northeast corner of the room. A
successful DC 10 Intelligence (Investigation) check I n v e s tig a tin g t h e M o n a s te ry
reveals the door.
Unlike the flamboyant Feathergale Knights or the
Treasure aggressive raiders of Rivergard Keep, the monks of the
Grimjaw’s loot consists of 600 sp, 450 ep, and a pouch Sacred Stone Order keep a low profile. They quietly
containing fifteen blue azurites (worth 10 gp each). recruit monsters and kidnap travelers and isolated
miners to work as slaves in their mines, but they’re
careful to eliminate witnesses. So far no one suspects
that “those reclusive monks” are behind the troubles. In M o n a s te ry F e a tu re s
fact, so little attention comes this way that the Sacred
Stone monks hardly bother to keep their monstrous Most of the Sacred Stone Monastery appears to be in
allies out of sight or to misdirect nosy intruders. good shape except for the eastern end of the building
(areas M16 and M17), with its crumbling walls and
V isitors N o t Welcome heaps of rubble. The following features are common
Whatever story the characters are selling, the Sacred to the monastery. Any exceptions are noted in areas to
Stone monks don’t want any of it. A group of strangers which they apply.
that knocks on the door is turned away. Insistent Ceilings. Ceilings in the monastery are 12 feet high.
visitors are told, “The abbess doesn’t allow visitors The mines have 8-foot-high ceilings in most places.
to disturb our meditations,” and are attacked if they Defenders. Most of the inhabitants of the monastery
refuse to leave. are cultists. Others, such as the orogs, are mercenaries.
If the characters ask about the Mirabar delegation, the The lich Renwick (area M16) has nothing to do
monks at the door say, “They aren’t here,” and turn the with the cult.
party away. Suspicious characters might sense that the Doors. Interior doors are made of wood. It takes a
monks are exchanging furtive glances with a successful successful DC 10 Strength check to force open a locked
DC 10 Wisdom (Insight) skill check. door. Exterior doors are reinforced with iron bands and
usually locked. Such a door requires a successful DC 15
R ecruits o r Members? Strength check to force open.
The Sacred Stone monks might be persuaded to let the Light. During the day, the windows provide bright
characters in if the characters claim that they are here light for most interior spaces. At night, no lights are lit.
to join up or are already working for the Black Earth The mines are unlit as well.
cult. Asking for Hellenrae, Marlos Urnrayle, or Miraj Locks. A lock requires thieves’ tools and a successful
Vizann by name suffices as proof, as does producing DC 15 Dexterity check to open.
something that would pique the Black Earth cultists’ Treasure. Sacred Stone monks are ascetics and
interest. If admitted, the characters are escorted to don’t collect individual treasure. Their gilded tin masks
Qarbo so that he can decide what to do with them (see are worthless. For the more worldly denizens of the
“Audience with Qarbo” in area M9). monastery (such as the duergar), each carries 2d10 gp in
mixed coinage and minor valuables.
Disguises Walls. The roof of the monastery is about 25 feet
The Sacred Stone monks normally wear hooded robes above the ground, but the walls have patches of
and gargoyle masks made of gilded tin that cover their crumbling masonry or poorly fitted fieldstone, so they’re
faces. If the characters acquire these articles, they relatively easy to climb. The wall surrounding the
can don the monks’ clothing and disguise themselves. garden (area M14) is 10 feet high.
Characters disguised as Sacred Stone monks can Windows. The monastery windows are narrow and
move about the monastery without being challenged, tall, almost like arrow slits. The sill of each window is
as long as they avoid talking too much. The gargoyles about 10 feet above the ground outside.
in areas M8 and M14 don’t attack characters dressed
in Sacred Stone robes and masks. Other villains and M 1. P a s s a g e o f S t o n e
monsters ignore the disguised characters unless they
act suspiciously. When the characters arrive at the Sacred Stone
Monastery, read the following text:
I n filtr a tio n and Combat
The denizens of the monastery know exactly who Atrail leads into an ever-narrowing defile between bluffs
is supposed to be here and who isn’t. Undisguised of wind-sculpted sandstone. Eventually the walls draw in
adventurers roaming around the halls without an escort
are immediately identified as intruders and attacked. so closely that you can reach out and touch either side, but
The cultists don’t have an organized response to an then the narrow space opens into a hidden canyon in the
attack. Most of the monastery denizens are fatalistic, heart of the hills. Asprawling monastery with dark, narrow
inclined to stand their ground and fight it out with windows and red tile rooftops stands in the middle of this
intruders instead of trying to escape and raise the natural amphitheater, ringed by sandstone cliffs all around.
alarm. However, the cultists do respond aggressively to Ahead, a weathered flight of stone steps leads up to the
the sounds of fighting. When a fight begins in an area,
check adjacent areas to see if any other monsters or closed monastery doors. The plain doors are made of heavy
villains are nearby. Then decide if and when such foes timber with iron studs. Adusty footpath circles the building.
join an ongoing battle. This might lead to deadly combat
encounters for the characters, since new opponents can If the characters scout around the other sides of the
rush in to join a fight that is still in progress, or arrive building, add the following:
while the characters try to rest after a tough battle.
Asmall door, perhaps a servants’ entrance, is on the M 3. S o u th D o rm ito ry
northwest side of the monastery. On the northeast side,
a lowwall encloses a good-sized garden with a locked
gate. The eastern portion of the monastery is in very poor This room is arranged as a very uncomfortable-looking
repair—the walls there are crumbling, and the windows barracks. Ten thin pallets are rolled up along the walls,
have been bricked up with old masonry. Asmall side beside neatly folded piles of clothing—plain, dun-colored
door is near that section, in the southeast portion of the robes and sandals. Two of the clothing piles also include
building. golden masks in the shape of scowling gargoyle faces.
There are no other furnishings. Asingle window looks
Nobody inside the monastery pays much attention to toward the canyon wall to the south.
people skulking around outside, although characters
who make a commotion might attract the attention of This room houses ten Sacred Stone monks (see
cultists whose windows look out in the right direction. chapter 7). During the day, the room is empty as the
All outside doors are locked after nightfall. monks attend to their duties elsewhere. At night, six
monks sleep in this room, two remain awake, and
M 2. B a s a lt H a l l two work in area M7. The two monks who remain
At night, no one is here, but during the day, two Sacred awake watch to make sure no one sneaks out to raid
Stone monks (see chapter 7) are stationed here. If the the kitchen or the distillery, or otherwise behaves
monks are present and the party knocks, tries the door, inappropriately for a monk. If combat occurs, sleeping
or converses loudly, read the following: monks wake up and stand up during their first turn.
They can each take a normal second turn.
By day, four monks (the ones who drew night shift)
Asmall panel in the monastery’s front door slides open, sleep here.
and someone wearing a golden mask peers out. The mask
is fashioned in the shape of a scowling gargoyle, but the M 4. G u e st Q u a r te r s
hand that opened the panel seems human enough. From The door to this room is usually locked. Qarbo carries
beneath the mask comes a female voice: “Yes? What do the key. He is either in area M9 during the day or
you want?” sleeping here at night.
The monks listen to their visitors’ story, then turn the Eight simple bunks line the walls of this room, each with a
party away unless the characters make convincing small trunk at the foot of the bed. Asmall table and several
arguments about their importance. If the doors wooden chairs stand in the middle of the room near an iron
are unlocked, the characters can walk in without stove. Five of the bunks are bare, but three are comfortably
announcing themselves. In this case, they find made up with sheets, pillows, and blankets.
two monks dressed in dun-colored robes waiting
impassively in the hall. The monks ask what they want
and the conversation proceeds in much the same way. Back in the days when the inhabitants of the monastery
Once the characters pass the front door, read: offered shelter to travelers, this room served as the
monastery’s guest room. Few people come this way
now, so the Black Earth priest Qarbo uses this space
This austere hall is finished in irregular blocks of dark as his personal quarters. Qarbo keeps two Black Earth
basalt that form natural columns along the walls. The guards at his beck and call to serve as bodyguards. See
doors of the monastery’s front entrance face south, while chapter 7 for the cultists’ statistics.
interior doors lead east and west. An interior courtyard Qarbo rests here from midnight to shortly after dawn.
lies just to the north of this room, visible through a pair of He spends the rest of his time in area M9, the Shrine of
narrow windows. Stone. When Qarbo and his guards are here, they lock
the door and sleep.
The monks attack without warning if anyone attempts Treasure
to leave through the east or west doors without an A locked iron coffer beneath Qarbo’s bunk contains
escort. If the monks are convinced that the characters 120 gp, 90 ep, cloth-of-gold priestly vestments worth
are potential recruits or engaged in important cult 40 gp, a leather pouch containing 2 gold bracelets worth
business, one of the monks guides the party to area M9 30 gp each, a scroll of earthbind, a scroll of Maximilian's
to meet Qarbo. earthen grasp, and a scroll of transmute rock (see
appendix B for a description of these spells). Qarbo
Development carries the coffer key, as well as the key to the locked
If the characters attack the monastery and then leave, doors in area M21.
when they return the guards here are replaced by two
minotaurs sent here from the Temple of Black Earth,
supervised by one Sacred Stone monk (see chapter 7).
M 5. W e st D o r m ito ry Hot coals smolder in two big brick hearths in the middle of
this room, and the smell of baking bread fills the air. Sacks
of flour, casks of salted fish, crates of dried vegetables,
Aheavy wooden shutter covers the window of this room, and wheels of cheese clutter the walls, along with well-
making it quite dark inside. It is also very warm due to a worn work tables and a collection of mismatched cutlery.
large iron stove with a well-stoked fire. Ten uncomfortable Adoorway to the west leads to a washroom where three
looking pallets lie on the floor amid tidy piles of iron arms large wooden tubs stand. Adoor to the north leads to the
and armor. monastery exterior, while another door leads south.
This room houses six duergar and four Sacred Stone The Sacred Stone monks take turns working in the
monks (see chapter 7). During the day, the monks kitchen. Regardless of the time of day, four Sacred
work in the dojo (area M15) and the kitchen (area M7), Stone monks (see chapter 7) work here. If the hour
while the duergar rest in here. At any given time while is late (or early), they are engaged in baking bread,
the duergar are present, three are awake and three are scrubbing kettles, or making preserves. The food isn’t
dozing. At night, the duergar patrol the area around very good, but it is plentiful and filling. Basic provisions
the monastery and venture into the mines while the are stockpiled along the walls.
monks rest. The room immediately to the west is a bathhouse and
These duergar mercenaries see the Cult of Black laundry area with three large wooden tubs.
Earth as a good bet. They tolerate the monks because
the monks don’t say much and generally leave M 8. S a n d s to n e C o u r t
them alone.
This area is open to the sky. Characters on the
M 6. R e fe c to ry monastery roof can enter the building here.
The cultists spend little time in this common room. The two statues nearest the temple door are actually
They spend most of their waking hours working or two gargoyles, hiding in plain sight. They don’t react
training in other parts of the monastery. When they unless characters who don’t belong to the cult attempt
aren’t working, they’re resting in their quarters. to enter the shrine to the north (area M9). The gargoyles
At dawn and dusk, the Sacred Stone cultists (except don’t interfere with anyone wearing a Sacred Stone robe
the two door wardens in area M2) gather in this and mask, or anyone escorted by individuals dressed in
room for half an hour to dine together in silence. At such a manner.
mealtimes, twelve Sacred Stone monks eat here, along The symbol on the north door is the symbol of
with Hellenrae, the Black Earth priest Qarbo, and the elemental earth.
two Black Earth guards who protect Qarbo. The other
denizens of the monastery (the duergar in area M5 and M 9 . S h rin e o f S to n e
the orogs in area M18) prefer not to eat with the rest of
the inhabitants. See chapter 7 for the cultists’ statistics. The stairway in the middle of this room descends to
area M21 in the mines below the monastery.
M 7. K i t c h e n
The door leading outside is locked after nightfall. Four large columns of natural rock dominate this shrine. A
During the day, monks working in the kitchen frequently wide set of steps descends into darkness in the center of
go in and out, gathering herbs or dumping refuse. the room, in front of a slab-like stone altar. Large, copper-
sheathed doors stand in the middle of the south wall,
and smaller doors exit to the east and west. Two narrow
windows in the north wall admit thin fingers of light from
outside. Above the altar, a triangular symbol has been
chiseled into the heavy stone blocks of the wall.
When Renwick first established himself in the old The cage door leading into each of these pens is locked.
monastery, he claimed this room, though he has no Jurth (in area M18) holds the key. Forcing open a cage
need for the trappings of life. If he decides to help door requires a successful DC 20 Strength check.
the characters, he allows them to use this room to The cells hold a total of seventeen commoners. Most
rest safely. are human peasants, caravan drivers, merchants,
Renwick’s Phylactery. Renwick left his phylactery or tribesfolk. However, one is the dwarven sage
in a place even he can’t easily reach: a tomb beneath Bruldenthar, one of the missing members of the
Summit Hall. If he should be defeated in combat, he’ll delegation from Mirabar.
re-form there—and see whether he can abscond with The cult’s prisoners, who have been working in the
his brother’s body for reburial in the empty sarcophagus mines, beg for the characters to free them from their
in area M20. pens and lead them out of the monastery. They know
that Jurth carries the keys to the pens, and that he can
M 18 . M in e G u a r d r o o m be found in the guardroom to the north (area M18). If
The stairs near this room lead up to area M11 on the questioned, they tell stories of raiders wearing brown
monastery’s ground floor. cowls or hoods sweeping into town and carrying them
back to servitude in the mines. Strangely, the mine
contains no valuable ores.
Alarge well sits in one corner of this room, equipped with Bruldenthar’s Tale. Bruldenthar confirms that earth
a winch-and-bucket mechanism for fetching water. Doors cultists ambushed the Mirabar delegation south of
enter from the north, west, and south. Several dirty straw Beliard, slaying most of their guards. Earth cultists and
pallets lie tucked into the corners of the room—including their captives were ferried across the Dessarin River
one very large and stinking pallet. by pirates who received the sage’s beloved books as
payment. Bandits flying on giant vultures ambushed
the earth cultists somewhere in the Sumber Hills.
This chamber serves as the barracks for the Sacred The bandits captured the delegate Deseyna Norvael.
Stone’s subterranean guards: three orogs and one ogre. Bruldenthar and the rest were brought to the Sacred
The leader of the orogs is a battle-scarred old veteran Stone Monastery. The sage was put to work, but
named Jurth, who claims the title of “commander.” The delegates Rhundorth and Teresiel were taken below to
ogre, a flabby simpleton called Drool, pathetically tries an unknown fate.
to please Jurth by brutalizing the hapless slaves this
band of guards oversees. M 20. T h e H a u n te d C ry p t
When strangers appear, Jurth and his gang don’t The doors leading into this area are made of old
immediately attack. Instead, the orog growls, “The pass bronze plate. They aren’t locked, but they are stuck
sign!” He waits for one of the characters to make the (DC 10 Strength check to force open). The stairs to the
hand sign of the earth cult: a simple triangle formed
southeast lead up to area M16, and the door here is Behind the iron bars stands a monstrous creature that
locked with an arcane lock. resembles a cross between a huge ape and a beetle. It has
wicked mandibles, powerful claws, and four eye sockets—
This barrel-vaulted chamber is obviously an ancient crypt. but two of its eyes have been put out, and its claws are
Niches along the walls hold dozens of old skeletons, some bronze blades. The creature bellows and thrashes in rage,
with scraps of burial cloth still clinging to their bones. constantly testing the bars and clawing at the walls.
Not all the monsters beneath the monastery belong to The monster in the western portion of the chamber
the Black Earth cult. The crypt is part of the dungeon is an umber hulk. The cultists partially blinded the
claimed by the lich Renwick, who normally can be found creature and removed its natural claws, so the hulk no
in his workshop (area M16). The lich retreats here to longer has its Confusing Gaze power or the ability to
avoid confronting determined attackers. Six zombies burrow. However, the artificial blades increase its claw
guard this place, lying among the remains of the long- damage to 14 (2d8 + 5) slashing damage. The angry,
dead priests and monks who first built it. The creatures trapped umber hulk eagerly attacks anything it can
obey Renwick, who ordered them to defend the crypt reach. If the characters goad it through the bars (for
against all living intruders. example, by attacking with ranged weapons or spells),
Samular’s Empty Tomb. At the east end of the crypt the umber hulk goes berserk. It can use an action to
stands a magnificent but empty stone sarcophagus, attempt a DC 20 Strength check on each of its turns to
carved in the image of a noble human knight with a long wrench the cage door open.
white beard. An inscription carved across the front of The natural stone column and the floor of loose earth
the sarcophagus reads: “Here Lies Samular Caradoon, are harmless. The earth is about 5 feet deep with hard
Defender of the North.” The lich prepared the tomb long rock underneath; it’s not any harder to walk across than
ago, foreseeing the day when he could abscond with his firmly packed sand.
brother’s body (currently interred with the Knights of Cage. The lever in area M9 opens the cage door. It can
Samular in Summit Hall). also be opened by unlocking it (Jurth in area M18 has
the key), although the caged umber hulk immediately
Treasure attacks whoever opens the cage.
Most of the old clerics and monks were buried quite Trapped Stairs. The lever in area M9 also causes the
modestly, but one skeleton in the north wall wears a stairs leading into this room to collapse, creating a steep
silver ring set with small rubies (600 gp) and a ring of slide. A character actively searching the stairs for traps
fire resistance. notices the collapsing mechanism with a successful DC
15 Intelligence (Investigation) check.
M 21. H a l l o f T h i r s t i n g S t o n e Anyone on the stairs when the lever is activated
The doors leading into this room are made of iron slides to the foot of the stairs and must succeed on a
plate and secured with strong but simple locks (DC Dexterity saving throw or fall prone. While the stairs
20 Strength check to force open, or a DC 10 Dexterity are collapsed, climbing back up requires a successful
check to pick with thieves’ tools). DC 15 Dexterity (Acrobatics) check.
If the characters listen at the western door, they hear Typically, the Black Earth cultists shove victims
something large moving around restlessly just on the down the stairs and pull the lever, simultaneously
other side. Knocking or making a commotion outside releasing the caged umber hulk and making sure
the door provokes the creature in the room to bellow the victims (and the monster) can’t escape back
and throw itself against the door, which booms and up the stairs.
rattles but otherwise holds.
The wide stairway at the south end leads up to the M 2 2 . M in e s
Shrine of Stone (area M9) in the upper monastery. Most of this level consists of mine tunnels. Any location
that isn’t a keyed room is part of the mines.
The floor of this large chamber consists of loose red
earth. Acolumn of natural stone stands near the middle Several rough-hewn mine tunnels converge near this spot,
of the room, and a row of sturdy iron bars with a sliding shored up by old timbers. Patches of weird fungus or lichen
cage door (currently shut) walls off the western portion of cling to the walls in places. Asoft breeze moans through
the room. Adoor of iron plate stands in the western wall the passageways.
behind the iron bars, while a similar door exits to the east.
To the south, a wide set of stairs leads up. The timber shoring isn’t really needed, since the tunnels
are sturdy. A breeze enters the mines at area M23,
If the characters enter the room from the stairs or the circulates a bit, and then exits at area M24.
eastern door, add the following: Random Encounters. The mines aren’t heavily
trafficked, but the cultists send their captives to work
here and sometimes strange creatures wander in. Check
for random encounters once per hour. Roll a d20; if the
result is 18 or higher, a random encounter occurs. Roll a C o n c lu s io n
d6 for day encounters, or a d8 for night encounters:
When the characters defeat Hellenrae and her followers
d6 (d8) Encounter or convince them to guide them deeper into the temple,
1 1d4 commoners (see area M19) they are done with the monastery portion of the
2 As per result 1, plus 1 orog (see area M18) adventure. The Ancient Stair (area M24) descends about
1d3 Sacred Stone monks (see area M7) 250 feet, leading to a quarter-mile passage in a natural
3
cavern. This passage in turn leads to area B1 in the
4 1d3 violet fungi Temple of Black Earth (see chapter 4).
5 1grick
6 Jurth and 1d2 orogs (see area M18)
S c a rle t M oon H a ll
7-8 1d3 + 1duergar (see area M5)
Elizar Dryflagon, a fire cultist who was once a druid,
The commoners labor at new excavations, digging has sent word throughout the Dessarin Valley that an
with picks and shovels. They are desperate to escape obscure (and fictitious) druid circle called the Circle
but are thoroughly intimidated. If they mistake the of the Scarlet Moon knows the Rite of the Wicker
characters for Black Earth cultists, they cringe and Giant, a ritual that can restore nature’s balance in the
work harder. If they realize that the characters are here troubled region. Several groups have set up camps
to fight the cultists, they eagerly relate everything they on the slopes below Scarlet Moon Hall, waiting for
know about the layout of the mines and the guards in Elizar to invite them up to partake in the rite. He has
area M18. The commoners also know where the crypt convinced those gathered here that he’s a druid of
(area M20) and the Hall of Thirsting Stone (area M21) the Circle of the Scarlet Moon and promises to teach
are located, but they haven’t been in those rooms. They others the rite as it’s performed. The atmosphere is one
beg the characters to free the rest of the captives in area of festive anticipation. Real druids here are excited to
M19 and help them all escape. meet their fellows and learn from the mysterious but
powerful Elizar.
M 2 3 . H id d e n T u n n e l
A r e a F e a tu re s
Scarlet Moon Hall was once a central tower with outer
Alocalized cave-in partially obstructs this disused mine protective walls. The walls are now tumbled ruins, and
tunnel. Aheap of rubble stands six feet high and blocks the tower is under repair. The following features are
a ten-foot long section of the passage, but the tunnel common to the site. Any exceptions are noted in areas to
definitely continues past the collapsed section. which they apply.
Haze. The influence of elemental fire creates a smoky
haze that renders the area lightly obscured. A bright
This tunnel continues for a quarter-mile, opening into spot in the haze indicates where the sun or moon is.
a well-hidden spot in the surrounding hills. The rubble Defenders. The potential foes in this area are varied.
makes for a tough scramble, but anyone can manage it The fire cultists pretend to be servants of the Circle of
given a little time. the Scarlet Moon. Among them, only Elizar has druid
capabilities.
M 24. T h e A n c ie n t S ta ir Fires. A number of bonfires burn on the hillside. A
This stairway leads to the ruins of Tyar-Besil, exiting bonfire deals 1d10 fire damage to a creature the first
the Sacred Stone mines. time on a turn it enters the fire, as well as when the
creature starts its turn in the fire. You can modify the
damage based on the size of the fire. See the “Damage
The passage leads to a gate made of iron bars that blocks Severity by Level” table in chapter 5, “Adventure
the way north, secured with a chain and padlock. Just Environments,” of the Dungeon Master's Guide.
beyond the gate, worn stone steps descend and turn left. Slope. Within the keep walls, within about 20 feet of
This is no mine tunnel—the stonework is near-perfect each campfire, and along the trails, the ground is level
despite its evident age. To the right, a short passage leads enough to pose no hindrance. Other areas are difficult
to a big door of iron plate, dented in from the other side. terrain for those moving uphill on the ground.
Tents. The canvas tents are tall enough for humans to
crouch in. Bedrolls and clothing are scattered on most
Hellenrae and Jurth have keys to this gate. The stairs tents’ floors. Most also have lanterns hanging inside or
descend about 250 feet before reaching the Temple of from the frame supporting the tent entrance.
Black Earth (see chapter 4). Any dwarf recognizes the Treasure. Most of the visitors here carry 2d10 gp in
steps as dwarven stonework, most likely thousands of mixed coinage and minor valuables.
years old.
The door to the east is locked and leads to area M21;
Jurth and Qarbo hold the keys.
A s c e n d i n g t h e S lo p e H c 2 . C u l t C am p
Visible through the haze that covers the hill is a square Two human men in robes stand before the bonfire. On the
tower ringed by ruined walls. In front of the tower burns other side of it, leashed to a peg pounded into the ground,
a bonfire shaped like a fiery giant. Scattered on the slope is a brown bear.
below the tower are seven bonfires with tents clustered
around them. Humanoid figures huddle near these closer The humans are two Eternal Flame priests (see
fires. Atrail leads up to these hillside encampments. chapter 7) claiming to be Aylbrith and Ingulf, posing
as druids of the Circle of the Scarlet Moon. They
have a captured brown bear with them to improve
Due to the haze, characters can sneak past or overcome their disguise. They warmly greet visitors who aren’t
a camp without arousing the attention of the others. obviously hostile, asking questions to determine the
Whether or not they attract the attention of nearby characters’ reason for visiting Scarlet Moon Hall.
camps depends on how quiet they are. Keep in mind If the characters aren’t mollified by their claims, the
that the brown bear (camp Hc2), werewolves (camp cultists attack. If it can’t reach someone within 10 feet
Hc3), and worgs (camp Hc7) all have keen senses that of it, the bear uses its action to make a DC 20 Strength
don’t depend on sight. check, breaking its leash on a success. Once free, it
The denizens of a camp cry out an alarm only if attacks the fire cultists if it can’t reach a character.
they’re clearly losing a fight. Absent extenuating Reinforcements. Camp Hcl arrives first, though the
circumstances, though, they don’t repeat the alarm druids of that camp try to talk it out rather than fight. If
round after round. the disturbance is large or extended, camp Hc6 arrives.
Once a battle starts, reinforcements arrive in waves.
It’s conceivable that, once a few camps empty out, the H c 3 . W e re w o lf C am p
rest hunker down and hope that whatever is attacking
the other camps doesn’t come their way.
Characters can avoid the camps entirely by circling Two rugged humans sit near a large bonfire. They are
the hill and climbing its north side. The north side of the sparsely dressed and very hairy.
hill is steep but navigable, and can be climbed without
having to make ability checks.
The humans, Storol and Wiglaf, are werewolves. They
H c 1. D r u i d C a m p are here because they want to know what the druids are
up to. They think the Rite of the Wicker Giant is real.
The werewolves don’t know it, but they passed the
Four robed humans—two male, two female—chant as they initial test when fire cultists visited this camp. The fire
stand around a bonfire. On the periphery of the firelight are cult has no idea Storol and Wiglaf are lycanthropes, but
two massive elk, placidly chewing. they noticed the pair’s killer instinct.
The werewolves pretend to be interested in the rite,
but prolonged conversation with strangers frustrates
The four druids (Varigo, Mahoon, Iniri, and Fariya) them. Any conversational hostility causes them to snap,
are looking forward to the Rite of the Wicker Giant assume hybrid forms, and attack.
and hope it leads to greater cooperation among the Reinforcements. Camp Hc4 arrives first, then camp
druids of the Dessarin Valley. These druids are already Hc6 if the disturbance persists. These reinforcements
celebrating in hopes of a successful rite. They offer attack characters and werewolves alike.
the characters food and drink, including a few sips
from a small cask of brandy, and encourage the group H c 4 . C u l t C am p
to spend the night and witness the rite, which should
occur tomorrow.
The fire cultists have decided that these druids are Ahalf-elf woman here is dressed in robes, while her three
unsuitable for induction into the cult. Elizar plans to companions—a human woman and two human men—are
feed them to the wicker giant during the rite. dressed in rugged clothing and breastplates. The three in
These druids fight only if attacked, spurring their two
elk companions into battle. They beg for mercy once armor cook food on kebabs at their bonfire.
half of them (including the elk) are down.
Reinforcements. Camp Hc2 arrives the first time These people are an Eternal Flame priest and three
a disturbance is detected. Camp Hc3 arrives if the Eternal Flame guardians (see chapter 7 for both). The
disturbance persists. priest—a half-elf named Lytin—looks like a druid and
tries to do all the talking. Her guardians—Biart, Orm,
Treasure and Malin—look like rangers, and they become more
The druids have a scroll of elemental bane and a scroll nervous the longer any conversation lasts.
of warding wind (see appendix B for descriptions of both Reinforcements. Camp Hc3 arrives first, but camp
spells) in a wooden case in one of their tents. Hc5 might respond to prolonged disturbances.
H c 5 . F i d d l e r ’s C am p H c 6 . D r u i d C am p
This bonfire is a little smaller than the others. An elf Three people doze near the bonfire as a fourth leans on a
woman in robes plays a fiddle as two sprites dance around staff, clearly bored out of his mind.
the smoke above the fire.
The three sleeping druids—Comnall, Murcadh, and
This camp has a real druid, Gariena, and two sprites Ragnad—wake if the characters approach openly. The
named Flix and Afid. They are here to contribute to fourth person is Sauruki, a Crushing Wave priest
the rite. Gariena has a sense of anticipation, but she (see chapter 7) sent by the water cult to figure out
wonders why she never heard of the Rite of the Wicker what the fire cult is up to here. They’re suspicious
Giant. She also wonders why the preparations are about strangers, but Sauruki is curious about who the
taking so long. characters are.
Gariena fights only if attacked and happily shares her The fire cultists haven’t made up their minds about
campfire with friendly characters. No one can camp this group, although Sauruki has concluded that the fire
here, though. The sprites can’t be trusted to refrain from cultists are seeking recruits.
pranks, and Gariena wants no trouble. If the characters seem likely to disrupt the ritual,
Reinforcements. Camp Hc4 arrives, attacking the druids attack. Sauruki tries to hang back and fight
intruders first, then trying to finish off Gariena and the cautiously. He repeatedly makes the sign of the water
sprites. The fire cult doesn’t think Gariena has what it cult, crossing his forefingers and touching his thumbs,
takes to be a cultist. hoping that the characters are affiliated with the
water cult.
Treasure Reinforcements. Camp Hc7 arrives. Camp Hc3
Gariena has a coinpurse with 40 sp and 18 gp in it, arrives if the disturbance persists.
plus she wears a silver ring worth 25 gp and carries a
scroll of lesser restoration and a scroll of skywrite (see
appendix B). If the characters earn her favor, she gives
them her scrolls as gifts to help them in their struggle
against the cults of Elemental Evil.
H c 7 . B u g b e a r C am p H 2 . W ic k e r G i a n t
This fringe camp has three bulky figures standing near the Waves of heat come from the burning wicker giant, but
fire, their robes’ hoods pulled up. Two worgs rest at edge of the wooden structure contains the flames without being
the firelight. consumed by them.
The hooded figures are three bugbears, accompanied Bound in the wicker giant is a fire elemental. It
by two worgs. Until recently, this camp was occupied remains quiescent until the tower scaffolding starts to
by druids who didn’t pass muster with the fire cult and collapse, the priests beckon it forth (see area H1), or the
were fed to the wicker giant. The bugbears are trying to characters damage the wicker giant.
look like druids from a distance until the other camps Once it emerges, the elemental attacks any creature
are cleared out. Knowing they aren’t going to fool that couldn’t reasonably be mistaken for a fire cultist. It
anyone at close range, they attack immediately. also burns anything nearby that’s flammable. Once the
Reinforcements. Camp Hc6 arrives first. The druids elemental emerges, the wicker giant itself starts to burn,
aren’t sure who to fight at first, though the characters much like the scaffolding in area H1.
can sway them with a successful DC 10 Charisma
(Persuasion) check. H 3. K en n el
Treasure
The bugbears carry a total of 68 cp, 42 sp, and 55 gp. Ruined walls surround this shallow pit, which was probably
a basement once.
H 1. C o u r t y a r d
Two hell hounds and one Eternal Flame guardian (see
Beyond the ruins of walls ringing the keep’s central tower chapter 7) stand guard here.
is a courtyard cluttered with tents. Ahumanoid-shaped
H 4 . S c a ffo ld in g
wicker giant, two stories tall, burns brightly here. Two
figures in robes stand near the wicker giant, their heads The tower scaffolding is 30 feet high and equally
as long. It is easy to climb and has a walkway about
lowered in prayer. every 7 feet up. Two Eternal Flame guardians (see
The tower is under repair, with wooden scaffolding chapter 7) cover the courtyard from their perches
some thirty feet high stretching across the east and west on the scaffolding, preferring not to get drawn into
sides. Lanterns hang from struts and poles attached to melee combat.
the woodworks. Two guards with crossbows watch the At your option, perhaps due to a falling lantern or
stray fire spell, a portion of the scaffolding can catch
courtyard from the scaffolding to the west. Rubble chokes a fire. Such a fire spreads 5 feet in every direction at the
wide doorway, likely once the main entrance, on the tower’s start of each round until the structure is fully engulfed.
south side. Starting 1 minute after the scaffolding first catches fire,
randomly choose 1d2 10-foot sections to collapse every
The two praying figures are Eternal Flame priests minute until the whole structure is a flaming ruin.
(see chapter 7). They’re disguised as druids, but no
one is supposed to be in the courtyard, so they attack H 5 . U pper E n tr y C h am b er
intruders. For her first action, one priest stands before The door to this chamber is reachable only from the top
the wicker giant and cries, “Arise, and cleanse this of the scaffolding. The tower wall is rough fieldstone,
place of the unworthy!” She uses her next two actions so it can be climbed with successful DC 10 Strength
to repeat this call. If she dies, the other priest uses his (Athletics) checks.
actions to do the same. If the priests succeed at calling
on the wicker giant three times, see area H2. This warmly lit room has a large in the wooden floor and
Reinforcements. The defenders in the kennel (area
H3) join the battle. The guards on the scaffolding (area stone stairs leading up the northern wall.
H4) react slowly to disturbances in the courtyard,
because some such occurrences are the fire cult Unless they joined the battle in area H2, two Eternal
feeding the wicker giant. They join any battle here Flame guardians (see chapter 7) are here, accompanied
during its second round, making ranged attacks from by an azer who’s acting as an envoy between Vanifer
the scaffolding unless they have a reason to descend. If and Elizar. They’re eager to lure enemies near the hole
the fight is prolonged, the creatures in area H5 join in. in the floor, then push them to drop 20 feet into area H6.
Denizens of the hillside camps might, at your option, Wooden stairs lead up to area H7.
also come as reinforcements, starting with camp Hc6 Reinforcements. If a battle here lasts more than
and then camp Hc3. Some campers might be influenced 3 rounds, the cultists in area H7 awaken. They warn
to help the characters.
Elizar in area H8, giving time for Elizar and his cultists If they haven’t been disturbed, one Eternal Flame
to prepare an ambush in area H7. priest and two Eternal Flame guardians (see chapter 7
for both) are asleep when the characters arrive.
H 6 . T h e D o w n w ard P a th Reinforcements. If Elizar Dryflagon is in area H8 and
hears a disturbance in this room, he joins the battle as
soon as he can.
Amassive pile of rubble—the furniture and flooring from Weak Floor. The area marked with lines creaks
the level above—sits in the middle of this chamber. A loudly whenever someone steps on it. At the start of
cluster of small fire-creatures burns the wooden beams every round, roll 1d8. If the result is equal to or lower
along the north wall, where a tunnel leads downward. than the number of creatures standing on the weak
floor, it collapses, sending everyone falling 15 feet into
area H5 or 35 feet into area H6.
Rubble covers what was once the main entrance to the
tower, but five magmins are burning away the debris to H 8 . E l i z a r ’s C h a m b e r
make the tunnel in the northern floor larger. They attack
anyone who doesn’t look like a fire cultist.
Tunnel. The tunnel winds downward and eventually The room contains a bedroll, a desk, and a bookcase. On
connects to area E1 of the Temple of Eternal Flame (see the northern wall, a tall ladder leads up to a trapdoor in the
chapter 4). ceiling.
H 7. C u l t is t B a rra c k s
Elizar Dryflagon (see chapter 7), an older man in robes
and carrying a pipe, is here if he didn’t join a battle in
This room has a dozen bedrolls scattered across the area H7. Behind a veneer of good humor is the heart of
floor. Stone stairs continue upward along the inside of the a pyromaniac. He doesn’t parley for long, preferring to
tower’s north wall. burn the characters out of existence.
Treasure
In Elizar’s desk are 250 gp, two fire opals (worth 50 gp
each), and a scroll of flame arrows (see appendix B).
H 9 . B a t s in t h e A t t i c
R ACE TO D ESTRUCTION
After the characters despoil the third shrine in the
Temple of Elemental Evil, the remaining cult sends
a powerful force with a devastation orb from the
Fane of the Eye (see chapter 5) to destroy another
town in the Dessarin Valley. The cultists taunt
the party with their intentions, hoping to lure the
characters into rushing to stop them, thus being
caught in the destruction. Choose a target the
characters have to travel to reach and allow enough
time that the party can get there just in time.
The Warning. While the characters rest, the
cultists use a dream spell to contact the most
prominent or recognizable character in the party.
Cracked flagstones of ultramarine marble pave this plaza. This stone colonnade spans the moat surrounding the step
An avenue to the east ends at a wall of fallen masonry and pyramid. Stone pillars line the way like enormous trees,
stone. To the west, a pillared colannade stretches across a engraved with the names and likenesses of notable dwarves
moat to a step pyramid. of the past. Broken pieces of wood and stone litter the floor.
Ahtayir, a djinni in a torn vest and ragged pantaloons, If the characters haven’t already dealt with Kaz Hanar
labors here. His noble countenance bears a stoic (see area A10), add the following:
expression as he carves a boulder with stone
carving tools.
Torhild Flametongue, king of the Besilmer dwarves, The colonnade ends at a walkway enclosing a step pyramid
possessed a horn that could summon Ahtayir once to the west. Perched atop the pyramid is a large draconic
every one hundred and one years. By the power of the creature with a humanoid rider. The rider wears a feathered
horn, the summoned djinni was obligated to complete cloak.
a single service or task. The palace quarter of the
dwarven city was partly constructed by the djinni.
When Aerisi Kalinoth discovered the horn, she The creatures atop the step pyramid are Kaz Hanar
commanded the djinni to restore the dwarven city to and his wyvern mount (see area A10 for details). They
its former glory. Ahtayir works endlessly at this task, confront characters who approach the pyramid along
carving stone masonry and statuary and flying them this colonnade.
through the cavern, reconstructing the city block by
block. He resents this duty, but he can’t escape it. A 18 . G r a n d H a l l
If Ahtayir likes the characters or trusts in their ability
to succeed against the air cult, he counsels them to
attack Aerisi Kalinoth in hopes that she summons him, Two rows of pillars support the twenty-foot-high ceiling
releasing him from his task. of this marble hall. The pillars are sculpted to resemble
dwarves locked in solemn stares. Each one clutches a
Treasure stone axe. East of the pillars are two ascending marble
If the characters befriend Ahtayir and sunder the horn staircases without handrails. In the middle of the room,
that summons him, the djinni brings each character a
flask of bottled breath (see chapter 7) from his palace on several cultists in gray feathered robes levitate a fewfeet
the Plane of Air. above the floor while chanting a hymn. Howling air rises
from a pit in the middle of the floor.
A 16. O b e lis k R o w
One hurricane, one Skyweaver, and five Howling
Three tapered obelisks, their sides inscribed with ancient Hatred initiates (see chapter 7 for statistics) guard this
pictographs, stand in a row, their peaks scraping the room, levitating three feet above the floor as they chant
a hymn to Yan-C-Bin. The levitation effect ends on a
fifteen-foot-high ceiling. Each obelisk has a gaunt human cultist if he or she moves or takes damage. Each initiate
tied to its base. Around the obelisks, a colored cobblestone carries two seeker darts (see chapter 7) and gains the
mosaic depicts Moradin, a huge warhammer slung over his following attack option:
shoulder. Seeker Dart. Ranged Weapon Attack: +4 to hit, and the
hurricane gains advantage on the attack roll; range 120 ft., one
The obelisks are made of granite. They stand 15 feet tall target. Hit: 4 (1d4 + 2) piercing damage plus 7 (3d4) lightning
and are 4 feet wide at the base. Lashed to the obelisks damage.
with thick ropes are three Howling Hatred initiates If the characters are disguised as air cultists, the cultists
(see chapter 7) suffering from extreme starvation. stationed here ignore them unless attacked. Otherwise,
They suffer from level 4 exhaustion (see appendix the cultists cease their chanting and attack. Sounds of
A, “Conditions,” in the Player's Handbook). Beneath combat in this room alert the creatures in area A19, but
their hollow rib cages, their bellies are little more than no reinforcements from that area arrive.
concave spaces where the flesh stretches thin across Pit. The pit is actually a 10-foot-square vertical shaft
their bones. Their arms, legs, and faces are similarly of smooth stone that descends to the Howling Caves
skeletal, and terrible welts cover their bodies. (see chapter 5). The updraft slows the descent of any
The initiates wear cult garb and are being tested. If creature that leaps or falls into the pit, as if a feather
the characters try to free them, they protest, claiming fall spell had been cast on it. Air cultists are trained to
that their cult masters are teaching them how to ascend the shaft by catching the wind with their cloaks
“survive on air alone.” and wingwear.
A 1 9 . T e m p le o f E l e m e n t a l A i r Horn. Etchings of cloudy landscapes encircle the
horn, where a pyramid palace seems to float upon
a cloud bank among groves of palm, fig, and date
The stairs rise twenty feet to a spacious, twenty-foot-high trees. Blowing the horn calls forth the djinni Ahtayir,
chamber containing a map of an ancient dwarven realm who must then perform a single task for the one who
summoned him. Once that task is complete, Ahtayir is
meticulously etched into the flagstone floor. At the far end free to return to his estate on the Elemental Plane of
of the chamber, a high throne atop a marble dais overlooks Air and can’t be summoned again in this manner for
all. Peaked arcades hung with gossamer sky-blue curtains one hundred and one years. The horn can be sundered
run the length of the chamber on either side. From behind by a single hit from a weapon that deals 10 damage or
these a heady incense wafts, its sweet smoke moving like a more. If the horn is sundered, Ahtayir can no longer be
creature of air. summoned by it.
Behind the high throne, a great spiraling horn rests in an T reasure
alcove. Aerisi wears a platinum torc (worth 1,600 gp), gold and
sapphire rings (four, each worth 1,000 gp), and a diadem
This chamber once served as a seat of power for the (6,400 gp) from Evereska. She carries Windvane (see
dwarf king of Besilmer and his war council. Engraved chapter 7) and a spellbook containing all of the spells
on the floor is a map of the ancient dwarven kingdom. she has prepared (see her statistics in chapter 7).
The air cult has turned it into a den of vice and Development
depravity. If this is the first of the elemental temples the If the characters defeat the djinni and her cultists, Aerisi
characters explore, the air prophet Aerisi Kalinoth sits (and Windharrow, if he is present) flee to the Howling
upon the high throne overseeing her court, her illusory Caves via the shaft in area A18.
wings gently fanning the air. She keeps her magic spear, The first time Aerisi Kalinoth drops to 0 hit points,
Windvane (see chapter 7), close to her at all times. she vanishes in a screaming gust of wind, leaving
If Aerisi is here, her ever-watchful invisible stalker Windvane behind.
companion, Whisper, glides through the chamber
unseen. If he escaped from area A4, Windharrow is A 2 0 . W o r m ’s T u n n e l
here as well, kneeling or sitting at Aerisi’s feet. Ten
Howling Hatred initiates lay drugged behind the
curtains that hang between the pillars to the north and This large, unlit room is empty save for one feature.
south. Aerisi can command them to attack intruders, Sticking up out of a large hole in the floor is the skeletal
but they are effectively poisoned. See chapter 7 for the head of a great worm, its mouth agape.
cultists’ statistics.
If Aerisi isn’t here, a vrock, whose service was a gift
from a demonic envoy, guards the temple alone. It lurks The dead worm is all that remains of a purple worm
behind the throne and attacks any non-cultists that enter killed by dwarves. The bones of several dead dwarves
the hall. The drug-addled initiates don’t aid the vrock lie where the worm’s gullet used to be. Characters can
and fight only in self-defense. climb through the skeleton to access the tunnel it left
Roleplaying Aerisi Kalinoth. Aerisi rules the Cult behind. The tunnel is 10 feet wide and leads down to
of the Howling Hatred like an imperious, vain, and area F1 in the Fane of the Eye (see chapter 5).
tempestuous queen. She is oblivious to compassion or
kindness unless such gestures are directed her way. C o n c lu s io n
She sees ordinary mortals as expendable, weak-willed If Aerisi is defeated, the air cultists in the Temple of
toys and has brought many individuals to the Cult of the Howling Hatred scatter and flee. Some abandon the cult
Howling Hatred by seducing them with her powers of for good, and others retreat to the Fane of the Eye and
enchantment. She’s obsessed with the avariel (winged the Howling Caves. Track these cultists as you wish.
elves), so she has given herself illusory wings so she can
pretend to be one.
She knows about the characters and their exploits, but T e m p le o f t h e
her pride doesn’t permit her to view them as a threat. If C ru s h in g W ave
they accuse her of malfeasance, she tells the characters
that the Cult of the Black Earth is trying to frame The Cult of the Crushing Wave maintains its
her followers by posing as air cultists, hoping to trick headquarters in the southeast quarter of ancient Tyar-
the characters into going after her hated rival. If the Besil. Long ago, this portion of Tyar-Besil contained
characters seem eager to fight the earth cultists, Aerisi storehouses. The Dark Stream provided a safe,
grants them safe passage from her territory. navigable waterway linking the stronghold with the
If seriously opposed, Aerisi uses an action to blow the Dessarin River and the surface dominions of the realm.
horn (see below). The djinni Ahtayir (area A15) arrives Gar Shatterkeel, the Prophet of Water, instructed his
at the end of Aerisi’s next turn. She orders the djinni to followers to claim as much of the quarter as they could
cover her escape and flies down the shaft in area A18. and to entice monsters friendly to the cult’s cause to
establish lairs nearby.
T h e D a r k S tre a m Water weirds and chuuls lurk in the stream and attack
from the water.
An underground stream connects the Temple of the
Crushing Wave to the surface. The stream originates T e m p le F e a t u r e s
from a large spring in this part of the ancient dwarven
stronghold. It flows through tunnels and caverns for This quarter has the following features. Any exceptions
about 2 miles before passing under Rivergard Keep are noted in areas to which they apply.
and emptying into the Dessarin River. The stream is Ceilings. Ceilings are 15 feet high.
sluggish, and it isn’t hard to row or pole a boat against Doors. Doors consist of stone slabs balanced on
the current. central pivots—opening a door creates two gaps about
Random Encounters. Each time the characters travel 3 feet wide. No locks remain operable, but the cultists
the Dark Stream to or from the Temple of the Crushing secure some doors with a hasp-and-pin closure.
Wave, roll a d20 for a random encounter at some point Characters can force open such doors with a successful
during the underground voyage. DC 15 Strength check.
Double doors have iron hinges and swing open in one
d20 Encounter direction or the other, like normal doors.
1 1d6 darkmantles Canals. The lakes and canals in this area have a
2 1d4 + 1 piercers water level about 5 feet below the floor level of the
surrounding dungeon. The canals are 15 feet deep. A
3 1d4 + 4 troglodytes sluggish current flows southward down both canals
4 1d4 + 1shadows from the waterfalls at area C25.
5 1water weird A character who falls into a canal finds that the sides
6 1chuul are smooth and slippery. It is very hard to cling to the
7-20 None wall or to climb out, unless a quay is nearby.
Light. Cultists illuminate areas they use frequently
Darkmantles and piercers drop from the tunnel ceiling with continual flame spells cast on torches in bronze
into the boat. Troglodytes hurl javelins from the shore wall sconces. The rest of the level is dark.
where the Dark Stream passes through an open cavern.
Quays. Some areas adjacent to canals are quays, with T reasure
several steps leading from the floor level down to just 1 Eyon has a waterproofed leather pouch on her belt
foot above water level. that contains 15 gp, 6 pp, five delicately carved coral
Treasure. Many denizens of the temple carry small gemstones worth 80 gp each, and a potion of healing.
amounts of treasure. Creatures that own individual
treasure have 4d10 gp worth of mixed coins and other Development
minor valuables. If the characters defeat these cultists and then leave
this part of the dungeon, the guards are replaced by the
C 1. L a k e L a n d i n g cultists in area C7 within an hour.
If the characters arrive by boat from the stream, read
the following text: C 2 . C a n a ls
Firelight shines from a large cavern ahead. The stream Atwenty-foot wide canal leads between ancient masonry
opens into a large underground lake. To the right, a walls into darkness. The water moves sluggishly, indicating
crumbling stone quay leads to a tunnel heading northeast. a weak current. Torchlight flickers in the distance.
Aten-foot skiff is moored to the quay, and a torch burns in
a bronze sconce by the tunnel mouth. Beside the quay, a Torches positioned near the bridges at areas C6, C15,
twenty-foot wide canal leads north from the large lake. The and C24 provide illumination; from just about any point
lake stretches westward into darkness. the characters find the canal, they can see one of the
bridge torches.
The dwarves of Besilmer built the canal to channel
If the characters find their way here from other parts of the spring in area C26 away from their delvings and
the dungeon, read the following text instead: link their city’s mercantile district with the world above.
The water is 15 feet deep. A character can pole a boat
The passage opens into a large, dark cavern filled by a through a canal at a speed of 10 feet.
subterranean lake. At the east end of the lake, a torch Random Encounters. Aquatic creatures wander
illuminates a stone quay with a ten-foot skiff tied up the canals. Check for a random encounter once every
per hour while the party is swimming or moving by
alongside it. The west end of the lake disappears into boat anywhere on a canal. Roll a d20 and consult the
darkness. following table:
Treasure C17. M o r b e o t h ’s W o r k s h o p
Four chairs are worth 80 gp each but weigh 30 pounds The northernmost door leading into this area is secured
apiece. A wooden chest in the northwest alcove contains from inside by a bronze hasp and pin.
190 gp, 8 pp, a potion of hill giant strength, and a
Parts of this chamber are buried in piles of crumbling
masonry, but enough remains intact to serve as an arcane
workshop. Along wooden table in the middle of the room
is littered with pieces of a complicated apparatus involving
a large glass tank, copper fittings and piping, and a leather
carrying harness, while shelves full of alchemical reagents
stand against the south wall. The air is quite cold in here,
and a chill mist clings to the floor. Alarge adjoining room
to the north looks like someone’s bedchamber.
Doors lead out to the south and the east, and another
door leads east from the bedchamber area.
T reasure
Gar carries Drown (see chapter 7). The water cultists The walls of this chamber are carved with stone friezes.
bring treasure here and heap it on the altar. At the They depict dwarven merchants leading trains of mules or
moment, only 25 sp, 12 gp, and six small agates worth giant lizards burdened with heavy packs through immense
10 gp each are strewn across the altar. Shatterkeel caverns. In the center of the chamber, a wide stairway
regularly gathers the offerings and secures them leads down into darkness. At the top of the stairs stands a
in area C26.
hunched, insectoid creature with a two-tined pitchfork.
C 2 6 . V a u lt
To reach this area, a character must swim through the The stairway leads down to area F6 of the Fane of the
submerged tunnel leading from area C25. Eye (see chapter 5).
The Crushing Wave cultists summoned a mezzoloth
and ordered it to destroy any intruders seeking to
Aclear, deep spring fills most of this natural cavern. Adry use the stairs. To determine whether someone is an
ledge makes up part of the south side of the chamber. intruder, the mezzoloth asks three questions:
What do you serve? The answer should be “Olhydra,”
This pool is almost 80 feet deep and fed by an aquifer “the Princess of Evil Water,” or “water.”
through porous rock at the bottom. It is the source of What are you? The proper answer is “I am nothing.”
the Dark Stream, and it fills the canals and lakes on What lies below? The correct answer is “the Fane of
this level. Its inaccessibility makes it an ideal place for the Eye” or “the Elder Elemental Eye.”
Gar Shatterkeel to hoard the better part of the water If the party can’t answer any of the questions, the
cult’s treasure. He is beyond such cares, but he realizes mezzoloth attacks. It fights to the death.
that wealth is a motivation for some who aren’t entirely
committed to the tenets of the Crushing Wave cult. C o n c lu s io n
If Shatterkeel is defeated or retreats to the deeper levels
T reasure and the characters defeat Thuluna Maah and Morbeoth,
Several rusty iron coffers lie on the dry ledge at the the Crushing Wave cult falls apart. Surviving cultists
south edge of the chamber. Two contain 730 gp, 900 abandon this level, although some monsters might
sp, a silver ewer, a scroll of tidal wave, and a scroll of remain. A few cultists retreat to the Fane of the Eye
vitriolic sphere (see appendix B for both spells). Two or the Plunging Torrents, while others flee the temple
more hold waterproofed leather satchels that contain altogether. If Thuluna or Morbeoth remain after the
nearly fifty heavy old tomes written in Dethek (the characters leave Crushing Wave territory, the cultists
Dwarvish script). These are the missing books of reorganize their defenses to fight off any other incursion.
Light. Cultists illuminate areas they use frequently
T e m p le o f B l a c k E a r t h with continual flame spells cast on torches in bronze
When the elemental prophets were drawn to Tyar- wall sconces. The rest of the level is dark.
Besil, the servants of elemental earth took control of Treasure. Many denizens of the temple carry small
the northeast quarter of the dwarven ruins. Long ago, amounts of treasure. Creatures that own individual
this area served as Tyar-Besil’s main entrance, a well- treasure have 4d10 gp worth of mixed coins and other
fortified gate complex with barracks, guardrooms, minor valuables.
armories, and stables. Enemies that managed to fight
their way down the Ancient Stair from the surface above B 1. G a r g o y l e C h a s m
were stopped in their tracks by the daunting defenses
of the gate quarter. More than one reckless attack by
orcs, trolls, or giants was driven back from the gate. The passage leads to a subterranean chasm spanned by a
In time, those savage foes found other ways to attack zigzagging, ten-foot-wide stone bridge without railings. The
the dwarves of the Sumber Hills, and the stronghold bridge links tunnels leading north and south. The chasm
was finally abandoned. The gates of Tyar-Besil lie in floor is fifty feet belowthe bridge and consists of a jumbled
ruin now, broken not by the siege engines of enemies
but instead by the tremors produced by the nearby mass of boulders. To the west, the chasm narrows and
elemental node. continues for some distance.
Unlike the members of the other three cults, the
Black Earth cultists have easy access to the surface. Three gargoyles guard the area, lurking on ledges in
This quarter of the temple complex lies almost directly the shadowy upper reaches of this cavern, the ceiling
underneath the Sacred Stone Monastery, linked by of which is 50 feet higher than the bridge and 100
the Ancient Stair. Earth cult raiders can strike at the feet above the cavern floor. Characters with torches
surrounding settlements and retreat to the safety of or darkvision spot the gargoyles if they have a passive
the Black Earth temple with ease. Marlos Urnrayle, the Wisdom (Perception) score of 15 or higher. The
Prophet of Earth, chose the long-wrecked fortifications gargoyles ignore groups exiting the Temple of Black
of Tyar-Besil as the headquarters of his cult for this Earth. They attack any strangers approaching from the
very reason. north unless the strangers pause at the bridge to either
give the hand sign of the cult (a triangle formed with
T he A n c ie n t S ta ir thumbs and forefingers of both hands) or call out, “I
The Temple of Black Earth lies at the bottom of the serve the Black Earth!”
Ancient Stair, a series of descending passageways In combat, the gargoyles look for opportunities to
beneath the Sacred Stone Monastery. The stair ends push characters off the bridge. If two gargoyles are
at the passageway to the north of area B1. It leads up defeated, the third retreats, flying to area B2 to hide.
to area M24 in the mines beneath the Sacred Stone Chasm Floor. Several skeletons lie broken or half-
Monastery (see chapter 3). buried on the chasm floor. Most are dwarves and orcs in
The Ancient Stair descends about 250 feet in flights badly rusted armor.
of 20 to 30 feet. As might be expected of dwarven
construction, the structure has stood the test of time. B 2. N o r t h C hasm
Other than a noticeably smooth, worn patch in the This cavernous area is 100 feet high from floor to
middle of each step, the Ancient Stair remains in good ceiling. If the characters enter from the east (via area
condition. B1), read the following text:
T e m p le F e a t u r e s
The floor of this large cavern is a broken jumble of stone,
This complex has the following features. Any exceptions
are noted in areas to which they apply. with steep walls slanting up to a ceiling of hanging
Ceilings. Ceilings are 15 feet high. stalactites perhaps a hundred feet above. Fifty feet up
Doors. Doors consist of stone slabs balanced on the jagged walls are two openings: a wider opening to the
central pivots—opening a door creates two gaps about southwest and a narrow tunnel leading southeast.
3 feet wide. No locks remain operable, but the cultists
secure some doors with a hasp-and-pin closure.
Characters can force open such doors with a successful If the characters are standing on the ledge at area B6 or
DC 15 Strength check. B21, use the following text instead:
Double doors have iron hinges and swing open in one
direction or the other, like normal doors. Beyond the ledge lies a cavern with a ceiling of hanging
Chasms. Large chasms or rifts zigzag through this stalactites fifty feet overhead and a rubble-strewn floor fifty
part of ancient Tyar-Besil. Chasms average 100 to 200 feet below. Five feet below you, a narrow ledge hugs the
feet deep, but the sides are rough, sloping rock, not
sheer walls. Chasm floors tend to be steep, jumbled wall, wrapping nearly halfway around the cavern.
boulder-falls and are difficult terrain.
Marlos Urnrayle used stone shape spells to create a
narrow ledge that hugs the walls of the cavern. This
ledge isn’t visible from the cavern floor, and it starts 5 The cooking fire and bedrolls belong to the
feet below the ledge leading to area B6 and ends at an hobgoblins, who have not yet been allocated better
arrow slit, beyond which lies area B22. The arrow slit is quarters in the temple. They hang back and pelt the
4 feet tall but only 6 inches wide. characters with arrows while Nartham and his bulette
tear into the party. The hobgoblins are mercenaries,
B 3 . R u in e d G a t e s hoping to earn enough loot to return to their tribe and
take it over.
Reinforcements. The duergar in area B5 and
Amassive pair of stone doors lies broken just south of the cultists in area B7 hear any battle in this room.
this small plaza, flanking by iron torches that brightly However, they are used to Nartham’s bulette making
illuminate the area. One door lists unevenly on its bottom noise, so it takes a while before they become curious
hinge, and the other lies shattered on the ground. The about any racket. The duergar use crossbows (see area
standing door is carved with a pastoral scene of grain B5) while the cultists in B7 come to aid the forces here.
fields and rolling hills, worn and pitted by the centuries. A Development
large, dimly lit hall waits beyond the broken gates. Arrow If the characters defeat the guards here and depart the
slits are carved into the west and east walls. temple, Marlos Urnrayle replaces the guards in a few
hours with the cultists from area B14. In a few days, he
augments this force with two ogres.
This was formerly the front gate of the stronghold of
Tyar-Besil, but many years ago an earthquake finished B 5. E a s t G u a rd ro o m
the destruction begun by orcs and giants. The ceiling
here is 30 feet high, and the gate stands 15 feet tall.
Marlos Urnrayle intends to repair it, but he has not yet The crumbling masonry in this old guardroom illustrates
found anyone sufficiently skilled to do the work. the great age of this dungeon. To the north, a long gallery
Arrow Slits. The arrow slits facing this area from leads to an arrow slit in the western wall. To the south,
the guard posts at areas B5 and B6 aren’t currently
manned. However, any loud commotion around the piles of rubble choke a small inner chamber. Haifa dozen
gate might attract the attention of the cultists in those plain bedrolls and an iron stove furnish the room. Apile of
areas. If they notice intruders, they begin sniping with firewood nearby keeps the stove well stoked.
crossbows or spells at any enemies in view.
Development This guardroom serves as the barracks and post of five
If the characters attack the Temple of Black Earth and duergar in the service of the Black Earth cult. The gray
retreat, the cultists reinforce this area. They block the dwarves don’t keep a close watch from the arrow slit to
front gate with an iron portcullis (described in chapter the north, since they know that the gargoyles in area B1
5, “Adventure Environments,” of the Dungeon Master’s and Nartham’s guards in area B4 stand watch.
Guide) and post vigilant guards in area B4 and at the If alerted by serious fighting or unusual activity
arrow slits in areas B5 and B6. outside, two duergar take light crossbows (+2 to hit,
1d8 piercing damage) and post themselves at the
B 4. H a l l o f t h e G a te arrow slits. The other two prepare to defend the room’s
only entrance.
This cavern has formations offlowstone, stalagmites, and An irregular pit fills the center of this large hall. In the
stalactites everywhere. Astone building is anchored in middle of the pit stands an obelisk of glistening black
the north wall, and a stone door stands in a masonry wall stone. Bleached bones lie scattered near the foot of the
to the south. Anatural gap in the cavern wall to the east obelisk. Asmaller stone post in front of the obelisk holds a
reveals a chasm beyond. Numerous lifelike statues have pair of manacles, which now confine a strange gnome with
been arranged among the rock formations. The statues gray skin and a bald head.
depict creatures in poses suggesting shock, fear, or agony.
A Black Earth priest (see chapter 7) named Erione
If this is the first of the elemental temples the characters is establishing a shrine here atop the wreckage of an
explore, Marlos Urnrayle (see chapter 7) is here. ancient dwarven chapel. She is joined by four cultists.
Visions have warned the medusa of the characters’ Erione resents the fact that few priests hold high
arrival, and he prefers to meet visitors in this area. A places in the cult, and she intends to demonstrate that
shadow demon that serves as Marlos’s messenger and worship can bring even greater power. She has coaxed
majordomo lurks nearby. a black pudding into the porous rock obelisk. It seeps
If he isn’t here, Marlos has retreated down to the Fane forth on her command.
of the Eye or the Black Geode (see chapter 5). Erione has manacled a female deep gnome named
Roleplaying Marlos Urnrayle. An unrelenting Rukhelmoth “Rukh” Glitterstone to the stone post at the
narcissist, Marlos loves talking about himself. If they foot of the obelisk and intends to offer him as a sacrifice
forget they’re talking to a medusa and take a good to the black pudding. When the pudding emerges,
look at him, he is happy to make a permanent record it seeps out of the obelisk like thick black blood and
of their astonishment. Marlos enjoys fine things and attacks the gnome first. Only after the gnome has been
showing off. He gloats about how he has discovered consumed does it pay attention to the characters.
power to shake the foundations of the earth. Very soon, Rukh is an explorer who was captured as she tried to
he intends to pay back everyone who ever defied or sneak into the Fane of the Eye. She hasn’t explored the
insulted him. Temple of Black Earth but has seen areas B17 and B21.
In combat, Marlos relies on his petrifying gaze to keep If rescued, she gladly shares the following information:
him safe from ranged attacks or spells, as he closes in to • The leader of the earth cult is a medusa named
use Ironfang and his snaky hair. When the battle turns Marlos Urnrayle. He lairs in a cavern to the northeast.
against him, Marlos flees to area B23 and makes his • A staircase to the south leads down to an ancient drow
getaway through the hidden path in area B2. temple that has been overrun by elemental cultists.
Statues. The statues are the petrified remains of • The cultists have created elemental nodes in the
earth cultists who displeased Urnrayle. dungeons below. (Rukh speculates that these nodes
are the source of the cultists’weird elemental powers.)
T reasure
Marlos carries Ironfang (see chapter 7). B 2 4 . S e n t i n e l ’s H a l l
B 2 2 . E a r t h P r o p h e t ’s S a n c t u m
Four massive, square columns support the ceiling of
This sumptuously appointed chamber features tapestries this ancient hall. Passages lead out to the northwest and
of gold and brown, a huge bed covered in pillows, fine southeast. In the middle of the hall stands the ten-foot
mahogany furniture with crimson cushions, and lovely art statue of a stern dwarf warrior with spiked balls instead of
objects including sculptures, busts, and urns. An arrow slit hands.
faces toward a chasm to the east.
The statue is a stone golem reactivated by Miraj Vizann
(see area B8) and placed here. It has 102 hit points
Marlos has carefully prepared the alcove with the arrow and no Multiattack action. (It has a challenge rating 4
slit to function as a means of escape. The arrow slit is 4 instead of 8.)
feet high, 6 inches wide, and 1 foot deep. One use of his The stone golem responds only to attacks and
Earth Passage feature is sufficient to pass through. Just creatures entering the hall from the west. If intruders
outside is a narrow ledge (see area B2). make a triangular handsign by touching thumbs and
T reasure forefingers, or if they speak the pass phrase “I serve
In the urns, Marlos has stored 1,100 sp and 130 pp. the Black Earth,” the golem allows them to continue.
Within the room are a beautiful tapestry of a flying Otherwise, it attacks.
dragon (worth 400 gp), a carved lyre worth 250 gp, and West Tunnel. The passage to the west leads to area
an embroidered silk robe worth 80 gp. A suit of elven E5 in the Temple of Eternal Flame.
chain is folded inside a wooden chest.
C o n c lu s io n When Vanifer was first drawn to the complex, she
instructed her minions to stake claims in and around
If the characters defeat Marlos and Miraj, or both flee the abandoned foundries. The tiefling knows that
the dungeon, Yarsha (see area B6) does her best to hold controlling the ability to craft the tools of warfare gives
the cult together. If she, too, is defeated, the Black Earth her cult a leg up on the others, and she fervently believes
cult is broken. With their leaders lost, the remaining that she can use this power to bring the other elemental
earth cultists retreat to the Fane of the Eye or leave the temples to heel, allowing her to rule over all.
area altogether. Xharva Deem (see area B15) packs up
her treasures and leaves with her duergar assistants in L ava T ubes
tow. Broog-Norb the ettin (see area B12) remains.
Area E1 in the Temple of Eternal Flame connects to
the surface through a series of twisting, turning lava
T e m p le o f E t e r n a l F la m e tubes that meander beneath the surface for more than a
During the height of ancient Tyar-Besil, the northwest mile. The tubes join the underground temple to Scarlet
quarter of the ancient dwarven fortress served as its Moon Hall (see chapter 3). Numerous side tubes and old
manufacturing center, where great forges and foundries mining tunnels branch off into darkness from the main
butted up against all the natural resources necessary route, which is well lit by torches at periodic intervals.
to craft weapons and armor both beautiful and deadly.
Lava from the volcanic rock below provided heat and T e m p le F e a t u r e s
material, and where the lava had flowed and then This complex has the following features. Any exceptions
sank away again, rich veins of ore and gems were left are noted in areas to which they apply.
behind in the natural tubes for the dwarves to discover Ceilings. Ceilings are 15 feet high.
and mine. For many centuries, the dwarves beneath Doors. Doors consist of stone slabs balanced on
the Sumber Hills forged weapons, hardware, and central pivots—opening a door creates two gaps about
magnificent treasures. The best of these they kept for 3 feet wide. No locks remain operable, but the cultists
themselves. The rest traveled to the surface world, secure some doors with a hasp-and-pin closure.
where merchants carried the dwarves’work far afield. Characters can force open such doors with a successful
In time, as the city was abandoned, the forges grew DC 15 Strength check.
quiet, the foundries cooled, and the dwarven masters Double doors have iron hinges and swing open in one
left their workbenches to darkness and departed to direction or the other, like normal doors.
other realms.
Light. Cultists illuminate areas they use frequently pay them little mind. Characters who arrive escorted by
with continual flame spells cast on torches in bronze hobgoblins must convince the guards to let them pass. If
wall sconces. The rest of the level is dark. they do, one of the razerblasts escorts the party.
Treasure. Many denizens of the temple carry small If a fight breaks out, one of the razerblasts shouts,
amounts of treasure. Creatures that own individual “Imix defend us!” When this happens, read the following
treasure have 4d10 gp worth of mixed coins and other text aloud:
minor valuables.
E 1. E n t r a n c e The obsidian columns transform into pillars of magma that
radiate intense heat and light, making the air shimmer.
An arrow slit is carved into the south wall of the lava
tube leading to this area. The arrow slit is 3 feet tall, 6
inches wide, and unguarded. Behind the arrow slit is a A creature that moves within 10 feet of one or more
tunnel leading to area E6. magma pillars for the first time on a turn or ends its
Read the following text when the characters reach the turn there takes 2d10 fire damage. The razerblasts have
chamber at the top of the stairs: immunity to fire damage.
Development
The passage widens at this point, with two large alcoves If the characters defeat these guards and leave the
flanking the hallway. Loose piles of stone form barricades area, a replacement watch consisting of the cultists
at the front of each alcove, angled to defend against from area E7 is stationed here two hours later. These
intrusion from the west. Apath between the barricades cultists know the command phrase to activate the
obsidian columns.
leads to a wide, descending staircase to the east.
E 3 . N ic h e H a l l
Four hobgoblins and one hobgoblin captain stand
guard here, dressed in flame-red tabards with the
symbol of elemental fire on the chest. They challenge Niches line both sides of this dark hall. Ashadowy form
anyone approaching from the west, but they pay little stands within each niche.
attention to anyone heading in that direction.
Visitors heading east must make the handsign of The shadowy forms are statues of dwarven warriors,
the fire cult (hands cupped together upright, with one carved long ago as an honor guard for those passing
pinky finger upward in the middle) or state the pass through this area.
phrase, which is “Fire is eternal!” Otherwise, visitors Tripwire Trap. A tripwire stretches across the floor
must convince the hobgoblins that they must talk to between the westernmost pair of niches. Characters
temple leaders. The hobgoblins attack if none of these with a passive Wisdom (Perception) score of 15 or
things happens. If the characters talk their way past the higher notice it automatically. Otherwise, a character
hobgoblins, two hobgoblins escort the party to area E2. searching the floor for traps spots the tripwire with a
Reinforcements. Sounds of combat here attract the successful DC 10 Wisdom (Perception) check. If the
guards in area E2. wire is tripped, a spring-loaded greataxe disguised to
T reasure look like part of the southern statue snaps across the
The hobgoblin captain has a belt pouch containing 20 hallway and makes an attack against the creature that
gp and a pair of polished bloodstones worth 50 gp each. triggered the trap (+10 to hit; 1d12 + 5 slashing damage
on a hit). The clanging of the axe alerts the guards in
Development area E2, who investigate.
If the characters defeat these hobgoblins and then leave Secret Door. A secret door is hidden behind the
this part of the dungeon, the guards are replaced by the southeasternmost statue. It can be found with a
hobgoblins in area E10 within an hour or two. successful DC 15 Intelligence (Investigation) check.
E 2 . C o lu m n e d C h a m b e r E 4 . H id d e n V a u lt
If the characters come here without raising an alarm,
read the following text: This vault contains two stone sarcophagi elaborately carved
with Dwarvish runes and bas-relief images of sleeping
The hall widens to form a domed chamber supported by dwarves. An unlit brazier sits in each corner, and a brass
four obsidian columns with fiery cracks in them. The air is censer hangs from a chain connected to the ceiling in the
oppressively warm. chamber’s center.
Two razerblasts (see chapter 7) keep to the sides of the No one in the fire cult knows of this secret area. The
chamber. How these guards react depends on how the Dethek runes on one sarcophagus read, “Rest well,
characters arrive. If characters come from within the Findon Stonemender. Dream of hammer and chisel
fire temple and act like they belong there, the guards
echoing in your halls.” On the other, they read, “Beloved Development
Gitte. Heavy are the hearts of all who knew ye.” If the characters slay the ogres and then head into
Lifting a sarcophagus lid requires a successful DC 20 another area, some of the ogres from area E9 replace
Strength check. them in an hour.
Treasure E 6 . B a s t i a n ’s Q u a r t e r s
The dry-rotted remains of a smaller coffin sits within
each sarcophagus. The gold and silver trim and fittings The door to this chamber is locked from within unless
of each coffin are worth 150 gp total. Desiccated Bastian is elsewhere.
skeletal remains rest under the coffin remains. Each
wears a finely wrought funerary mask of gold inlaid The interior of this stifling chamber is filled with the odor of
with garnets and sapphires, worth 2,000 gp. Findon’s wood smoke, and a smoky haze fills the air. Four oversized
favorite stonecutter’s tools were also buried with him. braziers in the corners put off considerable light. Adivan
Numerous finely wrought chisels, awls, and scrapers
are scattered the length of the coffin, and he holds his sits along one wall, while a writing table with a basalt
hammer clasped across his chest. top rests against another wall. Numerous rugs, many of
them singed at the edges, lie scattered on the floor. Wall
Development hangings woven in various shades of scarlet, blood, and
Dwarf NPCs who see the funerary masks might
recognize them for what they are and question the rose red and bearing fire-stitched patterns decorate the
characters about how they came to possess them. Word chamber.
of the find eventually gets back to dwarven leaders Ared-skinned man paces in the middle of the room.
throughout the North. Within a few weeks, a small
delegation of dwarves tracks down the characters and This is the lair and study of a fire genasi named Bastian
asks for information on where the masks were found. Thermandar (see chapter 7), second in command of
The dwarves also insist that the masks be turned over the fire cult. He is responsible for guarding the northern
to them. If the characters demand payment, the dwarves half of the complex.
frown but agree to pay up to 200 pp for each mask. Roleplaying Bastian. Bastian is suspicious of anyone
Once the dwarves learn about an entrance to Tyar- he doesn’t already know and assumes any intruders
Besil, they begin mounting expeditions. However, the are enemies. He’s calculating enough to engage in
Cult of the Eternal Flame will not relinquish its lair conversation, trying to learn what the characters
without a fight. are capable of and why they’re here. Bastian tries to
convince the characters to go after Vanifer, and he
E 5 . G r u m b lin g B a r r i c a d e s promises an immense (and fictitious) reward if the
characters bring him Tinderstrike. If the characters
This partially collapsed chamber is L-shaped. The floor is seem agreeable and competent, he provides them with
directions to get them to area E26. He also describes of
covered in shards of rock and bone. Arough five-foot wall what they might encounter along the way. In so doing,
separates the two halves of the room. he minimizes the dangers of the intervening rooms.
Reinforcements. The cultists in E7 and E8 come to
Two ogres in plate armor (AC 17) and four half-ogres Bastian’s aid if he’s attacked here.
challenge anyone coming from outside the temple. Secret Door. A secret door in the north wall can
Those seeking entrance must make signs like those be found with a successful a DC 15 Intelligence
described in E1. If the characters instead ask to speak (Investigation) check. It opens into a tunnel that travels
with the temple’s leaders, one ogre leaves and returns north for 40 feet before ending at an arrow slit that
with a razerblast from area E2. looks out into a lava tube (see area E1).
East Tunnel. This tunnel leads to area B24 in the
Temple of Black Earth. E7. B a r r a c k s
Treasure
The ogres and half-ogres have collected a small trove, This chamber is a barracks. Rows of bunks line the walls,
which they keep in a silver-and-mother-of-pearl box and several tables fill the central portion. Braziers and
that they’ve buried in the rubble in the northeast torches are spaced at regular intervals throughout the
corner of the chamber. A successful DC 10 Intelligence place. Barrels, crates, and trunks have been stacked
(Investigation) check allows a character to uncover against the wall at the southern end. Awide opening in the
it due to telltale signs the rubble has been disturbed
recently. The box is worth 150 gp and contains 35 gp, 17 southeast wall leads to a stone bridge spanning a firelit
pp, four alexandrites worth 30 gp each, a potion of extra chasm.
healing, and a potion of diminution.
The southeast chasm is described in area E12.
A dozen fire temple cultists bunk here, but only four
Eternal Flame guardians (see chapter 7) are present
when the characters arrive. Two must awaken, then Unless they have reason not to be, four hobgoblins are
stand and move to join any battle; they have AC 12, since sleeping, while the other two are sitting at the fire with
they have no time to don armor. their captain. Sleeping hobgoblins wake and spend their
Reinforcements. If trouble takes the soldiers in first turn standing and arming themselves, joining the
this room unaware, sounds of battle attract attention fight on their next turns. Lacking time to don armor,
from areas E6, E8, and E9. The ogres in area E9 are each has AC 13 (shield).
particularly slow to respond, however. If the hobgoblin captain is reduced to half its hit point
maximum, it spends one turn drinking a potion of
E 8. P r ie s ts ’ R oom greater healing (see “Treasure”).
Reinforcements. These hobgoblins are often loud,
engaging in training or contests. The forces in area E6,
Three beds, each with a footlocker, take up most of this room. E7, and E8 might investigate a disturbance here, but it
Sets of shelves and a writing desk are to the south. Asmall takes a while. The ogres in area E9 come only if ordered
table is set against the middle the northern wall. There, sheets to do so by the cultists.
of parchment and an inkwell sit haphazardly next to two Stairs. The stairs to the south descend 30 feet to a
flagons and a stack of platters. wide, torchlit hallway west of area E11.
T reasure
This room has been claimed by three cult priests. At any The hobgoblin captain has a small, polished oak box
given time, two Eternal Flame priests (see chapter 7) containing three potions of fire resistance and a potion
are present. If the characters catch them unaware, one ofgreater healing.
is eating at the table while the other is sitting at a desk,
consulting a tome and writing. E 11. C e l l b l o c k
T reasure
One of the priests carries a potion of fire breath. The This long passage is broken at regular intervals by doors
footlockers contain a total of 36 sp and 19 gp. spaced fifteen feet apart along the north and south walls.
Many of the doors are secured from this side with hasp-
E9. O g re D en and-pin mechanisms.
Two smelly piles of fur have been shoved into the two The four westernmost cells (furnished on the map)
northern corners of this room. Asmall bag with knuckle serve as barracks for the slave handlers, while the rest
bones spilling out lies between the two nests, and a half- are used to imprison slaves.
The first time the adventurers open a door leading to a
eaten haunch of meat sits next to it.
furnished chamber, read the following:
The piles of fur are beds used by the ogres in area E5. Abed is set against one wall, with a desk pushed against
If the characters make a racket here, the guards in
area E7 investigate. The hobgoblins in area E10 also the wall across from it. Ared tapestry hangs above the
come once it’s clear the noise isn’t simply the ogres desk. Stitched into the tapestry with black thread is a bowl
being rowdy. The hobgoblins might wait until any noise shaped symbol.
has died down, then just peak in.
T reasure The symbol on the tapestry is the symbol of fire; show it
One ogre has hidden a small pouch in a pocket of a fur- to the players. Each furnished cell to the north houses
lined cloak piled amid its bedding. The pouch contains an Eternal Flame guardian, and each of the furnished
several shiny rocks as well as one blue quartz (5 gp), one cells to the south houses a flamewrath (see chapter
hematite (5 gp), and one piece of obsidian (10 gp). One of 7 for both). Combat in one of the cells attracts the
the shiny rocks is actually a stone of luck. attention of the other cultists nearby.
Secret Door Cell. The cell in the southeast corner
E 10. H o b g o b lin L a ir of the hall is empty. A secret door in the south wall
can be found with a successful a DC 15 Intelligence
The characters can smell the meat cooking here from (Investigation) check.
the stairway to the east and the room to the west.
Prison C ells
This unusually shaped chamber smells of cooking meat. A The doors of the unfurnished cells—aside from the
number of sleeping pallets lie along the walls, and an open one with the secret door—are uncomfortably warm to
the touch.
fire ring sits in the center. Meat sizzles on a spit there. Each unfurnished cell north of the hall contains
a salamander—four salamanders total. If offered
Hobgoblins that serve the fire temple bunk here. Six freedom, the salamanders can be convinced to fight the
hobgoblins and one hobgoblin captain are present. fire cultists. If forced to fight alongside azers, however,
the salamanders have a twenty-five percent chance each is going badly for the cultists, the efreeti retreats to his
round of turning on the azers during a fight. lair in the fire node (see chapter 5) via area E14.
Each unfurnished cell south of the hall (not counting If the characters arrive with salamanders or azers
the easternmost cell, which is empty) contains two from area E11. those creatures take up arms on their
azers—six azers total. They are eager to fight the fire respective sides. The salamanders and azers attack
cultists and the efreeti slaver (see area E13), but they the efreeti until he retreats, then turn on each other.
need weapons. If the salamanders attack the azers, the Survivors might be influenced to continue to help the
azers fight the salamanders until one side or the other is characters as described in area E11.
defeated. If the characters don’t help the azers fight the None of the armor and weapons currently being
salamanders, the azers turn on the characters as well. forged here is near enough to completion to be used
effectively.
E 12 . L a v a C h a s m An iron talking tube runs between the southwest wall
of this room and the eastern wall of area E17, so that
instructions could be passed back and forth between the
Astone bridge stretches across a hot, hazy chasm lit by a smiths and the engineers operating the canal and lock
river of lava forty feet below. The roof of the chasm hangs mechanism in area E12.
fifty feet above the bridge.
Development
Once the characters kill or drive off the slavers here,
The stone bridge is safe to cross. A creature takes 6d10 the rest of the fire temple goes on high alert. An hour
fire damage when it enters the lava for the first time on a afterward, guards from in areas E7—E10 and areas
turn or ends its turn there. E25-E29 take shifts watching this area. The guards
Mechanism. Once the characters move to a point near aim to prevent anyone from entering area E14.
the center of the chamber, read the following aloud:
E 14. S h a f t t o t h e F i r e N o d e
Alarge mechanism hangs in the air to the east. It is a set of
steel pulleys and thick iron chains connected to a hanging At the end of this passage, a wooden platform similar to a
barricade of black stone. The wall appears to be some sort drawbridge extends into a large, irregularly shaped vertical
of a canal lock. shaft perhaps fifty feet across. Alarge stone disk, twelve
feet in diameter, hovers next to the wooden extension. The
This mechanism controls the flow of lava into area E13. shaft rises into inky blackness overhead, but a flickering,
It is operated from area E17. Despite its age, this device ruddy light is visiblefar below.
still functions perfectly.
E 13. F o u n d r y The first time the characters arrive here, the hovering
The temperature rises noticeably as one approaches this disk is present. Any other time, it has a fifty percent
room, and characters can hear sounds of metal striking chance to be at this level.
metal long before they see what’s inside. The disk is made to rise or descend by uttering the
proper command word into the shaft loudly enough for
it to echo. The command words are “ash" to make the
Noise, light, and heat issue from this massive chamber. platform sink and "ember” to make it rise. It rises no
Runnels of lava flowfrom holes in the west wall into bronze higher than this position. It takes 1 minute for it to move
troughs. Heat shimmers, smoke, and steam rise toward the from one place to another The shaft descends to area
domed ceiling, escaping through vents. Staircases rise at F15 in the Fane of the Eye and further down to area W1
in the Weeping Colossus see chapter 5 for both).
opposite ends of the room, and a smaller passage exits to
the east. An efreeti drives azers and salamanders to make E 15. A n c i e n t A r m o r y
armaments here while fire cultists strand guard. When characters first discover either secret door into
this unlit place, read the following text aloud:
This chamber is the heart of the fire cult’s domain, the
great foundry where they forge weapons and armor. Dust and cobwebs fill this corridor. About halfway along
Noise here drowns out any fighting taking place
outside the immediate vicinity. An efreeti aided by one the passage, it widens intoasmall room where racks of
razerblast and two Eternal Flame guardians (see rusted weapons and armor still stand. Agleaming shield
chapter 7 for both) drives a salamander and three hangs on the east wall.
azers, forcing them to work the forges.
As soon as any disturbance happens here, the slaves All of the weapons and armor are ruined except for the
turn on the efreeti. The efreeti then focuses his attention shield hanging on the wall.
on corralling his charges, leaving the cultists to deal
with the characters. If it becomes obvious that the fight
Treasure E 2 0 a n d E21. S t o r a g e R o o m s
The hanging shield is a +1 shield with a sprocket
on its front that slowly turns clockwise, making one
rotation per hour. The smell of old iron and dust fills this room. Great
heaps of junk are stacked everywhere. In some places,
E16. W e ll the collection is neat and orderly, while in others, it’s a
This chamber is unlit. tumbled mess.
At the end of the hall is a circular room that is cooler than Lyzzie Calderos (see area E29) decided to convert a
the rest of the complex. Apool of water fills the room’s storage room for her hell hounds, so she ordered her
center. The water’s surface, as smooth as glass, comes to a minions to toss all the junk found in that room into
foot below the surrounding floor. these two, hence the disheveled nature of some piles.
A thorough search of each room requires 6 hours.
Whether the characters find anything of value is
The depth of the well is about 12 feet. The water seeps up to you.
up from below through cracks in the well’s floor.
E 2 2 . D is p la y H a l l
E17. M e c h a n i c a l R o o m
Two Eternal Flame guardians (see chapter 7) stand
guard here.
Acomplex assortment of gears, flywheels, drive shafts, and
levers fills most of the northern half of this chamber. It is This oddly shaped room features two rounded corners
clear that someone has done repair work on it recently, for that make the chamber flow in a pleasing way. Astairwell
numerous parts look brand new and the entirety gleams disappears downward from the south wall, and a door is
from having been recently polished and lubricated. set into the east wall. Alarge stone brazier, its base shaped
like a pair of back-to-back sitting dwarves, rests in the
This mechanism operates the canal and lock system center of the room, giving off heat and light.
that runs between areas E12 and E13. The levers
activate counterweights and springs that raise and The staircase leads down to area E30.
lower the great barrier door, which controls how much Reinforcements. Should a fight break out here, the
lava would flow into the troughs. An iron talking tube occupants of area E23 notify Ignatia (area E24) and
runs between the eastern wall of this room and the then join the combat. Ignatia joins soon after.
southwest corner of the foundry (area E13).
E23. B a rra c k s
E 1 8. L i b r a r y
E 1 9. K e n n e l E 2 4 . I g n a t i a ’s A b o d e
The door is locked with a hasp-and-pin mechanism.
Two bookshelves stand in opposite corner of this room.
This hot chamber smells of sulfur and meat. Between them stands a bed. Apair of chairs flank a brazier
in another corner. Lying in the middle of the floor is an
Four hell hounds lair here. They attack if whoever individual with a warrior’s physique, his wrists and ankles
opened the door isn’t Lyzzie (area E29), their mistress. bound with rope. He has been beaten.
Ignatia, a flamewrath (see chapter 7), lives here. She character who searches the wall and succeeds on a DC
leads the warriors outside and serves as the watch 15 Intelligence (Investigation) check locates it. Beyond
commander for the hobgoblins guarding the south lies a flight of stairs leading down to area E31.
barricades (area E27).
Prisoner. Unless the characters have somehow E27. B a rric a d e s
set the temple on high alert, Ignatia is questioning a
Crushing Wave reaver who was caught sneaking close
to Eternal Flame cult territory. The reaver, Orgaal, is The passage emerges into an oddly shaped room. Aloose
unarmed and has 4 hit points remaining. pile of stone forms a barricade across the route, angled to
defend intrusion from the south.
T reasure
The shelves contain many books, several of which are
valuable and collectively worth 250 gp. An urn filled Six hobgoblins stand guard here, dressed in flame-red
with ashes sits atop one bookshelf, and at its bottom tabards with the symbol of elemental fire on the chest.
Ignatia has buried 170 gp, 170 ep, and 10 sardonyxes They challenge anyone approaching from the south,
worth 50 gp each. but they pay little attention to anyone heading in that
direction.
E 25. S u p p lic a n ts ’ R oom Gaining Passage. Visitors from the south must form
the hand-sign for the fire cult (hands cupped together
upright, with one pinky finger jutting upward in the
This large chamber is shaped like an elongated hexagon, middle), state the pass phrase (“Fire is eternal!”), or
with a door set into the points at east and west. The door convince the hobgoblins to allow passage. Otherwise,
to the east has been painted red with a black, stylized the hobgoblins attack. It takes only a little persuasion to
convince the hobgoblins that intruders have a legitimate
cauldron symbol upon it. Additional exits lead north and reason to be here. These guards would much rather
south. Several ancient forges and anvils stand in the room, pass the buck to cult leaders.
and many sleeping pallets lie scattered in their midst. South Tunnel. This tunnel connects to area A7 in the
Temple of Howling Hatred.
Eight cultists and two cult fanatics are here. Development
Reinforcements. Lyzzie and her magmins (area E29) If the characters defeat these hobgoblins, the guards
investigate any commotion here. If appropriate, Lyzzie are replaced by the hobgoblins in area E28 within an
uses sending to contact the chimera in area E30. The hour or two.
chimera moves to help Lyzzie as soon as it can.
E28. B a rra c k s
E 2 6 . F i r e T e m p le
Weird crystals jut from the walls and the floor of this ancient
hall, giving off violet light. On the east side, these crystals
form a distinct doorway or gate, beyond which the floor
slopes downward. Two huge bedrolls and barrels full of
provisions are in the southern end of the room.
P 1 8. W r e c k s
An island rises from a lake at the epicenter of three roaring
waterfalls. Flutes of rose, ivory, and lavender coral fringe
Heavy rain batters what must be a gigantic cavern, its walls the island. Above the island floats a gigantic, shimmering
and ceiling lost in the driving storm. Even the roar of the globe of water. Smaller globes of water emerge from
waterfalls to the north, west, and south hush beneath the it, drift outward, and hover in the air a few feet above
rain’s noise as it strikes the water. the surface of the lake. The ambient light reveals the
At the center of the cavern, the shattered hulks of sailing cavern ceiling, eighty feet above the island and hung with
vessels lean upon their sides. Barnacles cling to the hulls. countless stalactites.
Humanoid skeletons droop from the rigging or lay in
tangled piles, and seaweed hangs from the gunwales. The cave floor gradually rises toward the island, such
that the water is 20 feet deep at the cave perimeter and
The rain renders the entire area lightly obscured, and only 5 feet deep within 10 feet of the island.
strong currents on either side of the wreckage pull If the characters previously defeated Gar Shatterkeel,
toward areas P19a and P19b. Despite the enormity of use the “Encounter with the Aboleth” section. If Gar has
the cavern, the water here is only 5 feet deep. retreated to the node and the characters have defeated
A hydra nests among the wrecks, and it attacks any two other elemental prophets, use the “Encounter with
intruder that isn’t Gar Shatterkeel. Gar Shatterkeel” section. If Gar is the sole remaining
prophet, use the “Encounter with Olhydra” section.
Water Globes. When the characters first arrive, three E n co u n ter w ith O lh y d ra
7-foot-diameter globes of water drift about this cavern. Gar Shatterkeel stands on the island, unguarded. He
Each globe of water floats 1 foot above water level and holds his trident aloft and cries, “With this key I call
is stationary until a creature touches it, whereupon it forth my mistress!” A dark flow emerges from the portal,
envelops the creature and carries it to area P1 via the forming an immense water elemental with pearly,
north tunnel (passing though areas P18, P17, and P2). malignant eyes. This is Olhydra, Princess of Evil Water
The globe has a flying speed of 10 feet, and a creature (see chapter 7). Olhydra focuses on remaining in the
contained within gains the benefit of a water breathing world to work evil, especially keeping Drown away from
spell for as long as it remains in the globe. Any time the characters.
during the trip, the creature inside the globe can swim Rising Water. When Olhydra appears, the water in
out of it as an action. The globe carries only the one the lake rises 2 feet at the end of each round. Since the
creature and bursts upon reaching its destination. A waterfalls in the cavern are 40 feet high, the lake rises
globe is immune to damage, though dust of dryness to the level of areas P9, P16, and P18 after 20 rounds.
destroys it. Once the water reaches the tops of the waterfalls, the
If a globe is destroyed or leaves this cave, another one water stops at 60 feet deep.
emerges from the water portal to take its place.
The W ater P o r ta l
E n co u n ter w ith th e A b o leth The water portal is a 13-foot-diameter globe of water
The aboleth from area P6 and the two chuuls from that floats above the island.
area P9 guard the portal. The creatures are submerged Characters who pass through the portal arrive
in the southwest corner of the cave when the characters underwater on the Elemental Plane of Water, where
first arrive. The aboleth hopes to kill or enslave the Olhydra comes forth to destroy them. Characters can
characters, seize Drown, and replace Gar Shatterkeel as retreat through the portal; however, Olhydra can’t pass
Olhydra’s prophet. through the portal until the ritual is complete.
Characters can close the portal only by hurling Drown
E n co u n ter w ith G ar S h a tte rk e e l into it, destroying Drown in the process. If the portal
Gar Shatterkeel (see chapter 7) stands on the island closes while Olhydra remains in the world, she is forced
before the water portal, beginning his ritual to call back to the Plane of Water. No more watery globes form
forth Olhydra. He is guarded by a water elemental and within the Plunging Torrents, and the water in the node
three crocodiles that circle the island, attacking any returns to normal levels. Over the course of the next few
creatures that approach. days, much of the remaining water siphons out into the
Gar makes a final stand here. He can’t retreat to the surrounding earth.
Plane of Water with Drown, and he refuses to abandon
his grim mission. When the characters defeat him, he
turns to inky water and courses away. Drown remains
where he fell.
must succeed on a DC 15 Dexterity saving throw or
T h e B la c k G eo d e fall into the fissure, taking bludgeoning damage as
The Black Geode is a natural cavern distinguished by normal unless it is tied off or otherwise protected
the seams of luminous violet crystal. Marlos Urnrayle against falling. The walls of the fissure are rough and
used Ironfang to transform these caverns into an earth can be climbed with a successful DC 10 Strength
node. In the Black Geode’s largest cavern lies a portal (Athletics) check.
that leads to Ogremoch’s domain on the Elemental Flowstone Growth. Stalactites within 30 feet of
Plane of Earth. Bizarre creatures from that place have the party begin to drip like melting wax. By the time
crossed through the gate and now inhabit the caverns, the change ceases, each stalactite has grown 1d4 feet
while the raw energy of the elemental plane seeps longer. If a stalactite touches the opposite surface, it
out and is slowly transforming the Black Geode into a becomes a natural column.
reflection of Ogremoch’s domain.
G 1. H a l l o f t h e G u a r d i a n s
G e 0 de F e a tu r e s
This cave lies at the end of a twisting, declining tunnel
The area has the following features. Any exceptions are that began in area F13 of the Fane of the Eye.
noted in areas to which they apply.
Character Recognition. Even if he has not yet
encountered the characters, Marlos has seen them in The rough walls of this cavern rise to a vaulted ceiling hung
his visions. The earth prophet gives descriptions of the with stalactites and clumps of slender, luminous crystals
characters to all cultists in the Black Geode. that bathe the cavern in a soft, violet light. Passages lead
Ceilings. Cavern ceilings are 30 feet high, while east and west. To the east, the tunnel ascends. The western
tunnels are 15 feet high. passage is flanked by a pair of twenty-foot tall stone statues
Light. Most areas are dimly lit by crystal formations of rough-hewn humanoids, their faces grim masks of
that give off a soft, violet glow.
forbiddance. Next to each statue is a human guard encased
Random E ncounters in stone armor.
Check for random encounters once every 30 minutes.
Roll a d20 and consult the following table to determine Two Black Earth guards (see chapter 7) stand in
what, if anything, the characters encounter: front of the statues. Characters not wearing disguises
are recognized for who they really are. Characters
d20 Encounter disguised as earth cultists or cult prisoners must make
1 1 burrowshark riding a bulette (see area G13) a Charisma (Deception) check contested by the guards’
2 1 Stonemelder and 1d3 + 1 Black Earth guards (see Wisdom (Insight) checks; if all the characters succeed,
area G12) the guards are fooled and allow them to pass.
3 1d2 earth elementals If combat erupts here, two earth elementals burst up
4 1 umber hulk (bursts out of a nearby wall) from the middle of the floor and join the battle. These
5 Bleeding earth elementals have veins of glowing purple crystal; each
6 Ceiling collapse sheds bright light in a 15-foot radius and dim light for
7 Crystal extrusion another 15 feet beyond that.
8 Fissure
G 2 . K e lta r an d G o rx
9 Flowstone growth
10-20 None
The walls of this circular chamber are thick with glowing
Bleeding Earth. A nearby wall swells and splits open, crystals. In the middle of the room is a fat, egg-shaped
oozing thick black mud. creature with three arms, three legs, heavy-lidded eyes, and
Ceiling Collapse. A tremor causes part of the ceiling
to collapse above one random party member. If the a wide mouth atop its stony ovoid body. Casually dropping
party includes NPCs, be sure to count them as well. gemstones into the creature’s gaping mouth is a creepy-
The target must succeed on a DC 15 Dexterity saving looking earth cultist.
throw or take 21 (6d6) bludgeoning damage and be
knocked prone and buried. While buried in this way, A Stonemelder (see chapter 7) named Keltar keeps vigil
the target is restrained and unable to breathe or stand with a xorn he discovered hiding in area G17. If the
up. A creature can take an action to extricate itself or characters attack either, both retaliate in kind. The xorn
another buried creature, doing so with a successful DC flees once it has fewer than 20 hit points, but Keltar
15 Strength check. fights to the death.
Crystal Extrusion. A crack splits open on a nearby Roleplaying Keltar. Keltar believes the xorn, called
wall, extruding foot-long, luminous violet crystals. Gorx, is an emissary from Ogremoch sent to test the
Fissure. A tremor causes a fissure 1d6 x 10 feet cult’s worth. In fact, the creature wandered through the
deep to open in the floor beneath one party member earth portal out of curiosity. Since Keltar was eager to
(determined randomly). If the party includes NPCs, be please Gorx, it has done nothing to dissuade him.
sure to count them as well. The affected party member
The xorn has convinced Keltar that Ogremoch wants Any creature entering the cave for the first time on a
tribute, and so Keltar extracts offerings from everyone turn or starting its turn inside must succeed on a DC 10
who passes through. Keltar is so obsessed with Wisdom saving throw or suffer the effects of a confusion
offerings that he ignores the appearance of Passersby spell. Once a creature succeeds on its saving throw, it is
and the usual pass phrase. When he notices the immune to this effect for 24 hours.
characters, he asks, “Do you bring an offering?” A thunderous noise emanates from the northeast
Making an offering involves throwing precious tunnel, which is only 5 feet high and slopes gently
metals or gems into the xorn’s maw. Keltar soberly upward to area G6. The tunnel ends at a wall of falling
informs contributors the treasure is transported to mud (see area G6). Any creature passing under the mud
Ogremoch’s domain. takes 10 (3d6) bludgeoning damage.
The xorn can smell the party’s wealth, and so it Corpse. The corpse belongs to a Black Earth guard
demands a tribute of 500 gp in Terran. If the party killed by one of his fellow cultists. The guard carries
complies, Keltar asks, “Is our prince satisfied with the nothing of value.
offering?” to which Gorx replies, “The prince finds Secret Passage. The “secret” entrance to area G5
this sacrifice pleasing.” Keltar believes the xorn has is a tunnel cloaked by a 6th-level major image spell to
deemed the party worthy, so he allows them to pass. He look like a solid stone wall. Discovering its nature from
also helpfully responds to inquiries. If the characters a distance requires a DC 19 Intelligence (Investigation)
are undisguised, he directs them toward area G3, as check, although direct interaction immediately reveals
another test of their worthiness. Keltar directs the the illusion.
characters toward area G6 if he believes them to be
cultists and also reminds them of the pass phrase to G 5. U n d e rd a rk E n tra n c e
cross the stone bridge (area G9) safely: “We walk in the
shadow of Ogremoch!”
If the characters refuse to pay, the xorn attacks the Ahole in the back of this cave forms the mouth of a tunnel
character carrying the most treasure. Meanwhile, Keltar that plunges deeper into the earth. The tunnel is devoid of
flees to area G6. the luminous crystals that grow elsewhere in these caverns,
T reasure and a chill, fetid breeze wafts up from its depths.
The xorn’s stomach still contains some undigested
offerings: 9 gp, three egg-sized chunks of rough This tunnel runs for miles, eventually branching off into
moonstone worth 25 gp each, three carnelians worth 50 the caves of the Underdark.
gp each, and a cracked amethyst worth 100 gp. Keltar
carries two more carnelians and hides a folded scroll of G 6 . M u d flo w F a l ls
investiture of stone (see appendix B) in a pocket.
G 3. R oper D en The dull roar of splashing, churning mud fills this cavern,
the walls and ceiling of which are streaked with glittering
veins of glowing violet crystal. Astream of mud pours
This cave is a thicket of stalagmites and stalactites. Several through a gash in the roof, cascades down until it crashes
weapons and broken pieces of armor lie scattered among onto a ten-foot-high ledge, then tumbles over the ledge
the spires in the room’s center. into a thin river of mud that flows out through a hole in the
northeast corner. Astone staircase climbs up to the ledge,
A roper hangs from the ceiling above the debris. It ate where a passage leads north. Atunnel on the lower level
several cultists before the others started avoiding the
area. Eager for more humanoid flesh, the roper attempts leads south.
to subdue as many of the adventurers as it can. It closes
its eye and retracts it tendrils when reduced to 20 hit Earth cultists call this river of elemental mud the
points, hoping the characters leave it alone. Mudflow. The river is 6 feet wide, 3 feet deep, and
descends a total of 40 feet by the time it reaches area
T reasure G11. Any creature that enters the river for the first
Scattered amid the broken weapons and armor are 65 time on a turn or ends its turn there must make a DC
gp, a brass statuette of an imp with onyx eyes worth 180 10 Strength saving throw or fall prone and be swept
gp, and a ring of swimming. 20 feet toward area G11. A creature that is prone in
the mud must use an action and succeed on a DC 15
G 4 . B e w ild e rin g C r y s ta l s Strength (Athletics) check to stand up. Standing isn’t
possible within the section of tunnel between this cave
and area G11; that stretch of the river is completely
This cave is a forest of glowing crystals, which grow like submerged in mud.
foliage on slender stone columns that make it difficult to A creature can use an action to pull itself or another
gauge the chamber’s true size. Slumped against one of the creature within its reach out of the Mudflow, doing so on
columns is a dead man wearing a stone breastplate. a successful DC 15 Strength (Athletics) check.
Every 1 foot of movement through the mud costs 2 If the adventurers defeat the specters and talk to
feet of speed, 5 feet if the creature is trying to move the ghost, Ruelek explains his predicament. If the
against the flow. characters point out the specters weren’t dwarves and
Hidden Tunnel. A 5-foot-high tunnel hidden behind probably didn’t care about the crown, Reulek admits
the mud descends to area G4. A creature must pass that his death may have had nothing to do with the relic.
though the mud to reach the tunnel, taking 10 (3d6) He knows that the remains of the last king of Besilmer
bludgeoning damage from the falling mud. are beneath the Halls of the Hunting Axe. He asks the
Ledge. The western portion of the cave is 10 feet characters to help him return the crowned helm to the
higher than the eastern portion, and the ledge can be king’s tomb. Characters who agree find that Reulek
scaled with a successful DC 10 Strength (Athletics) accompanies them through his connection to the relic,
check. The stone staircase leading up to the ledge is on although he manifests only when you wish him to do so.
the north side of the Mudflow. If the party refuses to help, or if at any point Reulek
gets the sense that they aren’t going to follow through
G 7 . E m p ty G a v e on their promise, he uses Possession to enforce the
agreement. If the party stays true to the bargain,
Reulek’s spirit thanks them as he goes to his rest.
This small cave is striated with glowing violet crystals. A Reulek was the partner of an oni named Obratu (see
tunnel to the south turns sharply eastward, while a tunnel “Vale of Dancing Waters” in chapter 6). The characters
to the north slopes down and toward the east as well. might recognize his name from the note they find if they
defeat Obratu. Reulek shrugs if the characters mention
Obratu, saying, “It was a partnership of convenience.”
This area is perfect for random encounters.
T reasure
G 8 . C a v e rn o f t h e L o s t C ro w n The golden-spiked helm is the Lost Crown of Besilmer
As the party approaches this area for the first time, read (see chapter 7).
the following text:
G 9 . N a r r o w S to n e B rid g e
Bloodcurdling screams come from the cave ahead. The The following boxed text assumes that the characters
cries last only a few seconds, then stop suddenly. arrive here via the tunnel to the north or south:
Once the party can see the cave, read the following: The passage opens onto a smooth stone bridge flanked
by boulders. The bridge is five feet wide, has no railings,
Humanoid bones litter the floor of this cavern. Some and spans a wide cavern that echoes with strange clacking
skeletons are partially intact, their rib cages shattered noises.
by boulders lying atop them. Only one skeleton remains
whole, and it clutches to its chest an open-faced steel The bridge is 40 feet long and sturdy. A creature on
the bridge that takes 10 damage or more from a single
helmet decorated with a golden circlet above the brow, source must make a DC 10 Dexterity saving throw.
from which seven small gold spikes project upward. If the save fails by 5 or more, the creature is knocked
off the bridge and falls. On any other failed result, the
The crowned helmet is an ancient dwarven relic (see creature is knocked prone but manages not to fall off
“Treasure” below) that radiates strong magic when the bridge. The bridge is 40 feet above the floor of the
scrutinized with a detect magic spell. As soon as surrounding cavern (area G10).
someone tries to take it, the ghost of a duergar treasure Two galeb duhrs guard the bridge—one at each end.
hunter named Reulek appears and uses his Horrifying They look like ordinary boulders until they open their
Visage, screaming, “Thieves! Learn from my folly! eyes and move. To cross the bridge without rousing
Even in death, the dwarves of Besilmer guard their the galeb duhrs, someone among the Passersby must
fabled treasure!” As the ghost intones these words, four speak the cult’s pass phrase: “We walk in the shadow
specters of dead drow killed here long ago in a cave of Ogremoch!” Otherwise, the galeb duhrs wait
collapse materialize and attack the living. until intruders are halfway across the bridge before
Roleplaying Reulek. Earth cultists found the crowned attacking, first by animating the boulders set near them
helmet in the Temple of Black Earth but failed to realize and commanding them to roll across the bridge.
its significance. Reulek later stole it and was sneaking The clacking noises are made by the hook horrors in
toward area G5 when he fell prey to the specters in the surrounding cavern.
this cave. Reinforcements. Combat on the bridge attracts the
Reulek believes the specters killed him for stealing hook horrors in area G10, which gather under the bridge
the helmet. His soul is bound to the relic by the thought and attack any creature that falls.
that he must return it to its rightful owner before going
to his eternal rest.
G 10. C lic k e ty C la c k G 12 . H a l l o f M e d ita tio n
If the characters approach this area quietly and without
This long cavern cuts a wide swath through the earth. bright light sources, they can surprise the earth
cultists within.
Its jagged walls look as if the stone here tore itself apart.
Shattered bones lie amid the scree. High above, a narrow
The walls of this cavern are broken at regular intervals by
stone bridge spans the defile. The chasm echoes with
small alcoves, each of which holds a shard of glowing violet
clacking noises that sound a little like falling rocks.
crystal. Four earth cultists are here. Each one kneels or
sits in front of an alcove, in a way that suggests a form of
The cavern ceiling is 80 feet high, and the bridge (area meditation.
G9) is 40 feet above the cavern floor.
Eight hook horrors hide in crevices along the walls,
communicating with one another using a series of At any given time, the cave contains two Black Earth
indecipherable clicks and clacks. The hook horrors guards, one burrowshark, and one Stonemelder (see
attack any creature that tries to cross their territory or chapter 7 for these cultists’ statistics). The guards are in
falls from the bridge. the southern part of the cave, the others in the northern
Secret Way. Hidden at the back of one hook horror’s section. If Hellenrae (see chapter 7) has not been
crevice is a narrow passage leading 20 feet up to area defeated, she is here in place of the Stonemelder. The
G7. The opening to this tunnel requires a successful cultists are meditating, using the crystals as foci. They
DC 15 Wisdom (Perception) check to spot, although a are too entranced to hear sounds of combat in areas
character who explores the crevice by entering it finds G9 or G13.
the hidden tunnel without an ability check. Several barrels and crates stand at the north end of
the cavern. They contain water and rations.
Treasure
Characters who search through the shattered bones G 13. B u l e t t e K e n n e ls
of the hook horrors’ previous victims find 17 sp, four
pieces of blue quartz (10 gp each), a silver hand mirror
inlaid with lapis lazuli (270 gp), and a pearl ofpower. Boulders have been used to build crude, roofless
enclosures similar to pens—three to the north and three
G 11. E l e m e n t a l M u d P o o l to the south. Odd saddles and harnesses are piled in the
middle of the cave, while spears and goads lean against the
Ariver of thick mud gushes from a fissure in one wall, walls.
running a short way before gathering into a swirling pool.
Standing next to the pool is an earth elemental encased There is a fifty percent chance that a burrowshark (see
in armor and several small creatures composed of thick, chapter 7) named Rorgrin is here, along with his trained
dripping mud. bulette mount; otherwise they’re in area G14. If they are
here, Rorgrin and his mount are in plain view and attack
intruders on sight.
The river of mud flows into this cavern from area G6. The enclosures to the north and south are kennels
An earth elemental myrmidon (see chapter 7) enclosed by 10-foot-high walls. The south kennels
stands guard, ignoring the taunts of six mud mephits. are empty. The northern kennels contain three young
The myrmidon is protective of the pool and attacks bulettes (use rhinoceros statistics, but they bite
intruders. The mephits join in, but unlike the myrmidon, instead of gore). These bulettes are sleeping if Rorgrin
each one reduced to fewer than 10 hit points flees. isn’t present. A character can sneak past the sleeping
See area G6 for rules about moving through the river bulettes by succeeding on a DC 11 Dexterity (Stealth)
of mud. A creature that ends its turn in the swirling check. The bulettes awaken on a failed check or if one
pool must succeed on a DC 15 Strength saving throw or more of them is attacked. If Rorgrin is in area G14,
or be sucked down into the Elemental Plane of Earth the roused bulettes hiss at strangers, alerting Rorgrin to
and lost. A creature tethered by a rope can be pulled 10 their presence.
feet toward the edge of the pool with a successful DC 15
Strength (Athletics) check. G 14 . R o r g r i n ’s C a v e
Development
If the characters observe the cave unnoticed for a few The back of this small cave is filled by a nest made of
minutes, they see the myrmidon lean over the pool and broken shards of rock. Nearby, a bedroll is laid out on the
pluck a fledgling mud mephit from the muck. The pool ground with an odd saddle sitting in place of a pillow.
has a noncumulative five percent chance of spawning a
new mud mephit each hour.
If the party didn’t encounter Rorgrin in area G13, they G 16. C a t h e d r a l o f S to n e
find the burrowshark here with his trained bulette
mount. Half the time, the pair is asleep.
This cavern has a vaulted ceiling supported by six natural
T reasure stone columns. Crystal growths protruding from the ceiling
Stashed under his leather saddle “pillow,” Rorgrin
keeps a small leather bag containing 91 gp, two garnets cast a lurid purple glow over everything. Issuing from a
(worth 100 gp each), and a potion of thunder resistance. tunnel that descends toward the east is the loud, constant
sound of stone grinding against stone.
G 15. A r c a n e F o u n d r y
If the nothics in area G15 retreat to this cave, they cower
Stone slabs line the walls of this cave. Weapons, pieces of at the western end of the room.
armor, and various tools cover the slabs. In the middle of G 17. E a r t h P o r t a l
the chamber, steam rises from a well of boiling mud.
The slabs are worktables covered with tools used for This colossal cavern is an alien landscape filled with soaring
chiseling and carving stone and crystal, as well as stone buttresses, weirdly twisting columns, and gargantuan
weapons and bits of armor (see “Treasure” below). shards of glowing crystal. Along path of steps is cut into
Two Stonemelders (see chapter 7) work here, along the uneven floor and wends its way between the mighty
with a dwarf master smith Rhundorth—one of the stone pillars to the cavern’s core. There, the steps climb to
delegates from Mirabar (see below). If Miraj Vizann the base of a stone monolith that is constantly changing its
(see chapter 7) survives, he is here in place of one
Stonemelder. Three nothics watch from the shadows, shape, filling the great cavern with a thunderous grinding
ready to provide arcane insight during the forging noise.
process. The nothics are unwilling servants and flee
toward area G16 if given the opportunity. If Marlos Urnrayle has been defeated elsewhere, this
Rhundorth has the statistics of a guard but is cavern is guarded by two earth elemental myrmidons
unarmed and unarmored (AC 11). His Strength is 18, (see chapter 7) that stand before the monolith in plain
and he speaks Common and Dwarvish. If given a choice view. If Marlos has retreated to this cavern and the
of weapons, he prefers a warhammer (+6 to hit, 1d8 + 4 characters have defeated two other prophets, use the
bludgeoning damage, or 1d10 + 4 bludgeoning damage “Encounter with Marlos Urnrayle” section. Use the
while using two hands). He is lawful good. “Encounter with Ogremoch” section if Marlos is the last
Roleplaying Rhundorth. Rhundorth was conscripted remaining prophet.
to toil here, helping the earth cult craft armor and
weapons in exchange for a promise that other delegates E n co u n ter w ith M arlo s U rn ray le
in the earth cult’s custody wouldn’t be harmed. He Marlos Urnrayle (see chapter 7) stands before the
knows the sage Bruldenthar was left in the mines of earth portal, attempting to summon Ogremoch. The
the Sacred Stone Monastery, and Lady Deseyna was characters find him with his back turned and the hood
captured by air cult raiders. He also reports that the of his rich cloak pulled up, so he looks like a finely
moon elf Teresiel was handed over to the fire cult a dressed cult priest. Two Black Earth guards (see
couple of tendays ago. chapter 7) attend him, and four gargoyles cling to the
Mud Pool. A creature that enters the well of boiling four nearest columns. Marlos continues incantations
mud for the first time on a turn or starts its turn there until he becomes aware of the characters. Then, he pulls
takes 10 (3d6) fire damage. The mud is 5 feet deep and back his hood and attacks.
heated by a volcanic vent beneath the cave. Marlos taunts the characters, challenging those who
avert their eyes to behold his power and beauty. The
T reasure medusa is infuriated if anyone manages to meet his
Characters searching the worktables find several crystal gaze and survive, concentrating his attacks on such
staffs, stone morningstars, and pieces of rock armor, as characters.
well as a +1 breastplate crafted from polished crystal. It The prophet stands his ground here. He can’t flee
bears the symbol of earth, and it heightens its wearer’s through the earth portal with Ironfang, and his pride
urges to act in a selfish, greedy, or wicked way. doesn’t allow him to relinquish his power in the node.
When the characters defeat him, he turns to mud and
melts away. Ironfang and the portal remain.
E n co u n ter w ith Ogremoch
Marlos Urnrayle appears much as he does in the
previous section. When the characters arrive, he holds
Ironfang aloft and intones, “With this key, I call forth the
Mountain of Doom, the great and terrible Ogremoch!”
He steps back as the earth portal liquifies and the
colossal form of Ogremoch emerges (see chapter 7). T h e W e e p in g C o l o s s u s
Ogremoch focuses on destroying the characters with
little concern for the consequences to Marlos. The The Weeping Colossus sits in the heart of a volcanic
elemental prince’s aim is to remain in the world and fissure. During the height of the dwarven civilization of
consolidate power here before sowing chaos. Besilmer, lava filled this entire area, and the heat and
magma rose into the lowest levels of the city where the
The E a rth P o rta l foundries were located. When Vanifer arrived with her
The monolith is a portal leading to the Elemental Plane cult, she used her connection with Imix, the Prince of
of Earth. Part of the monolith is in a liquid state at any Evil Fire, to settle the magma and form the chambers
given time, and any creature that touches the liquid left behind. Now, the fissure and lava tubes serve as the
stone is pulled into the Plane of Earth, near Ogremoch’s fire node, an extension of the Elemental Plane of Fire,
dwelling place. The Prince of Evil Earth can attack resulting in lava flows, ash storms, gouts of liquid fire,
intruders on his home plane but can’t pursue them and other strange elemental effects.
through the portal into the world until the proper ritual
is complete. C o lo s s u s F e a tu r e s
Characters can close the portal only by striking The complex has the following features. Any exceptions
the monolith with Ironfang. When the elemental are noted in areas to which they apply.
weapon strikes the monolith, it chips the otherwise Ceilings. Ceilings are 15 feet high in tunnels and 20
indestructible stone, causing the portal to implode in feet high in chambers.
a grinding display, showering the area with pulverized Chambers and Passages. The various open spaces
rock and crystal. Ogremoch is forced back to his home were formed from flows of lava that crusted over and
plane when this event happens, serving the cult. Cultists cooled, with the hotter middle draining away. Where
other than Marlos cower and flee. the walls and ceilings are solid, the surfaces are smooth
When the portal implodes, an earthquake spell is like glass or folded where the liquid stone flowed in
triggered, centered at the point where the monolith layers. In other places, drips and splashes have formed
once stood. Five minutes later, this entire cavern formations like stalagmites, stalactites, and rounded
collapses, killing and burying any creatures still inside. bubble formations similar to bunches of grapes. Despite
The bridge at area G9 collapses as well, while other the solidity of the formations, much of it is still hot.
areas of the Black Geode remain intact. Cut off from Floors. Floors can be smooth and rounded or flat. In
the influence of the Plane of Earth, the Black Geode no some places, the floor is a crust with lava beneath.
longer experiences tremors and weird magical effects, Lava. A creature takes 6d10 fire damage when it
reverting to its natural state over a few days. enters lava for the first time on a turn or when it ends its
turn there.
Light. All areas of the node are brightly lit by
fire or lava.
Sounds. The hiss and rumble of flowing lava can be
heard throughout the node.
E lem ental H e a t The natural walls of the shaft widen near the base. Heat
The map indicates three zones of heat intensity. The and light radiate from a bubbling lake of lava that covers
low intensity zone is uncomfortably hot but doesn’t most of the floor. Lava flows through an exit to the
otherwise impede the characters. Characters in the northeast. Stone passages open to the northwest, west,
medium and high zones are subject to extreme heat, as
and south.
described in chapter 5, “Adventure Environments,” of
the Dungeon Master's Guide. In the high intensity zone,
the DC for avoiding exhaustion starts at 10. One flamewrath watches from the tunnel labeled
“a,” while one Eternal Flame priest is positioned at
Random E ncounters the tunnel labeled “b.” A razerblast stands watch in
For every 30 minutes the characters spend inside the the middle passage. (See chapter 7 for the cultists’
Weeping Colossus, roll a d20 and consult the following statistics.) The guards attack intruders who fail to use
table. Explanations of some of the encounters appear the pass phrase, “Hail the heart of fire!”
after the table. In the medium intensity zone, roll a d20 Brass Plate. A small brass plate is embedded in
and a d4, subtracting the d4 from the d20 roll. Use a d6 the north wall of the middle passage, near where the
instead of a d4 in the high intensity zone. razerblast stands watch. It has an indentation in the
shape of a human hand. When pressed, the plate causes
d20 Encounter basalt pillars to rise from the lava, creating stepping
1-2 1fire elemental stones between the floating disk and the middle
3 1d8 magmin passage. The pillars are hot when they first rise. A
4 1d3 salamanders (see area W7) creature that comes into contact with a hot pillar for the
5 Crust break first time on a turn or starts its turn there takes 3 (1d6)
6 Flame gout fire damage. After 1 minute, the pillars cool.
7 Lava rain Lava Passage. The northeastern lava flow is only
8 Smoke cloud 4 feet lower than the ceiling of the passage through
9 Sulfur cloud which it flows.
10-20 None Development
The razerblast in area W2 takes the place of any guards
Crust Break. A random character steps on a slain here.
particularly thin spot on the floor. The character
must succeed at a DC 10 Dexterity saving throw or W 2. S e n try C ham ber
fall into a hole (seventy-five percent chance) or lava
beneath the thin spot (twenty-five percent chance). If
the case of a hole, the character falls ld4 x 10 feet into Half of this oddly shaped chamber is set higher than the
an empty magma pocket. The lava deals damage as other half, as if it cracked and shifted a few feet upward. A
described earlier. natural pillar is the only feature of the upper level. In the
Flame Gout. A bubble of gas spontaneously ignites,
creating a burst of flame identical to a burning hands center the lower level, a vortex of flame jets from the floor
spell. The cone starts in the space of a random toward the ceiling. Numerous exits head off in different
character and shoots in a random direction. directions around the perimeter.
Lava Rain. At the start of a round, lava droplets
form on the ceiling and fall in a 20-foot-diameter area, One razerblast (see chapter 7) and one fire giant lounge
dealing 9 (2d8) fire damage to any creature that enters here, off duty from keeping watch over area W1. When
the area for the first time on a turn or starts its turn the characters first enter this chamber, the fire giant is
there. The drops ignite exposed flammable objects. The dozing on the upper shelf. The razerblast sits near the
rain ends at the end of a round 2d4 rounds later. jet of flame, treating it like a campfire.
Smoke Cloud. A cloud of smoke kicks up, filling Hidden Exit. The passageway toward area W5 is
an area 40 feet in diameter and causing that area to hidden behind the basalt pillar and positioned high
become lightly obscured. The smoke dissipates in 1d4 up along the wall. A character with a passive Wisdom
minutes unless a wind disperses it. (Perception) score of 15 or higher notices it. Otherwise,
Sulfur Cloud. A discharge of noxious fumes erupts the characters have to look in the right place. Crude
from a nearby vent. The effects are identical to a holds are cut into the pillar and the wall, so they can be
stinking cloud spell. climbed like a ladder to the passage.
W 1. V o l c a n i c S h a f t T reasure
This shaft descends from area E14 in the Temple of The giant has a satchel made of chain mail. Inside are
Eternal Flame, past area F15 in the Fane of the Eye. A 600 gp, thirteen bloodstones worth 50 gp, and a potion
magical disk allows easy movement among the levels. of invisibility.
V
W 3 . C ausew ay
Basalt pillars rise from the glassy floor of this circular cave Treasure
to support a smooth domed ceiling. Niches carved into An elixir of health is inside the pocket of a robe hanging
in the armoire. Six paintings by a noted Calishite artist
the columns hold dancing flames that illuminate copper named Talik al’Hamud adorn the walls; the heat has
tapestries hanging on the walls. Each tapestry bears the ruined them, but they are still worth 25 gp apiece.
symbol of the fire cult. Just in front of a wide exit tunnel
stands a dais with an altar atop it. Before the altar kneel W 11. F l o w i n g L a v a
three cultists, two in robes and one encased in armor.
To the north and south are smaller chambers attached Astream of lava flows down this long, sloping chamber to
to the shrine. An ornate privacy screen blocks the view an immense magma pool beyond, tumbling over a series
to the north. The southern room is circular and lavishly of rock shelves. One enormous point of rock juts up and
decorated. forward from the flow.
If the efreeti from the Temple of Eternal Flame (see A young red dragon, Halinaxus, sits upon the point of
chapter 4) has withdrawn to its abode (area W9), it is rock, contemplating whether he can abide serving the
visible to any character who enters this room. fire prophet. Vanifer and Halinaxus have a truce as they
This room serves as a place of reflection and worship. negotiate the terms of Halinaxus’s assistance.
Two Eternal Flame priests and one razerblast (see Roleplaying Halinaxus. The dragon is intrigued
chapter 7 for both) are praying to Imix when the by the potential power of the cult. He considers how
characters first arrive. Unless the characters are he might someday take over. Halinaxus also loves the
disguised as fire cultists, they are attacked on sight. The prizes Vanifer has hinted at giving him, so he is willing
efreeti, if present, also joins the battle. to bide his time and watch events unfold.
Halinaxus has an unobscured view of the fire portal
Treasure (area W12) and the causeway leading up to it. If he
Seven tapestries worth 50 gp each adorn the walls. spots one or more party members not dressed like fire
cultists, he alights from his perch and lands on the
W 9. E f re e ti L a ir causeway to cut off their escape. He then demands that
The efreeti from area E13 in the Temple of Eternal the characters plead or pay for their lives. The dragon
Flame (see chapter 4) lives here. is supremely arrogant and doesn’t suffer any disrepect
from puny humanoids. If flattered and bribed to his
Colorful carpets and throw pillows are scattered across the satisfaction, he scoops up his newly won treasures and
returns to his perch.
floor, while a sumptuous feast is laid out on an obsidian
table along the far wall. Under it is an ornate chest. Adivan Treasure
with finely woven cloth coverlets and pillows sits along the Halinaxus has accumulated a loose pile of loot. On his
north side. Small jets of flame that emerge from the walls perch are 160 pp, eleven red garnets (100 gp each), a
at regular intervals light the place. potion ofinvulnerability, and a wand of fear.
W 12. F ire P o r t a l
The furnishings here are made of materials immune to
fire. The food on the table is edible and delicious.
This titanic cavern is filled with a lake of gently undulating
Treasure magma. Arough, uneven causeway of natural rock leads
The chest contains 750 gp, a potion of speed, and a tin out into the middle, to a point where two crooked pillars
tube containing a scroll of immolation (see appendix B). of glassy black rock jut up on either side of a great altar of
W 1 0 . V a n i f e r ’s C h a m b e r the same stone. Just beyond the altar, a gargantuan stone
colossus rises from the lava to its waist, its head thrown
back as if in agony. Tears of lava stream down its face, and
Beyond the privacy screen is a comfortable bedchamber. lava wells from its gaping mouth. Above the colossus’s head
Several pieces of suggestive art hang on the walls, and a hovers a great orb of fire and light—a miniature sun with
number of risque sculptures of humans, tieflings, and other motes of fire swirling around it. The ceiling is another twenty
creatures in the throes of passion adorn side tables. In the feet up, at least one hundred feet overhead.
middle sits a bed with plush covers and many pillows. An
armoire stands against a side wall.
If Vanifer has been defeated, Halinaxus (see area W11)
guards the fire portal and fights to the death to protect
it. A fire elemental myrmidon (see chapter 7) stands
before the altar in plain view, rushing forward to attack
anyone other than Vanifer who approaches the portal. If
Vanifer has retreated to this cavern and the characters
have defeated two other prophets, use the “Encounter
with Vanifer” section. Use the “Encounter with Imix”
section if Vanifer is the last remaining prophet. In either
case, the myrmidon isn’t present.
E n c o u n ter w ith Vanifer
Vanifer (see chapter 7) stands before the obsidian altar,
watched over by Halinaxus (see area W11). Incinerath,
a fire elemental with 150 hit points, protects Vanifer.
The elemental considers itself an avatar of Imix. Vanifer
prefers to let Halinaxus and Incinerath fight while she
casts spells from behind a wall of fire.
Vanifer doesn’t dissemble, ask for mercy, or try to
escape. Instead, she is sly and contemptuous. Halinaxus
and Incinerath are arrogant blowhards but fearless
in battle.
If Vanifer is defeated, she turns to smoke with a
mournful scream and dissipates. Tinderstrike falls to
the ground, and the portal remains.
E n c o u n ter w ith Imix
This encounter features the same antagonists as
described in the “Encounter with Vanifer,” above.
When the characters arrive, Vanifer holds Tinderstrike
aloft and cries, “With this key, I call forth my master,
the Eternal Flame!” The fire portal flares, and a
gout of flame strikes Incinerath. With a howl of glee,
the elemental transforms into Imix (see chapter 7).
The Prince of Evil Elemental Fire then focuses on
destroying the characters with little concern for the
consequences to Vanifer. Imix wants to annihilate the
characters, but he also knows he must keep the fire
portal open. He summons fire elementals to aid him.
The Fire P o r ta l
The fire portal is the giant ball of flame floating just
above the head of the weeping colossus, 80 feet from
the ground. It leads to the Elemental Plane of Fire,
where Imix dwells. Imix attacks any enemy who comes
through the portal. However, he can’t pursue them into
the world until the proper ritual is complete.
Characters can close the portal only by hurling
Tinderstrike into it. Once struck, the portal flares,
consumes Tinderstrike, and implodes. It sucks all fire
elementals, including Imix, back to the Elemental Plane
of Fire. With the portal collapsed, the node gradually
returns to its natural state. A small river of lava still
flows from area W1 through areas W3, W4, W7, and
W11 into area W12. The Weeping Colossus might
remain, or the closing of the portal might shatter the
stone titan.
C o n c l u d i n g t h e C a m p a ig n
With at least one Prince of Elemental Evil down for the
count and the others unable to reach the Material Plane
through the nodes, the Dessarin Valley is safe from
Elemental Evil, for now. Over the next few months, the
region returns to its tranquil state. It’s still a frontier, but
monster predations and banditry decline. The weather
returns to normal, even if the people of Red Larch point All five factions are strident about getting those
out that “normal weather means bad weather around nodes closed, though their reasons, methods, and
here, and unpredictable besides.” encouragements vary.
Some tavern talk can be overheard about occupying
the Haunted Keeps to scare away unwanted squatters, E v il D re a m s
or razing the forts once and for all. No power in the The Elder Elemental Eye—whatever that power is—has
valley has the soldiers to accomplish the task, so suffered a telling defeat in the Dessarin Valley. However,
nothing comes of it unless the characters take action. it hasn’t been completely expunged. The four cults were
Remaining cultists slink away and disperse within a promising incarnation of Elemental Evil, but they
a tenday of the cults’ defeat. Bereft of leadership and ultimately failed the test placed before them.
reeling from the events, the cultists decide the Dessarin The next time the Elder Elemental Eye stirs in the
Valley isn’t the place for them. Some go to nearby Dessarin Valley, it doesn’t choose relative newcomers
cities, especially Waterdeep and Neverwinter, and like humans to do its bidding. It turns to the drow, who
attempt to hide amid the bustle as they rebuild their built it a shrine beneath the Sumber Hills thousands of
ranks. Any monsters loyal to the cult are free to fend for years ago. The drow cult rises again, returns to the Fane
themselves. of the Eye, and starts undermining drow society. If the
The characters can become involved in a mop-up drow fall under the sway of Elemental Evil, the surface
effort against the cult remnants. world will need experienced characters to face this
new threat.
R e c o v e rin g fro m D e f e a t Know anyone who fits that description?
If the characters fail to prevent a Prince of Elemental
Evil from remaining in the world, all is not lost. The
triumphant prince remains near the node for several
weeks, reorganizing its cult and bringing the scattered
remnants of the other cults to heel. This time allows the
characters to plan a second assault.
The factions the characters are affiliated with take a
more active role in thwarting Elemental Evil. Reports
from characters who survived the first battle carry great
weight with them, and it’s possible that a faction was
scrying near the node at just the right time and saw
how the battle unfolded. If the characters need
better gear or spells cast on their behalf, the
factions get to work. No one wants a second
assault to fail for lack of potions of fire
resistance, for example.
The ranks of the cult are depleted, and
they can’t be refilled until word spreads
about the arrival of an elemental prince.
Characters know what to expect, but the
Prince of Elemental Evil is arrogant and
disdainful enough to carry on just as he or she
did in the first battle.
F a c tio n A c tio n s
If the characters end the threat of Elemental Evil,
the factions they’re affiliated with are appropriately
grateful and impressed. The characters can expect
more tangible aid from the factions in the future. Were
it not for the characters, the Dessarin Valley would
be a bastion of evil that was bound to spread across
the North.
A closer connection with faction leaders cuts both
ways. If the characters stopped Elemental Evil in its
tracks, just think of all the other threats and rivals one
could deploy them against. The characters have proved
themselves capable of mighty deeds, and now that’s
what the factions expect.
If the characters’victory was less complete, the
factions goad them to finish the job. For example,
the characters might have left elemental nodes open.
C h a p te r 6 : A la ru m s a n d E x c u rs io n s
HIS CHAPTERPRESENTSSECONDARY
adventures loosely tied to the Elemental T r o u b le in R e d L a r c h
Evil storyline. First are adventures for Red Larch is an excellent place for novice adventurers
1st- through 3rd-level characters in and to begin their careers. Scenarios in this section provide
near Red Larch. Then come side treks for 1st- through 3rd-level characters with the opportunity to
T characters of higher levels. learn about Red Larch while dealing with local troubles.
To unearth interesting rumors and find directions to
potential adventure sites, the characters must explore
Red Larch and interact with the citizens. Red Larch is
described in chapter 2. See the “Trouble in Red Larch”
entries for what the locals know.
A r r i v a l in R e d L a r c h The bandits broke the cage’s lock, so they have it
spiked shut with an iron piton. Starved, the bear uses
an action to heave itself into the cage door when any
Red Larch is a town on the Long Road, a few days’travel violence starts. If it makes a successful DC 15 Strength
north of Waterdeep and a few days’travel south ofTriboar. check, it bursts free. The bear then attacks the closest
It’s a way stop for caravans coming to or from the cities of creature or the creature that hurt it most recently. It
runs off when reduced to fewer than half its hit points.
the North, with an inn named the Swinging Sword, a tavern
called the Helm at Highsun, and many craftspeople who Treasure
cater to travelers. Coins in the cave total 99 cp, 74 sp, and 13 gp,
divided among several coin purses. The bandits also
accumulated other plunder worth 100 gp, including
For descriptions of buildings and NPCs in Red Larch, numerous weapons.
see chapter 2. The characters might be locals or
travelers. They and players learn about the area as the H a u n t e d Tom b
party explores the town and meets its citizens.
The Swinging Sword (area 2) is the only inn, and Minthra Mhandyvver’s granddaughter Pell (Red Larch,
the Helm at Highsun (area 3) is a large tavern across area 14) knows where this tomb is, as does Mangobarl
the street from the inn. Locals gather at Gaelkur’s Lorren (Red Larch, area 8).
store (area 17) or the tavern to gossip. Ironhead
Arms (area 13) is the best place to buy weapons and Adark, rectangular hole gapes amid the grass and vines
armor, and Helvar Tarnlar (area 7) sells well-made of a nearby hillside. Astone door can be seen, ajar, in the
clothing for travelers. Red Larch doesn’t have a mayor, tunnel’s dim depths. The door bears chiseled marks that
but Constable Harburk (area 11) keeps the peace.
Characters affiliated with factions might know the might once have been a name.
names of faction agents and supporters in town.
Over time, many rich folks built in the valley. Some
In to t h e W ild e rn e s s are buried in old tombs near town. One such tomb is
the final resting place of a forgotten noble who was a
warrior in his day.
Hills partitioned into fields and pastures by fieldstone If the characters scout the area before entering the
fences or hedges surround Red Larch. Amile or so outside tomb passage, they discover a brigand camp hidden in a
the town, cultivated areas give way to unspoiled wilderness. boulder jumble 150 feet away. A goblin named Mougra
Miles of hills, woods, and grassland stretch on as far as the and a half-ogre named Geeraugh have been watching
the tomb. They attack anyone who invades their camp.
eye can see, filled with plentiful wildlife. Otherwise, they might ambush the characters—see the
next section.
The “Red Larch Surroundings” map shows the
locations of several interesting sites and encounters in Tomb Passage
the vicinity. Citizens or rumors in town direct characters Within the tomb passage, the stone door is open enough
to these sites. The adventurers can also discover the to allow a Small character to shimmy through. It
following points of interest by exploring. opens inward.
Geeraugh and Mougra built an improvised alarm
B e a rs a n d Bow s made metal wagon wheel fittings against the inside of
the door. If the door is pushed open without removing
Constable Harburk (Red Larch, area 11) has heard this “alarm,” the metal pieces fall with a loud crash. If
rumors of a bandit lair south of town. If the characters
Geeraugh and Mougra hear the alarm, they sneak up to
investigate this lead, read the following: watch the tomb and ambush anyone who emerges. They
prefer robbery to a fight.
In a brush-choked dell a short distance from the Cairn When the characters enter, read the following:
Road is a makeshift camp in front of a cave entrance. Four
surly humans sharpen their blades around the fire. Nearby Inside the door is a passage, ten feet high by ten wide,
is a wagon with a wooden cage atop it. Inside the cage, a running straight into the hill. Thirty feet later, it opens out
black bear paws at the bars. into a square room, thirty feet by thirty feet, containing a
stone block table. Stains and marks atop this slab suggest
The four bandits attack strangers, preferring ranged rusted objects were once arrayed on it. In the middle of
attacks. Their hideout is a cave full of stolen food, wine, the wall to the right of the entry passage, is a closed and
weapons, and coins. They stole a wagon loaded with severely rusted iron door.
a giant boar in a stout iron cage, bound for a noble in
Waterdeep. They ate the beast, but then captured a If the rusted iron door is touched, a ghostly armored
black bear. male human wielding a spectral longsword emerges
inches higher than the chest should be deep. Within is
a gold chain and locket with a portrait of a lovely half-elf
female etched in profile on the inside (100 gp) and two
rings of braided silver and electrum (25 gp each).
B lo o d y T re a s u re
In the hills south of the Larch Path is a cave known to
Red Larchers as Tricklerock Cave. Albaeri Mellikho
(Red Larch, area 18) and Elak Dornan (Red Larch, area
12) point the characters to this location.
The waterskin is half full of water. The cloaks are Ten iron cages are suspended from chains over the
quite plain. They belong to Believers who don’t want hallway, and the “panels” are the cage bottoms. The
to attract attention while coming or going from the true ceiling is 25 feet high, and each cage hangs from 5
entrance tunnel. feet of heavy chain and is 10 feet tall. The bottom panels
The stone door to the east has no lock. It slides open appear to be a 10-foot ceiling from the hallway. The
smoothly. Beyond it, a passage of dressed stone slopes panels are thin plaster painted to resemble stone.
downward, continuing east to area T2. When the characters can see the eastern end of the
hall, read the following:
N o rth Tunnel
This tunnel leads to Waelvur’s Wagonworks (Red Larch, At the end of the passage is another stone door with an
area 16). If the characters investigate the tunnel, read
the following: iron pull ring in it. It stands slightly ajar with darkness
beyond. About five feet up, the door has a two-inch-wide,
The tunnel is muddy. It winds north a long way before foot-long horizontal slit.
rising gradually. After two hundred feet or so, it ends at a
wooden door that forms a sloping roof. Asmall wooden Unless Grund (male half-orc thug) has already been
dealt with, he is peering through the viewing slit. With
coffer sits on the floor by the door, and beside the coffer his darkvision, he spots approaching characters 60 feet
is a heap of damp sand from which the ends of torches away, but if the characters are carrying light sources, he
protrude. notices them as soon as they pass the doors in area T2.
Grund’s orders are to trap intruders. Anyone who
The door opens among several old wagons that have isn’t an intruder is supposed to pause 60 feet from the
been left to rot. On the surface, the door looks like door, cross his or her fists, and call out, “A Believer
a wooden cellar door and opens next to Waelvur’s approaches!” Grund drops cages on anyone who doesn’t
Wagonworks. follow this protocol.
The damp torches were extinguished by being thrust Dropping Cages. Each cage’s chain runs through a
into the sand. They are hard to light but readily burn pulley secured to a heavy iron bar just inside the door
if lit with an existing fire. The coffer contains flint and in area T4. From where he is, Grund can use an action
steel, as well as six dry torches. to release two chains. He starts with the cage at the
western end of the tunnel, sealing off retreat, followed
T 2 . S to n e S e n tin e ls by a cage dropped on the party. Roll initiative at that
point. Grund’s uses his second turn to block the eastern
edge of the passage with a third cage and to drop
Sixty feet beyond the stone door, the tunnel levels out. another cage on characters not already trapped.
Two stone reliefs of stern dwarves in chain mail and A falling cage targets the corresponding 10-foot
square section of the passage. Targets in the area can
carrying battleaxes face each other across the tunnel. The stand still, taking no damage as the plaster on the cage
carvings stand out from the passage walls, and they have bottom breaks and the cage seals them in. Those who
gaps around them, so they could be doors. The passage wish to avoid a falling cage must succeed on a DC 15
continues past them. Dexterity saving throw. Those who fail are caught in the
cage. Anyone who fails by 5 or more is hit by the iron
frame of the cage bottom. Such a creature takes 7 (2d6)
bludgeoning damage and is pinned under the cage. father, Rotharr Hatherhand. to Ilmeth Waelvur. It was
While pinned, the character is prone and restrained. a slip of paper the boy didn't read.
A character who uses an action to make a successful • Rotharr is one of the Believers. Other Believers
DC 15 Strength check can lift the cage enough to allow Braelen knows are Baragustas Harbuckler, Marlandro
one creature to escape. It takes a successful DC 20 Gaelkur, and Ilmeth Waelvur. The boy also knows
Strength check to bend the rusty bars enough to allow Grund isn’t really a Believer, but the Believers take
everyone in or under the cage to escape. A character care of him, so he does what they tell him to do.
pinned under a cage lacks good leverage and has • The Believers are a secret group made up of some of
disadvantage on these Strength checks. the most important people in town. They guard the
moving stones, and make sure no one disturbs the
Development Delvers, who are entombed here. The Believers watch
If Grund traps the characters in the hall, he runs to tell the moving stones carefully, because it’s a bad sign
Baragustas in area T8. Baragustas calls the Bringers when they move, and they have to figure out what it
of Woe (see area T7), who arrive 10 minutes later. means to avert danger. (This information isn’t true,
The villains raise cages one by one to attack trapped but that’s what the Believers and Braelen believe.)
characters, aiming to capture them. Larrakh then plans • Braelen isn’t angry with his father or the Believers.
to sacrifice the characters at a special ceremony. He believes this sort of treatment is normal, and he’s
worried his father might find out the punishment
T 4 . A n te c h a m b e r ended before it was supposed to.
• The chamber of moving stones and the buried Delvers
are to the east, beyond three more stone doors.
This big, square chamber has been hewn out of the rock. In
the center of the chamber’s west wall is a stone door that If the characters release Braelen. he tries to go back to
the surface through the tunnel in area T1.
has a narrow viewing slit. Beside the door is a set of iron Chains. Fastened to iron bars here are chains to the
bars bolted into the wall about three feet above the floor. cages in area T3. Characters can raise a fallen cage
Ten oiled chains are secured to the bars, leading up to a back to its original position by hauling on its chain.
hole bored in the ceiling. Another solid stone door is in the Inscription. The inscription on the standing stone
middle of the east wall. reads, in Common: “Displease not the Delvers.”
An eight-foot-tall rectangular stone stands upright in the T 5. C h a rn e l C ham ber
room’s center. The stone has an inscription on it that’s
hard to read from a distance. At the foot of the standing Characters catch the scent of death as they approach
this room.
stone, a small human is pinned, face down, by rocks placed
atop his arms, legs, and back. He is barefoot and wears
The tunnel opens into a square room that reeks of decaying
ragged clothes.
flesh. Three human corpses, reduced to little more than
bloody bone and sinew, are sprawled in the room’s center.
Depending on what has happened in area T3, Grund Two oversized rats root among the bodies, stopping to
(male half-orc thug) might be standing by the western
door, keeping watch down the hallway. Grund is baffled chew flesh they’ve pulled free. Scuttling noises come from
by intruders that arrive behind him. After standing and narrow crevices in the walls.
gaping for a moment, he finally says, “You can’t be here.
You have to go!” He points down the western hallway. Five giant rats found their way in through the narrow
In obvious exasperation and desperation, he attacks crevices, which are just big enough for the rodents to
anyone who attempts to leave by the eastern door. squeeze through. Two are in the middle of the room, and
Pinned under a pile of small boulders is an eleven- three more lurk in the crevices. Believers don’t yet know
year-old boy named Braelen Hatherhand (male the rats are here, and the grisly meal is sufficient to keep
Tethyrian human commoner with 2 hit points and the rats from wandering. The giant rats ignore intruders
no effective attacks). He is drifting in and out of that give them a wide berth and avoid startling them.
consciousness. If strangers enter the room, he revives They attack if harmed or provoked.
enough to feebly plead for his freedom. The bodies are those of travelers who disappeared
Roleplaying Braelen. Braelen has been pinned here near Red Larch. Each has the symbol of the earth cult
for two days. Heavy stones were carefully placed to hold cut deeply enough in the forehead to mark the skull. To
him in place without crushing or breaking anything. He pass a test commanded by the earth cultist Larrakh (see
is cold, thirsty, hungry, tired, and scared. The boy clams area T9), Believers waylaid and killed the travelers in
up in terror if he’s intimidated or bullied. If approached separate incidents over the last month. The Believers
in a friendly manner, he first begs for food and water. He are rarely murderers, but Larrakh is maneuvering them
can offer the following information as responses to the into darker and darker deeds.
characters’ questions.
• The Believers put him here as punishment for being
disobedient. He failed to deliver a message from his
T 6 . H o v e rin g S to n e The name “Reszur” is graven on the dagger’s pommel.
If the wielder speaks the name, the blade gives off a
faint, cold glow, shedding dim light in a 10-foot radius
The tunnel opens into a square room. In the center of it, a until the wielder speaks the name again.
black rock about a foot across hovers three feet from the
Development
floor. It’s only a matter of minutes before the Black Earth
cultists in Red Larch—the so-called Bringers of Woe—
A normal rock floats here because of ancient magic hear about the characters’ exploration of the tomb.
that maintains an invisible floor-to-ceiling cylinder that They don’t want anyone to expose their manipulation
is 10 feet wide. Visible to detect magic (transmutation of the town elders, so they slip into the tomb via the
school), the column enables objects placed and left in north tunnel in area T1 and hunt down the party. These
it to float where released. The column can hold up to cultists can catch up to the party here, or if you prefer,
500 pounds. Objects in excess of this weight fall. If the in area T9.
characters move the rock, which weighs 20 pounds, out If the party enters the dungeon before the sinkhole
of the column, it is freed from the effect and crashes to occurs, townsfolk or cult watchers near Mellikho
the floor. Stoneworks or Waelvur’s Wagonworks notice the
characters’ activities. The cultists hurry to whichever
T 7. D w a r f S t a t u e entrance the characters didn’t use and begin
searching the tomb.
The Bringers of Woe are six bandits whose leather
This fifty-foot-square chamber is hewn out of rock. The armor bears the symbol of the Black Earth cult. (This
floor is rough but flat, the walls show the chisel-marks of encounter is hard for a party that is only 1st level.) When
the original builders, and the ceiling is about ten feet high. the Bringers of Woe meet the adventurers, the bandits
Identical stone doors with iron pull-ring handles stand in grimly and confidently say, “We are the Bringers of Woe.
We have come to reward your curiosity.” The cultists
the middle of the east, north, and west walls. then attack, fighting to the death. Three hang back and
In the center of the room stands a life-sized and lifelike shoot at spellcasters, concentrating fire on one foe at a
statue of a dwarf warrior wearing a chain shirt, helm, time. The other three advance to tie up the rest of the
and big boots. He carries a shield on his left arm and a party in melee.
battleaxe in his right hand. The statue has clearly been
broken into, roughly, the head and upper torso, lower T 8 . A p p ro a c h
torso, and legs. These pieces have been reassembled and
held together and upright in a stout wooden frame. A Apassage—ten feet wide, ten feet high, and hewn out of
dagger along with several coins and gems lie on the floor in the rock—runs forty feet ahead. Asmall lantern hangs
front of the statue, surrounded by an ring of fine gravel. from a hook in the wall next to the door at the east end of
the passage. Sitting on a wooden stool by the lantern is a
The statue is a petrified and long-dead dwarf. On the balding, beardless old male human in patched and faded
frame holding it together, a small, neat inscription reads: work trousers and a matching tunic. He is idly whittling a
Petrified Ironstar (?) dwarf, stick.
found 1459 DR in Red Larch West Quarry
in broken condition. The human is an elder of Red Larch named Baragustas
The ring of gravel surrounds the statue at a distance of Harbuckler, a retired carpenter (male Tethyrian human
5 feet, intended to mark a suitably respectful distance commoner).
from the statue. Believers have a tradition of leaving Roleplaying Baragustas. Baragustas, a Believer,
small valuables here for luck. Larrakh urges them to is unarmed and afraid of the characters. He throws
bring more each tenday so he can collect it and take it himself to the floor and begs for mercy. Baragustas is
with him when he leaves Red Larch. too weak to put up any sort of a fight, but he wrings his
hands and begs the characters not to provoke “the wrath
Treasure of the Delvers” by disturbing the stones of the tomb
Offerings left here by the Believers include 440 cp, 253 (area T9).
sp, and 97 gp. Six small green agates (worth 5 gp each) Baragustas knows everything that Braelen knows
and two polished moonstones (worth 50 gp each) are (see area T4). He freely acknowledges the existence
among the coins. of the Believers and explains the mystery of the
To encourage the Believers, Larrakh left a +1 dagger moving stones, telling the characters, “From time to
decorated with star motifs and a grip of night-blue time, the great stones change position when no one is
leather. Dried blood still coats the dagger from its use watching. That is how they talk to us. They show us
in killing and carving symbols on the murder victims in signs of coming danger and warn us when we make
area T5. The dagger doesn’t make noise when it hits or bad choices.”
cuts something.
The old carpenter knows much about the Believers’ An enormous chamber with a twenty-foot ceiling has
influence in Red Larch over the years. The recent been carved out of the rock here. Alighted lantern rests
involvement with “the earth priests” who help them on the floor near the center of the room. An odd array of
to understand the moving stones is something he idly
mentions. He is quite intimidated by Larrakh, and more stone monoliths—some upright standing stones, and
scared of the earth cultists than he is of the adventurers. others arranged in three-stone arches—stand around
Baragustas isn’t as innocent as he acts. He denies the chamber. Six low stone slabs are set against the walls
knowledge of murders or any other foul play, feigning around the perimeter of the room. Each holds humanoid
surprise at the mention of evidence such as the corpses bones, dressed in scraps of tattered cloth and rusted iron.
in area T5. The old man had no hand in such activities,
but his denial is a lie. He knows of the murders.
Larrakh is hidden behind one of the larger stones. He
T reasure spends almost all his time in this chamber, studying the
Baragustas has 25 cp and 19 sp on him. He also has a old stones and experimenting with the magical floor.
simple silver wedding band worth 10 gp. When he sees the characters, he lashes out at them with
his magic.
T 9 . C h a m b e r o f M o v in g S t o n e s Roleplaying Larrakh. Larrakh uses the stones in the
If the characters speak to Baragustas in area T8 or chamber for cover, but he has no intention of fighting to
examine the door to this area, a Black Earth priest (see the death. If this place has been discovered and he can’t
chapter 7) named Larrakh hears them. If he does, he swiftly and easily eliminate the intruders, Larrakh tries
quickly sets down his lantern and hides. The following to flee through a secret door (see below). He triggers a
descriptive text assumes this is the case: rock fall to cover his escape.
Larrakh is in disgrace among the Black Earth
priesthood after bungling some earlier missions. He
is determined to conquer Red Larch without violence
by subverting and exploiting the Believers. Before the
adventurers came along, he planned to ensnare the
Believers with ever-darker acts of obedience and evil, until you are ready to carry on with the next part of the
then take over the town through his new servants. adventure.) He carries four Mirabar trade bars, each
Bringers of Woe. If the characters didn’t already fight a foot-long spindle of iron, like two long, four-sided
the Bringers of Woe (see area T7), they fight them here pyramids joined at the base. These bars are genuine,
instead. The Bringers show up late for the fight, arriving so they make a distinctive tone when struck. They are
from area T8 or the secret door a few minutes after the worth 5 gp each. Any character native to the North
party defeats Larrakh or he makes his escape. recognizes the city’s distinctive currency.
Bones. Upon the stone slabs are the bones of human
miners who discovered this chamber before Red Larch C o n c lu s io n
was founded. None of the skeletons are intact; each has The aftermath of the discovery of the Tomb of Moving
a crushed limb, chest cavity, or head. The injuries are Stones depends on how the last few encounters played
consistent with mining accidents. The Believers revere out, in particular the discovery of bodies in area T5. The
these skeletons, calling them “the Delvers,” and leave corpses are those of murder victims.
the bodies untouched. If the characters didn’t pay much attention to the
Secret Door. In the southeastern corner is a secret bodies, then the remaining Believers are able to
door that requires a successful DC 15 Intelligence abscond with them and bury them elsewhere before
(Investigation) check to find by noticing the unmortared Harburk finds them. Red Larch is scandalized, but it’s a
stone outlining the door. It swivels on a central point, matter of secrets and lies, not murder and justice.
making a narrow opening to either side. The tunnel If the characters expressed curiosity about the bodies,
leads to the quarry pit in Mellikho Stoneworks (Red or if you deem it likely that Constable Harburk reached
Larch, area 18). area T5 before Believers did, then matters grow more
The earth cultists use this passage to enter and exit serious. Harburk quickly draws the correct conclusion
the tomb, and the Believers have disguised it to keep that the Believers are the murderers. The constable
away the curious. Farther in, the tunnel is partially launches a full-fledged investigation.
blocked with dusty canvas, broken beams, and loose If he can, Harburk questions Grund and Baragustas.
rock to make it look like it has collapsed. A Medium or Grund didn’t kill anyone or witness the murders,
smaller creature can carefully pick a way through the but admits to helping stash the corpses. He says
debris. If someone uses an action to yank out a shoring Albaeri Mellikho and Ilmeth Waelvur oversaw the
timber, the jumble does collapse. Then, a 10-foot section process. Baragustas is also innocent of any overt
of the tunnel is buried in the heap, blocking passage. wrongdoing, so he’s quick to confirm Grund’s story and
Removing the debris takes a few hours of work. exonerate himself.
Moving Stones. This area was a large storage cellar Marlandro Gaelkur, Albaeri Mellikho, and Ilmeth
and workshop carved out by the dwarves of Besilmer Waelvur are the actual culprits. Mellikho maintains her
thousands of years ago. The dwarves left behind an odd innocence in the face of all evidence, blustering loudly.
array of pillars, threshold stones, lintels, and carved Waelvur breaks down and confesses his involvement,
stone doors. Human miners from the ancient kingdom and he implicates Mellikho. Gaelkur plays it cool as long
of Phalorm discovered the dwarven delving. The miners as he can, and tries flees town a few tendays later when
chose to bury their dead here. Until the Believers of Red it becomes clear Waelvur is about to implicate him as
Larch discovered it, the chamber was forgotten again. well. The murderers also tell of Larrakh’s part in the
The dwarves enchanted the chamber floor to levitate scandal, and of their use of his magic dagger.
stone in contact with it, so the floor’s magic can be This drama plays out over the course of the next
detected with detect magic (transmutation school). A month, with some Believers fleeing the town and others
moderate impact on the floor, such as a dropped object disavowing any knowledge of the murders. It might be
weighing at least 1 pound or a firm stamp of the foot, tempting for the characters to get involved, but they have
activates the levitation effect, which lasts for 1 minute. the four elemental cults to contend with. Justice for the
When the floor is active, the stones hover less than Believers can play out in the background during the
an inch off the floor, and they move with a light touch. characters’ next few visits to Red Larch.
Thus, minor earth tremors can cause the stones to
move. Intruders, even beasts, can move stones about
accidentally. S id e T r e k s
The Believers have never figured out the magic, Dangerous, seemingly unrelated situations are arising
and none have seen the stones levitating. Larrakh in widely scattered places, from Yartar to Womford
and the Black Earth cultists discovered how the and the Westwood to the High Forest. None of these
floor works. They have been amusing themselves by troubles can be set right for good until the elemental
shifting the stones around and telling the Believers prophets and their cults are defeated, but that doesn’t
that the mysterious movements are fearsome signs of mean these secondary events can be allowed to fester.
impending doom. Characters might conclude that some of these problems
are so dire that they must be dealt with immediately,
Treasure even if that means diverting attention away from their
Larrakh was part of the attack on the Mirabar campaign against Elemental Evil.
delegation described in chapter 3. (News of the
delegation’s disappearance doesn’t reach Red Larch
Vale of Dancing Waters. A sacred dwarven shrine
falls silent, leading the characters to investigate. They
learn that a murderous villain has captured the holy site.
This adventure is designed for an 8th-level party.
Dark Dealings in Yartar. Criminals are auctioning
off a devastation orb to the highest bidder, and the
characters must recover it first. This adventure is
designed for a 9th-level party.
Rundreth Manor. A sinister entity known only as
the Dark Lady lurks in Rundreth Manor, overlooking
the Long Road. For years, caravans have hurried by in
safety, but now dead bodies are appearing on the road.
Something has changed, and not for the better. This
adventure is designed for 10th-level characters.
Halls of the Hunting Axe. The legendary burial place
of King Torhild Flametongue, founder of the ancient
dwarf kingdom of Besilmer, is the Halls of the Hunting
Axe. When a young dwarven noble sets out to find the
dwarf-king’s tomb, the characters discover he’s not the
only one after the prize. This adventure is designed for
11th-level characters.
Faction Influence
The side treks provide excellent opportunities to
highlight each character’s allegiance to a major faction.
Different factions are concerned about different
situations. Side treks that are especially suitable for
each faction include the following:
• The Emerald Enclave is concerned about the Iceshield
orc raids and stories of a despoiled Uthgardt barrow
near Nettlebee Ranch.
• The Harpers are worried about the threat posed by
U s in g t h e T r e k s the Dark Lady of Rundreth Manor. They are also
Side treks presented in this chapter are summarized in intent on protecting the treasures hidden in the Halls
this section, along with their level. Options for involving of the Hunting Axe.
the characters are presented in the next section and • The Lords’ Alliance sees the need to show ordinary
in the side treks themselves. Some are directly related merchants that the Long Road is still safe. Later on,
to the elemental cults, and others are situations the alliance decides that it’s time for the legendary
unconnected to the cults that demand immediate weapon of King Torhild Flametongue, long buried in
attention. These short adventures can provide a good the Halls of the Hunting Axe, to be brought back into
change of pace. the light of day.
New Management. When the innkeeper of the • The Order of the Gauntlet is worried about the
Bargewright Inn is called away, the characters are Iceshield orc raids. They also want to make sure
asked to step in and manage things for a few days. the hidden shrine in the Vale of Dancing Waters
Zhentarim infighting makes what should be a routine remains safe.
task far more challenging. This adventure is designed • The Zhentarim are anxious to restore the normal flow
for 3rd-level characters, although it is equally playable at of commerce in the region, getting caravans moving
lower and higher levels. on the Long Road. They also have concerns at the
Iceshield Orcs. An orc tribe displaced by the natural Bargewright Inn.
disasters caused by the elemental cults launches a
series of raids against homesteaders in the eastern part N ew M an ag em en t
of the valley. This adventure is designed for 4th-level The Bargewritght Inn depends on regular supply runs
characters. downriver by barge from Yartar, but its regular supply
The Long Road. Trade in the Dessarin Valley is boat is overdue. The innkeeper, Nalaskur Thaelond,
grinding to a halt. It is now vital to make sure that a a Zhentarim operative, is mounting a supply run to
caravan gets from Bargewright Inn to Triboar. This Waterdeep to talk matters over with his superiors there.
adventure is designed for a 5th-level party. He needs someone to mind the inn in his absence.
Curse of the Fire Witch. The Cult of the Black Earth Nalaskur works with but doesn’t trust Chalaska
sets a trap for the characters by spreading rumors of a Muruin, a terse, cold-eyed human veteran. Chalaska
fire witch terrorizing the Nettlebee halfling clan. This is the Senior Sword, master of the inn’s forty guards
adventure is designed for 6th-level characters. (known as Swords). Chalaska runs the community, but
she knows Nalaskur is her counterbalance, and he has characters to run the inn for a tenday or so, promising
orders to spy on her, as she does him. Chalaska doesn’t handsome pay and a good recommendation to his
like Nalaskur and would enjoy seeing him permanently superiors. If the characters accept, Nalaskur designates
removed. The Zhentarim could promptly replace one character (preferably someone associated with the
Nalaskur, but such a replacement wouldn’t know the Zhentarim) as the innkeeper and tells him or her where
inn’s functions were rearranged to Chalaska’s benefit. the keys are, and of the importance of those keys (see
This situation leaves Thaelond unwilling to appoint the “Key Duty” section below). He is in a hurry to leave,
Muruin as his temporary replacement while he travels so he doesn’t hand them over personally.
to Waterdeep. Instead, he prefers to frustrate her and If the characters refuse, Thaelond leaves them a note
have an easy scapegoat for anything that goes wrong. about the keys and travels to Waterdeep. Before doing
Unknown to Chalaska and Nalaskur, an ambitious so, he tells the inn staff the characters accepted the job.
Zhentarim agent named Inglor Brathren (male dwarf Others in the Bargewright Inn rush to the characters
spy) has established a cover identity as a handyman, when things start to go wrong.
allowing him to see and overhear secrets. Inglor thinks If the characters have no connection to the Zhentarim,
Nalaskur is lining his pockets at the expense of the someone they’ve befriended or owe a favor to agrees to
Zhentarim. He suspects that Chalaska is turning a blind run the inn. That person then begs the characters for
eye to Nalaskur’s skimming, but he fears Chalaska and aid. Alternatively, the characters are merely present as
can’t accuse her without proof. Inglor decides both need events unfold.
framing and replacing. Since the Zhentarim controls the Bargewright Inn,
any number of scouts, spies, and thugs might be
S e tu p present in the inn complex. These agents could be at
This adventure occurs when the characters encounter rest or on special missions. In any case, all of them look
Nalaskur Thaelond (male half-elf spy). He asks the out for Zhentarim interests.
K ey D u ty Kendrin usually sells exotic animals and their parts
around the northern Sword Coast. Trade troubles along
The innkeeper’s foremost duty is ensuring keys to the the Long Road have him on edge.
gates and crucial inner doors remain safe from foes of Inglor learned all this information from Kendrin in an
the Zhentarim. The organization’s negotiations, trade, earlier taproom interaction. Inglor also slipped a note to
and logistical preparations must remain secure. All the Kendrin. That note reads. “They’re watching. You aren’t
keys are hung in a cabinet in the innkeeper’s office near safe here.”
the tavern taproom. The cabinet and office are locked When confronted in his room. Kendrin (male
when no one is using the office. Chondathan human noble) is packing. He drops a
The black, thick-barreled keys are as long as a big wooden box and takes off running, out of his head and
human’s hand, with distinctive red teardrops painted on screaming in fear. When the box falls, it breaks and
their handle ends. The number of red drops identifies releases four exotic spiders. He has dropped the note
which lock each key belongs to. on his bed.
Six keys go missing immediately after Nalaskur Kendrin shoves or punches anyone who gets in his
leaves for Waterdeep. Inglor, keen to impugn Nalaskur’s way. He draws a weapon only if one is used against him.
judgment, steals them and stashes them in a chest in When he eventually scuffles with one of the Swords, all
the attic of the southern tower. At the latest, characters the Swords converge to capture him.
notice the keys are gone from their usual location when Kendrin isn’t a member of the Zhentarim. When
Chalaska asks for some so she can lock up for the night. finally brought to heel, with regard to Grendo’s note, he
The six missing keys unlock the outer wall’s main has no idea of any intrigues or who Chalaska is. As for
gate, the outer wall’s postern, two similar inner wall the second note, he admits his troubles.
gates, the meeting rooms in the southern inn tower,
and the strong room at the base of the northern tower. S tro n g Room B u r g l a r y
This last room is where the Zhentarim store pay chests,
stolen items, valuables, and important objects. While everyone is dealing with Kendrin, Inglor takes
the opportunity to find out what’s hidden in Nalaskur’s
Search f o r th e Keys strong room. To discredit Chalaska, for allowing the
When it becomes clear that the keys are missing, burglary, and Nalaskur. for leaving the Bargewright
Chalaska sounds an alarm and doubles the guards on in incompetent hands. Inglor takes 500 gp. He then
the gates. She then calls for the other Swords to search ransacks the room.
the fortified community and its visitors. Before leaving the strong room, Inglor carefully places
The character who has the highest Wisdom and was two distinctive silver fox-head buttons that he stole from
in the taproom just before the keys came up missing a dress shirt of Chalaska’s. Most of Bargewright’s locals
remembers a well-dressed human male who left the and all the Swords recognize the buttons. Inglor then
tavern quickly just before Chalaska asked for the keys. leaves with the door ajar.
If the character succeeds on a DC 10 Wisdom (Insight) Inglor stashes 200 gp in the chest where he previously
check, he or she remembers the man looked worried hid the keys. He then sneaks the keys and 300 gp into
and held a small note in his hand. Chalaska’s bedroom.
Suspicion Spreads. As a search effort gets underway, Its possible the characters spot Inglor about his
Chalaska says to the new innkeeper, “What are you skulduggery. When moving around the inn, though,
going to do about the missing keys? Maybe they aren’t he doesn’t usually act in a suspicious way. He’s a
missing at all!” She then orders four Swords to frisk handyman, and he has a reason to be just about
the innkeeper, searching for the keys. Chalaska is anywhere in the inn.
distrustful but willing to accept that the innkeeper
doesn’t currently have the keys. G e n e r a l A la rm
In the case of violence, the Swords try to disarm and After the burglary, Inglor goes into the other areas
subdue rather than kill. Chalaska is hard-nosed but not of Bargewright Inn. Among the locals, he starts a
murderous. She and her fellows also back down from a whispering campaign about something odd going
superior force. on inside the inn. He reminds those who listen that
Chalaska is responsible for security.
U nlucky K endrin If no one raises the alarm about the strong room
When the commotion starts over the keys, the second within a few hours, Inglor “discovers” its door ajar in the
phase of Inglor’s plan unfolds. morning. Due to Inglor’s gossip the night before, more
Grendo’s Note. Inglor planted a note on Grendo, people than usual are in the inn’s taproom for breakfast.
a young tavern server (male Tethyrian human He announces the problem publicly and urges someone
commoner). Grendo finds the note when everyone is to investigate. The dwarf even volunteers to be the first
turning out their pockets for the Swords. The crumpled searched if that might “get things going.”
parchment reads, “Tell Kendrin Feldarr it’s Chalaska.” As the investigation proceeds, he says, “I heard there
Grendo doesn’t know how he got the note and has never was some sort of kerfuffle over Chalaska last night.
met someone named Kendrin. He’s afraid of (and a little Someone had a note about her?” He later adds, “Nothing
smitten with) Chalaska, so he’s completely honest. like this happened while Nalaskur was in charge. Maybe
Finding Kendrin. The guest book shows a merchant he should have been here.”
named Kendrin Feldarr is staying at the inn.
C o n c lu s io n loot. They take the families as slaves and force them to
tow the conveyances back to the Iceshield lodges.
At this point, the clues all point at Chalaska. The strong Some independent-minded squads of orcs decided
room has her buttons. Her room contains the keys and that the fertile land of the homesteads was more
some stolen gold, as well as her damaged shirt. She appealing than serving as underlings in their own
grows more agitated as the evidence mounts. As the lodges, and they killed the original owners to occupy
Senior Sword, she takes a gamble, influencing some the land. They have no intention of farming the crops
loyal Swords to help her. The renegades bar themselves or tending the livestock, but they intend to stay until the
in the strong room. food runs out, then move on to the next settlement.
A thorough search might turn up the chest in the The homesteaders, in conjunction with members of
southern tower’s attic and the gold there. In this case, the Emerald Enclave and the Order of the Gauntlet,
Inglor’s greed might be his undoing. His bootprints are asked the elves of the High Forest for aid. The
in the dust on the attic’s floor. Chalaska’s aren’t. elves organized hunting parties to put an end to the
Nalaskur returns to find the Bargewright Inn in the disturbance. Now the farmers and ranchers are trying to
state the characters’ decisions lead to. With his ledger, hang on long enough for the elves to quell the uproar.
he confirms that 500 gp is missing from the store room,
not just 300. This final discovery might lead to another S e tu p
search that eventually points to Inglor, who is the only
dwarf on staff inside the inn. While traveling through the area, the characters
If not, Inglor succeeds. Chalaska is discredited and discover the burning homestead of the Anderil Farm.
removed from service. Nalaskur loses face with the Orcs attacked, taking a few farmers prisoner and setting
Zhentarim, as do the characters. the place ablaze. From there, the characters travel to the
Dellmon Ranch, where they can aid in its defense until
help from High Forest elves arrives.
Ic e s h ie ld O rc s
Orc raids are common occurrences throughout the
frontier, as small bands of orcs steal livestock or waylay
the occasional supply wagon. In recent days, a tribe
hiding in the rough lands east of the Sumber Hills
has become markedly bolder. The Iceshield orcs are
attacking farms and cattle ranches throughout the
region, and orc scouts have been sighted by patrols less
than a day’s ride from Yartar.
Although the folk who live in the area
are hardy and independent, capable of
handling the occasional raid, the reports
of organized orc war bands have them
worried. The farmers and ranchers
take steps to protect themselves, but
they also look for adventurers willing
to stop the orcs from running amok on
their lands.
B ack g ro u n d
The Iceshield orcs reside in a handful
of lodges spaced about a day apart along
the western edge of the High Forest.
They have long been a thorn in the side
of the denizens of that wood and the
settlers who farm and ranch in the plains
to the west. Now the Iceshields have become
a prominent threat. Disruptions to the weather
and landscape due to the powerful magic being used
by the elemental cults has been taken as a sign from
Gruumsh that blood and gold must flow from the lands
of lesser races.
The orcs seek supply sources in the valley. Scouts
found that the farmers and ranchers in the area are
prime options. Now, roving war bands attack the
frontier families directly, raiding the homesteads with
impunity. In addition to stealing livestock, the Iceshields
take any carts and wagons they find, loading them with
Alternatively, use one of the following options to draw crying for help. Once someone enters through the front
the characters into this side trek: door, read the following:
• The next time the characters head into town for
recuperation, supplies, or any other errand, they The front room is filled with heat and smoke, and flames
hear about the orc raids from displaced locals, who lick the ceiling. Aslender half-elf with a bloody gash on his
ask for help. forehead is sprawled on the floor, feebly trying to rise. He
• Members of the Order of the Gauntlet, perhaps in
Summit Hall, look for other faction members to find struggles to sit up when he sees you. “Maygan!” he cries.
Erned Stoutblade, because he hasn’t been heard from “My wife! Please find her!” Then he collapses again in
in several days (see the “Dellmon Ranch” section). another fit of coughing.
• Members of the Emerald Enclave are worried about
missing members of the delegation sent to meet with Selwyn (a commoner with 1 hit point remaining) can
the elves of the High Forest and need someone to be easily carried or led outside. Once outside, it takes
search for them (see the “Dellmon Ranch” section). him a few minutes to clear his lungs. Selwyn is frantic
Using the animal messenger spell, the delegation sent about the fate of his wife. A quick search of the burning
a message, saying, “We’re trapped at Dellmon Ranch house reveals that no one else, dead or alive, is inside.
and besieged by an orc war band. Safe for now, but we No remains can be found in the barn.
dare not leave. Send aid. Make sure they’re tough.” Selwyn relates as much he can remember about what
happened before he was beaten to unconsciousness.
Sm oke o n t h e H o riz o n If the characters include him in any discussion of
This encounter occurs early in the day. As the party following the wagon tracks, he insists on going with
travels, they spot smoke. Read the following text: them. Otherwise, he frantically looks around for any
clue that reveals what happened to her and the Lavelle
The trail emerges from a dry gulch. Acolumn of thick, brothers and sets out on foot by himself.
black smoke rises at a slight angle over the trees. It looks Rescue Mission
like something is burning just over the next ridge. The wagon and boot tracks of the departing orcs and
their prisoners are obvious in the loose soil. Once found,
The burning farm is within five minutes’ travel. Once they are easy to follow.
the characters approach within sight, read the following: The procession of orcs, prisoners, and wagon doesn’t
move very fast, so it’s not difficult for the characters to
catch up. Pursuing characters reach the orcs within
Afiercely burning homestead is nestled in a small valley thirty minutes of following their trail. If the characters
slightly below your position at the top of the ridge. The move cautiously despite the rush to catch up, then they
barn is a smoking ruin and the house is half consumed by can gain surprise. Otherwise, the orcs spot them as they
fire. Panicked livestock scrambles about a fenced corral on approach. In any case, read the following aloud:
the far side of the barn.
Four brutish orcs surround a wagon sitting in the shade of
Selwyn Anderil, a male half-elf, and his human wife, some stunted trees along a dry riverbed. Two human males
Maygan, have lived on this farm for eight years. Maygan in plain farming clothes have collapsed near the front of
is expecting the couple’s first child. They employ two the vehicle. The wagon’s wheels are sunk several inches
laborers, a pair of young human brothers named Ob and into the loose, sandy soil. Afemale human is in the wagon,
Fip Lavelle who came to the region from Waterdeep to among supplies and other loot.
escape city life and enjoy the country.
Iceshield orcs attacked the homestead about an
hour ago, taking Maygan and the brothers captive. The four orcs are emboldened by their recent success
They gravely wounded Selwyn, who was beaten into raiding several homesteads. They immediately attack,
unconsciousness while trying to protect his wife. The throwing their javelins first, and then moving toward the
orcs forced the brothers to load the family’s wagon with characters to engage them in melee. If Selwyn is with
everything the orcs thought they could use. After setting the group, he doesn’t fight the orcs but instead rushes
fire to the barn and house, the orcs departed, forcing the toward the wagon to free Maygan. The Lavelle brothers
brothers to pull the wagon. Maygan was stuffed in the are too weary to assist in any fight.
wagon among the cargo. Even if the characters win the fight and successfully
rescue the homesteaders, the Anderils’ place is ruined
Saving Selwyn and they must find shelter for the night. They had heard
Selwyn is just returning to consciousness in the house’s about other homesteaders gathering at the Dellmon
front room when the characters arrive. The fire was set Ranch to defend against the raiding parties and would
at the back side of the building and is moving toward the like to go there. They ask the characters to escort them.
front. Selwyn is woozy and can’t save himself. If the adventurers agree, the group can reach Dellmon
If any characters approach within 60 feet of the house, Ranch in a couple hours.
they hear Selwyn coughing from the smoke and feebly
D e llm o n R a n c h
The Dellmon family has lived in this area for
several generations and is well known by the other
homesteaders in the region. They are a wealthy family,
having worked hard to cultivate their land, and they
aren’t willing to let a bunch of orcs drive them off.
They’ve heard the stories of the rampaging orc war
bands and seen the scouts nearby. When the attacks
began on the smaller homesteads in the vicinity, Kerbin
Dellmon sent out word that anyone could stay at their
compound for safety. A number of farmers and ranchers
took the Dellmons up on their offer.
Every able-bodied person on the premises pitched in
to help bolster the defenses. They built a series of low
earth ridges and ditches as defensive works running
between the various buildings (see the map) and put
together makeshift crenellations on the roof lines for
missile combatants. They also stockpiled weapons and
caches of ammunition.
The Dellmon Family
Kerbin Dellmon (male Tethyrian human noble),
patriarch of the Dellmon family, refused to leave his
home despite the fact that his family is in danger
and might have been safer retreating to Yartar. He’s
determined to stay and fight, and nothing anyone has
said has changed his mind. Kerbin’s daughter Dreena
sent a message to the elves of the High Forest, but no
one knows if or when they might respond. As far as they
know, the ranch’s defenders are on their own.
Other Dellmon family members present at the ranch meting out justice to the Iceshield tribe. He has
include the following people: been trying to bring retribution to the orcs for their
• Kerbin’s oldest child, Perd (male Tethyrian human depredations, and he just arrived with news that
noble), agrees with his father’s never-give-in mentality. a large orc war band is nearby and heading in the
Perd is concerned for the safety of the children and ranch’s direction. There’s not enough time to flee, and
privately wonders if staying was a mistake. everyone is hunkering down to defend the compound
• Perd’s wife, Marka (female Tethyrian human scout) as best as they can.
worries about whether they are safe. • Stowal and Branikan are brothers (male shield
• Kerbin’s middle child, Dreena (female Tethyrian dwarf guards) who serve as the area’s blacksmiths,
human druid) is a budding member of the Emerald tinkerers, and general laborers-for-hire.
Enclave. She was part of the delegation sent to meet • The remaining defenders consist of eighteen farm and
the elves, and she sent the distress message to the ranch folk, as well as a few Emerald Enclave allies.
enclave. The Emerald Enclave doesn’t know, but Twelve able-bodied commoners wield handaxes,
Dreena also sent a distress message to the elves of the sickles, or spears. Half have shortbows. Four warriors
High Forest with an animal messenger spell. (guards) and two hunters (scouts) round out the other
• Kerbin’s younger son, Fyndrick (male Tethyrian defenders.
human guard), is a hothead and has been agitating to • Sixteen people make up a group of noncombatant
confront the orcs before they lay siege to the ranch. adults and children. Half can carry ammunition, tend
• Perd and Marka’s children, Livi (female) and Thrade the injured, or watch over the elderly and very young.
(male), aren’t old enough to fight, though Thrade has
hidden a dagger beneath his bed. The C h a ra c te rs’ Role
Let the characters take the lead on how to set up the
Ranch W orkers and Guests defense of the ranch. The rest of the defenders listen
The Dellmons have many laborers and guests, including to them and do their best to carry out the characters’
the following people: plans. Give the players a few minutes to situate
themselves, then begin the attacks.
• Flameran Verminbane, a lightfoot halfling scout, is a
member of the Emerald Enclave and the delegation to R u n n i n g t h e S ie g e
the elves.
• Erned Stoutblade, a Tethyrian human knight and You have a few options on how to run the battle.
member of the Order of the Gauntlet, came from Consider the following:
Yartar with the intention of defending the weak and
• You can treat each defender and orc as an individual, C o n c lu s io n
and run the combat as a long, complex encounter.
If you do so, the players should control some The orcs are slain, scattered, or sent running back to
of the NPCs. their lodges. Farmers and ranchers hail the characters
• You can streamline parts of the fight. The map of as heroes and pool meager resources to offer a reward
the ranch has been divided into specific zones, and of 25 gp per character. Members of the Emerald Enclave
you can run regular battles only in the zone(s) player or Order of the Gauntlet receive appropriate kudos.
characters occupy, summarizing results from the Those could include renown, if you’re using the optional
other zones based on how you’d like the narrative to rule described in chapter 1. “A World of Your Own,” of
work. This method increases speed of play and lowers the Dungeon Master's Guide. Increase the reward from
complexity. the faction, and the locals’ opinion of the adventurers,
• You can concentrate solely on the characters and their if the characters refuse to take money from the farm
foes, glossing over all of the other fighting and just and ranch folk. Those people immediately set about
making an educated guess as to the outcome. This rebuilding their lives.
method is the quickest for resolving the battle.
The orcs could easily defeat twice their number of T he L o n g R oad
commoners, but with the defenses available to the This side trek begins when the characters learn from
ranchers, the odds improve considerably. The ranchers worried Zhentarim shopkeepers of Bargewright Inn
don’t have to defeat the orcs outright. They just have to that they’ve been having supply problems recently. This
survive. You want to create tension and make it seem side trek happens only if the characters sign on to the
like the outcome teeters on the brink of disaster. Near Zhentarim caravan.
the end of the battle, the elves show up as described in Customarily, a barge from Yartar arrives on a regular
the “Relief Arrives” section. schedule to deliver the wares that the Bargewrighters
order to sell, including buckles, swivel-rings, nails,
In itia l Surge sheaths, finished leatherwork, and food and drinkables.
The first sign that the orcs have arrived occurs when However, last month the barges came late, orders were
their scouts appear on the low ridges all around the short changed, and the prices for what little did arrive
compound. Soon after, small bands of orcs spread out, went up steeply.
surrounding the buildings. With the blast of a horn, they The Zhentarim believes intrigue in Yartar is to blame:
all rush the structures simultaneously. The battle is on. someone wants to harm the Black Network’s profits.
The war band includes forty orcs led by a lone orog Zhentarim sgents first suspected the Harpers, but
and his second-in-command, an orc Eye of Gruumsh. trusted spies recently reported back that an unknown
When the orcs are within range, they throw javelins at organization seems to be at work in Yartar.
any visible targets. The next round, they charge to close None of the reports that reach the Bargewright Inn
the distance and attack with melee weapons. After two contain any hint of the truth, but the troublemakers are
or three rounds, the orcs retreat. members of the Kraken Society, trying to destabilize
The orcs repeat this pattern several times, perhaps Yartar so they can replace the current Waterbaron with
breaching a spot here or there before the defenders their own stooge. Then the new Waterbaron can swiftly
push them back. Then they start trying different tactics. fix the troubles and thereby win local support. The
Black Network is an incidental casualty in this scheme.
Smoke Screen Regardless of why the “troubles” are occurring, the
Late in the day, the orcs start a grass fire upwind from Zhentarim wants the situation fixed fast. The Black
the compound to create cover for themselves. Thick Network intends to mount two expeditions to Triboar,
white smoke drifts through the compound and makes one by river on a barge and one by overland caravan.
the area lightly obscured. Anything more than 30 feet Both missions take coin to purchase new supplies,
from a viewer is heavily obscured by the smoke. The recruit new suppliers, and fund their spies in Triboar to
orcs use the smoke to move closer before launching identify who’s behind the supply problems in Yartar.
their attacks. The characters become involved in the overland
caravan, because the Zhentarim think they’re perfect
S ta rtin g a Fire for the job. Any fast caravan guarded by a sizable
During the night, the orcs sneak close enough to the contingent of armed Zhentarim mercenaries indicates
buildings to set them on fire. They hope the defenders a rich target to anyone in this part of the North. For
are unable to put the fires out and protect the perimeter the same reason, the Zhents dare not hire the retired
from breaches. bodyguards, adventurers, and mercenaries who live in
and around Beliard, for fear rumors might spread all
Relief A rrives over the Dessarin Valley about a pay caravan.
At dawn, the orcs make a final push. It should seem like
they might overwhelm the defenders in several spots, S e tu p
and get inside the compound. Suddenly, the melodious
tone of an elven war horn sounds, and a company of The Zhentarim wants to start a small caravan from
twenty-five elven soldiers (a mix of guards, acolytes, Womford and use its usual contingent of guards
scouts, and a few veterans) arrives to help. and drovers. They hire the characters as armed
escorts for Ascaleld Marurryn, a negotiator for a
new Sembian-sponsored merchant coster called the The wagon starts to burn, and the attackers flee back
Rolling Wheel. toward their camp. Anyone pursuing them is led up over
Shopkeepers affiliated with the Black Network a ridge, straight into an ambush of the massed bandits
approach the characters. They are prepared to do so waiting below the crest.
several times, with each potential employer making Haeler and his guards are preoccupied by the burning
a separate offer of around 20 gp per character. The wagon, because they need to focus on removing the coin
characters could arrange to be paid several times coffers. Fire attracts the monsters in the next encounter.
over for the same work. Their terms are the standard If no one from the encampment rushes to find who
“quarter up front, second quarter when we get to fired on them, the bandits return. They use the light of
Triboar, and the last half when the wagons return to the burning wagon to target individuals. The bandits
Bargewright.” If pressed, the patrons add up-front prefer to harry the caravan from cover and mount an
bonuses, lump sums paid at the first rest stop on the attack once the defenders are weakened.
outbound journey. None of the bandits is willing to die. They retreat so
The three encounters don’t occur in Red Larch, they can attack the caravan again later.
Westbridge, or within sight of Triboar, but the “Cult
Attack” encounter might. S eco n d B a n d it A tta c k
The Caravan Before the second bandit attack, Haeler comes to
the characters and asks for advice on defending the
The caravan consists of six wagons, each pulled by two caravan. He’s sure surviving bandits will attack again.
oxen and equipped with an axe, a shovel, two buckets, The bandits attack again on the second night,
and a three-pointed-iron-rod fire spit that can readily be repeating the same tactics but refining their targets to
used as three improvised spears. Each wagon carries reflect what they’ve learned of the caravan’s strengths
two Black Network thugs as armed guards, a drover and weaknesses.
(female Tethyrian human commoner), and a drover’s Oxen are of little use to the bandits except as food, so
lad (male Tethyrian human commoner) who tends the they target the beasts this time around, hoping to strand
beasts and can handle the wagon if anything happens to the wagons along the road so they can harry the caravan
the drover. defenders at will. Use the rhinoceros statistics for the
Five of the six wagons carry hidden treasure. Each oxen, but remove the Charge feature.
treasure wagon has 100 gp in thin wooden coffers Again, the bandits aren’t willing to die to win. The
concealed under a false floor. All the vehicles are filled wounded retreat as soon as they can.
with mundane wares to sell in Triboar. The Zhents
aren’t happy about traveling overland with large H o w lin g H a t r e d A t t a c k
amounts of gold.
During attacks on the caravan, the thugs defend Just before dawn on the third morning, four Howling
themselves first, and then their wagon and drover. They Hatred initiates (see chapter 7) try to prove their
don’t leave the wagons to hunt down attackers, and they usefulness to the air cult by attacking the caravan.
assist the characters in battle only if doing so offers They’ve been watching the group for awhile, so they bide
minimal risk to what the thugs consider to be their their time, especially if the characters acquit themselves
primary duties. If characters decry this behavior, the well in the second bandit attack. They swoop in, riding
thugs curtly remind them that they all have their orders. giant vultures, and hurl javelins at the characters (not
Commanded by Haeler Thommadur (male Tethyrian the Zhentarim NPCs or drovers). They try for at least
human veteran), the caravan sets out in good weather. one kill, making a second pass before flying away.
The route is over the Stone Bridge. It takes a minimum
of three days for a fast caravan in the best weather and C o n c lu s io n
without delays. The return journey is much quieter, except for random
The caravan makes good time, and although the encounters. The bandits are still licking their wounds,
sky turns overcast, it doesn’t rain. Well-established and cultists have been reined in by their superiors.
campsites are plentiful beside the Long Road wherever
reasonably level ground and a water source can be C u rs e o f t h e F ire W itc h
found together. Haeler doesn’t post sentinels outside the
camp. Instead, he rings the wagons and has the thugs Wiggan Nettlebee, miserly patriarch of the Nettlebee
watch from within them. halfling family, amassed a fortune through shrewd
trade and inheritance. When earth cultists first started
B a n d it A tta c k to explore the region, Wiggan took their money for
information and occasional aid. As he got to know
Bandits watch for an opportunity to waylay caravans the cultists, the earth powers they had intrigued him.
on the Long Road. When the characters stop for their Control over the earth could be valuable for a farmer.
first night, a large gang of outlaws closes in to try its Wiggan’s cult contacts helped remove a couple of his
luck. The band is made up of sixteen bandits led by one rivals, and assured him his wealth and influence could
bandit captain. only increase as the cult ascended to power.
The bandits try to take out sentinels outside the camp Among the Nettlebees, Wiggan’s secret is known only
perimeter first. Otherwise, the attack starts with a volley to his son, Bertram, now an initiate in the earth cult.
of sixteen bolts, lit on fire and all directed at one wagon. The cult has begun its slow indoctrination of the whole
Nettlebee clan, starting with Bertram’s son Watson. Fields. Oats and barley sprawl over two fields in the
Watson is receptive to his father’s and grandfather’s new hilly country near the ranch. Bertram has hidden the
religion, but he remains unaware of its true nature. In cult brand, made at the ranch’s forge, under a scarecrow
fact, Wiggan and Bertram don’t know the cult’s ultimate in the barley field.
aims, only that it reveres a mighty earth power.
After the adventurers infiltrate the Sacred Stone The N ettlebees
Monastery, the cult gives Wiggan a mission. He and his The Nettlebee family includes the following people:
family must play the parts of meek halflings, lure the • The Nettlebee patriarch. Wiggan Nettlebee (see
party to their isolated ranch, and kill the characters. For chapter 7) is a miserly, cantankerous misanthrope and
his part, Wiggan wants the characters to pay dearly for bitter widower.
any harm they inflicted on his mentor, Hellenrae, the • Wiggan’s only son, Bertram (a cult fanatic), is set in
Abbess of Stone (see chapter 7). his ways and full of bluster.
• Bertram’s wife, Jayne (a commoner), is a no-nonsense
S e tu p lady who knows how to handle Wiggan, Bertram, and
As part of their assassination plot, Wiggan and Bertram other loudmouths. She is afraid, though, and is most
Nettlebee have constructed an elaborate ruse. They concerned for her children.
unearthed a nearby Uthgardt barrow mound and set it • Bertram’s heir and oldest child, at twenty-three,
aflame. This plan was risky, since even Wiggan knows Watson (a scout) is brave, honest, and forthright.
the Uthgardt barbarians have no tolerance for those He takes more after his mother than his father or
who desecrate their burial mounds. grandfather, and he’s angry about the mistreatment
Bertram branded the Nettlebee livestock with the of the cattle. Bertram knows about Wiggan and
fire symbol. Wiggan claims the mark to be that of a Bertram’s new religion, but thinks it’s not important,
“fire witch,” frightening his family with the wild tale. By so he’s unlikely to mention it. He knows nothing about
keeping their relatives ignorant and scared, Wiggan and Wiggan’s plans.
Bertram feel they can maintain the ruse and more easily • Just a year younger than Watson, Darrow (a
lure the characters into their trap. commoner) is Bertram’s next son. He is good
As the characters adventure in the Sumber Hills, natured, but his grandfather’s bluster over inheritance
rumor reaches them of a fire witch dwelling in an has him thinking about his future. He might take to
Uthgardt barrow and terrorizing the Nettlebees. Locals the adventurers a little too readily for Jayne’s liking.
who visited the ranch confirm the scorched barrow • Bertram’s and Jayne’s only daughter, Elisa (a
mound and describe the symbol. Fearful talk of an evil commoner), is nineteen. She’s like her mother
fire cult operating in the nearby hills fills every taproom and very open about disliking her “old goat” of a
in the vicinity. The gossip includes much pity for the grandfather.
Nettlebees, who are known for prize livestock. A helpful • The youngest Nettlebee, at twelve, Ignatius is really
citizen might ask the characters to lend a hand. just a little boy. Everyone (even Wiggan) favors him, so
he’s a happy kid, but the fire witch has him so scared
N e ttle b e e R a n c h that he has night terrors.
Interviewing th e N ettlebees
Nettlebee Ranch sprawls over a series of low, rolling Bertram and Wiggan avoid the characters. Wiggan plays
hills where the forest has been cleared away for crops of the role of a cantankerous old halfling, locked in his
oats and barley. The Nettlebees’ prize livestock—sheep, study dealing with matters of trade. If the characters
talk to him, he rails on about how much this crisis is
ponies, and cattle—grazes in multitudes upon the hillside costing him. He pushes the characters to do something
pastures. The ranch consists of a large two-story house about it rather than bothering an old halfling. Bertram
and several low stalls and granaries. In the distance, an inspects his crops, staying out of the way unless he
unnatural mound of earth rises over the ranch, its balding is called upon to speak. Then, he makes a blustering
crown sparsely stubbled with the charred remnants of speech about how confident he is the characters can
trees. make the fire witch pay for what she has done.
Jayne, Darrow, Elisa, and Ignatius remain at the
ranch, doing their chores. Watson patrols the pasture,
Characters might investigate the ranch, the pasture, or watching the livestock. When the characters question
the fields. They can also go to the barrow mound, which these innocent Nettlebees about the events, their terror
is described later in its own section. and anger are genuine. They beg the characters to
Ranch. The ranch consists of a barn, granaries, and investigate the barrow and do away with the fire witch
a half-story house that rambles up and down a small that haunts them.
hill. The house, barn, and granaries are ordinary and They know the following information:
contain equipment standard for a farm. • Two weeks ago, the barrow mound went up in a blaze.
Pasture. The Nettlebees own one hundred sheep, • A few days later, Watson noticed the brand on
twelve cows, twelve oxen, and fifteen ponies. A quarter the cattle.
of the them have been branded upon the rump with the • Nettlebees took turns guarding the livestock by night.
fire symbol. Slowly but surely, the brands continued to appear.
• Watson investigated the barrow and found it open.
The massive fieldstone that once stood in the archway
had been sundered, and the halls were limned in
flame. Watson heard terrifying whispers from the
darkness. When he conveyed what he had seen to the
family, Wiggan spoke of legends of fire witches that
once were said to roam these hills. They fear a fire
witch has returned.
• The Nettlebees feel powerless against the fire witch
and fear she might soon burn down their ranch.
Watson and Jayne are desperate about avoiding
that outcome.
B a rro w M o u n d
Long ago, Uthgardt barbarians built the barrow mound
to hold the body of a chieftain, now forgotten. When
Wiggan Nettlebee joined the Cult of the Black Earth, he
looted the barrow mound’s altars, upsetting the spirit of
the chieftain.
A few days before the characters arrived, Wiggan
and Bertram set the barrow ablaze to lend credence
to their fire witch ruse. When the characters go to the
barrow mound, Wiggan and Bertram follow them. They
keep their distance unless the characters invite them to
come along.
When the characters approach the barrow, they see
the following:
Y a le o f D a n c in g W a te rs D 1. S w i t c h b a c k s
The dwarves of the North have long held the hidden The approach to the Shrine of the Tender Oath begins
Vale of Dancing Waters to be a sacred place. Rumored as a short but steep flight of steps cut into the side of
to once hold the summer palace of Besilmer’s dwarven the gorge. Two of the creeks in the Vale of Dancing
king, it is now a place of contemplation and worship for Waters meet near the steps before tumbling on toward
dwarves who wish to pay homage to their goddess of the Dessarin River. The trail continues upriver to other
fertility and love, Sharindlar. They allow few outsiders parts of the vale, so unless the characters know about
access, but those who are fortunate enough to be the runes, it’s easy to miss the beginning of the steps; it
invited find a wondrous sight in the secret gorge and its takes a successful DC 20 Wisdom (Perception) check to
splashing creeks. notice them.
After twenty steps, the stairs turn into a narrow path
S h rin e o f t h e T e n d e r O a t h that follows switchbacks up the wall of the gorge. The
characters must walk single-file. The journey takes
Revered sites within the Vale of Dancing Waters include half an hour.
temples and shrines positioned throughout the gorge, Two-thirds of the way up. at a switchback turnaround,
rather than a single consolidated structure. Most of Grumink’s miners constructed a trap. Its purpose is to
these spots a require a hike to reach from the main trail make noise and warn the lookouts in area D2 above,
that follows the gorge. One such location is known as but it’s also dangerous. A character who has a passive
the Shrine of the Tender Oath, a small retreat where Wisdom (Perception) score of 15 or higher notices a
devotees can dwell for a time and contemplate the steel tripwire fastened between boulders about two
nature of love. inches from the ground. A character who is looking for
Recently, two unscrupulous treasure hunters, an traps instead finds the tripwire with a successful DC 10
oni named Obratu and a duergar named Reulek, Intelligence (Investigation) check.
discovered evidence of the lost cellars of King Torhild If the tripwire is sprung, it tumbles one boulder along
Flametongue’s summer palace. The fragmentary map with a rush of smaller stones and gravel down the path.
sketches and journal entries they recovered suggested The first two creatures ascending the trail must make a
two possible entrances. One is in close proximity to the DC 15 Dexterity saving throw. On a failure, the creature
Shrine of the Tender Oath, and another is beneath the is knocked prone and takes 2 (1d4) bludgeoning
Sumber Hills. damage. A failure by 5 or more results in the creature
Reulek opted to seek the subterranean route, and being knocked from the pathway, sliding and falling to
he subsequently died in the Black Geode (see chapter the next lower level of the path, and taking an additional
5, area G8). Obratu cut a deal with a dwarf named 10 (3d6) bludgeoning damage.
Grumink and his crew of renegade miners. The oni Cutting the tripwire triggers the trap. To disarm it, the
and its allies sneaked into the shrine, used deceit and wire must be disconnected, kept tight, and traced back
magic to overcome the few worshipers, and began to the wood panel it holds, shoring up the loose boulder
digging. They have gone unnoticed by other dwarves in and rocks. Then the boulder must be further supported
the region. until it can’t fall due to lack of tension on the tripwire.
S e tu p Reworking the trap this way can be done in a few ways,
but checks to do so are no worse than DC 10.
A dwarf acquaintance asks the characters to go to
the Vale of Dancing Waters. Which NPC asks the
characters is up to you. He or she might need help due to
D 2 . S h rin e E n t r a n c e
As the characters reach the top of the switchbacks, read
the following text:
The path levels off and widens before an arch cut from
the dark stone of the mountain. Flanking the arch are two
statues of dwarves offering a greeting. Beyond the archway
is an open courtyard with a statue on a raised platform
in the center. All these features have been chiseled out
of the side of the mountain rather than built from fitted
stonework.
reduced to half its hit points, the oni casts gaseous form T reasure
on itself and flies through a window into area D7. If characters poke around the altar, a successful DC 10
Intelligence (Investigation) check reveals a silver chain
D 4 . D o rm ito ry worth 25 gp tangled on one of the braziers. Near the
chain is a small bloodstain.
The passage west from the courtyard becomes a long
hallway with a series of stone doors on either side. Read D 6 . H a l l o f V ow s
the following aloud the first time a character enters one
of the rooms:
Two unlit braziers flank the entrance just inside this wide
Ashort hallway widens into a square room with a plain set hall. Detailed carvings of dwarves decorate both side walls.
of furniture. Each piece has been carved directly from the These images depict ceremonies, rituals of romance,
rock that makes up this place. Apair of beds line opposite love, and even passion. Two sets of stairs, side by side but
walls, while a table with benches rests in the middle. spiraling away from each other, rise at the north end.
Shelves and open cupboards are chiseled out of the walls,
all of it smooth and perfectly formed. Cushions cover the If the characters have come this far without alerting
benches, and mattresses rest on the beds. Avariety of the creatures in area D7, they can hear hammering
knickknacks sit here and there—everyday items common from upstairs. The carvings continue along the walls of
to someone’s tidy and simple home. the stairs as they rise toward the temple. Each flight of
stairs ends at a wide brown curtain.
If the characters make a point of poking around, they T reasure
spot a trace of blood or other signs of violence on a Leaning against the corner behind the western brazier
successful DC 15 Intelligence (Investigation) check. is a +1 Greataxe. Its owner left it there while attending
a ceremony in the greater temple, but the oni slew the
dwarf and overlooked the axe in the aftermath. The axe Obratu carries a folded scrap of paper with the
has Dethek runes on it, reading, “A beacon in the dark following message written on it, in Common:
depths.” The axe’s wielder always knows the way to the Obratu,
nearest passage leading from underground toward the
surface, as well as the approximate depth the axe is There's too much sunlight up here. I'll try the route from
underground. the Underdark. Maybe we'll meet in the palace.
Reulek
D 7. T e m p le
C o n c lu s io n
Passing through the curtain, you find yourself in a large Characters who defeat Grumink, Obratu, and their
ceremonial chamber. Steps rise toward a wide alcove in the minions can explore the rest of the shrine. If the find the
bodies of the slain priests and acolytes in the dormitory
north wall, where a dais and altar face forward. Along the (area D4), they can search the Vale of Dancing Waters
opposite wall, light streams through a row of tall, narrow for other dwarven enclaves. During their search, they
windows. stumble upon a group of dwarves traveling through in
the vale. The dwarves are horrified to learn what has
This chamber serves as the main ceremonial hall for transpired in the Shrine of the Tender Oath. They hold
dwarven worship of Sharindlar. The windows that line burial ceremonies for their slain kin and provide safe
the south wall are open rectangles 7 feet high by 2 sanctuary for the characters. The shrine is then closed
feet wide. to visitors for the foreseeable future.
Grumink and his team have been hard at work, trying
to dig through the stone behind the altar. If Grumink D a r k D e a lin g s in Y a r t a r
is unaware of the characters, refer to the “Dwarves at The city of Yartar is renowned as a place to make deals.
Work” section. If Grumink knows the characters are Merchants, smugglers, mercenaries, and spies from all
coming, refer to the “Dwarves Alerted” section instead. over the North meet in Yartar’s taverns and alleyways
Grumink is hostile toward the characters in either to do business. Trade is the lifeblood of the city, and
scenario, mistaking them for competitors. wherever trade flourishes, thieves are never far behind.
The guild known as the Hand of Yartar is the largest
Dwarves a t W ork and most fractious collection of scoundrels between
Read the following text aloud: Waterdeep and Luskan. When the Hand finds itself in
possession of a devastation orb, the guild does what any
Ateam of dwarves is hard at work, pounding on the stone self-respecting thieves’ guild might do: They auction it
behind the altar with stout tools. Watching them intently off to the highest bidder.
is another dwarf wearing black leather armor. Next to him, B a c k g ro u n d
tapping its foot impatiently, is a blue-skinned ogre.
Two tendays ago, the Cult of the Eternal Flame
dispatched a group of cultists armed with a devastation
The leather-clad dwarf is Grumink the Renegade (see orb to strike at the large town of Triboar. A patrol of
“Other Villains” in chapter 7), and the “blue-skinned the Twelve, the militia of Triboar, met and defeated
ogre” is the oni, Obratu. Eight dwarf guards are the cultists in the nearby hills. Not knowing what the
hammering at the stone wall behind the altar. Instead cultists were carrying, they brought the devastation
of spears and shields, the guards carry warhammers orb in its containment case back to Triboar. Shortly
that they wield with two hands (1d10 + 1 bludgeoning thereafter, it disappeared.
damage on a hit). Without shields, these guards Nareen Dhest, a member of the Hand of Yartar
have AC 14. operating in Triboar, pilfered the lord protector’s vaults
and smuggled the orb in its case back to Yartar.
Dwarves A le rte d The Hand of Yartar had no particular use for a fiery
If the characters are coming from a big fight in the orb, so the thieves decided to sell it. Nareen put out
courtyard (area D3), Grumink the Renegade (see the word that interested parties could submit their
chapter 7) is here with two dwarf guards, ready to make offers at the Wink and Kiss, a tavern in Yartar’s market
his final stand. If the oni survived the courtyard battle, it square. However, another Hand by the name of Haliyra
is here as well, in the guise of a female dwarf. Ravenfast found a different buyer: the Kraken Society, a
Development sinister secret network with spies throughout the North.
Grumink carries fragmentary maps and partial journal Haliyra cut a deal with society operatives to sell them
entries that, when studied together, suggest that King the orb. They just need to eliminate Nareen and leave
Torhild Flametongue’s summer palace could be hidden the Harpers, Zhentarim, and anyone else interested in
behind the temple (area D7). The maps and journal the orb blaming one another for dealing in bad faith.
entries appear genuine but are, in fact, false. (“They’re
digging in the wrong place!”)
S e tu p Characters looking for a place to stay find two decent
choices in the Pearl-Handled Pipe (good), and the
You have several good options to involve the characters White-Winged Griffon (poor). In addition, characters
in this side trek. Consider one or more of the following: affiliated with the Lords" Alliance are welcome at the
• If a character is allied with the Harpers, a known Waterbaron’s Hall, where they are provided with guest
contact sends a message through a sending spell. quarters at no charge.
The message says, “Dangerous orb of fire stolen from If the party was sent to Yartar by the Harpers or the
Triboar. Hands of Yartar auctioning orb to highest Zhentarim, local contacts for those factions quickly
bidder. Please recover orb and return it to Triboar.” confirm that the Hand of Yartar has let it be known that
• The Zhentarim sends word to an allied character anyone interested in bidding on a strange magical orb
through a local contact or a messenger. The Black should inquire at the Wink and Kiss and ask for Nareen.
Network needs to secure a magic orb the Hand of The Wink and Kiss is a tavern of low repute near the
Yartar is trying to sell. The character is to obtain the city’s central market square.
orb at any cost. Characters who lack any local connections can find
• Characters who keep up with underworld news hear out the same information by spending a few hours
that the Hand of Yartar found an elemental weapon. asking questions in local taverns and spending 10 gp in
The thieves are auctioning it off. bribes and drinks.
• Characters passing through Yartar hear rumors that
the Hand of Yartar stole something dangerous. Now T h e W in k a n d K i s s
the thieves want to get rid of it. The Wink and Kiss is a large tavern staffed by a dozen
dancers, servers, and cooks (all commoners) protected
A r r i v a l in Y a r t a r by two human thugs who serve as bouncers. Nareen
Dhest and her group are in a private room in the back.
Yartar is a small, walled city that stands on the east bank of Everybody working in the Wink and Kiss is friendly
toward the Hand of Yartar, and they know their regular
the Surbrin River. Extensive docks line the city’s riverfront. clientele. Any suspicious-looking strangers are likely to
The city bustles with trade, and wagon trains constantly be spotted at once. The staff pretends nothing is out of
come and go along the Evermoor Way. West of the city, a the ordinary and waits on newcomers, but they quietly
wide bridge spans the river, leading to a walled citadel. warn Nareen and her group. Nareen might send a server
to ask such folk whether they're here to talk business
and invite them to join her.
When the characters meet Nareen, read: orange-robed cultists near that town. If asked how she
got the orb, Nareen just smiles.
Aserver leads you to a private room in the back of the Wink Nareen expects 1,500 gp, but characters who
negotiate well and bring up good points can talk her
and Kiss. Inside is a dark-haired human female with icy down to 1,100 gp with a successful DC 15 Charisma
blue eyes, dressed in traveler’s garb. She is seated behind (Persuasion) check. Her guards are vigilant for use of
a large wooden table with empty chairs across from her. magic to charm or coerce her, and attack at once if they
Two big human mercenaries in armor lean against the walls see it used. If the party attacks and defeats Nareen and
close by. She studies you for a moment, and smiles. her guards, she grudgingly buys her life by surrendering
the orb’s location.
“The bidding starts at a fifteen hundred gold pieces,” she When Nareen agrees on a price, she requires the
says. “What’s your offer?” characters to leave half the sum with the barkeep at
the Wink and Kiss. She tells the characters that she
The woman is Nareen Dhest (female Tethyrian human can take them to where the orb is, or send someone
spy), the thief who stole the devastation orb in Triboar. to fetch it.
She is protected by two mercenary veterans. In
addition, the two thugs guarding the tavern are ready to Rival S eller
come when called. The room has two small leaded-glass When the characters conclude dealing with Nareen,
windows and a barred door facing the alley behind the matters take a new turn. Haliyra Ravenfast (female
tavern. Nareen made sure to set up in a room with two Illuskan human assassin), another Hand of Yartar, has
ways out, just in case. already sold the orb to the Kraken Society. She has a
good hiding spot in the alley behind the tavern that gives
Acquiring th e Orb her a view through the small, dirty panes of the window
The orb is hidden in a nearby mausoleum. Nareen can in the back room where the characters meet Nareen.
describe the orb in great detail if questioned, reporting When a deal appears imminent, or the characters
that it’s a thick glass orb, dull red in color and warm defeat Nareen and her guards, Haliyra fires a crossbow
to the touch. It is packed in a small wooden cask filled bolt through the window from the alley outside. She
with water and sealed with wax. A mage hired by the targets Nareen. Nareen’s guards assume the characters
Hand of Yartar identified it as a powerful weapon of are responsible and attack, unless the characters
elemental fire magic, but worries it might be unstable. immediately aid Nareen or take other actions showing
She knows that soldiers of Triboar took it from strange their innocence.
Haliyra attempts to escape by fleeing through the she and one of her veterans are here. They fight as the
nearby market. The market is crowded with people. party’s allies.
Spotting her requires a successful DC 20 Wisdom The Orb. The crypt is a small stone building with
(Perception) check. If none of the characters spot her, a locked iron door. Nareen has the key; the Kraken
Haliyra makes her way to Thorn Alley, one of the streets Society agents don’t have a key, so they must break in.
leading into the market square, and disappears into The crypt holds the remains of a minor lord and lady,
Yartar’s crowds. buried here centuries ago. The orb sits in a wooden
Background. Haliyra has been skulking about the containment cask in plain sight on the floor. See chapter
Wink and Kiss for days, watching carefully to see who 7 for more information on devastation orbs.
is involved in the bidding. She has already arranged
for her chosen buyers to pick up the orb from its hiding C o n c lu s io n
place. To cover her tracks, she hopes to incite a fight When the characters recover the devastation orb, they
between Nareen and the characters. must decide what to do with it. The Harpers want to see
Treasure. Haliyra is carrying the Kraken Society’s the orb returned to Triboar. Zhentarim agents want to
payment for the orb—six emeralds worth 250 gp each. smuggle the orb out in a Zhentarim-sponsored caravan,
She also has a simple sketch map of a nearby graveyard, intending to study the device. Otherwise, the characters
with an X marked on one of the mausoleums. can turn it over to the authorities or detonate it in the
Dealing with Nareen. After the encounter with countryside away from any populated area.
Haliyra, Nareen wants out. She agrees to tell the
characters where the orb is if they pay her up front.
M e e tin g a t t h e Tom b
When the characters successfully deal with Nareen
and Haliyra, they learn where the devastation orb is
hidden. The next step is to take possession of the orb,
but Haliyra’s buyers are already on the scene.
If the characters ask, their contact says the other agent The drow is an illusory projection, like a major image
saw half a dozen figures leaving Rundreth Manor in spell, that Nurvureem uses to speak with interlopers
haste. That agent tried to follow the cultists but lost without exposing herself to danger. The Dark Lady’s
them in the dark. image opens conversation by saying, “Welcome to
Rundreth Manor.”
The image ignores any attacks the characters make • The Dark Lady can supply names and descriptions
against it, although such interaction reveals it to be of each of the four elemental princes (described in
an illusion. chapter 7).
Conversing w ith th e D ark Lady Nurvureem is curious about the prophets. She also
The Dark Lady plays the menacing femme fatale to the wants to know about signs of division or rivalry among
hilt, verbally fencing with the adventurers. Use her to the four cults. Her curiosity is also piqued about how the
feed the adventurers any lore you wish. She knows only cults are spreading their influence across the Dessarin
the basics of what the elemental cults are planning, Valley. She doesn’t really care about the communities
but she’d like to know more. She’s willing to trade themselves, but she’s keenly interested in the techniques
information to get it. the cults are using to sow fear and exert control. If the
The exchange of information can take two forms. If characters mention the devastation orbs, the Dark Lady
your players enjoy verbal repartee with an evil shadow expresses a keen interest in them.
dragon, then roleplay the conversation as it naturally The Dark Lady wants the characters to attack the
develops. The Dark Lady subtly pumps the characters elemental cults and leave her alone. Nurvureem tries
for information. She reveals what she knows to keep her utmost to manipulate the characters into attacking
the flow of information coming. If your players prefer a the four elemental cults. She doesn’t lie out of malice,
straightforward negotiation, then the Dark Lady offers though Nurvureem has plenty of that, but because she’s
an overt information trade. For every interesting fact trying to motivate the adventurers. She invents details to
the characters reveal about the cults, the Dark Lady entice the characters onward.
reveals one, too. The Dark Lady converses with the characters as long
Skipping anything the players already know, the as she’s interested in the information they’re providing.
Dark Lady might begin by revealing some of the When she concludes that the characters have nothing
following points: further to offer, the illusion of the drow disappears.
• Four elemental cults have moved into the Sumber
Hills: an air cult called the Cult of the Howling Hatred; Anew but familiar voice, an octave lower and far more
an earth cult, the Cult of the Black Earth; a fire cult menacing than the drow’s, echoes through the chamber,
called the Cult of the Eternal Flame; and a water cult, saying, “Now depart, and never return! You are no longer
the Cult of the Crushing Wave. useful to me. No longer useful alive, at any rate.”
• Nurvureem hasn’t seen elemental cultists in several
tendays. She says, “I taught them in blood to leave this
place alone.” Nurvureem doesn’t respond to further entreaties,
• Her recent visitors sought an alliance with her. She ignoring characters who tarry in the undercroft.
says, “Those I allowed to went away disappointed. If the characters refuse to leave or go out of their way
Well, disappointed once the terror wore off, to provoke a violent confrontation, Nurvureem emerges
I imagine.” from the shadows in her draconic form and attacks,
• The cults are led by self-styled prophets and are using holding nothing back. To create Nurvureem’s statistics,
the Haunted Keeps as their bases. The air cultists use apply the shadow dragon template to the adult black
Feathergale Spire, the earth cultists are in the Sacred dragon statistics in the Monster Manual.
Stone Monastery, the fire cult holds Scarlet Moon
Hall, and the water cultists are in Rivergard Keep. C o n c lu s io n
• The four Haunted Keeps were built by adventurers Nurvureem’s hoard is beyond the characters’ reach.
who explored the ruins of Besilmer, an ancient When the party returns from Rundreth Manor, whatever
dwarven kingdom. Each one sits on or near an faction they were dealing with honors the bargain the
entrance to underground dwarven ruins. characters struck. Their contact expresses surprise that
• The cults are here because of an ancient drow shrine the characters survived the trip to Rundreth Manor.
to the Elder Elemental Eye, which lies underneath
Tyar-Besil, one of the last dwarven strongholds of H a lls o f th e H u n tin g A x e
fallen Besilmer.
• All the cults fear the Elder Elemental Eye. Its symbol The Halls of the Hunting Axe stand as a reminder of the
looks like a vertical eye set within an inverted step long-forgotten dwarven kingdom of Besilmer. A gateway
pyramid. The Dark Lady can use illusion magic to between the underground and surface worlds, the halls
were once a magnificent complex with soaring, arched
show the characters what the Elder Elemental Eye walls, beautiful stained-glass windows, and impeccable
symbol looks like (see chapter 1). craftsmanship. The only things left standing now are a
• Centuries ago, a drow named Vizeran DeVir used the
power of the shrine to make four elemental weapons, few crumbling ruins upon a prominent outcropping that
one each of air, water, earth, and fire. Each weapon is survey the plains for leagues around. Rumors claim the
connected to an extraplanar Prince of Elemental Evil. ruins of the halls hide an entrance to the tomb of the
king of Besilmer himself, Torhild Flametongue, along
These weapons can open or close a portal to the Inner with his magical axe, Orcsplitter. Others insist the place
Plane of that element. serves only as a hideout for bandits and beasts.
B a c k g ro u n d power will not fall into the wrong hands. They have
taken steps to prevent treasure hunters from getting too
Gargosh Blusterhelm, a young shield dwarf from close, keeping vigilant agents in the vicinity of the Halls
Mithral Hall, has made it his life’s quest to find the in order to head off any serious digging.
legendary axe Orcsplitter and present it to the elders
of Clan Blusterhelm in the hopes of restoring his S e tu p
family’s lackluster reputation. Most of the elders believe
Gargosh’s plan is a fool’s quest. This adventure is designed for a party of 11th-level
Gargosh has developed and maintained an extensive characters. Yartar is an ideal starting point because it’s
diary of his quest, filling it with notes, drawings, a gathering point for allies of the Lords’ Alliance.
rubbings of ancient stone tablets, and so on, all holding Gargosh approaches the characters and pleads with
clues pointing toward the secret location of the tomb them for their help. If one of the player characters is
of Torhild Flametongue. Convinced at last that he has a member of the Lords’ Alliance, someone from the
enough to go on, Gargosh has set out to find the axe. faction introduces Gargosh to them. The Lords’ Alliance
Now he just needs a few trustworthy souls to assist him has connections to Mithral Hall and would like to do the
in his quest. dwarves a favor by helping Gargosh find the axe.
Gargosh’s greedy cousin, Drannin Splitshield, is also
interested in finding the axe for his own glory. Drannin “It is very kind of you to hear my tale,” Gargosh says. “I am
has put a separate plan into motion, one that involves looking for a great weapon, a legendary axe wielded by my
stealing Gargosh’s diary and tricking Gargosh’s allies ancestors, and I want you to help me find it. I would try and
into doing all the dirty work before Drannin claims the
axe himself. find it myself, as is proper to bring honor to my family and
Gargosh’s other problem is the Harpers. That faction clan, but I simply cannot hope to succeed alone. The risks
feels that the legendary axe should remain exactly are more than I could overcome with my wits and talents.
where it is, hidden away and undisturbed, so that its There, I said it. I’m just not good enough to try it by myself.
“Everyone else thinks this is a fool’s errand,” he • Follow the Dessarin Road south from Beliard for
continues. “The king’s tomb, where the axe lies, was about forty miles, then cut east through the hills to the
hidden even from his own people, but I believe we can find Halls of the Hunting Axe (50 miles)
it together!” Characters can suggest alternative routes, but
Gargosh assures them his route is the safest. If the
characters recommend a shorter route, Gargosh agrees
Gargosh continues in detail, giving the adventurers to follow their lead. Check for random encounters
a crash course on Besilmer history (see the “Ancient (see chapter 2) regardless of the route the characters
Bones” section of chapter 1 for an overview) and decide to take.
explaining what he is trying to accomplish. During Drannin’s Route. Drannin and his crew take a much
the conversation, he reveals that he has “an extensive
more dangerous and direct route through rugged,
collection of notes and evidence” pointing to the location hilly terrain:
of the tomb, but he has not brought it with him out of
caution for the diary’s safety. He promises that they can • They travel south from Yartar, through the Dessarin
see it next time. Gargosh agrees to meet them the next Hills, to the Stone Trail, staying west of the Dessarin
day at the same spot, equipped and ready to go. River (110 miles)
• They cross the Stone Bridge, then continue east to
The G argosh Deception Beliard (20 miles)
Between the time the characters first meet with • They cut through the hills southeast of Beliard to the
Gargosh and when they are to reconvene, Drannin and Halls of the Hunting Axe (30 miles)
his misfit team take Gargosh prisoner and get the diary. Drannin and his crew arrive in Beliard one day ahead
Likin g the idea of letting the characters set off the traps of Gargosh and the characters if the characters opt
and fight all the deadly monsters, Drannin and his crew to take Gargosh’s route. In addition, Drannin leaves a
hatch a plan to dupe the characters. One of Drannin’s small force at the Stone Bridge to harry the characters
companions, a doppelganger, assumes the guise of (see “The Stone Bridge” below).
Gargosh and goes along with the characters, urging
them to hurry with a story of theft and betrayal. The T h e S to n e B rid g e
rest plan to stay out of sight, and when the axe is found,
they hope to step in and take it from the characters. The See chapter 2 for more information on the Stone Bridge.
doppelganger doesn’t know everything that Gargosh When the characters reach the middle of the bridge,
knows. However, it can read surface thoughts and, if read the following text:
questioned, might be able to glean the expected answer
from characters who interrogate it. If all else fails, the You see half a dozen figures on the bridge ahead—five
doppelganger resorts to blackmail, telling the characters dwarves in leather armor and a human in wizard’s robes.
to press on “lest great harm befall the real Gargosh.”
They appear to be sitting on the edge of the bridge, facing
S ta rtin g O u t north and enjoying the view. When they see you, they
A doppelganger in the guise of Gargosh meets the stand, move away from the edge of the bridge, and draw
characters at the appointed hour: their weapons. The robed fellow pulls out a wand.
When you spot the young dwarf at the agreed-upon time The figures on the bridge include five thugs (male
and place, he seems beside himself with consternation. shield dwarves) and a mercenary mage named Cavil
Zaltobar (male Tethyrian human). Cavil is armed with a
“Unbelievable!” He fumes. “Someone stole my diary! Right +1 wand of the war mage. If the characters don’t attack
out from where I had hidden it last night! I swear, you can’t immediately, Cavil tosses a few words at them before
trust anyone these days!” He peers at you as if considering ordering the thugs to attack:
whether you might have had something to do with it, then
dismisses the thought. “Doesn’t matter,” he says. “I have “Well met!” says the wizard. “Finally caught up with us, eh?
all my notes memorized!” Your adventure ends here, I’m afraid.”
Gargosh’s Route. “Gargosh” tells the characters that Drannin left these forces here knowing that they were
their destination is the Halls of the Hunting Axe, and unlikely to defeat the characters, but he wanted to play
that he plans on taking the following route: up the idea that someone is trying to stop Gargosh from
• Travel west along the Evermoor Way from Yartar to completing his quest. Cavil chose this spot because it’s
Triboar (60 miles) where Torhild Flametongue, the dwarf king of Besilmer,
• Travel south along the Long Road from Triboar to reportedly fell to his death long ago. “Not a bad place to
Westbridge (80 miles) die,” the mage says with mild amusement.
• Travel southeast along the Stone Trail from The doppelganger posing as Gargosh doesn’t take
Westbridge to the Stone Bridge, then continue east to part in the fight, remaining on the fringes of the battle
Beliard (80 miles) and rooting for the characters to triumph. Once three of
the thugs are defeated, the remaining two surrender and
the mage casts fly on himself to escape. T h e R u in s
Interrogations. If the characters take prisoners, they When the characters finally reach the ruined Halls of
can interrogate their captives and learn that they were the Hunting Axe, “Gargosh” explains that the next step
hired by a dwarf named Drannin. “Gargosh” feigns in the treasure hunt is to find four symbols displayed
amazement: somewhere within the ruins. These symbols, he says,
are the key to opening Torhild Flametongue’s tomb. The
doppelganger has no more information than that.
“My cousin Drannin? That cad! He stole my diary because
he wants the axe and all the glory for himself! We need to X 1. O w l b e a r G r e e t i n g s
make haste and catch up with him!”
You find a road of broken stone that meanders through
Characters who have reason to suspect Gargosh might hills, stands of trees, and ancient ruins. The road passes
be lying or holding back information can make a DC 16
Wisdom (Perception) check. A character who succeeds under the occasional stone arch as it weaves northward.
on the check realizes that Gargosh’s amazement One such arch stands ahead of you, and perched on a
seems a little rehearsed, suggesting that Gargosh rocky escarpment to the left of the arch is an owlbear. It
knew Drannin was involved all along. If one or more shrieks at you but doesn’t leave its perch.
characters accuse Gargosh of withholding information
from them, he admits that he has long suspected
Drannin capable of such treachery, but denies knowing The owlbear has been hunting in the area and has fed
of Drannin’s plot. recently, so it’s not hungry enough to attack a group of
If Gargosh gets the sense that the characters might well-armed travelers. If the characters leave it alone,
turn against him, he suggests they all press on to the owlbear lets them pass. If they attack it, it leaps
Beliard and get a good night’s rest. The doppelganger down and fights back, fleeing when reduced to half its
then tries to slip away in the night. hit points.
This ancient road merges with a ravine that has a
small stream flowing at the bottom of it. Characters
who follow the road come to a plaza surrounded by
crumbled ruins.
X 2 . C ru m b lin g A r c h X 3. W a tc h to w e r
The road passes through a free-standing arch—an
example of how some of the Besilmer stonework has This massive structure was once a building topped by
withstood the ravages of time.
a great statue—a dwarf standing proudly with one arm
outstretched, brandishing his greataxe. The head, shoulder,
This grand arch is half-demolished, but what remains
and arm of the statue have crumbled down and lie in a pile
suggests that it was once a great, blocky edifice carved
of rubble around the base of the building now; only the
with runes, most of which are too weatherworn to be
legs, waist, outstretched arm, and weapon remain.
deciphered. Beyond the arch stands the crumbling shell of
a once impressive hall and, to its right, the lower half of a
monolithic statue. A stairway inside the building rises through the statue,
and though it was originally designed to ascend all
the way to the statue’s head, it stops suddenly at the
The Dethek runes on the arch once told visitors that shattered torso.
they were standing amid the mighty works of the
Besilmer dwarves. The statue is described in area X3, X 4 . A n c ie n t H a l l
the ruined hall in area X4.
Though mostly tumbled down now, this hall must once
have been a shining example of Besilmer’s architectural
mastery. The jagged remnants of thick, soaring walls with
high, narrow stained-glass windows can still be seen, and
some of the collapsed great dome still sits on top.
The four entrance arches (in the center of each wall) X 5. C is te rn
are more or less intact, though the doors themselves
are smashed or fallen. Set into each arch is a narrow
doorway leading to an equally narrow spiral staircase Water, green with algae, partially fills a fifty-foot-wide
that descends into the earth. Each staircase leads to cistern dug into the earth. The water’s surface sits thirty
a small underground chamber containing dwarven feet below ground level. The remains of an aqueduct that
machinery. When the characters first discover one of
these four rooms, read the following aloud: come from a point higher up the bluff are still visible, but
most of that has fallen into ruin.
This dark room contains a large stone flywheel connected
to a series of gears. More of the machinery must be hidden The Besilmer dwarves once had extensive waterworks,
though little of it remains.
behind walls or beneath the floor. Carved into the ceiling is South of the cistern are some old ruins perched on
a symbol. the edge of the bluff. Hidden in these ruins are three
good-aligned agents of the Harpers—a mage named
The symbol carved into the ceiling is one of the four Ariana Riverlost (female moon elf) and two half-moon
elemental symbols (see chapter 1): elf scouts named Elifar (male) and Lorendil (female).
They’ve heard rumblings of a dwarven plot to loot the
Room Symbol tomb of King Torhild Flametongue. They emerge from
Northwest Air their hiding spot and confront characters who emerge
from the crypts with Orcsplitter (see “Aftermath”).
Northeast Earth
Southeast Fire X 6. A m p h ith e a te r
Southwest Water
If the players want to know what the symbol in each A large, semicircular amphitheater built into the side of the
room looks like, sketch out the symbols as they appear bluff takes advantage of the natural rise and the acoustics.
on the corners of the Halls of the Hunting Axe map. It is still structurally sound, though a few weeds, shrubs,
No matter how hard the characters push, the flywheel and small trees grow up in cracks between the stones.
doesn’t move. Close inspection accompanied by a
successful DC 10 Intelligence (Investigation) check
reveals a disengaged sprocket that can be slid along an Drannin Splithelm (see “Other Villains” in chapter 7).
axle to engage a different part of the machinery. If the his shield guardian, and three dwarf veterans armed
sprocket is set in place, the flywheel does move when with battleaxes instead of longswords hide here. They
a character pushes it, and the characters can hear the keep a watchful eye on the entrance to the crypts (area
sound of grinding stone echoing off in the distance. X7). Unless they are confronted and defeated here,
If the characters move the flywheel and then let go, it Drannin and his retinue follow the characters into the
reverses and spins back to its original position when it crypts (see area X10).
is released. There is no apparent way to stop this motion
with raw strength; characters who push against the X 7. E n t r a n c e t o t h e C r y p ts
reversal don’t even slow it down.
While brute force won’t work, mechanical ingenuity
will. A successful DC 15 Intelligence (Investigation) This structure isn’t so much a building as it is a facade built
check reveals a small hole on the rim of the flywheel into a bluff. Two alcoves flank an opening, and life-sized
into which a typical weapon hilt or bundle of arrows will statues carved from the stone stand within each alcove: a
fit. If something at least six inches long extends from the pair of dwarves in full regalia, perhaps as an honor guard.
flywheel at that point, the flywheel can’t reverse. The statues are badly weathered and have suffered damage
Along the edge, the flywheel has faint etchings of the
elemental symbols of air, earth, fire, and water. If the from vandals and treasure hunters.
characters turn the flywheel so that its symbol lines
up with a matching symbol on the ceiling, then lock The opening leads into a hallway that extends back
the flywheel into place using the hole on the flywheel’s about 60 feet before coming to a long staircase that
rim, one of the four locks on the secret door in area X9 descends into the darkness for 200 feet, with landings
opens. Once all four flywheels are properly aligned, the positioned every 20 feet. On either side of each landing,
secret door in area X9 becomes unlocked. a small alcove holds a stone brazier. Though none have
The doppelganger impersonating Gargosh can’t figure been lit in many years, touching a torch to one causes
any of this out on his own, and is both surprised and all of them to magically burst into flame, as well as
impressed when the characters figure it out. the braziers in area X8, which lies at the bottom of the
staircase.
X 8 . H a l l o f th e F a lle n steps of the hidden staircase. The staircase remains
open as long as the key (the scepter or some other
object) remains in place.
The stairs open at last into a great hall filled with massive “Gargosh” might be helpful at noticing the hidden
square columns twenty feet thick that rise to a ceiling thirty staircase and the hole cut into the floor, but he’s not
feet overhead. Stone braziers stand at the intersection of much help when it comes to figuring out how to lower
the stairs. If the characters have not yet turned the
each pathway between the columns. Each column serves flywheels in area X4, Gargosh suggests that they look
as a mausoleum, with an alcove carved into each side, elsewhere for the symbols needed to open the way.
offset so that the alcove takes up only the right-hand half Characters can also “cheat” by casting four knock spells
of the facing. The alcoves once held stone effigies of the on the secret staircase.
interred dead. Many of the tombs have been smashed If Gargosh is present when the characters open the
open, revealing the bones of the dead inside. The crumbled secret staircase, read the following:
and ruined stonework of the broken effigies lies smashed
on the floor. Gargosh stares in amazement. “We found it,” he whispers.
“Methinks we’re in the right place,” Gargosh says plainly, “The axe will soon be mine at last! See, I didn’t need the
strolling among the crypts. “Somewhere in here is the stupid diary! Let’s go!”
secret entrance to King Flametongue’s tomb. We just have
to find it!”
X 10. F a ls e Tom b
The floor here is made of smooth, cut stone. The characters reach this area by descending the stairs
Each column holds four crypts, and each crypt is from area X9.
hidden behind an alcove that either contains or once
contained a stone slab carved with a bas-relief of the The wide stairs open into an odd-shaped room. Set into
dwarf entombed within. Crypts that have already been the wall next to the stairs is a stone lever in the “down”
searched stand open, their doors and effigies smashed. position. Braziers similar to the ones above burn with
Only eight crypts remain sealed, and they contain mysterious blue flames that give off no heat. In alcoves
nothing but the bones of the ancient dead.
to either side, large dwarven statues stand at attention,
X 9 . F a ls e C r y p t saluting the beautifully engraved marble sarcophagus that
This particular crypt looks unremarkable among the sits alone against the far wall, which is carved with runes.
others, but it reveals a secret.
Any character who reads Dwarvish can translate the
The effigy on this tomb depicts a dwarven king in full Dethek runes on the wall:
regalia clutching a stone scepter with one hand and Here lies His Noble Majesty
pointing toward the floor with the other. King Torhild Flametongue.
He raised a kingdom in the sun,
Defending it with his dying breath.
Close inspection of the effigy reveals that there are
no seams to indicate that a crypt lies behind it. In The dwarf statues are two stone golems. The moment
fact, there is none. A successful DC 10 Intelligence anyone attempts to open the sarcophagus, the golems
(Investigation) check also reveals that the scepter is a animate and attack, returning to their alcoves once
separate piece of stonework that can be easily removed all intruders retreat up the stairs. If he is still with the
from the dwarf king’s grip. The scepter is 2 feet long characters, “Gargosh” flees up the stairs to escape
with a handle 2 inches thick; it weighs 25 pounds. the golems’wrath, and to reunite with Drannin (see
Inspection of the floor reveals that the 20-foot- “Development” below).
square section in front of the crypt is different from the Torhild’s Dying Breath. Opening the sarcophagus
smooth stone found elsewhere in the hall. It consists releases a cloud of poisonous gas that fills the room.
of ten 20-foot-long, 1-foot-wide stone slabs neatly fitted Any creature in the chamber must make a DC 15
together. Drilled next to the southernmost slab is a Constitution saving throw, taking 22 (4d10) poison
2-inch wide, 6-inch deep hole, which can be found with a damage on a failed save, or half as much damage on a
DC 10 Intelligence (Investigation) check. successful one. A creature that fails the saving throw is
The stone slabs are actually the topmost steps of a also poisoned for 1 minute.
secret staircase that descends to area X10. Four locks The sarcophagus is empty.
hidden under the floor prevent the slabs from lowering. Lever. The stone lever protruding from the wall can
However, if the flywheels in area X4 are properly lined be used to raise or lower the staircase leading up to area
up, these locks are now open. Once the locks are open, X9. Moving the lever up raises the stairs and seals the
inserting the stone scepter or a similarly sized “key” tomb; pulling the lever down opens the tomb again.
into the hole causes the stone slabs to sink, forming the Secret Door. A secret door in the southwest corner
swings open to reveal a dusty, 10-foot-high, 10-foot-wide
stone tunnel leading to area X11. Characters searching Any character who reads Dwarvish can translate the
the walls for secret doors find the well-hidden door with Dethek runes:
a successful DC 20 Intelligence (Investigation) check. Here lies His Noble Majesty
Development King Torhild Flametongue.
Once the characters defeat the golems, Drannin He raised a kingdom in the sun.
Splithelm (see “Other Villains” in chapter 7) arrives May his reign never be forgotten.
with his shield guardian and his retinue—three dwarf The dias is a heavy stone lid covering the king’s tomb.
veterans armed with battleaxes instead of longswords. Lifting and moving the dais requires three characters
If the doppelganger posing as Gargosh yet lives, it tries acting in concert and each succeeding on a DC 20
to reunite with its true companions. Drannin’s crew isn’t Strength check. For each additional creature that helps,
stealthy, so the characters can hear the dwarves and reduce the DC by 2. Beneath the dias is a circular stone
shield guardian approaching. crypt, 8 feet wide and 3 feet deep, containing a simple
Once Drannin and his retinue come into view, read stone coffin.
the following aloud:
T reasure
Within the stone coffin lie the remains of the dwarf king,
Awall of dwarves wearing splint armor and brandishing his skeletal hands clutching his axe, Orcsplitter, to his
axes marches into view. Behind them, a handsome dwarf breast. Orcsplitter is described in chapter 7. The king’s
encased in plate armor claps while standing in the shadow bones lie atop a bed of 500 gold ingots stamped with the
of a 9-foot-tall construct. “Well done, my friends,” says the king’s face on one side and the rising sun on the other.
clapping dwarf. “Well done. You found ol’ Flametongue’s Tiny runes on each ingot testify to the greatness and
longevity of the ancient kingdom of Besilmer. The gold
tomb. I had my doubts. I can’t wait to see the expression
ingots are worth 10 gp each.
on poor Gargosh’s face when he discovers that I, Drannin
Splithelm, retrieved Orcsplitter, not him!” The dwarf is A fte rm a th
beaming, but his smile fades quickly. “So, I guess this is Captured members of Drannin’s crew can divulge the
farewell.” location of the real Gargosh. He is imprisoned in a small
cave on the riverbank near Yartar, locked in a large
Drannin imbibes a potion of frost giant strength prior to trunk with air holes and water. Gargosh can survive for
confronting the characters and is spoiling for a fight. He four more days inside the trunk.
couldn’t be bothered to read Gargosh’s diary in detail, If the characters emerge from the dwarven crypts
so he has no idea that this tomb is false, or that the with Orcsplitter in their custody, the Harpers hiding in
sarcophagus might be trapped. If the characters allow area X5 confront them under the open sky. They point
Drannin to plunder the tomb, he triggers the gas trap out that Orcsplitter belongs in the hands of dwarven
(if it hasn’t already been triggered) and is furious to find scholars. They’ll first appeal to the characters’ sense of
the sarcophagus empty. altruism, but if that doesn’t work,
Drannin and his cohorts don’t fight to the death. If a the Harpers try to arrange an
battle erupts and things aren’t going well, they retreat exchange of magic items.
and leave the shield guardian to cover their escape. If This is an opportunity
he is cornered with no one left to protect him, Drannin for your players
surrenders. to ask for
something—a
Treasure specific
Drannin wears the control amulet keyed to the shield weapon or two,
guardian, as well as a ring of cold resistance. He also perhaps—that
carries Gargosh’s diary which, among other things, suits their
contains a note about a false tomb with a secret door. particular
characters. If
X 11. T h e T r u e T o m b o f an agreement
is reached,
K in g T o r h ild F la m e to n g u e
Ariana Riverlost
promises
This simple chamber has a slightly raised, circular marble to meet the
dais in its center. Carved on the stone circle is an effigy of characters again
in two weeks,
a dwarf lying in state, clutching a greataxe to his breast. An at a location
inscription is carved in runes around the perimeter of the chosen by them,
dais. with the agreed-
upon payment.
C h a p t e r 7: M o n s t e r s a n d M a g ic I te m s
HIS CHAPTER PRESENTS NEWMONSTERS, are unique magic items offering great power to those
T
villains, and magic items. The monster who wield them.
section concludes with descriptions of
the Princes of Elemental Evil, beings of M o n s te rs
overwhelming power and malice.
After the monster and villain Power-hungry humanoids see Elemental Evil as a
descriptions are magic items the principle deserving of worship and form cults around
characters find during the adventure. the destructive magic Elemental Evil offers. Evil
Some of these are much like the magic items described creatures that come from the elemental planes are
in the Dungeon Master's Guide. Others are elemental likewise ready servants of Elemental Evil. Finally,
items, made using the power of the elemental nodes. monsters of the Material Plane that have an affinity
Cultists of Elemental Evil make extensive use of these for one of the elements also fall under the sway of
quasi-magical devices. The item descriptions conclude Elemental Evil, especially in areas where a strong
with descriptions of the four elemental weapons carried elemental node is present. Earth cults easily ally with
by the prophets of Elemental Evil. These weapons creatures such as bulettes or umber hulks, water cults
ally with merrow and sea hags, and so on.
Monsters and NPCs by Challenge Rating for their mysticism shouldn’t forget the wild destructive
Monster Challenge power the cultists wield when they unleash cyclones
Howling Hatred initiate 1/8 and tornadoes.
1/2 The Cult of Howling Hatred cooperates with the fire
Crushing Wave reaver and water cults but they loathe the Cult of the Black
Sacred Stone monk 1/2 Earth, viewing its members as stubborn, unenlightened
Feathergale knight 1 drones without vision or imagination.
Crushing Wave priest 2
Black Earth guard 2 F e a th e rg a le K n ig h t
Eternal Flame guardian 2 Medium humanoid (human), lawful evil
Fathomer 2
Howling Hatred priest 2 Armor Class 16 (scale)
Hurricane 2 Hit Points 33 (6d8 + 6)
Oreioth 2 Speed 30 ft.
Black Earth priest 3 STR DEX CON INT WIS CHA
Dark Tide knight 3 14 (+2) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2)
Eternal Flame priest 3
One-eyed shiver 3 Skills Animal Handling +2, History +2
Skyweaver 3 Senses passive Perception 10
Thurl Merosska 3 Languages Auran, Common
Challenge 1(200 XP)
Wiggan Nettlebee 3
Windharrow 3 Spellcasting. The knight is a 1st-level spellcaster. Its
Burrowshark 4 spellcasting ability is Charisma (spell save DC 12, +4 to hit
Grumink the Renegade 4 with spell attacks). It knows the following sorcerer spells (an
Shoalar Quanderil 4 asterisked spell is from appendix B):
Stonemelder 4 Cantrips (at will): gust,* light, message, ray of frost
Elizar Dryflagon 5 1st level (2 slots): expeditious retreat, featherfall
Ghald 5
Hellenrae 5 A c tio n s
Razerblast 5 Multiattack. The knight makes two melee attacks.
Flamewrath 6 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Miraj Vizann 6 target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
Aerisi Kalinoth 7 (9 with lair actions) slashing damage if used with two hands.
Drannin Splithelm 7 Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Elemental myrmidon 7 range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
Bastian Thermandar 8 6 (1d8 + 2) piercing damage if used with two hands to make a
Marlos Urnrayle 8 (12 with lair actions) melee attack.
Gar Shatterkeel 9 (13 with lair actions)
The Feathergale Knights are ambitious, wealthy folk
Vanifer 9 (12 with lair actions) from cities such as Waterdeep seduced by the air cult’s
Olhydra 18 promises of power. From the backs of hippogriffs or
Yan-C-Bin 18 giant vultures, they survey the land around Feathergale
Imix 19 Spire, guarding the entrance to the air cult’s
Ogremoch 20 hidden temple.
The knights are contemptuous of other elemental
H o w lin g H a tr e d C u l t is t s cultists, whom they view as depraved lunatics. Under
lord commander Thurl Merosska, the Feathergale
Most air cultists are idealists lured to the cult by lofty Knights see themselves as elite men and women who
notions such as detachment from material possessions, can make hard choices for the good of their realms.
bodily addictions, and physical desires. Some find their In reality, they are bound to Yan-C-Bin and are blind
way to the cult in pursuit of rumors that they can learn to their own corruption and decadence. Despite their
to fly, tame the wind, or shed their obesity. Whatever refined manners and social sophistication, each has
their reasons, they eventually succumb to the cult’s sealed that pact with the murder of a sentient being-
subtle indoctrination, surrendering their worldly goods
deaths the knights have dubbed necessary for the
to the cult’s coffers and the hardiness of their bodies security of the realm.
to the cult’s emaciating rites. Cultists that survive their
The knights have access to wingwear, as described
initiation usually gain all the things the cult promised— in the “Elemental Magic Items” section. They are often
at the cost of their free will.
The Cult of the Howling Hatred relies upon deception wearing it when encountered.
and trickery both to recruit its members and defeat its
enemies. Even so, those that underestimate the air cult
H o w lin g H a tr e d I n it ia t e A c tio n s
Medium humanoid (human), neutral evil Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Armor Class 13 (leather)
Hit Points 9 (2d8) Howling Hatred initiates are attracted by the cult’s
Speed 30 ft. philosophy of non-attachment and the rejection of
material things, unaware of the cult’s true nature. The
STR DEX CON INT WIS CHA cult attracts adherents of all kinds, from dreamy-eyed
10 (+0) 15 (+2) 10 (+0) 10 (+0) 9 (-1) 11 (+0) youths with little property to world-weary folk eager to
put their faith in something as tangible and powerful as
Skills Deception +2, Religion +2, Stealth +4 an elemental force.
Senses passive Perception 9 Initiates live on little but air for a month, believing
Languages Common that this regimen purifies them of bodily needs. In truth
Challenge 1/8 (25 XP) it makes their bodies so desperate for sustenance that
Guiding Wind (Recharges after a Short or Long Rest). As a they become susceptible to indoctrination. Soon, they
bonus action, the initiate gains advantage on the next ranged can justify heinous acts within the context of the cult:
attack roll it makes before the end of its next turn. Human sacrifice isn’t an act of murder, but a freeing
of the soul from the limitations of a physical shell;
Hold Breath. The initiate can hold its breath for 30 minutes. conjuring a whirlwind to destroy unbelievers isn’t an act
of terror but a demonstration of true faith.
H o w lin g H a tr e d P r ie s t
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 45 (10d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2)
Skills Acrobatics +5, Intimidation +4, Religion +4
Senses passive Perception 10
Languages Auran, Common
Challenge 2 (450 XP)
Hold Breath. The priest can hold its breath for 30 minutes.
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):
Cantrips (at will): blade ward, gust,*light, prestidigitation,
shocking grasp
1st level (4 slots): featherfall, shield, witch bolt
2nd level (3 slots): dust devil,*gust ofwind
3rd level (2 slots): gaseousform
A c tio n s
Multiattack. The priest makes two melee attacks or two
ranged attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
The most fanatical of the air cultists, the priests push
their bodies to physical extremes in order to decrease
their density and mass and become as light as leaves.
Gaunt and sallow faced, with concave bellies, bulging
eyes, and taut skin that enunciates every bone, these
living skeletons sustain themselves on nothing more
than air and fanatical devotion to the teachings of the believe the physical world must be shattered so that the
cult. The wind serves them at a gesture. creatures of the Material Plane can live unshackled by
Howling Hatred priests see themselves as living physical things.
extensions of Yan-C-Bin, and they help new recruits Hurricanes see the frenetic activity of the world in
cast off the shackles of their old lives and embrace slow motion, and themselves at the calm center of the
a “higher purpose.” Once the new recruits are thus storm. Through meditation and mysticism they learn to
purified, the priests decide whether they are worthy summon powerful blasts of wind, catch missiles with
for indoctrination as initiates or would better serve ease, and fall like feathers.
the Howling Hatred cult as sacrifices. The priests
also uphold the doctrine of their prophet, Aerisi Skyw eaver
Kalinoth, and harshly punish any initiate who strays Medium humanoid (human), chaotic evil
from the path.
Most other air cultists hate the priests, though none Armor Class 12 (15 with mage armor)
dares to speak out against them. Those that challenge Hit Points 44 (8d8 + 8)
the priests often end up the subjects of rigorous new Speed 30 ft.
attempts at purification.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 16 (+3)
H u rric a n e
Medium humanoid (human), lawful evil Skills Deception +5, Persuasion +5
Senses passive Perception 10
Armor Class 14 Languages Auran, Common
Hit Points 33 (6d8 + 6) Challenge 3 (700 XP)
Speed 45 ft.
Spellcasting. The Skyweaver is a 6th-level spellcaster. Its
STR DEX CON INT WIS CHA spellcasting ability is Charisma (spell save DC 13, +5 to hit with
12 (+1) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0) spell attacks). It knows the following sorcerer spells:
Skills Acrobatics +5 Cantrips (at will): blade ward, light, message, ray offrost,
Senses passive Perception 11 shocking grasp
Languages Auran, Common 1st level (4 slots): featherfall, mage armor, witch bolt
Challenge 2 (450 XP) 2nd level (3 slots): gust ofwind, invisibility
3rd level (3 slots): fly, lightning bolt
Spellcasting. The hurricane is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit A c tio n s
with spell attacks). It knows the following sorcerer spells (an Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
asterisked spell is from appendix B): or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Cantrips (at will): blade ward, gust,*light, prestidigitation Skyweavers brim with rage and desire, which makes
1st level (4 slots): featherfall, jump, thunderwave them perfect vessels for the wildly destructive magic
2nd level (2 slots): gust of wind of the Cult of the Howling Hatred. In contrast to their
Unarmored Defense. While the hurricane is wearing no armor hurricane counterparts in the air cult, Skyweavers
and wielding no shield, its AC includes its Wisdom modifier. embrace the worship of Elemental Evil for a quick path
to power. With little experience wielding the might
Unarmored Movement. While the hurricane is wearing no of the elements, Skyweavers thrill with the rush of
armor and wielding no shield, its walking speed increases by 15 releasing raw elemental energy.
feet (included in its speed).
A c tio n s
Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
R e a c tio n s
Deflect Missiles. When the hurricane is hit by a ranged weapon
attack, it reduces the damage from the attack by 1d10 + 9. Ifthe
damage is reduced to 0, the hurricane can catch the missile if
it is small enough to hold in one hand and the hurricane has at
least one hand free.
Hurricanes profess their disgust with decadence, and
they dedicate their bodies and their minds to the world’s
destruction. Through breathing exercises and ascetic
philosophy, skilled Howling Hatred initiates learn to
imitate the cycling patterns of the hurricane. They
T h u r l M e ro ssk a W in d h a rro w
Medium humanoid (human), lawful evil Medium humanoid (halfelf), neutral evil
Armor Class 16 (breastplate) Armor Class 15 (studded leather)
Hit Points 71 (11d8 + 21) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 17 (+3)
Skills Animal Handling +2, Athletics +5, Deception +4, Skills Acrobatics +5, Deception +7, Persuasion +5, Performance
Persuasion +4 +7, Stealth +5
Senses passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Auran, Common Languages Auran, Common, Elvish
Challenge 3 (700 XP) Challenge 3 (700 XP)
Spellcasting. Thurl is a 5th-level spellcaster. His spellcasting Fey Ancestry. Windharrow has advantage on saving throws
ability is Charisma (spell save DC 12, +4 to hit with spell against being charmed, and magic can’t put him to sleep.
attacks). Thurl knows the following sorcerer spells (an Spellcasting. Windharrow is an 8th-level spellcaster. His
asterisked spell is from appendix B): spellcasting ability is Charisma (spell save DC 13, +5 to hit with
Cantrips (at will):friends, gust,*light, message, ray of frost spell attacks). Windharrow knows the following bard spells:
1st level (4 slots): expeditious retreat, featherfall, jump
2nd level (3 slots): levitate, misty step Cantrips (at will):friends, prestidigitation, vicious mockery
3rd level (2 slots): haste 1st level (4 slots): disguise self, dissonant whispers, thunderwave
2nd level (3 slots): invisibility, shatter, silence
A c tio n s 3rd level (3 slots): nondetection, sending, tongues
4th level (2 slots): confusion, dimension door
Multiattack. Thurl makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one A c tio n s
target. Hit: 10 (2d6 + 3) slashing damage. Multiattack. Windharrow makes two melee attacks.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit: 9 (1d12 + 3) piercing damage. creature. Hit: 7 (1d8 + 3) piercing damage.
R e a c tio n s An opportunistic half-moon elf rake and bandit formerly
known as Harald Grayspear, Windharrow was given his
Parry. Thurl adds 2 to his ACagainst one melee attack that new name by Aerisi Kalinoth. When Aerisi was still with
would hit him. To do so, Thurl must see the attacker and be her family, Harald charmed and flattered his way into
wielding a melee weapon.
her favor. When Aerisi ran away from home to become
Thurl Merosska is the leader of the Feathergale the air prophet, she took Windharrow with her.
Knights. Once a griffon rider of Waterdeep, Thurl At Aerisi’s insistence, Windharrow recruited a band
retired after a storm nearly claimed his life. Obsessed of flutists from the ranks of new converts to the air cult,
with his near-death experience, Thurl learned of Yan-C- calling them the Windwyrds. Most have no musical
Bin and swore an oath to serve the elemental prince in talent whatsoever, and their music is often a shrill
exchange for power. cacophony. Of all the air cultists, the Windwyrds are the
Thurl realized that there were others among the least fanatical and the most fearful for their lives. Aerisi
wealthy of Waterdeep who might make worthy servants disposes of these minstrels on a whim, replacing them
of Yan-C-Bin. He formed the Feathergale Society to lure with other initiates. Those that master some skill with
likely individuals into the air cult. He indoctrinated his their instruments survive the longest, but the cost of
Feathergale knights, one by one, into the cult’s beliefs. failure creates a highly competitive environment among
When Aerisi Kalinoth arose as the chosen prophet of the minstrels.
air, Thurl reluctantly pledged the Feathergale Knights Windharrow is loyal to Aerisi Kalinoth as long as he
to the cause. He resents Aerisi Kalinoth’s rulership fears her power. If his life is threatened or a richer offer
of the cult, but tells himself that he can use her and presents itself, Windharrow betrays the air cult without
her followers to make the Feathergale Society strong a backward glance.
enough to rule Waterdeep as it should be ruled.
A e ris i K a l in o t h
Mediumhumanoid (elf), neutral evil
Armor Class 13 (16 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 17 (+3) 10 (+0) 16 (+3)
Skills Arcana +6, History +6, Perception +3
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 13
Languages Auran, Common, Elvish
Challenge 7 (2,900 XP), or 9 (5,000 XP) with lair actions
Fey Ancestry. Aerisi has advantage on saving throws against
being charmed, and magic can’t put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body
disappears in a howling whirlwind that disperses quickly and
harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). IfAerisi fails a saving throw, she
can choose to succeed instead.
Spellcasting. Aerisi is an 12th-level spellcaster. Her spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). Aerisi has the following wizard spells prepared (an
asterisked spell is from appendix B):
Cantrips (at will): gust,*mage hand, message, prestidigitation,
ray of frost, shocking grasp
1st level (4 slots): charm person, featherfall, mage
armor, thunderwave
2nd level (3 slots): dust devil,*gust of wind, invisibility
3rd level (3 slots): fly, gaseousform, lightning bolt
4th level (3 slots): ice storm, storm sphere*
5th level (2 slots): cloudkill, seeming (cast each day)
6th level (1 slot): chain lightning
A c tio n s fact an avariel, and believes it herself even though she
Windvane. Melee or Ranged Weapon Attack: +9 to hit, reach 5 must cast seeming each day to “reveal” her wings.
ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6 + 6) piercing Aerisi is prone to deluded flights of fancy and
damage, or 10 (1d8 + 6) piercing damage if used with two impulsive decadence. She sees herself as a beautiful,
hands to make a melee attack, plus 3 (1d6) lightning damage. fierce, and just ruler who wields elemental power
because she deserves it.
Aerisi Kalinoth is the air prophet of the Elder Elemental
Eye and leader of the Cult of the Howling Hatred. Tall In t h e A ir N ode
and slender, with dark hair and (illusory) feathered When danger threatens the Temple of Howling Hatred,
wings that gently fan the air, Aerisi Kalinoth speaks to Aerisi retreats to the Howling Caves, the air node.
her people in a whisper that belies her violent temper, Within this node, Aerisi gains one additional use of her
which reveals itself whenever she is denied. Legendary Resistance trait.
Aerisi was a sheltered moon elf princess named Dara
Algwynenn Kalinoth who grew up in a remote Faerie L a ir A c tio n s
realm. Her parents had wished to protect her from the If Aerisi is in the air node while Yan-C-Bin isn’t, Aerisi
harsh realities of the world, but they only succeeded in can take lair actions. On initiative count 20 (losing
spoiling her. When they tried to discipline their willful initiative ties), Aerisi uses a lair action to cast one of her
daughter, she used the power of elemental air against spells, up to 3rd level, without using components or a
them. Soon after, her dreams led her to the ancient spell slot. She can’t cast the same spell two rounds in a
dwarven ruins where the spear Windvane awaited her. row, although she can continue to concentrate on a spell
Dara changed her name to Aerisi and pretended she previously cast using a lair action. Aerisi can take
to be an avariel (winged elf) princess like the ones no other lair actions while concentrating on a spell cast
from her storybooks. Then Aerisi used her talents for as a lair action.
enchantment magic to sway mortals into joining her If Aerisi casts invisibility using this lair action, she
cult. She has convinced all her followers that she is in also draws the power of the air node into herself. By
doing so, she regains 15 (3d8 + 2) hit points.
B la c k E a r th C u ltis ts B la c k E a r th P r ie s t
Murderers, lunatics, hateful nihilists—these are the sort Medium humanoid (human), neutral evil
of people drawn to worship the might of Elemental Evil.
The followers of evil elemental earth call themselves Armor Class 17 (splint)
Hit Points 45 (7d8 + 14)
the Cult of the Black Earth, and dream of the day when Speed 30 ft.
earthquakes reduce the world of mortals to rubble. They
seek to recruit evil or destructive monsters that burrow STR DEX CON INT WIS CHA
or dwell in the ground, and in fact emulate subterranean 15 (+2) 11 (+0) 14 (+2) 12(+1) 10 (+0) 16 (+3)
creatures to the greatest extent possible, using
burrowing magic to carve out their hidden lairs. Skills Intimidation 4-5, Religion +3, Persuasion +5
Black Earth cultists are slow to act, but when they Senses passive Perception 10
do, they are utterly implacable. They are single-minded Languages Common, Terran
and stubborn, working tirelessly to undermine their Challenge 3 (700 XP)
enemies. They get along well with the Cult of the
Crushing Wave, but they hate the Howling Hatred cult- Spellcasting. The priest is a 5th-level spellcaster. Its
elemental air is fickle and insubstantial compared to the spellcasting ability is Charisma (spell save DC 13, +5 to hit
power of elemental earth. with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):
B la c k E a r th G u a rd Cantrips (at will): acid splash, blade ward, light,
Mediumhumanoid (human), neutral evil mending, mold earth*
1st level (4 slots): earth tremor,*expeditious retreat, shield
Armor Class 18 (plate) 2nd level (3 slots): shatter, spider climb
Hit Points 39 (6d8+ 12) 3rd level (2 slots): slow
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 9 (-1)
Skills Intimidation +1, Perception +2
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
A c tio n s
Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
R e a c tio n s
Unyielding. When the guard is subjected to an effect that
would move it, knock it prone, or both, it can use its reaction to
be neither moved nor knocked prone.
Black Earth guards are the warriors of the earth cult.
They are brutal, heavily armored thugs devoted to
Ogremoch. That devotion has granted them an uncanny
ability to hold their ground against the buffeting
assaults. It has also earned them the right to wear
special plate armor of elemental stone, which breaks
down when the guard is slain.
These guards are fanatically loyal to the Black Earth
priests and the leaders of the cult. They fight to the
death if commanded to do so by their superiors. Those
with more potential become burrowsharks.
A c tio n s Burrowsharks are much like Black Earth guards,
Multiattack. The priest makes two melee attacks. since both have uncanny footing and special armor. For
burrowsharks, an additional gift of Ogremoch’s might
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. establishes a magical bond between the burrowshark
Hit: 7 (1d10 + 2) slashing damage. and a bulette, allowing the rider to burrow with its
mount and sense what its mount senses.
R e a c tio n s
Unyielding. When the priest is subjected to an effect that S a c re d S to n e M o n k
would move it, knock it prone, or both, it can use its reaction to Medium humanoid (human), lawful evil
be neither moved nor knocked prone.
The priests of the Black Earth are the drivers and Armor Class 14
Hit Points 22 (4d8 + 4)
organizers of Ogremoch’s cult. They are the true Speed 40 ft.
believers, seeing Ogremoch as a divine force, and they
have developed a twisted dogma to explain how the evil STR DEX CON INT WIS CHA
of elemental earth is destined to remake the world and 13 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (-1)
rule over all. The Black Earth priests form a cabal of
leaders whose fanaticism and magical power serve as Skills Acrobatics +4, Athletics +3, Perception +4
the backbone of the cult. Individuals of unusual power Senses tremorsense 10 ft., passive Perception 14
hold higher rank in the cult, but the priests provide the Languages Common
cult leader with his or her authority over the rest of Challenge 1/2 (100 XP)
Ogremoch’s followers.
Unarmored Defense. While the monk is wearing no armor and
B u rro w sh a rk wielding no shield, its AC includes its Wisdom modifier.
Medium humanoid (human), neutral evil Unarmored Movement. While the monk is wearing no armor
and wielding no shield, its walking speed increases by 10 feet
Armor Class 18 (plate) (included in its speed).
Hit Points 82 (11d8 + 33)
Speed 30 ft. A c tio n s
STR DEX CON INT WIS CHA Multiattack. The monk makes two melee attacks.
18 (+4) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 13 (+1) Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Skills Animal Handling +2, Athletics +6, Intimidation +3,
Perception +2 R e a c tio n s
Senses passive Perception 12 Parry. The monk adds 2 to its AC against one melee or ranged
Languages Common weapon attack that would hit it. To do so, the monk must see
Challenge 4 (1,100 XP) the attacker.
Bond of the Black Earth. The burrowshark is magically bound Sacred Stone monks are followers of a martial
to a bulette trained to serve as its mount. While mounted on philosophy that seeks to emulate the strength of rock
its bulette, the burrowshark shares the bulette’s senses and and stone. They don gargoyle masks and use a finely
can ride the bulette while it burrows. The bonded bulette honed sense of touch to measure their surroundings
obeys the burrowshark’s commands. If its mount dies, the by contact with the ground. They avoid speaking, or
burrowshark can train a new bulette to serve as its bonded extraneous thought for that matter. They live only to test
mount, a process requiring a month. themselves with deprivation and to punish those who
A c tio n s doubt the strength of elemental earth.
Multiattack. The burrowshark makes three melee attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or
8 (1d8 + 4) piercing damage if used with two hands to make a
melee attack.
R e a c tio n s
Unyielding. When the burrowshark is subjected to an effect
that would move it, knock it prone, or both, it can use its
reaction to be neither moved nor knocked prone.
Elite warriors of the earth cult, burrowsharks are fierce
champions who ride trained bulettes into battle. While
their powerful mounts rend and tear foes to pieces,
burrowsharks leap to the ground and cut down their
foes without mercy.
S to n e m e ld e r
Medium humanoid (human), neutral evil
Armor Class 17 (splint)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 12 (+1) 11 (+0) 17 (+3)
Skills Intimidation +5, Perception +2
Senses tremorsense 30 ft., passive Perception 12
Languages Common, Terran
Challenge 4 (1,100 XP)
Death Burst. When the Stonemelder dies, it turns to stone
and explodes in a burst of rock shards, becoming a smoking
pile of rubble. Each creature within 10 feet of the exploding
Stonemelder must make a DC 14 Dexterity saving throw, taking
11 (2d10) bludgeoning damage on a failed save, or half as
much damage on a successful one.
Spellcasting. The Stonemelder is a 7th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light,
mending, mold earth*
1st level (4 slots): expeditious retreat, false life, shield
2nd level (3 slots): Maximilian’s earthen grasp,*shatter
3rd level (3 slots): erupting earth,*meld into stone
4th level (1 slot): stoneskin
A c tio n s
Black Earth Rod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The
Stonemelder can also expend a spell slot to deal extra damage,
dealing 2d8 bludgeoning damage for a 1st level slot, plus an
additional 1d8 for each level of the slot above 1st.
Stonemelders are spellcasters who gain their power
from Ogremoch, using elemental earth magic to
sheathe their bodies in carapaces of rock. They are
elite champions of the cult and answer only to the
cult leaders. Not even the Black Earth priests
tell Stonemelders what to do.
Each Stonemelder carries a weapon
known as a Black Earth rod. Such a
rod is like an ordinary mace, but in
the hands of a Stonemelder, it serves
as a conduit for Ogremoch’s wrath.
H e lle n ra e M ira j V iz a n n
Medium humanoid (human), lawful evil Medium humanoid (earth genasi), neutral evil
Armor Class 16 Armor Class 10 (13 with mage armor)
Hit Points 78 (12d8 + 24) Hit Points 82 (11d8 + 33)
Speed 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 17 (+3) 13 (+1) 11 (+0) 18 (+4)
Skills Acrobatics +7, Athletics +4, Insight +5, Perception +5 Skills Arcana +4, Deception +7
Damage Immunities poison Senses passive Perception 10
Condition Immunities blinded, poisoned Languages Common, Primordial
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 6 (2,300 XP)
Perception 15
Languages Common, Terran Earth Walk. Moving through difficult terrain made of earth or
Challenges (1,800 XP) stone costs Miraj no extra movement.
Evasion. If Hellenrae is subjected to an effect that allows her Innate Spellcasting. Miraj’s innate spellcasting ability is
to make a Dexterity saving throw to take only half damage, she Constitution (spell save DC 14). He can innately cast the
instead takes no damage if she succeeds on the saving throw, following spell, requiring no material components:
and only half damage if she fails. 1/day: pass without trace
Stunning Strike (Recharge 5-6) When Hellenrae hits a target Spellcasting. Miraj is an 11th-level spellcaster. His spellcasting
with a melee weapon attack, the target must succeed on a DC ability is Charisma (spell save DC 15, +7 to hit with spell
13 Constitution saving throw or be stunned until the end of attacks). He knows the following sorcerer spells (an asterisked
Hellenrae’s next turn. spell is from appendix B):
Unarmored Defense. While Hellenrae is wearing no armor and Cantrips (at will): acid splash, blade ward, friends, light,
wielding no shield, her AC includes her Wisdom modifier. message, mold earth*
1st level (4 slots): chromatic orb, mage armor, magic missile
Unarmored Movement. While Hellenrae is wearing no 2nd level (3 slots): Maximilian's earthen grasp,*
armor and wielding no shield, her speed increases by 20 feet shatter, suggestion
(included in her speed). 3rd level (3 slots): counterspell, erupting earth*
4th level (3 slots): polymorph, stoneskin
A c tio n s 5th level (2 slots): wall ofstone
Multiattack. Hellenrae makes three melee attacks. 6th level (1 slot): move earth
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., A c tio n s
one target. Hit: 9 (1d10 + 4) bludgeoning damage. Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
R e a c tio n s target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
bludgeoning damage when used with two hands.
Parry and Counter. Hellenrae adds 3 to her AC against one
melee or ranged weapon attack that would hit her. To do so, Miraj is an earth genasi from Calimshan. He is a
she must be able to sense the attacker with her blindsight. perfectionist who oversees the Black Earth cult’s
Ifthe attack misses, Hellenrae can make one melee attack tunneling operations and specializes in magic and
against the attacker if it is within her reach. alchemical processes that shape stone. He also has an
The chief lieutenant of Marlos Urnrayle, Hellenrae lost affinity for the element of water and styles himself a
her sight as a child. A bitter, angry orphan, she was “mud sorcerer.”
taken in by a monastic order and trained to use her Though he is the most accomplished spellcaster
other senses to compensate. However, she took the in the Cult of the Black Earth, he has no interest in
monks’ philosophy of self-denial and emptiness of mind challenging Marlos Urnrayle for leadership. He knows
to extremes, seeking to fill herself with the dark power that he is no match for the medusa and is happy to
she sensed sleeping in the earth and rock around her. pursue his experiments while Marlos leads.
Hellenrae is a dour, unsmiling woman who habitually
wears drab robes and a golden gargoyle mask with
no eye holes. She despises weakness in any form.
Therefore, she hates just about everybody, and barely
tolerates the other Black Earth cultists.
M a rlo s U rn ra y le
Medium monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 18 (+4) 12 (+1) 13 (+1) 17 (+3)
Skills Arcana +4, Deception +6, Perception +4
Damage Resistances acid
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 14
Languages Common, Terran
Challenge 8 (3,900 XP), or 12 (8,400 XP) with lair actions
Earthen Defeat. When Marlos drops to 0 hit points, his body
transforms into mud and collapses into a pool. Anything he is
wearing or carrying is left behind.
Earth Passage. Marlos can move in difficult terrain composed
of anything made from earth or stone as if it were normal
terrain. He can move through solid earth and rock as if it were
difficult terrain. If he ends his turn there, he is shunted into the
nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he
can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos’s eyes
starts its turn within 30 feet of him, Marlos can force it to make
a DC 14 Constitution saving throw if Marlos isn’t incapacitated
and can see the creature. Ifthe saving throw fails by 5 or more,
the creature is instantly petrified. Otherwise, a creature that
fails the save begins to turn to stone and is restrained. The
restrained creature must repeat the saving throw at the end
of its next turn, becoming petrified on a failure or ending the
effect on a success. The petrification lasts until the creature is
freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. Ifthe creature does so, Marlos wields the magical war pick Ironfang, which
it can’t see Marlos until the start of its next turn, when it can he found in the Fane of the Eye after being drawn to the
decide to avert its eyes again. Ifthe creature looks at Marlos in spot by a vision. Because of his medusa curse and his
the meantime, it must immediately make the save. possession of the elemental weapon, the other Black
If Marlos sees himself reflected on a polished surface within Earth cultists believe that he stands high in Ogremoch’s
30 feet of him and in an area of bright light, Marlos is, due to favor and are fanatically loyal to him.
his curse, affected by his own gaze.
In t h e E a r t h N ode
A c tio n s When the Temple of Black Earth is threatened, Marlos
Multiattack. Marlos makes three melee attacks, one with his Urnrayle retreats to the Black Geode, the earth node.
snake hair and two with Ironfang. Within this node, Marlos gains one additional use of his
Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft., Legendary Resistance trait.
one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) L a ir A c tio n s
poison damage.
If Marlos is in the earth node while Ogremoch isn’t,
Ironfang. Melee Weapon Attack: +9 to hit, reach 5 ft., the medusa can take lair actions. On initiative count
one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 20 (losing initiative ties), Marlos uses a lair action to
thunder damage. cast earthquake without using components. As long as
Marlos Urnrayle is the earth prophet of Elemental Evil he maintains concentration on earthquake, initiative
and the leader of the Black Earth cult in the Sumber count 20 is the start of Marlos’s turn for the purpose
Hills. He is a medusa of unusual power who was once of the spell. He can take no other lair actions while
a vain and cruel human nobleman. Marlos delights in concentrating on earthquake.
petrifying his foes, especially those of great physical Marlos’s second option for a lair action is to draw
beauty, and smashing the remains to rubble. power from the earth node to heal. When he does so, he
regains 30 (6d8 + 3) hit points.
E t e r n a l F la m e C u l t i s t s
It is often said that fire is a dangerous servant and
a fearful master. So too it is with the Eternal Flame
cultists. Low-ranking members of the cult love the
destructive power of fire. The cult leaders harness fire
to cleanse their surroundings of anything impure and
anyone who’s insufficiently dedicated to the cause.
It’s perhaps too facile to say that those who follow
elemental fire are pyromaniacs who were obsessed with
flame as children, but there’s a grain of truth behind the
stereotype. Eternal Flame cultists are fascinated with
fire of all sorts and sometimes stare into a torch for
several minutes, carefully studying each flicker of flame.
Many have an experimental streak, eager to see what
happens when something—a barrel of pitch, a hunter’s
cabin, an annoying merchant—is set ablaze.
Like the flames they adore, Eternal Flame cultists
are quick to act. In a fight, they rarely take prisoners or
retreat; they strive to be like an ever-advancing wildfire
as they march forward. More broadly, they favor the
direct approach and the simple plan to more oblique
machinations. That’s one reason they loathe the cultists
of elemental water, with all their supposed subtleties
and ruses. Often it’s better put the target to the torch,
then sift through the ashes afterward.
E t e r n a l F la m e G u a r d ia n
Medium humanoid (human), chaotic evil
Armor Class 17 (breastplate, shield; 15 while using a crossbow)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 11 (+0) 13 (+1)
Skills Intimidation +3, Perception +2
Damage Resistances fire
Senses passive Perception 12
Languages Common E t e r n a l F la m e P r ie s t
Challenge 2 (450 XP) Mediumhumanoid (human), neutral evil
Flaming Weapon (Recharges after a Short or Long Rest). As Armor Class 12 (15 with mage armor)
a bonus action, the guard can wreath one melee weapon it is Hit Points 52 (8d8 + 16)
wielding in flame. The guard is unharmed by this fire, which Speed 30 ft.
lasts until the end of the guard’s next turn. While wreathed in
flame, the weapon deals an extra 3 (1d6) fire damage on a hit. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3)
A c tio n s
Multiattack. The guard makes two melee attacks. Skills Deception +5, Intimidation +5, Religion +2
Damage Resistances fire
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses passive Perception 10
target. Hit: 6 (1d8 + 2) slashing damage. Languages Common, Ignan
Challenge 3 (700 XP)
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Spellcasting. The priest is a 5th-level spellcaster. Its
Eternal Flame guardians are dullards fascinated spellcasting ability is Charisma (spell save DC 13, +5 to hit
by the power of fire and eager to show the cult’s with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):
enemies firsthand what it feels like to burn. They
light things aflame to honor elemental fire and just for Cantrips (at will): controlflames,*create bonfire,*fire bolt, light,
entertainment, but they don’t always think ahead about minor illusion
what else nearby might catch fire. 1st level (4 slots): burning hands, expeditious
retreat, mage armor
2nd level (3 slots): blur, scorching ray R a z e rb la s t
3rd level (2 slots): fireball Mediumhumanoid (human), chaotic evil
A c tio n s
Armor Class 17 (splint)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Hit Points 112 (15d8 + 75)
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Speed 30 ft.
Eternal Flame priests see the world around them as STR DEX CON INT WIS CHA
impure and unworthy, and believe that only cleansing 16 (+3) 11 (+0) 16 (+3) 9 (-1) 10 (+0) 13 (+1)
by fire can set it right. As a result, all fire is deemed
holy, from the smallest candle flame to the greatest Skills Intimidation +4, Perception +3
conflagrations. When traveling in the open, Eternal Senses passive Perception 13
Flame priests are clever enough to hide their true Damage Immunities fire
beliefs, passing themselves off as druids or wizards with Languages Common, Ignan
a knack for fire magic. Challenge 5 (1,800 XP)
Amphibious. Shoalar can breathe air and water. Armor Class 16 (natural armor)
Hit Points 112 (15d8 + 45)
Innate Spellcasting. Shoalar’s innate spellcasting ability is Speed 30 ft., swim 30 ft.
Constitution (spell save DC 13, +5 to hit with spell attacks).
He can innately cast the following spells (an asterisked spell is STR DEX CON INT WIS CHA
from appendix B): 15 (+2) 15 (+2) 16 (+3) 12 (+1) 18 (+4) 13 (+1)
At will: shape water* Skills Nature +8, Survival +8
1/day: create or destroy water Damage Resistances cold
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting Senses passive Perception 14
ability is Charisma (spell save DC 13, +5 to hit with spell Languages Aquan, Common
attacks). He knows the following sorcerer spells (an asterisked Challenge 9 (5,000 XP), or 13 (10,000 XP) with lair actions
spell is from appendix B):
Amphibious. Gar can breathe air and water.
Cantrips (at will): acid splash, chill touch, friends, prestidigitation,
ray of frost Legendary Resistance (2/Day). If Gar fails a saving throw, he
1st level (4 slots): disguise self, mage armor, magic missile can choose to succeed instead.
2nd level (3 slots): hold person, misty step
3rd level (2 slots): tidal wave* Spellcasting. Gar is a 9th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks). He has the following druid spells prepared (an
asterisked spell is from appendix B):
Cantrips (at will): mending, resistance, shape water*
1st level (4 slots): create or destroy water, cure wounds, fog
cloud, thunderwave
2nd level (3 slots): darkvision, hold person,
protectionfrom poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can stand and move on liquid surfaces as if
they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses
into a pool of inky water that rapidly disperses. Anything he
was wearing or carrying is left behind.
A c tio n s
Multiattack. Gar makes two melee attacks, one with his claw
and one with Drown.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, and the target is
grappled (escape DC 13). Until the grapple ends, Gar can’t
attack other creatures with his claw.
Drown. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft.
or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage
plus 4 (1d8) cold damage.
Gar Shatterkeel is the water prophet of Elemental Evil Brute. Amelee weapon deals one extra die of its damage when
and the dour leader of the Crushing Wave cult. He is Drannin hits with it (included in the attack).
embittered by a life of suffering at the hands of others. Dwarven Resilience. Drannin has advantage on saving throws
Pirates killed his family when he was young, he was against poison.
forced into servitude aboard a merchant ship, and then
another band of pirates left him to die at sea, where he Indomitable (Recharges after a Short or Long Rest). Drannin
lost his arm to a shark. Gar sees the elemental power can reroll a saving throw that he fails. He must use the new roll.
of water as the only thing of value in his life and has Second Wind (Recharges after a Short or Long Rest). Drannin
gathered others who feel as he does. can use a bonus action to regain 16 (1d10 + 11) hit points.
Gar bears the elemental weapon Drown. His missing
arm has been replaced by an artificial limb in the shape Special Equipment. Drannin wears a control amulet for his
of a crab’s claw. As the leader of Olhydra’s cult, he shield guardian (see the Monster Manual) and a ring ofcold
wields her innate magic. Other Crushing Wave cultists resistance. He also carries a potion of frost giant strength.
sense her power in him and follow him out of fear. A c tio n s
In t h e W a te r Node Multiattack. Drannin makes three attacks with his greataxe.
When it becomes clear that the Temple of the Crushing Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Wave is no longer secure, Gar retreats to the Plunging target. Hit: 17 (2d12 + 4) slashing damage.
Torrents, the water node. Within this node, Gar gains
one additional use of his Legendary Resistance trait. Drannin is a self-serving dwarf who has always felt that,
due to his heritage, he was owed better than he received.
L a ir A c tio n s When he didn’t receive the accolades, he began to see
If Gar is in the water node while Olhydra isn’t, he can everyone in his way as the problem, trying to keep him
take lair actions. On initiative count 20 (losing initiative down, and he vowed to do whatever it took to turn the
ties), Gar uses a lair action to use his Multiattack or tables. He is currently intent on claiming the legendary
cast one of his spells, up to 3rd level, without using axe Orcsplitter, the weapon buried with King Torhild
components or a spell slot. He can’t cast the same spell Flametongue of Besilmer many centuries ago. The
two rounds in a row, but he can continue to concentrate secret doors and puzzles of the Halls of the Hunting Axe
on a spell he previously cast using a lair action. He can have frustrated Drannin for a long time, but he now has
take no other lair actions while concentrating on a spell a plan to dupe his cousin Gargosh into finding the axe
cast as a lair action. His favorite use of this capability is for him (see the “Halls of the Hunting Axe” side trek in
casting inflict wounds or call lightning. chapter 6). Drannin believes that with Orcsplitter in his
If Gar casts cure wounds using this lair action, possession he can establish himself as a powerful lord
he regains the maximum number of hit points from among his clan, and finally win the respect he thinks
the spell (28). he deserves.
Drannin’s most prized possession is his shield
O th e r V illa in s guardian. He stole the amulet that controls the shield
Not every troublemaker in the Dessarin Valley is a guardian from a sorcerer some years back.
cultist. Some prefer to keep their affiliation with the
elemental cults secret, while many more have nothing G h a ld
to do the cults. This section presents a collection of Large humanoid (Sahuagin), lawful evil
villains from the introductory adventures and side treks
in chapter 6. Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., swim 50 ft.
D r a n n in S p lith e lm
Mediumhumanoid (shield dwarf), neutral evil STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 16 (+3) 14 (+2) 13 (+1) 17 (+3)
Armor Class 18 (plate)
Hit Points 93 (11d8 + 44) Saving Throws Dex +6, Con +6, Int +5, Wis +4
Speed 25 ft. Skills Insight +4, Perception +7
Senses Darkvision 120 ft., passive Perception 17
STR DEX CON INT WIS CHA Languages Common, Sahuagin
19 (+4) 10 (+0) 18 (+4) 11 (+0) 8 (-1) 12 (+1) Challenge 7 (2,900 XP)
Skills Athletics +7, Intimidation +4 Assassinate. During its first turn, Ghald has advantage on
Damage Resistances cold, poison attack rolls against any creature that hasn’t taken a turn. Any
Senses darkvision 60 ft., passive Perception 9 hit Ghald scores against a surprised creature is a critical hit.
Languages Common, Dwarvish
Challenge 7 (2,900 XP) Limited Amphibiousness. Ghald can breathe air and water, but
he needs to be submerged at least once every 4 hours to avoid
Action Surge (Recharges after a Short or Long Rest). Drannin suffocating.
takes an additional action on his turn.
Shark Telepathy. Ghald can magically command any shark Yartar. He’s careful not to emerge from his hiding place
within 120 feet of him, using a limited telepathy. beneath the docks unless it’s dark and rainy, and even
Sneak Attack. Ghald deals an extra 14 (4d6) damage when then he hides under a bulky cloak. He and Unferth serve
he hits a target with a weapon attack and has advantage on as the Kraken Society’s top operatives in this part of the
the attack roll, or when the target is within 5 feet of an ally North, and specialize in advancing the agenda of the
of Ghald’s that isn’t incapacitated and Ghald doesn’t have society through theft, intimidation, and assassination.
disadvantage on the attack roll. When the thieves’ guild known as the Hand of Yartar
comes into possession of a powerful elemental weapon
A c tio n s (see the “Dark Dealings in Yartar” side trek in chapter
Multiattack. Ghald makes three attacks, one with his bite and 6), Ghald and Unferth make sure the Kraken Society
two with his shortswords. comes in with the top bid. They then make sure that no
one else interferes.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 9 (2d4 + 4) piercing damage.
G ru m in k t h e R e n e g a d e
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Grumink is a dwarf gone bad. He is a chaotic evil gold
creature. Hit: 11 (2d6 + 4) piercing damage. dwarf assassin with dwarf racial traits. Bloodthirsty,
Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one callous, and mercenary, Grumink is a vile outlaw who
Medium or Small creature against which Ghald has advantage stops at nothing to get what he wants. Most thieves don’t
on the attack roll. Hit: 9 (2d4 + 4) bludgeoning damage, and bother to take on heavily-armed opponents, preferring to
the target is grappled (escape DC 15). Until the grapple ends, avoid unnecessary fights. Grumink delights in building
the target can’t breathe, and Ghald has advantage on attack his reputation as a cold-blooded killer, and goes out of
rolls against it. his way to slay people when doing so might add to his
notoriety or attract the attention of the law. He might
Ghald is an 8-foot-tall, four-armed Sahuagin who works claim that it isn’t personal, but it is.
with a partner, Unferth, for the Kraken Society in
Grumink is currently working for an oni named town after another, he finally sought refuge in an old
Obratu, who seeks the treasure vaults of Besilmer’s outlaw’s lair he discovered near Lance Rock. There he
long-lost summer palace. The oni believes that the commenced his newest round of experiments, avoiding
palace lies near the Shrine of the Tender Oath, a secret all other living souls.
dwarven retreat in the Vale of Dancing Waters. It hired What few social graces Oreioth once possessed are
Grumink and his crew of cutthroats to seize the shrine fading rapidly. He has become a megalomaniac, styling
and start digging (see “The Vale of Dancing Waters” in himself the Lord of Lance Rock and surrounding
chapter 6). The thought of defiling one of his people’s himself with zombies and skeletons compelled to heed
holy places troubles Grumink not at all. his every whim. Oreioth barely recognizes his own
name anymore, and he harbors dreams of founding a
O re io th kingdom of undead servitors with himself on the throne.
Medium humanoid (human), chaotic evil
W ig g a n N e t tl e b e e
Armor Class 11 (14 with mage armor) Small humanoid (halfing), neutral evil
Hit Points 39 (6d8 + 12)
Speed 30 ft. Armor Class 11 (16 with barkskin)
Hit Points 36 (8d6 + 8)
STR DEX CON INT WIS CHA Speed 30 ft.
8 (-1) 13 (+1) 14 (+2) 16 (+3) 9 (-1) 11 (+0)
STR DEX CON INT WIS CHA
Saving Throws Wis +1 8 (-1) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 13 (+1)
Skills Arcana +5, Investigation +5, Medicine +1
Senses passive Perception 9 Skills Deception +3, Insight +4
Languages Abyssal, Common Languages Common, Halfling
Challenge 2 (450 XP) Challenge 2 (450 XP)
Grim Harvest. Once per turn when Oreioth kills one or more Brave Devotion. Wiggan has advantage on saving throws
creatures with a spell of 1st level or higher, he regains hit against being charmed or frightened.
points equal to twice the spell’s level.
Spellcasting. Wiggan is a 4th-level spellcaster. His spellcasting
Spellcasting. Oreioth is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell
ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:
attacks). He has the following wizard spells prepared:
Cantrips (at will): guidance, light, mending,
Cantrips (at will): chill touch, minor illusion, prestidigitation, shillelagh, thaumaturgy
shocking grasp 1st Level (4 slots): animalfriendship, cure wounds, healing word,
1st level (4 slots):false life, mage armor, magic missile, inflict wounds, speak with animals
ray ofsickness 2nd Level (3 slots): barkskin, spike growth, spiritual weapon
2nd level (3 slots): crown of madness, misty step
3rd level (3 slots): animate dead, Vampiric touch A c tio n s
Swift Animation (Recharges after a Long Rest). When a living Multiattack. Wiggan makes two attacks with his wooden cane.
Medium or Small humanoid within 30 feet of Oreioth dies,
he can use an action on his next turn to cast animate dead on Wooden Cane (Club). Melee Weapon Attack: +0 to hit (+4 to
that humanoid’s corpse, instead of using the spell’s normal hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4 - 1)
casting time. bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage
with shillelagh.
A c tio n s Wiggan Nettlebee is the patriarch of the Nettlebee clan,
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. a wealthy family of halflings that raise livestock and
Hit: 3 (1d4 + 1) piercing damage. farm their land. He presents the outward appearance
A lean, black-bearded young noble from Baldur’s Gate, of a modest rancher, and he forbids extravagance on
Oreioth is more at home among the dead than the his farm. Thinking he had found a cult dedicated to
living. He was cruel almost from the time he could talk, the dominating nature and utilizing its darker aspects.
catching small creatures and killing them in hideously Wiggan joined the Cult of the Black Earth. He still
inventive ways to savor the power of life and death. He doesn’t know the full extent of the cult’s plans.
grew to be an embarrassment to his well-off family, Wiggan dislikes and distrusts outsiders. He believes
who paid a tutor to channel his undeniable intelligence they are all evildoers who would steal from him if
and curiosity into more positive outlets. They didn’t they could. He sees the earth cult as a powerful and
know they had apprenticed the young Oreioth to a necessary ally toward securing his finances and
necromancer in need of an assistant for his researches. sustaining his position. A greedy miser, Wiggan
When Oreioth’s master decided he had no more use becomes visibly upset at the thought of parting with
for his apprentice, he sent Oreioth off to make his own even a few spare coins from his hoard.
way in the world. Oreioth worked his way northward,
robbing graves and using his magic to intimidate or
rob anyone weaker than him. Driven out of one decent
E l e m e n t a l M y rm id o n s E a r t h E le m e n ta l M y rm id o n
Elemental myrmidons are elementals conjured and Mediumelemental, neutral
bound by magic into ritually created suits of plate
armor. In this form, they possess no recollection of Armor Class 18 (plate)
Hit Points 127 (17d8 + 51)
their former existence as free elementals. They exist Speed 30 ft.
only to follow the commands of their creators.
STR DEX CON INT WIS CHA
A ir E le m e n ta l M y rm id o n 18 (+4) 10 (+0) 17 (+3) 8 (-1) 10 (+0) 10 (+0)
Medium elemental, neutral
Damage Resistances bludgeoning, piercing, and slashing from
Armor Class 18 (plate) nonmagical weapons
Hit Points 117 (18d8 + 36) Damage Immunities poison
Speed 30 ft., fly 30 ft. Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages Terran, one language of its creator’s choice
18 (+4) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 10 (+0) Challenge 7 (2,900 XP)
Damage Resistances lightning, thunder; bludgeoning, piercing, Magic Weapons. The myrmidon’s weapon attacks are magical.
and slashing from nonmagical weapons
Damage Immunities poison A c tio n s
Condition Immunities paralyzed, petrified, poisoned, prone Multiattack. The myrmidon makes two maul attacks.
Senses darkvision 60 ft., passive Perception 10
Languages Auran, one language of its creator’s choice Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 7 (2,900 XP) Hit: 11 (2d6 + 4) bludgeoning damage.
Magic Weapons. The myrmidon’s weapon attacks are magical. Thunderous Strike (Recharge 6). The myrmidon makes one
maul attack. If the attack hits, it deals an extra 16 (3d10)
A c tio n s thunder damage, and the target must succeed on a DC 14
Strength saving throw or be knocked prone.
Multiattack. The myrmidon makes three flail attacks.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Lightning Strike (Recharge 6). The myrmidon makes one
flail attack. If the attack hits, it deals an extra 18 (4d8)
lightning damage, and the target must succeed on a DC 14
Constitution saving throw or be stunned until the end of the
myrmidon’s next turn.
F ir e E l e m e n ta l M y rm id o n W a te r E le m e n t a l M y rm id o n
Mediumelemental, neutral Medium elemental (water), neutral
Armor Class 18 (plate) Armor Class 18 (plate)
Hit Points 117 (18d8 + 36) Hit Points 127 (17d8 + 51)
Speed 40 ft. Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 15 (+3) 8 (-1) 10 (+0) 10 (+0)
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances acid; bludgeoning, piercing, and slashing
nonmagical weapons from nonmagical weapons
Damage Immunities fire, poison Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Ignan, one language of its creator’s choice Languages Aquan, one language of its creator’s choice
Challenge 7 (2,900 XP) Challenge 7 (2,900 XP)
Illumination. The myrmidon sheds bright light in a 20-foot Magic Weapons. The myrmidon’s weapon attacks are magical.
radius and dim light in a 40-foot radius.
A c tio n s
Magic Weapons. The myrmidon’s weapon attacks are magical.
Multiattack. The myrmidon makes three trident attacks.
Water Susceptibility. For every 5 feet the myrmidon moves in
water, it takes 2 (1d4) cold damage. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
A c tio n s Freezing Strikes (Recharge 6). The myrmidon uses
Multiattack. The myrmidon makes three scimitar attacks. Multiattack. Each attack that hits deals an extra 5 (1d10)
cold damage, and the target’s speed is reduced by 10
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one feet until the end of the myrmidon’s next turn.
target. Hit: 7 (1d6 + 4) slashing damage.
Fiery Strikes (Recharge 6). The myrmidon uses Multiattack.
Each attack that hits deals an extra 5 (1d10) fire damage.
soon follow, and the four cults are often found together
P rin c e s o f E le m e n ta l E v il despite their mutual antipathy.
For the most part, the elements that make up the world Elemental Nodes. The princes of Elemental Evil seek
are indifferent to good or evil as mortals understand to spread their power by sowing the seeds of elemental
the concepts. Creatures such as fire elementals can be nodes throughout the world. Elemental nodes are places
dangerous and destructive, but they have no particular in the Material Plane that are suffused with energy from
aim other than to exist. However, some of the primordial the Elemental Planes. For example, a subterranean
powers of the elemental plane are tainted with true evil. magma chamber or a swamp with flaming gas seeps
These are the princes of Elemental Evil, old and jealous might be an elemental node of fire. Elemental nodes are
elemental beings that despise the world of living things. like beachheads for the elemental princes, places from
Each of the princes is a unique elemental lord of terrible which they can reshape part of the world to their own
power, and each commands the loyalty of many lesser tastes and wreak destruction on whatever is nearby.
elementals that have likewise been corrupted by their When an elemental prince succeeds in establishing a
evil—as well as mortal worshipers who likewise seek to node, it channels its power—and its elemental minions—
scour the world with the wrath of the elements. to that spot, spreading Elemental Evil like a cancer in
Each prince of Elemental Evil is a unique being unlike the firmament of the world.
any other elemental, or any of the other princes. Some Worshiped by Cults. The princes of Elemental Evil
embody the combination of elements—for example, are indifferent to mortal followers. They aren’t gods and
Bwimb, the Lord of Ooze, or Cryonax, the Prince of don’t crave worship, but evil mortals find that Elemental
Evil Cold. However, the four princes most strongly Evil is a ready source of magical power and lends itself
associated with the cult of Elemental Evil are malicious to destructive uses. Cultists often gather near elemental
embodiments of the four base elements. They are: nodes and attempt perilous rituals to tap into the power
• Imix, Prince of Evil Fire (the All-Consuming Fire, the of Elemental Evil or attract the attention of one of the
Eternal Flame) princes. These fell beings don’t hear prayers or grant
• Ogremoch, Prince of Evil Earth (Tyrant of Black spells, but they can serve as sources of power to those
Earth, the Mountain of Doom) who learn to draw on their might. More often than not,
• Olhydra, Princess of Evil Water (the Crushing Wave, the princes of Elemental Evil wind up destroying the
Well of Endless Anguish) mortals who called on them. Until they do, clever (or
• Yan-C-Bin, Prince of Evil Air (the Shadow of the Four crazed) cultists can do a great deal of harm with the
Winds, the Howling Hatred) elemental power they borrow.
Forces of Destruction. The princes aren’t concerned
with spreading wickedness among mortals or making Im ix
Huge elemental, neutral evil
any kind of order or philosophy dominant in the world.
Their evil is blind, destructive, and hungry. They Armor Class 17
hate the way the world is made and the natural laws Hit Points 325 (26d12 + 156)
that constrain their favored elements. They resent Speed 50 ft., fly 50 ft.
the gods who shaped the world, and the mortals for
whom the world was shaped, especially mortals who STR DEX CON INT WIS CHA
seek to impose their will on the elements. The princes 19 (+4) 24 (+7) 22 (+6) 15 (+2) 16 (+3) 23 (+6)
unleash natural catastrophes at every opportunity, and
gladly crush or devour mortals to assert their mastery Saving Throws Dex +14, Con +13, Cha +13
over the world. Damage Resistances bludgeoning, piercing, and slashing
Uncooperative. While the princes of Elemental Evil damage from nonmagical weapons
share a love of destruction and hatred of mortals, they Damage Immunities fire, poison
don’t cooperate with each other. Each is concerned Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned, prone, restrained
only with advancing his or her own favored element. At Senses blindsight 120 ft., passive Perception 13
best they are indifferent to each other, but each prince Languages Common, Ignan
hates the prince representing the element opposite to its Challenge 19 (22,000 XP)
own (fire and water, or air and earth), and often goes to
great lengths to block its enemy’s efforts or destroy its Empowered Attacks. Imix’s slam attacks are treated as magical
enemy’s followers. for the purpose of bypassing resistance and immunity to
The Elder Elemental Eye. While the princes of nonmagical weapons.
Elemental Evil act independently of each other, there is
a mysterious force that seems to link them together: the Fire Aura. At the start of each of Imix’s turns, each creature
Elder Elemental Eye. Some sages believe that the Eye within 10 feet of him takes 17 (5d6) fire damage, and
flammable objects in the aura that aren’t being worn or carried
is a dark, primordial god that corrupted the elements ignite. Acreature also takes 17 (5d6) fire damage if it touches
in the beginning of the world, giving rise to each of the Imix or hits him with a melee attack while within 10 feet of him,
princes. Others hold that the Elder Elemental Eye is and a creature takes that damage the first time on a turn that
a binding force—a common fate, or perhaps a curse— Imix moves into its space. Nonmagical weapons that hit Imix
that ties the princes together. Whenever one aspect of are destroyed by fire immediately after dealing damage to him.
Elemental Evil takes root in the world, the other three
Fire Form. Imix can enter a hostile creature's space and stop and he burns alive any he can catch for nothing more
there. He can move through a space as narrow as 1 inch than the wicked glee of watching them writhe and die
without squeezing if fire could pass through that space. in his flames.
Illumination. Imix sheds bright light in a 60-foot radius and Like his native element, Imix is fickle, temperamental,
dim light for an additional 60 feet. and highly destructive. Anything combustible stokes his
hunger, but he takes special delight in feeding on the
Legendary Resistance (3/Day). I mix fails a saving throw, he handiwork and possessions of intelligent beings, such as
can choose to succeed instead. crops, buildings, or goods. Imix doesn’t even spare his
Innate Spellcasting. Imix’s innate spellcasting ability is own followers or those who placate him with gifts and
Charisma (spell save DC 20, +12 to hit with spell attacks). sacrifices—he is capricious and unpredictable, and often
He can innately cast the following spells, requiring no turns on those who think they have earned his favor.
material components:
At will: fireball, wall of fire
3/day each: fire storm, haste, teleport
Magic Resistance. Imix has advantage on saving throws against
spells and other magical effects.
A c tio n s
Multiattack. Imix makes two slam attacks or two flame
blast attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6)
fire damage.
Flame Blast. Ranged Spell Attack: +12 to hit, range 250 ft., one
target. Hit: 35 (10d6) fire damage.
Summon Elementals (1/Day). Imix summons up to three fire
elementals and loses 30 hit points for each elemental he
summons. Summoned elementals have maximum hit points,
appear within 100 feet of Imix, and disappear if Imix is reduced
to 0 hit points.
L egendary A c tio n s
Imix can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Imix regains
spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast of heat within 300 feet of
himself. Each creature in the area in physical contact with
metal objects (for example, carrying metal weapons or
wearing metal armor) takes 9 (2d8) fire damage. Each
creature in the area that isn’t resistant or immune to fire
damage must make a DC 21 Constitution saving throw or
gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up to 120
feet to an unoccupied space he can see. Anything Imix is
wearing or carrying isn’t teleported with him.
Combustion (Costs 3 Actions). Imix causes one creature he
can see within 30 feet of him to burst into flames. The target
must make a DC 21 Constitution saving throw. On a failed
save, the target takes 70 (20d6) fire damage and catches fire.
Atarget on fire takes 10 (3d6) fire damage when it starts its
turn, and remains on fire until it or another creature takes an
action to douse the flames. On a successful save, the target
takes half as much damage and doesn’t catch fire.
Imix, the Eternal Flame and the All-Consuming Fire,
is the Prince of Evil Fire. His natural form resembles a
30-foot-tall, 10-foot-wide pillar of fire with smoldering
black pits for eyes. Imix rarely speaks, but he crackles
and roars with terrible laughter as anything combustible
within his grasp bursts into flame and feeds his hate.
Mortal beings are mere objects of contempt to Imix,
I m i x ’s L a i r the characters for 1d10 rounds or until they get out
of its path. Wooden structures caught in the wildfire
Imix’s home is a fiery inverted pyramid within a volcano are destroyed.
on the Elemental Plane of Fire. This fortress-palace • Lava fountains erupt from the ground within 1 mile of
is known as the Temple of Ultimate Consumption. Imix’s lair. Every hour, there is a ten percent chance
Imix is quick to answer calls from the Material Plane, that characters in this area are close enough to an
since he hungers eternally for new forests, plains, and erupting lava fountain to be in danger. A lava fountain
kingdoms to burn. creates a vent 20 feet in diameter, and hurls globs
L a ir A c tio n s of lava up to 200 feet away. Each character within
this area must succeed on a DC 21 Dexterity saving
Imix is master of heat and flames in his vicinity. He can throw or take 11 (2d10) bludgeoning damage plus 17
take lair actions on the Elemental Plane of Fire, or in (5d6) fire damage. A fountain lasts for 2d10 rounds
any elemental fire node (such as the Weeping Colossus before subsiding.
in chapter 5). On initiative count 20 (losing initiative • Wildfires or volcanic fissures within 1 mile of Imix’s
ties), Imix uses his lair action to cause one of the lair form intermittent portals to the Elemental Plane
following effects: of Fire, allowing elemental creatures into the mortal
• Any fires in the lair flare up drastically, quadrupling world to dwell near those points.
in size (for example, a fire blazing in a 5-foot by 5-foot If Imix is destroyed or banished back to his home plane,
area expands to a 10-foot by 10-foot area). Pools or the regional effects fade over the next 1d10 days.
streams of lava or other molten material are also
affected. Creatures caught in the area of an expanded
fire are subject to the normal damage for entering or O g re m o c h
being in the fire. Creatures caught by a sudden flood of Gargantuan elemental, neutral evil
lava must succeed on a DC 20 Strength saving throw Armor Class 20 (natural armor)
or be knocked prone, in addition to the normal dam Hit Points 526 (27d20 + 243)
age for contact with molten rock. Speed 50 ft., burrow 50 ft.
• A thick cloud of black smoke and burning embers fills
a 40-foot-radius sphere within 120 feet of Imix, lasting STR DEX CON INT WIS CHA
until initiative count 20 of the next round. Creatures 26 (+8) 11 (+0) 28 (+9) 11 (+0) 15 (+2) 22 (+6)
and objects within or beyond the smoke are heavily
obscured. A creature that enters the cloud of embers Saving Throws Str +14, Con +15, Wis +8
for the first time on a turn or starts its turn there takes Damage Resistances bludgeoning, piercing, and slashing
10 (3d6) fire damage. damage from nonmagical weapons
• A wave of searing heat fills the lair in a 300-foot Damage Immunities poison
radius around Imix for an instant. Each creature Condition Immunities charmed, frightened, paralyzed,
other than Imix in the area must succeed on a DC 15 petrified, poisoned, prone
Senses blindsight 120 ft., tremorsense 120 ft., passive
Constitution saving throw or take 1d8 fire damage. Perception 12
Creatures that take fire damage from this effect gain Languages Common, Terran
one level of exhaustion. In addition, there is a fifty per Challenge 20 (24,500 XP)
cent chance that any container of fluid held or carried
by an affected creature (for example, a magic potion) Empowered Attacks. Ogremoch’s slam attacks are treated
is destroyed. as magical and adamantine for the purpose of bypassing
resistance and immunity to nonmagical weapons.
R e g io n a l E f fe c ts
The region containing an elemental node in which Imix Innate Spellcasting. Ogremoch’s innate spellcasting ability
is present becomes vulnerable to the influence of fire. is Charisma (spell save DC 20, +12 to hit with spell attacks).
This creates the following effects: He can innately cast the following spells, requiring no
material components:
• A dry, baking heat wave strikes the region within 10
miles of Imix’s location. At first, effects are minor- At will: meld into stone, move earth, wall ofstone
grass turns brown, animals become listless, work and Legendary Resistance (3/Day). If Ogremoch fails a saving
travel become very tiring. The longer Imix remains, throw, he can choose to succeed instead.
the worse the heat becomes; after 5 days, crops die Magic Resistance. Ogremoch has advantage on saving throws
and ponds dry up; after 10 days, unprotected livestock against spells and other magical effects.
dies, and wells and small rivers dry up; after 20 days,
large lakes and rivers are reduced in depth by 20 feet Siege Monster. Ogremoch deals double damage to objects and
and shrink accordingly. structures with his melee and ranged weapon attacks.
• Wildfires erupt within a 5-mile radius of Imix’s lair.
Every hour, there is a ten percent chance that char A c tio n s
acters in this area are caught in the path of a wildfire Multiattack. Ogremoch makes two slam attacks.
moving 50 feet per round. Each character must suc Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
ceed on a DC 21 Constitution saving throw or take Hit: 30 (4d10 + 8) bludgeoning damage.
10 (3d6) fire damage. A wildfire continues to threaten
Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft., one O g r e m o c h ’s L a i r
target. Hit: 46 (7d10 + 8) bludgeoning damage. Ifthe target is a
creature, it must succeed on a DC 23 Strength saving throw or Ogremoch is normally found in the depths of elemental
be knocked prone. earth, choosing caverns with black crystals and jagged
rock spikes to serve as his throne room. He can enter
Summon Elementals (1/Day). Ogremoch summons up to three the Material Plane through large and well-established
earth elementals and loses 30 hit points for each elemental nodes of elemental earth, with a little help from the
he summons. Summoned elementals have maximum hit proper rituals. Within such a node, Ogremoch wields
points, appear within 100 feet of Ogremoch, and disappear if great power.
Ogremoch is reduced to 0 hit points.
L eg endary A c tio n s
Ogremoch can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
turn. Ogremoch regains spent legendary actions at the start
of his turn.
Illuminating Crystals. Ogremoch’s crystalline protrusions flare.
Each creature within 30 feet of Ogremoch becomes outlined
in orange light, shedding dim light in a 10-foot radius. Any
attack roll against an affected creature has advantage if the
attacker can see it, and the affected creature can’t benefit
from being invisible.
Stomp (Costs 2 Actions). Ogremoch stomps the ground,
creating an earth tremor that extends in a 30-foot radius.
Other creatures standing on the ground in that radius
must succeed on a DC 23 Dexterity saving throw
or fall prone.
Create Gargoyle (Costs 3 Actions). Ogremoch’s hit points
are reduced by 50 as he breaks off a chunk of his body
and places it on the ground in an unoccupied space
within 15 feet of him. The chunk of rock instantly
transforms into a gargoyle and acts on the same
initiative count as Ogremoch. Ogremoch can’t use this
action if he has 50 hit points or fewer. The gargoyle obeys
Ogremoch’s commands and fights until destroyed.
The Prince of Evil Earth is Ogremoch (pronounced
oh-gray-mock), the Mountain that Walks. His natural
form is a shambling, 50-foot-tall colossus of rock,
with crystal growths embedded throughout his body.
When he bothers to speak, his voice sounds like
grinding stones.
Ogremoch is a miser who regards all the resources
and treasures found in the ground as his own. He holds
nothing but contempt for mortals (or any other denizens
of the Material Plane) and desires nothing more than to
crush and subjugate whomever he encounters. What he
can’t crush, he endures and outlasts.
Ogremoch especially resents any mortals that dare
to remove valuable metal or stone from the earth, and
those who shape or build things of stone. He notices
each nugget of gold or raw gemstone removed from
areas under his influence, seeking to reclaim treasures
“stolen” from him—and to punish the thieves. When the
Prince of Evil Earth gains access to the Material Plane
through an elemental node, he begins to methodically
locate and destroy every mine, quarry, town, or
fortification in the area. It’s not that he needs the wealth,
but the principle of the thing—extracting treasure from
the earth—is anathema to Ogremoch.
L a ir A c tio n s O lh y d ra
Ogremoch can assert his dominion over the rock and Huge elemental, neutral evil
stone around him to take lair actions on the Elemental
Plane of Earth, or in any elemental earth node Armor Class 18 (natural armor)
(including the Black Geode, described in chapter 5). On Hit Points 324 (24d12 + 168)
initiative count 20 (losing initiative ties), Ogremoch uses Speed 50 ft., swim 100 ft.
his lair action to cause one of the following effects:
STR DEX CON INT WIS CHA
• A 10-foot-radius area of rocky or earthy ground within 21 (+5) 22 (+6) 24 (+7) 17 (+3) 18 (+4) 23 (+6)
60 feet of Ogremoch turns to sticky mud. Any creature
on the ground in the area must succeed on a DC 15 Saving Throws Str +11, Con +13, Wis +10
Dexterity saving throw or sink 5 feet into the mud and Damage Resistances lightning; bludgeoning, piercing, and
be restrained. A creature can take an action to make slashing damage from nonmagical weapons
a DC 15 Strength check, ending the effect on itself or Damage Immunities acid, cold, poison
another creature within its reach on a success. Condition Immunities charmed, frightened, paralyzed,
• Crystalline spikes grow from the ground in a petrified, poisoned, prone, restrained
20-foot-radius area within 60 feet of Ogremoch. The Senses blindsight 120 ft., passive Perception 14
Languages Aquan
area becomes difficult terrain. A creature that moves Challenge 18 (20,000 XP)
through the affected area takes 1d8 piercing damage
for every 5 feet it moves there. Creatures that are Empowered Attacks. Olhydra’s slam attacks are treated as
knocked prone in the area also take this damage. magical for the purpose of bypassing resistance and immunity
• A violent tremor shakes the lair in a 120-foot-ra- to nonmagical weapons.
dius around Ogremoch. Each creature other than
Ogremoch on the ground in the area must succeed on Innate Spellcasting. Olhydra’s innate spellcasting ability is
a DC 15 Strength or Dexterity saving throw (target’s Charisma (spell save DC 20, +12 to hit with spell attacks).
choice) or be knocked prone. She can innately cast the following spells, requiring no
material components:
R e g io n a l E f f e c ts At will: wall ofice
The region containing an elemental node in which 3/day: ice storm
Ogremoch is present is seriously affected, becoming 1/day: storm of vengeance
geologically unstable. This creates the following effects: Legendary Resistance (3/Day). If Olhydra fails a saving throw,
• Earth tremors strike the region within 10 miles of she can choose to succeed instead.
Ogremoch’s location every 2d12 hours, each lasting Magic Resistance. Olhydra has advantage on saving throws
1d10 rounds. At first, damage is minor—broken win against spells and other magical effects.
dows, cracked plaster, items toppled off shelves. The
longer Ogremoch remains, the stronger the tremors Water Form. Olhydra can enter a hostile creature’s space and
become. After 5 days, the tremors are strong enough stop there. She can move through a space as narrow as 1 inch
to destroy flimsy structures. After 10 days, they are wide without squeezing.
strong enough to destroy ordinary wooden buildings.
After 20 days, they can seriously damage or destroy A c tio n s
reinforced or fortified structures. Multiattack. Olhydra makes two slam attacks or two water
• Magnetic disturbances within 10 miles of Ogremoch jet attacks.
prevent compasses from functioning there. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one
• Hidden sinkholes and fissures form within 1 mile target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target
of Ogremoch’s location. A hidden sinkhole can be is grappled (escape DC 19). Olhydra can grapple up to four
spotted from a safe distance by any creature with a targets. When Olhydra moves, all creatures she is grappling
passive Wisdom (Perception) score of 15 or higher or move with her.
spotted with a successful DC 15 Wisdom (Survival)
check. Otherwise, the first creature to step on the thin WaterJet. Ranged Weapon Attack: +12 to hit, range 120 ft., one
crust covering the sinkhole must succeed on a DC 15 target. Hit: 21 (6d6) bludgeoning damage, and the target is
Dexterity saving throw or fall 1d6 x 10 feet into the knocked prone if it fails a DC 19 Strength saving throw.
sinkhole or fissure. Summon Elementals (1/Day). Olhydra summons up to three
• Natural caves and tunnels within 1 mile of water elementals and loses 30 hit points for each elemental
Ogremoch’s lair form intermittent portals to the she summons. Summoned elementals have maximum hit
Elemental Plane of Earth, allowing elemental crea points, appear within 100 feet of Olhydra, and disappear if
tures into the mortal world to dwell near those points. Olhydra is reduced to 0 hit points.
If Ogremoch is destroyed or banished back to his home L eg en d ary A c tio n s
plane, the regional effects fade over the next 1d10 days.
Olhydra can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. Olhydra regains spent legendary actions at the start
of her turn.
Crush. One creature that Olhydra is grappling is crushed for 21 Olhydra is the Princess of Evil Water. Sometimes
(3d10 + 5) bludgeoning damage. known as the Crushing Wave, the Dark Tide, or the Well
Fling (Costs 2 Actions). Olhydra releases one creature she is of Endless Anguish, she takes the form of a great wave,
grappling by flinging the creature up to 60 feet away from 20 feet high and 15 feet wide, with opalescent eyes. She
her, in a direction of her choice. Ifthe flung creature comes prefers to remain in or near large bodies of water—seas,
into contact with a solid surface, such as a wall or floor, the lakes, rivers, or sometimes great subterranean pools.
creature takes 1d6 bludgeoning damage for every 10 feet
it was flung. When she needs to, she can surge onto dry land, moving
Water to Acid (Costs 3 Actions). Olhydra transforms her watery much like a wave rushing up onto the shore, but only
body into acid. This effect lasts until Olhydra’s next turn. Any great anger or desperation would drive Olhydra to move
creature that comes into contact with Olhydra or hits her more than a few hundred feet from her native element.
with a melee attack while standing within 5 feet of her takes Olhydra surges forth tirelessly and relentlessly.
11 (2d10) acid damage. Any creature grappled by Olhydra She delights in creating dangerous and destructive
takes 22 (4d10) acid damage at the start of its turn. manifestations of elemental water, especially
maelstroms and floods. She is eager to assert her power
by smashing any vessel that dares to venture into her
realm, and lays waste to villages or towns established
within her reach. Olhydra erodes that which she can’t
batter and drown; she is patient, retreating in the face of
adversity only to return stronger than before.
Of all the Princes of Elemental Evil, Olhydra is the
one most interested in mortals. She recognizes that
pirates and raiders who redden the waters with mortal
blood (and occasionally send treasure-laden ships into
her clutches) are agents of her hateful outlook, whether
they know it or not. Consequently, Olhydra sometimes
spares the worst sort of seafarers from her wrath,
patiently waiting for the day when they deliver others
into her power.
O l h y d r a ’s L a i r
The Princess of Evil Water is native to the Elemental
Plane of Water, where she can be found in the black
depths of vast seas or enthroned among jagged reefs.
Olhydra waits for the chance to enter the Material
Plane through elemental water nodes or when called
by the proper rituals. Whether she is in her elemental
domain or temporarily occupying a water node, Olhydra
commands the waters around her and can shape them
to her will.
L a ir A c tio n s
Olhydra can command the waters around herself to take
lair actions on the Elemental Plane of Water, or in any
elemental water node (such as the Plunging Torrents,
described in chapter 5). On initiative count 20 (losing
initiative ties), Olhydra uses her lair action to cause one
of the following effects:
• Pools of water in the lair surge outward in a grasping
tide. Any creature within 20 feet of such a pool must
succeed on a DC 20 Strength saving throw or be
pulled up to 20 feet into the water and knocked prone.
• Water within 120 feet of Olhydra becomes murky and
opaque until initiative count 20 of the next round. A
creature with darkvision can’t see through the water,
and light can’t illuminate it.
• A freezing fog fills a 40-foot-radius sphere within 120
feet of Olhydra, lasting until initiative count 20 of the
next round. Creatures and objects within or beyond
the fog are heavily obscured. A creature that enters
the freezing cloud for the first time on a turn or starts
its turn there takes 10 (3d6) cold damage.
R e g io n a l E f f e c ts 2/day each: chain lightning, cloudkill, haste
Olhydra’s presence in an elemental node creates Legendary Resistance (3/Day). IfYan-C-Bin fails a saving throw,
a number of widespread effects—bad weather, he can choose to succeed instead.
strong tides, and increasing aggression from
dangerous sea life. Magic Resistance. Yan-C-Bin has advantage on saving throws
against spells and other magical effects.
• Violent downpours become frequent within 10 miles
of the lair. A downpour occurs once every 2d12 hours, A c tio n s
and lasts 1d3 hours. Downpours are so heavy that Multiattack. Yan-C-Bin makes two slam attacks.
creatures moving overland travel at half normal speed
• Within 5 miles of the lair, currents and tides are Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
exceptionally strong and treacherous. Any ability Hit: 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage.
checks made to safely navigate or control a vessel Thundercrack (Recharges after a Short or Long Rest). Yan-C-
moving through these waters has disadvantage. Bin unleashes a terrible thundercrack in a 100-foot- radius
• Aquatic creatures that have an Intelligence score of sphere centered on himself. All other creatures in the area
2 or lower within 1 mile of the lair must succeed on must succeed on a DC 24 Constitution saving throw or take
a DC 15 Wisdom saving throw when they enter the 31 (9d6) thunder damage and be deafened for 1 minute. On a
area. If the saving throw succeeds, the creature is successful save, a creature takes half as much damage and is
frightened and attempts to leave the area, remaining deafened until the start of Yan-C-Bin’s next turn.
frightened while within it. On a failure, the creature Change Shape. Yan-C-Bin polymorphs into a Medium
becomes highly aggressive and remains in the area humanoid. While in polymorphed form, a swirling breeze
for 24 hours. While in this state, the creature gains surrounds him, his eyes are pale and cloudy, and he loses the
advantage on saving throws against charm and Air Form trait. He can remain in polymorphed form for up to 1
fear effects. hour. Reverting to his true form requires an action.
• Natural springs and pools within 1 mile of the lair
form intermittent portals to the Elemental Plane of Summon Elementals (1/Day). Yan-C-Bin summons up to three
Water, allowing elemental creatures into the mortal air elementals and loses 30 hit points for each elemental he
world to dwell near those points. summons. Summoned elementals have maximum hit points,
appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin
If Olhydra is destroyed or banished back to her home is reduced to 0 hit points.
plane, the regional effects fade over the next 1d10 days.
L eg en d ary A c tio n s
Y a n -C -B in Yan-C-Bin can take 3 legendary actions, choosing from the
Huge elemental, neutral evil options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Yan-C-
Armor Class 22 (natural armor) Bin regains spent legendary actions at the start of his turn.
Hit Points 283 (21d12 + 147)
Speed 50 ft., fly 150 ft. Peal of Thunder. Yan-C-Bin unleashes a peal of thunder that
can be heard out to a range of 300 feet. Each creature within
STR DEX CON INT WIS CHA 30 feet ofYan-C-Bin takes 5 (1d10) thunder damage.
18 (+4) 24 (+7) 24 (+7) 16 (+3) 21 (+5) 23 (+6) Teleport (Costs 2 Actions). Yan-C-Bin magically teleports up to
120 feet to an unoccupied space he can see. Anything Yan-C-
Saving Throws Dex +13, Wis +11, Cha +12 Bin is wearing or carrying is teleported with him.
Damage Resistances cold, fire; bludgeoning, piercing, and Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one
slashing damage from nonmagical weapons breathing creature he can see within 60 feet of him. The
Damage immunities lightning, poison, thunder target must make a DC 21 Constitution saving throw. On a
Condition Immunities charmed, frightened, paralyzed, failed save, the target drops to 0 hit points and is dying. On
petrified, poisoned, prone, restrained a successful save, the target can’t breathe or speak until the
Senses blindsight 120 ft., passive Perception 15 start of its next turn.
Languages Auran Yan-C-Bin (pronounced yan-see-bin) is the Prince of
Challenge 18 (20,000 XP) Evil Air. A being of great wisdom and malice, Yan-C-
Bin’s plots began at the forging of the worlds. Subtler
Air Form. Yan-C-Bin can enter a hostile creature’s space and than the other elemental princes, Yan-C-Bin operates
stop there. He can move through a space as narrow as 1 inch unseen, studying his enemies from afar, ambushing
wide without squeezing if air could pass through that space. them swiftly, and vanishing before his foes can retaliate.
Empowered Attacks. Yan-C-Bin’s slam attacks are treated as His natural form is an invisible vortex of howling,
magical for the purpose of bypassing resistance and immunity swirling air 30 feet high and 15 feet wide, but Yan-C-
to nonmagical weapons. Bin sometimes takes the shape of a gaunt, venerable,
dark-skinned human with wispy white hair and glowing
Innate Spellcasting. Yan-C-Bin’s innate spellcasting ability white eyes. When he wishes to remain unseen, Yan-
is Charisma (spell save DC 20, +12 to hit with spell attacks). C-Bin manifests only as a gust of cold wind flowing
He can innately cast the following spells, requiring no silently past.
material components:
From his floating palace in the endless, cloudy skies
At will: gust of wind, invisibility, lightning bolt of the Plane of Air, Yan-C-Bin watches worlds as they
change over millennia. Evil aerial creatures worship the
elemental prince as a god. and claim to see Yan-C-Bin’s
eyes in swirling storms. Yan-C-Bin doesn’t care for their
offerings, their sacrifices, or their worship. His only
concern is the annihilation of the material realms as
they are ripped apart by the superior elemental might of
air and wind.
Y a n - C - B i n ’s L a i r
Yan-C-Bin dwells in a palace of air on the Elemental
Plane of Air. In his palace and in air nodes on the
Material Plane (including the Howling Caves, described
in chapter 5), Yan-C-Bin is master. He can use the
following actions in his lair.
L a ir A c tio n s
On initiative count 20 (losing initiative ties), Yan-C-Bin
takes a lair action to cause one of the following effects;
he can’t use the same effect two rounds in a row:
• Yan-C-Bin drops the temperature of the air, covering
all surfaces with ice. This effect is identical to the sleet
storm spell.
• Yan-C-Bin controls the surrounding air as an exten
sion of himself. Each creature Yan-C-Bin designates
must succeed at a DC 24 Constitution saving throw
or be hoisted or flung 3d6 x 10 feet through the air.
A creature smashed into a solid object or released in
mid-air takes 1d6 bludgeoning damage for every 10
feet moved or fallen.
• Yan-C-Bin creates a torrent of debris within 120 feet
of him that lasts until initiative count 20 on the next
round. The debris lightly obscures every creature
and object in the area for the duration. All creatures
in the area must succeed at a DC 24 Wisdom sav
ing throw or be blinded until initiative count 20 on
the next round.
R e g io n a l E ffe c ts
When Yan-C-Bin inhabits an elemental node, the air is
at his command. Temperatures fluctuate from blistering
hot to freezing cold; thunder rolls and lightning cracks;
powerful gales bear heavy creatures and objects aloft
and hurl them with incredible force; cyclones touch
down randomly, obliterating whatever they touch.
• Gale force winds tear across the landscape in a 5-mile
radius, whisking away small or light objects, disman
tling roofs and fences, tearing branches from trees,
and making flight impossible. Small and Medium • Cyclones touch down within a 5-mile radius of Yan-
creatures move at half speed through the wind; Tiny C-Bin’s lair. Every hour, there is a five percent chance
creatures exposed to the wind are carried away with it that characters in this area are caught in the path of
at a rate of 40 feet per round unless they succeed at a a cyclone moving 250 feet per round. Each character
DC 15 Strength (Athletics) check. must succeed on a DC 21 Constitution saving throw or
• Thunderstorms erupt in a 5-mile radius centered on take 33 (6d10) bludgeoning damage. Wooden or flimsy
Yan-C-Bin’s lair, creating deafening cracks of thunder structures in the path of the cyclone are destroyed.
and constant lightning. Every ten minutes the storm • Natural caverns and windblown canyons within 1 mile
rages, creatures standing beneath the open sky have of the lair form intermittent portals to the Elemental
a five percent chance of being struck by lightning. Plane of Air, allowing elemental creatures into the
A creature struck by lightning must make a DC 21 mortal world to dwell near those locations.
Constitution saving throw, taking 21 (6d6) lightning
damage on a failed save, or half as much damage on a If Yan-C-Bin is destroyed or banished back to his home
successful one. plane, the regional effects fade over the next 1d10 days.
feet, and you can tunnel through solid rock at a rate of 1
M a g ic Ite m s foot per round.
Player characters find many strange new magic items You can use a claw as a melee weapon while wearing
over the course of the adventure, including relics of it. You have proficiency with it, and it deals 1d8 slashing
the long-lost dwarf kingdom or Besilmer and devices damage on a hit (your Strength modifier applies to the
created by the evil elemental cults. attack and damage rolls, as normal).
While wearing the claws, you can’t manipulate objects
E l e m e n t a l M a g ic Ite m s or cast spells with somatic components.
Elemental power has allowed the cults to have more
magic items than is normal for groups of their size, yet D e v a s ta tio n O rb
there still aren’t enough magic items for each cultist to Wondrous item, very rare
have one. Every member of the air cult, for example, A devastation orb is an elemental bomb that can be
would love to be able to soar on the wind, but only created at the site of an elemental node by performing
certain members have a magical ability or an item that a ritual with an elemental weapon. The type of orb
confers that blessing. created depends on the node used. For example, an air
The cults have some special items that harness the node creates a devastation orb of air. The ritual takes 1
power of the elemental nodes themselves. These items hour to complete and requires 2,000 gp worth of special
rely on energy siphoned from a node, and some of them components, which are consumed.
must be recharged inside the appropriate type of node, A devastation orb measures 12 inches in diameter,
as noted in the items’ descriptions. Otherwise, such weighs 10 pounds, and has a solid outer shell. The
an item ceases to function. Adventurers who recover a orb detonates 1d100 hours after its creation, releasing
node-fueled item will, therefore, only be able to recharge the elemental energy it contains. The orb gives no
it when an appropriate node is nearby. outward sign of how much time remains before it will
detonate. Spells such as identify and divination can be
B a l lo o n P ack used to ascertain when the orb will explode. An orb
Wondrous item, uncommon has AC 10, 15 hit points, and immunity to poison and
This backpack contains the spirit of an air elemental psychic damage. Reducing it to 0 hit points causes it to
and a compact leather balloon. While you’re wearing explode instantly.
the backpack, you can deploy the balloon as an action A special container can be crafted to contain a
and gain the effect of the levitate spell for 10 minutes, devastation orb and prevent it from detonating. The
targeting yourself and requiring no concentration. container must be inscribed with symbols of the orb’s
Alternatively, you can use a reaction to deploy the opposing element. For example, a case inscribed with
balloon when you’re falling and gain the effect of the earth symbols can be used to contain a devastation
feather fall spell for yourself. orb of air and keep it from detonating. While in the
When either spell ends, the balloon slowly deflates container, the orb thrums. If it is removed from the
as the elemental spirit escapes and returns to the container after the time when it was supposed to
Elemental Plane of Air. As the balloon deflates, you detonate, it explodes 1d6 rounds later, unless it is
descend gently toward the ground for up to 60 feet. If returned to the container.
you are still in the air at the end of this distance, you fall Regardless of the type of orb, its effect is contained
if you have no other means of staying aloft. within a sphere with a 1 mile radius. The orb is
After the spirit departs, the backpack’s property is the sphere’s point of origin. The orb is destroyed
unusable unless the backpack is recharged for 1 hour after one use.
in an elemental air node, which binds another spirit to Air Orb. When this orb detonates, it creates a
the backpack. powerful windstorm that lasts for 1 hour. Whenever a
creature ends its turn exposed to the wind, the creature
B o t t l e d B r e a th must succeed on a DC 18 Constitution saving throw
Potion, uncommon or take 1d4 bludgeoning damage, as the wind and
This bottle contains a breath of elemental air. When you debris batter it. The wind is strong enough to uproot
inhale it, you either exhale it or hold it. weak trees and destroy light structures after at least 10
If you exhale the breath, you gain the effect of the gust minutes of exposure. Otherwise, the rules for strong
of wind spell. If you hold the breath, you don’t need to wind apply, as detailed in chapter 5 of the Dungeon
breathe for 1 hour, though you can end this benefit early Master’s Guide.
(for example, to speak). Ending it early doesn’t give you Earth Orb. When this orb detonates, it subjects the
the benefit of exhaling the breath. area to the effects of the earthquake spell for 1 minute
(spell save DC 18). For the purpose of the spell’s effects,
C law s o f t h e Um ber H u lk the spell is cast on the turn that the orb explodes.
Wondrous item, rare (requires attunement) Fire Orb. When this orb detonates, it creates a dry
These heavy gauntlets of brown iron are forged in the heat wave that lasts for 24 hours. Within the area of
shape of an umber hulk’s claws, and they fit the wearer’s effect, the rules for extreme heat apply, as detailed in
hands and forearms all the way up to the elbow. While chapter 5 of the Dungeon Master’s Guide. At the end of
wearing both claws, you gain a burrowing speed of 20 each hour, there is a ten percent chance that the heat
wave starts a wildfire in a random location within the
area of effect. The wildfire covers a 10-foot-square area Monster Manual for statistics)
initially but expands to fill another 10-foot square each is contained within the tank.
round until the fire is extinguished or burns itself out. While wearing the tank,
A creature that comes within 10 feet of a wildfire for you can use an action
the first time on a turn or starts its turn there takes 3d6 to open it, allowing the
fire damage. water weird to emerge.
Water Orb. When this orb detonates, it creates a The water weird acts
torrential rainstorm that lasts for 24 hours. Within the immediately after
area of effect, the rules for heavy precipitation apply, as you in the initiative
detailed in chapter 5 of the Dungeon Master’s Guide. If order, and it is bound
there is a substantial body of water in the area, it floods to the tank.
after 2d10 hours of heavy rain, rising 10 feet above its You can command
banks and inundating the surrounding area. The flood the water weird
advances at a rate of 100 feet per round, moving away telepathically (no
from the body of water where it began until it reaches action required)
the edge of the area of effect: at that point, the water while you wear
flows downhill (and possibly recedes back to its origin). the tank. You can
Light structures collapse and wash away. Any Large close the tank as an
or smaller creature caught in the flood’s path is swept action only if you have
away. The flooding destroys crops and might trigger first commanded the
mudslides, depending on the terrain. water weird to retract
into it or if the water
S eek er D a r t weird is dead.
Weapon (dart), uncommon If the water weird is killed, the tank loses its magical
This small dart is decorated with designs like windy containment property until it spends at least 24 hours
spirals that span the length of its shaft. inside an elemental water node. When the tank is
When you whisper the word “seek” and hurl this dart, recharged, a new water weird forms inside it.
it seeks out a target of your choice within 120 feet of The tank has AC 15, 50 hit points, vulnerability to
you. You must have seen the target before, but you don’t bludgeoning damage, and immunity to poison and
need to see it now. If the target isn’t within range or if psychic damage. Reducing the tank to 0 hit points
there is no clear path to it, the dart falls to the ground, destroys it and the water weird contained within it.
its magic spent and wasted. Otherwise, elemental winds
guide the dart instantly through the air to the target. W in g w ear
The dart can pass though openings as narrow as 1 inch Wondrous item, uncommon (requires attunement)
wide and can change direction to fly around corners. This snug uniform has symbols of air stitched into it and
When the dart reaches its target, the target must leathery flaps that stretch along the arms, waist, and
succeed on a DC 16 Dexterity saving throw or take 1d4 legs to create wings for gliding. A suit of wingwear has
piercing damage and 3d4 lightning damage. The dart’s 3 charges. While you wear the suit, you can use a bonus
magic is then spent, and it becomes an ordinary dart. action and expend 1 charge to gain a flying speed of 30
feet until you land. At the end of each of your turns, your
S to rm B o o m eran g altitude drops by 5 feet. Your altitude drops instantly to
Weapon, uncommon 0 feet at the end of your turn if you didn’t fly at least 30
This boomerang is a ranged weapon carved from griffon feet horizontally on that turn. When your altitude drops
bone and etched with the symbol of elemental air. When to 0 feet, you land (or fall), and you must expend another
thrown, it has a range of 60/120 feet, and any creature charge to use the suit again.
that is proficient with the javelin is also proficient The suit regains all of its expended charges after
with this weapon. On a hit, the boomerang deals 1d4 spending at least 1 hour in an elemental air node.
bludgeoning damage and 3d4 thunder damage, and the
target must succeed on a DC 10 Constitution saving R e lic s o f B e s ilm e r
throw or be stunned until the end of its next turn. On a The following items were crafted by the dwarves of
miss, the boomerang returns to the thrower’s hand. Besilmer for their king, Torhild Flametongue.
Once the boomerang deals thunder damage to a
target, the weapon loses its ability to deal thunder L o s t G row n o f B esilm er
damage and its ability to stun a target. These properties Wondrous item, legendary (requires attunement)
return after the boomerang spends at least 1 hour inside This dwarven battle-helm consists of a sturdy open-
an elemental air node. faced steel helmet, decorated with a golden circlet
W eird T a n k above the brow from which seven small gold spikes
project upward. You gain the following benefits while
Wondrous item, rare (requires attunement) wearing the crown:
A weird tank is a ten-gallon tank of blown glass and
sculpted bronze with a backpack-like carrying harness • You have resistance to psychic damage.
fashioned from tough leather. A water weird (see the
• You have advantage on saving throws against effects D ro w n
that would charm you. Weapon (trident), legendary (requires attunement)
• You can use a bonus action to inspire one creature you A steel trident decorated with bronze barnacles along
can see that is within 60 feet of you and that can see the upper part of its haft, Drown has a sea-green jewel
or hear you. Once before the end of your next turn, just below the tines and a silver shell at the end of its
the inspired creature can roll a d6 and add the num haft. It floats on the surface if dropped onto water, and
ber rolled to one ability check, attack roll, or saving it floats in place if it is released underwater. The trident
throw it makes. This uses 1 charge from the crown. It is always cool to the touch, and it is immune to any
has 3 charges, and it regains 1d3 expended charges damage due to exposure to water. Drown contains a
daily at dawn. spark of Olhydra, the Princess of Evil Water.
O rc s p litte r You gain a +1 bonus to attack and damage rolls you
Weapon (Greataxe), legendary (requires attunement by a make with this magic weapon. When you hit with it, the
good-aligned dwarf, fighter; or paladin) targets takes an extra 1d8 cold damage.
Water Mastery. You gain the following benefits while
A mighty axe wielded long ago by the dwarf king Torhild you hold Drown:
Flametongue, Orcsplitter is a battered weapon that
appears unremarkable at first glance. Its head is graven • You can speak Aquan fluently.
with the Dwarvish runes for “orc,” but the runes are • You have resistance to cold damage.
depicted with a gap or slash through the markings; the • You can cast dominate monster (save DC 17) on a
word “orc” is literally split in two. water elemental. Once you have done so, Drown can’t
You gain the following benefits while holding this be used this way again until the next dawn.
magic weapon: Tears of Endless Anguish. While inside a water node,
• You gain a +2 bonus to attack and damage rolls you can perform a ritual called the Tears of Endless
made with it. Anguish, using Drown to create a devastation orb of
• When you roll a 20 on an attack roll with this weapon water (see the devastation orb description for the time
against an orc, that orc must succeed on a DC 17 and cost of the ritual). Once you perform the ritual,
Constitution saving throw or drop to 0 hit points. Drown can’t be used to perform the ritual again until
• You can’t be surprised by orcs while you’re not inca the next dawn.
pacitated. You are also aware when orcs are within Flaw. Drown makes its wielder covetous. While
120 feet of you and aren’t behind total cover, although attuned to the weapon, you gain the following flaw: “I
you don’t know their location. demand and deserve the largest share of the spoils, and
• You and any of your friends within 30 feet of you can’t I refuse to part with anything that’s mine.” In addition,
be frightened while you’re not incapacitated. if you are attuned to Drown for 24 consecutive hours,
barnacles form on your skin. The barnacles can be
Sentience. Orcsplitter is a sentient, lawful good removed with a greater restoration spell or similar
weapon with an Intelligence of 6, a Wisdom of 15, and magic, but not while you are attuned to the weapon.
a Charisma of 10. It can see and hear out to 120 feet
and has darkvision. It communicates by transmitting I ro n f a n g
emotions to its wielder, although on rare occasions it Weapon (war pick), legendary (requires attunement)
uses a limited form of telepathy to bring to the wielder’s
mind a couplet or stanza of ancient Dwarvish verse. A war pick forged from a single piece of iron, Ironfang
Personality. Orcsplitter is grim, taciturn, and has a fang-like head inscribed with ancient runes. The
inflexible. It knows little more than the desire to face pick is heavy in the hand, but when the wielder swings
orcs in battle and serve a courageous, just wielder. It the pick in anger, the weapon seems almost weightless.
disdains cowards and any form of duplicity, deception, This weapon is immune to any form of rust, acid, or
or disloyalty. The weapon’s purpose is to defend corrosion—nothing seems to mark it. Ironfang contains
dwarves and to serve as a symbol of dwarven resolve. a spark of Ogremoch, the Prince of Evil Earth.
It hates the traditional foes of dwarves—giants, goblins, You gain a +2 bonus to attack and damage rolls you
and, most of all, orcs—and silently urges its possessor to make with this magic weapon. When you hit with it, the
meet such creatures in battle. target takes an extra 1d8 thunder damage.
Earth Mastery. You gain the following benefits while
E le m e n ta l W eapons you hold Ironfang:
Each of the four prophets who leads a cult of Elemental • You can speak Terran fluently.
Evil is armed with a mighty elemental weapon. These • You have resistance to acid damage.
potent objects are infused with the essences of the • You have tremorsense out to a range of 60 feet.
Princes of Elemental Evil. In addition to the weapon’s • You can sense the presence of precious metals
obvious usefulness in battle, they serve as keys and stones within 60 feet of you, but not their
that allow the prophets to channel the power of the exact location.
elemental nodes and rip open the boundary between the • You can cast dominate monster (save DC 17) on an
planes. The weapons also bring out the worst in their earth elemental. Once you have done so, Ironfang
wielders, twisting their minds toward evil ends. can’t be used this way again until the next dawn.
Shatter. Ironfang has 3 charges. You can use your • You can cast dominate monster (save DC 17) on an air
action to expend 1 charge and cast the 2nd-level version elemental. Once you have done so, Windvane can’t be
of shatter (DC 17). Ironfang regains 1d3 expended used this way again until the next dawn.
charges daily at dawn. Song of the Four Winds. While inside an air node,
The Rumbling. While inside an earth node, you can you can perform a ritual called the Song of the Four
perform a ritual called the Rumbling, using Ironfang to Winds, using Windvane to create a devastation orb of
create a devastation orb of earth (see the devastation orb air (see the devastation orb description for the time
description for the time and cost of the ritual). Once you and cost of the ritual). Once you perform the ritual,
perform the ritual, Ironfang can’t be used to perform the Windvane can’t be used to perform the ritual again until
ritual again until the next dawn. the next dawn.
Flaw. Ironfang heightens its wielder’s destructive Flaw. Windvane makes its wielder mercurial and
nature. While attuned to the weapon, you gain the unreliable. While attuned to the weapon, you gain the
following flaw: “I like to break things and cause ruin.” following flaw: “I break my vows and plans. Duty and
T in d e rs trik e honor mean nothing to me.”
Weapon (dagger), legendary (requires attunement)
A flint dagger, Tinderstrike is uncommonly sharp,
and sparks cascade off its edge whenever it strikes
something solid. Its handle is always warm to the touch,
and the blade smolders for 1d4 minutes after it is used
to deal damage. It contains a spark of Imix, Prince
of Evil Fire.
You gain a +2 bonus to attack and damage rolls you
make with this magic weapon. When you hit with it, the
target takes an extra 2d6 fire damage.
Fire Mastery. You gain the following benefits while
you hold Tinderstrike:
• You can speak Ignan fluently.
• You have resistance to fire damage.
• You can cast dominate monster (save DC 17) on a fire
elemental. Once you have done so, Tinderstrike can’t
be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a
fire node, you can perform a ritual called the Dance
of the All-Consuming Fire, using Tinderstrike to
create a devastation orb of fire (see the devastation orb
description for the time and cost of the ritual). Once you
perform the ritual, Tinderstrike can’t be used to perform
the ritual again until the next dawn.
Flaw. Tinderstrike makes its wielder impatient
and rash. While attuned to the weapon, you gain the
following flaw: “I act without thinking and take risks
without weighing the consequences.”
WINDVANE
Weapon (spear), legendary (requires attunement)
A silver spear, Windvane has dark sapphires on the
filigreed surface of its polished head. Held by its shining
haft, the weapon feels insubstantial, as if clutching a
cool, gently flowing breeze. The spear contains a spark
of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls
you make with this magic weapon, which has the finesse
weapon property. When you hit with it, the target takes
an extra 1d6 lightning damage.
Air Mastery. You gain the following benefits while you
hold Windvane:
• You can speak Auran fluently.
• You have resistance to lightning damage.
A p p e n d ix A : G e n a s i
HOSEWHOTHINKOFOTHERPLANESATALL W ild a n d C o n f i d e n t
T
consider them remote, distant realms, but
planar influence can be felt throughout the Genasi rarely lack confidence, seeing themselves
world. It sometimes manifests in beings as equal to almost any challenge in their path. This
who, through an accident of birth, carry certainty might manifest as graceful self-assurance
the power of the planes in their blood. The in one genasi and as arrogance in another. Such self-
genasi are one such people, the offspring confidence can sometimes blind genasi to risk, and their
of genies and mortals. great plans often get them and others into trouble.
The Elemental Planes are often inhospitable to Too much failure can chip away at even a genasi’s
natives of the Material Plane: crushing earth, searing sense of self, so they constantly push themselves to
flames, boundless skies, and endless seas make visiting improve, honing their talents and perfecting their craft.
these places dangerous for even a short time. The
powerful genies, however, do not face such troubles G enasi L an d s
when venturing into the mortal world. They adapt well As rare beings, genasi might go their entire lives
to the mingled elements of the Material Plane, and without encountering another one of their kind. There
they sometimes visit—whether of their own volition or are no great genasi cities or empires. Genasi seldom
compelled by magic. Some genies can adopt mortal have communities of their own and typically adopt the
guise and travel incognito. cultures and societies into which they are born. The
During these visits, a mortal might catch a genie’s more strange their appearance, the harder time they
eye. Friendship forms, romance blooms, and sometimes have. Many genasi lose themselves in teeming cities,
children result. These children are genasi: individuals where their distinctiveness hardly raises an eyebrow in
with ties to two worlds, yet belonging to neither. Some places accustomed to a variety of different people.
genasi are born of mortal-genie unions, others have two Those living on the frontier, though, have a much
genasi as parents, and a rare few have a genie further harder time. People there tend to be less accepting
up their family tree, manifesting an elemental heritage of differences. Sometimes a cold shoulder and a
that’s lain dormant for generations. suspicious glare are the best genasi can hope for; in
Occasionally, genasi result from exposure to a surge more backward places, they face ostracism and even
of elemental power, through phenomena such as an violence from people who mistake them for fiends.
eruption from the Inner Planes or a planar convergence. Facing a hard life, these genasi seek isolation in the
Elemental energy saturates any creatures in the area wilds, making their homes in mountains or forests, near
and might alter their nature enough that their offspring lakes, or underground.
with other mortals are born as genasi. Most air and fire genasi in the Realms are
descendants of the djinn and efreet who once ruled
H e irs t o E le m e n ta l P o w e r Calimshan. When those rulers were overthrown, their
Genasi inherit something from both sides of their dual planetouched children were scattered. Over thousands
nature. They resemble humans but have unusual skin of years, the bloodlines of those genasi have spread
color (red, green, blue, or gray), and there is something into other lands. Though far from common, air and fire
odd about them. The elemental blood flowing through genasi are more likely to be found in the western regions
their veins manifests differently in each genasi, often as of Faerun, along the coast from Calimshan north up to
magical power. the Sword Coast, and into the Western Heartlands to
Seen in silhouette, a genasi can usually pass for the east. Some remain in their ancient homeland.
human. Those of earth or water descent tend to be In contrast, water and earth genasi have no common
heavier, while those of air or fire tend to be lighter. A history. Individuals have difficulty tracing their own
given genasi might have some features reminiscent of lineage, and bloodlines occasionally skip a generation
the mortal parent (pointed ears from an elf, a stockier or two. Many earth genasi originated in the North and
frame and thick hair from a dwarf, small hands and spread out from there. Water genasi come from coastal
feet from a halfling, exceedingly large eyes from a areas, the largest concentration of them hailing from the
gnome, and so on). regions surrounding the Sea of Fallen Stars.
Genasi almost never have contact with their elemental The distant land of Zakhara is known only in legends
parents. Genies seldom have interest in their mortal to most inhabitants of Faerun. There, genies and
offspring, seeing them as accidents. Many feel nothing spellcasters enter into bargains, and genasi can result
for their genasi children at all. from such pacts. Those genasi have been sources of
Some genasi live as outcasts, driven into exile for their great weal and woe in the history of that land.
unsettling appearance and strange magic, or assuming
leadership of savage humanoids and weird cults in G en asi N am es
untamed lands. Others gain positions of great influence, Genasi use the naming conventions of the people among
especially where elemental beings are revered. A few whom they were raised. They might later assume
genasi leave the Material Plane to find refuge in the distinctive names to capture their heritage, such as
households of their genie parents. Flame, Ember, Wave, or Onyx.
Genasi on Athas Size. Genasi are as varied as their mortal parents
Although any world that includes one or more elemental but are generally built like humans, standing anywhere
planes can feature genasi, on Athas, the world of the Dark from 5 feet to over 6 feet tall. Your size is Medium.
Sun campaign setting, elemental forces hold greater sway Speed. Your base walking speed is 30 feet.
than they do on other worlds. As a people touched by Languages. You can speak, read, and write Common
elemental power, genasi are viewed as seers, prophets, and Primordial. Primordial is a guttural language, filled
and chosen ones. The birth of a genasi, whether a slave, with harsh syllables and hard consonants.
a noble, or a member of a desert tribe, is an auspicious Subraces. Four major subraces of genasi are found
event. Most Athasians believe a given genasi is destined for among the worlds of D&D: air genasi, earth genasi, fire
greatness—or infamy.
genasi, and water genasi. Choose one of these subraces.
G enasi T ra its A ir G enasi
Your genasi character has certain characteristics in As an air genasi, you are descended from the djinn. As
common with all other genasi. changeable as the weather, your moods shift from calm
Ability Score Increase. Your Constitution score to wild and violent with little warning, but these storms
increases by 2. rarely last long.
Age. Genasi mature at about the same rate as humans Air genasi typically have light blue skin, hair, and eyes.
and reach adulthood in their late teens. They live A faint but constant breeze accompanies them, tousling
somewhat longer than humans do, up to 120 years. the hair and stirring the clothing. Some air genasi
Alignment. Independent and self-reliant, genasi tend speak with breathy voices, marked by a faint echo. A few
toward a neutral alignment. display odd patterns in their flesh or grow crystals from
their scalps.
Ability Score Increase. Your Dexterity score burning hands spell once with this trait as a lst-level
increases by 1. spell, and you regain the ability to cast it this way when
Unending Breath. You can hold your breath you finish a long rest. Constitution is your spellcasting
indefinitely while you’re not incapacitated. ability for these spells.
Mingle with the Wind. You can cast the levitate spell
once with this trait, requiring no material components, W a te r G enasi
and you regain the ability to cast it this way when you The lapping of waves, the spray of sea foam on the wind,
finish a long rest. Constitution is your spellcasting the ocean depths—all of these things call to your heart.
ability for this spell. You wander freely and take pride in your independence,
though others might consider you selfish.
E a r th G enasi Most water genasi look as if they just finished bathing,
As an earth genasi, you are descended from the cruel with beads of moisture collecting on their skin and hair.
and greedy dao, though you are not necessarily evil. They smell of fresh rain and clean water. Blue or green
You have inherited some measure of control over earth, skin is common, and most have somewhat overlarge
reveling in superior strength and solid power. You tend eyes, blue-black in color. Awater genasi’s hair might
to avoid rash decisions, pausing long enough to consider float freely, swaying and waving as if underwater. Some
your options before taking action. have voices with undertones reminiscent of whale song
Elemental earth manifests differently from one or trickling streams.
individual to the next. Some earth genasi always have Ability Score Increase. Your Wisdom score
bits of dust falling from their bodies and mud clinging increases by 1.
to their clothes, never getting clean no matter how Acid Resistance. You have resistance to acid damage.
often they bathe. Others are as shiny and polished as Amphibious. You can breathe air and water.
gemstones, with skin tones of deep brown or black, Swim. You have a swimming speed of 30 feet.
eyes sparkling like agates. Earth genasi can also have Call to the Wave. You know the shape water cantrip
smooth metallic flesh, dull iron skin spotted with rust, (see appendix B). When you reach 3rd level, you can
a pebbled and rough hide, or even a coating of tiny cast the create or destroy water spell as a 2nd-level spell
embedded crystals. The most arresting have fissures in once with this trait, and you regain the ability to cast it
their flesh, from which faint light shines. this way when you finish a long rest. Constitution is your
Ability Score Increase. Your Strength score spellcasting ability for these spells.
increases by 1.
Earth Walk. You can move across difficult Genasi Backgrounds
terrain made of earth or stone without expending Each genasi subrace has its own temperament, which might
extra movement. make some backgrounds more suitable than others.
Merge with Stone. You can cast the pass without Air genasi are proud of their heritage, sometimes to the
trace spell once with this trait, requiring no material point of haughtiness. They can be flamboyant, and are keen
components, and you regain the ability to cast it this to have an audience. They rarely stay in one place for long,
way when you finish a long rest. Constitution is your always looking for a new sky to see and breathe. Air genasi
spellcasting ability for this spell. who don’t live in cities favor open lands such as plains,
deserts, and high mountains. Fitting backgrounds include
F ire G enasi charlatan, entertainer, and noble.
As a fire genasi, you have inherited the volatile mood Earth genasi are more withdrawn, and their connection to
the earth keeps them from being comfortable in most cities.
and keen mind of the efreet. You tend toward impatience Their uncommon size and strength makes them natural
and making snap judgments. Rather than hide your soldiers, though, and with their stoic demeanor, they can
distinctive appearance, you exult in it. encourage others and become great leaders. Many earth
Nearly all fire genasi are feverishly hot as if burning genasi live underground, where they can be in their favored
inside, an impression reinforced by flaming red, coal- element. When they emerge from their caves, they might
black, or ash-gray skin tones. The more human-looking roam the hills and mountains or lay claim to old ruins.
have fiery red hair that writhes under extreme emotion, Appropriate backgrounds for earth genasi include hermit,
while more exotic specimens sport actual flames outlander, and soldier.
dancing on their heads. Fire genasi voices might sound Fire genasi often get themselves into difficulty with their
like crackling flames, and their eyes flare when angered. fiery tempers. Like their air genasi cousins, they sometimes
flaunt their perceived superiority over common folk. But they
Some are accompanied by the faint scent of brimstone. also want others to share their high opinion of themselves,
Ability Score Increase. Your Intelligence score so they constantly seek to enhance their reputations.
increases by 1. Likely backgrounds for a fire genasi include criminal, folk
Darkvision. You can see in dim light within 60 feet of hero, and noble.
you as if it were bright light, and in darkness as if it were Water genasi almost all have some experience aboard
dim light. Your ties to the Elemental Plane of Fire make or around sea vessels. They make excellent mariners and
your darkvision unusual: everything you see in darkness fishers. Like earth genasi, though, water genasi prefer quiet
is in a shade of red. and solitude; the wide shores are their natural homes. They
Fire Resistance. You have resistance to fire damage. go where they want, do what they want, and rarely feel bound
Reach to the Blaze. You know the produce flame to anything. Good backgrounds for water genasi include
hermit and sailor.
cantrip. Once you reach 3rd level, you can cast the
A p p e n d ix B : S p e l ls
his appendix presents new spells that Magic stone (transmutation)
you can make available to your players. Mold earth (transmutation)
Some of the spells are used by creatures Shape water (transmutation)
in chapter 7. Thunderclap (evocation)
It’s up to you whether these spells are
T available at character creation, whether 1s t Level
they are discovered over the course of Absorb elements (abjuration)
the adventure, or whether they don’t end Beast bond (divination)
up in the characters’ hands at all. Many players are Ice knife (conjuration)
fine sticking with the spells in the Player's Handbook, Earth tremor (evocation)
whereas other players will be excited to gain new
spell options. 2nd Level
Dust devil (conjuration)
S p e ll L is ts Earthbind (transmutation)
The following spell lists show which of the new spells Skywrite (transmutation, ritual)
are for a class. A spell’s school of magic is noted in Warding wind (evocation)
parentheses after its name. If a spell can be cast
as a ritual, the ritual tag also appears within the 3rd Level
parentheses. Erupting earth (transmutation)
Flame arrows (transmutation)
B a rd S p e lls Tidal wave (conjuration)
Wall of water (evocation)
Cantrips (0 Level)
Thunderclap (evocation) 4th Level
Elemental bane (transmutation)
1s t Level Watery sphere (conjuration)
Earth tremor (evocation)
5th Level
2nd Level Control winds (transmutation)
Pyrotechnics (transmutation) Maelstrom (evocation)
Skywrite (transmutation, ritual) Transmute rock (transmutation)
Warding wind (evocation)
6th Level
D ru id S p e lls Bones ofthe earth (transmutation)
Investiture offame (transmutation)
When druids prepare their spells, they have access Investiture of ice (transmutation)
to the entire spell list for their class. Given that fact,
beware of making all of these new spells available to a Investiture ofstone (transmutation)
player who is easily overwhelmed when presented with Investiture of wind (transmutation)
many options. For such a player, consider adding only Primordial ward (abjuration)
story-appropriate spells to druid’s list.
For example, if the player’s druid is from a coastal 7th Level
region, you could grant the druid access only to the new Whirlwind (evocation)
water-themed spells. Similarly, being near an elemental
node in the adventure could unlock spells associated R a n g e r S p e lls
with that node’s element.
1s t Level
C antrips (0 Level) Absorb elements (abjuration)
Create bonfire (conjuration) Beast bond (divination)
Controlfames (transmutation)
Frostbite (evocation) 3rd Level
Gust (transmutation) Flame arrows (transmutation)
S o r c e r e r S p e lls
Cantrips (0 Level)
Create bonfire (conjuration)
Controlflames (transmutation)
Frostbite (evocation)
Gust (transmutation)
Mold earth (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Catapult (transmutation)
Ice knife (conjuration)
Earth tremor (evocation)
2ND Level
Aganazzar’s scorcher (evocation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian’s earthen grasp (transmutation)
Pyrotechnics (transmutation)
Snilloc’s snowball swarm (evocation)
Warding wind (evocation)
3RD Level
Erupting earth (transmutation)
Flame arrows (transmutation)
Melf’s minute meteors (evocation)
Wall ofwater (evocation)
4th Level
Storm sphere (evocation)
Vitriolic sphere (evocation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Immolation (evocation)
6th Level
Investiture offlame (transmutation)
Investiture ofice (transmutation)
Investiture ofstone (transmutation)
Investiture of wind (transmutation)
8th Level
Abi-Dalzim’s horrid wilting (necromancy)
W a r lo c k S p e lls
Cantrips (0 Level)
Create bonfire (conjuration)
Frostbite (evocation)
Magic stone (transmutation)
Thunderclap (evocation)
2nd Level W iz a rd S p e lls
Earthbind (transmutation)
One of the best ways to introduce these new wizard
4th Level spells is to include some of them spellbooks that appear
Elemental bane (transmutation) as treasure.
C o n t r o l Flam es C o n t r o l W inds
Transmutation cantrip 5th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 300 feet
Components: S Components: V, S
Duration: Instantaneous or 1 hour (see below) Duration: Concentration, up to 1 hour
You choose nonmagical flame that you can see within You take control of the air in a 100-foot cube that you
range and that fits within a 5-foot cube. You affect it in can see within range. Choose one of the following
one of the following ways: effects when you cast the spell. The effect lasts for the
spell’s duration, unless you use your action on a later
turn to switch to a different effect. You can also use your target must succeed on a Strength saving throw or its
action to temporarily halt the effect or to restart one flying speed (if any) is reduced to 0 feet for the spell’s
you’ve halted. duration. An airborne creature affected by this spell
Gusts. A wind picks up within the cube, continually descends at 60 feet per round until it reaches the ground
blowing in a horizontal direction that you choose. or the spell ends.
You choose the intensity of the wind: calm, moderate,
or strong. If the wind is moderate or strong, ranged E arth T remor
weapon attacks that pass through it or that are made lst-level evocation
against targets within the cube have disadvantage on Casting Time: 1 action
their attack rolls. If the wind is strong, any creature Range: Self (10-foot radius)
moving against the wind must spend 1 extra foot of Components: V, S
movement for each foot moved. Duration: Instantaneous
Downdraft. You cause a sustained blast of strong
wind to blow downward from the top of the cube. You cause a tremor in the ground in a 10-foot radius.
Ranged weapon attacks that pass through the cube Each creature other than you in that area must make
or that are made against targets within it have a Dexterity saving throw. On a failed save, a creature
disadvantage on their attack rolls. A creature must takes 1d6 bludgeoning damage and is knocked prone.
make a Strength saving throw if it flies into the cube for If the ground in that area is loose earth or stone, it
the first time on a turn or starts its turn there flying. On becomes difficult terrain until cleared.
a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a
Updraft. You cause a sustained updraft within the spell slot of 2nd level or higher, the damage increases by
cube, rising upward from the cube’s bottom edge. ld6 for each slot level above 1st.
Creatures that end a fall within the cube take only half E lem ental Bane
damage from the fall. When a creature in the cube 4th-level transmutation
makes a vertical jump, the creature can jump up to 10
feet higher than normal. Casting Time: 1 action
Range: 90 feet
D u s t D e v il Components: V, S
2nd-level conjuration Duration: Concentration, up to 1 minute
Casting Time: 1 action Choose one creature you can see within range, and
Range: 60 feet choose one of the following damage types: acid, cold,
Components: V, S, M (a pinch of dust) fire, lightning, or thunder. The target must succeed on
Duration: Concentration, up to 1 minute a Constitution saving throw or be affected by the spell
Choose an unoccupied 5-foot cube of air that you can for its duration. The first time each turn the affected
see within range. An elemental force that resembles target takes damage of the chosen type, the target
a dust devil appears in the cube and lasts for the takes an extra 2d6 damage of that type. Moreover, the
spell’s duration. target loses any resistance to that damage type until
Any creature that ends its turn within 5 feet of the the spell ends.
dust devil must make a Strength saving throw. On a At Higher Levels. When you cast this spell using
failed save, the creature takes 1d8 bludgeoning damage a spell slot of 5th level or higher, you can target one
and is pushed 10 feet away. On a successful save, the additional creature for each slot level above 4th. The
creature takes half as much damage and isn’t pushed. creatures must be within 30 feet of each other when you
As a bonus action, you can move the dust devil up to target them.
30 feet in any direction. If the dust devil moves over E ru p tin g E a r th
sand, dust, loose dirt, or small gravel, it sucks up the 3rd-level transmutation
material and forms a 10-foot-radius cloud of debris
around itself that lasts until the start of your next turn. Casting Time: 1 action
The cloud heavily obscures its area. Range: 120 feet
At Higher Levels. When you cast this spell using a Components: V, S, M (a piece of obsidian)
spell slot of 3rd level or higher, the damage increases by Duration: Instantaneous
1d8 for each slot level above 2nd. Choose a point you can see on the ground within
range. A fountain of churned earth and stone erupts in
E a r th b in d a 20-foot cube centered on that point. Each creature
2nd-level transmutation in that area must make a Dexterity saving throw. A
Casting Time: 1 action creature takes 3d12 bludgeoning damage on a failed
Range: 300 feet save, or half as much damage on a successful one.
Components: V Additionally, the ground in that area becomes difficult
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow
strips of magical energy loop around the creature. The
terrain until cleared away. Each 5-foot-square portion of F r o s tb ite
the area requires at least 1 minute to clear by hand. Evocation cantrip
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd level or higher, the damage increases by Range: 60 feet
1d12 for each slot level above 2nd. Components: V, S
F lam e A rro w s Duration: Instantaneous
3rd-level transmutation You cause numbing frost to form on one creature that
Casting Time: 1 action you can see within range. The target must make a
Range: Touch Constitution saving throw. On a failed save, the target
Components: V, S takes 1d6 cold damage, and it has disadvantage on
Duration: Concentration, up to 1 hour the next weapon attack roll it makes before the end of
its next turn.
You touch a quiver containing arrows or bolts. When The spell’s damage increases by 1d6 when you reach
a target is hit by a ranged weapon attack using a piece 5th level (2d6), 11th level (3d6), and 17th level (4d6).
of ammunition drawn from the quiver, the target takes
an extra 1d6 fire damage. The spell’s magic ends on G ust
the piece of ammunition when it hits or misses, and the Transmutation cantrip
spell ends when twelve pieces of ammunition have been Casting Time: 1 action
drawn from the quiver. Range: 30 feet
At Higher Levels. When you cast this spell using a Components: V, S
spell slot of 4th level or higher, the number of pieces of Duration: Instantaneous
ammunition you can affect with this spell increases by
two for each slot level above 3rd. You seize the air and compel it to create one of the
following effects at a point you can see within range:
• One Medium or smaller creature that you choose • You are immune to fire damage and have resistance to
must succeed on a Strength saving throw or be cold damage.
pushed up to 5 feet away from you. • Any creature that moves within 5 feet of you for the
• You create a small blast of air capable of moving one first time on a turn or ends its turn there takes 1d10
object that is neither held nor carried and that weighs fire damage.
no more than 5 pounds. The object is pushed up to 10 • You can use your action to create a line of fire 15 feet
feet away from you. It isn’t pushed with enough force long and 5 feet wide extending from you in a direc
to cause damage. tion you choose. Each creature in the line must make
• You create a harmless sensory affect using air, such as a Dexterity saving throw. A creature takes 4d8 fire
causing leaves to rustle, wind to slam shutters shut, or damage on a failed save, or half as much damage on a
your clothing to ripple in a breeze. successful one.
Ice K n ife I n v e s titu r e o f Ice
lst-level conjuration 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: S, M (a drop of water or piece of ice) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You create a shard of ice and fling it at one creature Until the spell ends, ice rimes your body, and you gain
within range. Make a ranged spell attack against the the following benefits:
target. On a hit, the target takes 1d10 piercing damage. • You are immune to cold damage and have resistance
Hit or miss, the shard then explodes. The target and to fire damage.
each creature within 5 feet of the point where the ice • You can move across difficult terrain created by ice or
exploded must succeed on a Dexterity saving throw or snow without spending extra movement.
take 2d6 cold damage. • The ground in a 10-foot radius around you is icy and
At Higher Levels. When you cast this spell using is difficult terrain for creatures other than you. The
a spell slot of 2nd level or higher, the cold damage radius moves with you.
increases by 1d6 for each slot level above 1st. • You can use your action to create a 15-foot cone of
Im m o la tio n freezing wind extending from your outstretched hand
5th-level evocation in a direction you choose. Each creature in the cone
must make a Constitution saving throw. A creature
Casting Time: 1 action takes 4d6 cold damage on a failed save, or half as
Range: 90 feet much damage on a successful one. A creature that
Components: V fails its save against this effect has its speed halved
Duration: Concentration, up to 1 minute until the start of your next turn.
Flames wreathe one creature you can see within range.
The target must make a Dexterity saving throw. It I n v e s t it u r e o f S to n e
takes 7d6 fire damage on a failed save, or half as much 6th-level transmutation
damage on a successful one. On a failed save, the target Casting Time: 1 action
also burns for the spell’s duration. The burning target Range: Self
sheds bright light in a 30-foot radius and dim light for Components: V, S
an additional 30 feet. At the end of each of its turns, the Duration: Concentration, up to 10 minutes
target repeats the saving throw. It takes 3d6 fire damage Until the spell ends, bits of rock spread across your
on a failed save, and the spell ends on a successful one. body, and you gain the following benefits:
These magical flames can’t be extinguished through
nonmagical means. • You have resistance to bludgeoning, piercing, and
If damage from this spell reduces a target to 0 hit slashing damage from nonmagical weapons.
points, the target is turned to ash. • You can use your action to create a small earthquake
on the ground in a 15-foot radius centered on you.
I n v e s titu r e o f Flam e Other creatures on that ground must succeed on a
6th-level transmutation Dexterity saving throw or be knocked prone.
Casting Time: 1 action • You can move across difficult terrain made of earth
Range: Self or stone without spending extra movement. You can
Components: V, S move through solid earth or stone as if it was air
Duration: Concentration, up to 10 minutes and without destabilizing it, but you can’t end your
movement there. If you do so, you are ejected to the
Flames race across your body, shedding bright light in nearest unoccupied space, this spell ends, and you are
a 30-foot radius and dim light for an additional 30 feet stunned until the end of your next turn.
for the spell’s duration. The flames don’t harm you. Until
the spell ends, you gain the following benefits:
I n v e s t it u r e o f W ind M a x im ilia n ’s E a r th e n G rasp
6th-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S, M (a miniature hand
Duration: Concentration, up to 10 minutes sculpted from clay)
Until the spell ends, wind whirls around you, and you Duration: Concentration, up to 1 minute
gain the following benefits: You choose a 5-foot-square unoccupied space on the
• Ranged weapon attacks made against you have disad ground that you can see within range. A Medium hand
vantage on the attack roll. made from compacted soil rises there and reaches
• You gain a flying speed of 60 feet. If you are still flying for one creature you can see within 5 feet of it. The
when the spell ends, you fall, unless you can some target must make a Strength saving throw. On a failed
how prevent it. save, the target takes 2d6 bludgeoning damage and is
• You can use your action to create a 15-foot cube of restrained for the spell’s duration.
swirling wind centered on a point you can see within As an action, you can cause the hand to crush the
60 feet of you. Each creature in that area must make restrained target, who must make a Strength saving
a Constitution saving throw. A creature takes 2d10 throw. It takes 2d6 bludgeoning damage on a failed
bludgeoning damage on a failed save, or half as much save, or half as much damage on a successful one.
damage on a successful one. If a Large or smaller To break out, the restrained target can make a
creature fails the save, that creature is also pushed up Strength check against your spell save DC. On a
to 10 feet away from the center of the cube. success, the target escapes and is no longer restrained
by the hand.
M a e ls tro m As an action, you can cause the hand to reach for a
5th-level evocation different creature or to move to a different unoccupied
space within range. The hand releases a restrained
Casting Time: 1 action target if you do either.
Range: 120 feet
Components: V, S, M (paper or leaf in the shape M e lf ’s M in u te M e te o rs
of a funnel) 3rd-level evocation
Duration: Concentration, up to 1 minute
Casting Time: 1 action
A mass of 5-foot-deep water appears and swirls in a Range: Self
30-foot radius centered on a point you can see within Components: V, S, M (niter, sulfur, and pine tar formed
range. The point must be on ground or in a body of into a bead)
water. Until the spell ends, that area is difficult terrain, Duration: Concentration, up to 10 minutes
and any creature that starts its turn there must succeed
on a Strength saving throw or take 6d6 bludgeoning You create six tiny meteors in your space. They float
damage and be pulled 10 feet toward the center. in the air and orbit you for the spell’s duration. When
you cast the spell—and as a bonus action on each of
M agic S to n e your turns thereafter—you can expend one or two of
Transmutation cantrip the meteors, sending them streaking toward a point
or points you choose within 120 feet of you. Once a
Casting Time: 1 bonus action meteor reaches its destination or impacts against a solid
Range: Touch surface, the meteor explodes. Each creature within 5
Components: V, S feet of the point where the meteor explodes must make
Duration: 1 minute a Dexterity saving throw. A creature takes 2d6 fire
You touch one to three pebbles and imbue them with damage on a failed save, or half as much damage on a
magic. You or someone else can make a ranged spell successful one.
attack with one of the pebbles by throwing it or hurling At Higher Levels. When you cast this spell using a
it with a sling. If thrown, it has a range of 60 feet. If spell slot of 4th level or higher, the number of meteors
someone else attacks with the pebble, that attacker adds created increases by two for each slot level above 3rd.
your spellcasting ability modifier, not the attacker’s, to
the attack roll. On a hit, the target takes bludgeoning M o ld E a r th
damage equal to 1d6 + your spellcasting ability modifier. Transmutation cantrip
Hit or miss, the spell then ends on the stone. Casting Time: 1 action
If you cast this spell again, the spell ends early on any Range: 30 feet
pebbles still affected by it. Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see
within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
A P P E N D IX B | SPELLS
• If you target an area of loose earth, you can instan • You instantaneously move or otherwise change the
taneously excavate it, move it along the ground, and flow of the water as you direct, up to 5 feet in any
deposit it up to 5 feet away. This movement doesn’t direction. This movement doesn’t have enough force
have enough force to cause damage. to cause damage.
• You cause shapes, colors, or both to appear on the dirt • You cause the water to form into simple shapes
or stone, spelling out words, creating images, or shap and animate at your direction. This change
ing patterns. The changes last for 1 hour. lasts for 1 hour.
• If the dirt or stone you target is on the ground, you • You change the water’s color or opacity. The water
cause it to become difficult terrain. Alternatively, you must be changed in the same way throughout. This
can cause the ground to become normal terrain if it is change lasts for 1 hour.
already difficult terrain. This change lasts for 1 hour. • You freeze the water, provided that there are no crea
If you cast this spell multiple times, you can have no tures in it. The water unfreezes in 1 hour.
more than two of its non-instantaneous effects active at If you cast this spell multiple times, you can have no
a time, and you can dismiss such an effect as an action. more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.
P rim o rd ia l W ard
6th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and
thunder damage for the spell’s duration.
When you take damage of one of those types, you
can use your reaction to gain immunity to that type
of damage, including against the triggering damage.
If you do so, the resistances end, and you have the
immunity until the end of your next turn, at which time
the spell ends.
P y ro te c h n ic s
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of flame that you can see and that
can fit within a 5-foot cube within range. You can
extinguish the fire in that area, and you create either
fireworks or smoke.
Fireworks, The target explodes with a dazzling
display of colors. Each creature within 10 feet of the
target must succeed on a Constitution saving throw or
become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners.
The area of the smoke is heavily obscured. The smoke
persists for 1 minute or until a strong wind disperses it.
Shape W a te r
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within
range and that fits within a 5-foot cube. You manipulate
it in one of the following ways:
S k y w rite T h u n d e r c la p
2nd-level transmutation (ritual) Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Sight Range: Self (5-foot radius)
Components: V, S Components: S
Duration: Concentration, up to 1 hour Duration: Instantaneous
You cause up to ten words to form in a part of the sky You create a burst of thunderous sound, which can
you can see. The words appear to be made of cloud be heard 100 feet away. Each creature other than
and remain in place for the spell’s duration. The words you within 5 feet of you must make a Constitution
dissipate when the spell ends. A strong wind can saving throw. On a failed save, the creature takes 1d6
disperse the clouds and end the spell early. thunder damage.
The spell’s damage increases by 1d6 when you reach
S n i l l o c ’s S n o w b a ll Swarm 5th level (2d6), 11th level (3d6), and 17th level (4d6).
2nd-level evocation
Casting Time: 1 action T id a l Wave
Range: 90 feet 3rd-level conjuration
Components: V, S, M (a piece of ice or a small Casting Time: 1 action
white rock chip) Range: 120 feet
Duration: Instantaneous Components: V, S, M (a drop of water)
A flurry of magic snowballs erupts from a point you Duration: Instantaneous
choose within range. Each creature in a 5-foot-radius You conjure up a wave of water that crashes down on an
sphere centered on that point must make a Dexterity area within range. The area can be up to 30 feet long,
saving throw. A creature takes 3d6 cold damage on a up to 10 feet wide, and up to 10 feet tall. Each creature
failed save, or half as much damage on a successful one. in that area must make a Dexterity saving throw. On a
At Higher Levels. When you cast this spell using a failure, a creature takes 4d8 bludgeoning damage and
spell slot of 3rd level or higher, the damage increases by is knocked prone. On a success, a creature takes half
1d6 for each slot level above 2nd. as much damage and isn’t knocked prone. The water
then spreads out across the ground in all directions,
S to rm S phere extinguishing unprotected flames in its area and within
4th-level evocation 30 feet of it.
Casting Time: 1 action
Range: 150 feet T ra n s m u te R o ck
Components: V, S 5th-level transmutation
Duration: Concentration, up to 1 minute Casting Time: 1 action
A 20-foot-radius sphere of whirling air springs into Range: 120 feet
existence centered on a point you choose within range. Components: V, S, M (clay and water)
The sphere remains for the spell’s duration. Each Duration: Instantaneous
creature in the sphere when it appears or that ends its You choose an area of stone or mud that you can see
turn there must succeed on a Strength saving throw or that fits within a 40-foot cube and that is within range,
take 2d6 bludgeoning damage. The sphere’s space is and choose one of the following effects.
difficult terrain. Transmute Rock to Mud. Nonmagical rock of any
Until the spell ends, you can use a bonus action on sort in the area becomes an equal volume of thick and
each of your turns to cause a bolt of lightning to leap flowing mud that remains for the spell’s duration.
from the center of the sphere toward one creature you If you cast the spell on an area of ground, it becomes
choose within 60 feet of the center. Make a ranged muddy enough that creatures can sink into it. Each foot
spell attack. You have advantage on the attack roll if the that a creature moves through the mud costs 4 feet of
target is in the sphere. On a hit, the target takes 4d6 movement, and any creature on the ground when you
lightning damage. cast the spell must make a Strength saving throw. A
Creatures within 30 feet of the sphere have creature must also make this save the first time it enters
disadvantage on Wisdom (Perception) checks the area on a turn or ends its turn there. On a failed
made to listen. save, a creature sinks into the mud and is restrained,
At Higher Levels. When you cast this spell using a though it can use an action to end the restrained
spell slot of 5th level or higher, the damage increases for condition on itself by pulling itself free of the mud.
each of its effects by 1d6 for each slot level above 4th. If you cast the spell on a ceiling, the mud falls.
Any creature under the mud when it falls must make
a Dexterity saving throw. A creature takes 4d8
bludgeoning damage on a failed save, or half as much
damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or through to freeze solid (at least a 5-foot square section is
quicksand in the area no more than 10 feet deep frozen). Each 5-foot-square frozen section has AC 5 and
transforms into soft stone for the spell’s duration. Any 15 hit points. Reducing a frozen section to 0 hit points
creature in the mud when it transforms must make a destroys it. When a section is destroyed, the wall’s water
Dexterity saving throw. On a failed save, a creature doesn’t fill it.
becomes restrained by the rock. The restrained creature
can use an action to try to break free by succeeding on W arding Wind
a Strength check (DC 20) or by dealing 25 damage to 2nd-level evocation
the rock around it. On a successful save, a creature is Casting Time: 1 action
shunted safely to the surface to an unoccupied space. Range: Self
Components: V
V itr io lic Sphere Duration: Concentration, up to 10 minutes
4th-level evocation
A strong wind (20 miles per hour) blows around you in a
Casting Time: 1 action 10-foot radius and moves with you, remaining centered
Range: 150 feet on you. The wind lasts for the spell’s duration.
Components: V, S, M (a drop of giant slug bile) The wind has the following effects:
Duration: Instantaneous
• It deafens you and other creatures in its area.
You point at a place within range, and a glowing 1-foot • It extinguishes unprotected flames in its area that are
ball of emerald acid streaks there and explodes in a torch-sized or smaller.
20-foot radius. Each creature in that area must make • The area is difficult terrain for creatures
a Dexterity saving throw. On a failed save, a creature other than you.
takes 10d4 acid damage and 5d4 acid damage at the end • The attack rolls of ranged weapon attacks have disad
of its next turn. On a successful save, a creature takes vantage if they pass in or out of the wind.
half the initial damage and no damage at the end of • It hedges out vapor, gas, and fog that can be dispersed
its next turn. by strong wind.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the initial damage W atery Sphere
increases by 2d4 for each slot level above 4th. 4th-level conjuration
W a ll o f Sand Casting Time: 1 action
3rd-level evocation Range: 90 feet
Components: V, S, M(a droplet of water)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 90 feet
Components: V, S, M (a handful of sand) You conjure up a sphere of water with a 10-foot radius
Duration: Concentration, up to 10 minutes on a point you can see within range. The sphere can
hover in the air, but no more than 10 feet off the ground.
You conjure up a wall of swirling sand on the ground at The sphere remains for the spell’s duration.
a point you can see within range. You can make the wall Any creature in the sphere’s space must make a
up to 30 feet long, 10 feet high, and 10 feet thick, and it Strength saving throw. On a successful save, a creature
vanishes when the spell ends. It blocks line of sight but is ejected from that space to the nearest unoccupied
not movement. A creature is blinded while in the wall’s space outside it. A Huge or larger creature succeeds
space and must spend 3 feet of movement for every 1 on the saving throw automatically. On a failed save, a
foot it moves there. creature is restrained by the sphere and is engulfed by
W a ll o f W a te r the water. At the end of each of its turns, a restrained
3rd-level evocation target can repeat the saving throw.
The sphere can restrain a maximum of four Medium
Casting Time: 1 action or smaller creatures or one Large creature. If the
Range: 60 feet sphere restrains a creature in excess of these numbers,
Components: V, S, M (a drop of water) a random creature that was already restrained by the
Duration: Concentration, up to 10 minutes sphere falls out of it and lands prone in a space within
You conjure up a wall of water on the ground at a point 5 feet of it.
you can see within range. You can make the wall up to As an action, you can move the sphere up to 30 feet in
30 feet long, 10 feet high, and 1 foot thick, or you can a straight line. If it moves over a pit, cliff, or other drop, it
make a ringed wall up to 20 feet in diameter, 20 feet safely descends until it is hovering 10 feet over ground.
high, and 1 foot thick. The wall vanishes when the spell Any creature restrained by the sphere moves with it. You
ends. The wall’s space is difficult terrain. can ram the sphere into creatures, forcing them to make
Any ranged weapon attack that enters the wall’s space the saving throw, but no more than once per turn.
has disadvantage on the attack roll, and fire damage When the spell ends, the sphere falls to the ground
is halved if the fire effect passes through the wall to and extinguishes all normal flames within 30 feet of it.
reach its target. Spells that deal cold damage that pass Any creature restrained by the sphere is knocked prone
through the wall cause the area of the wall they pass in the space where it falls.
W h irlw in d the whirlwind first appears. A creature takes 10d6
7th-level evocation bludgeoning damage on a failed save, or half as much
Casting Time: 1 action damage on a successful one. In addition, a Large or
Range: 300 feet smaller creature that fails the save must succeed on
Components: V, M (a piece of straw) a Strength saving throw or become restrained in the
Duration: Concentration, up to 1 minute whirlwind until the spell ends. When a creature starts
its turn restrained by the whirlwind, the creature is
A whirlwind howls down to a point on the ground you pulled 5 feet higher inside it, unless the creature is at
specify. The whirlwind is a 10-foot-radius, 30-foot-high the top. A restrained creature moves with the whirlwind
cylinder centered on that point. Until the spell ends, you and falls when the spell ends, unless the creature has
can use your action to move the whirlwind up to 30 feet some means to stay aloft.
in any direction along the ground. The whirlwind sucks A restrained creature can use an action to make a
up any Medium or smaller objects that aren’t secured to Strength or Dexterity check against your spell save DC.
anything and that aren’t worn or carried by anyone. If successful, the creature is no longer restrained by the
A creature must make a Dexterity saving throw whirlwind and is hurled 3d6 x 10 feet away from it in a
the first time on a turn that it enters the whirlwind or random direction.
that the whirlwind enters its space, including when
A p p e n d ix C : A d a p t i n g t o O t h e r W o r l d s
O LDAS CREATION ITSELF, ELEMENTAL counterpart for Beliard, and Silver Spring works well
Evil has arisen in a thousand different in the role of Bargewright Inn and Womford. You can
worlds across the ages of the multiverse. invent another small village or two—perhaps a merchant
Princes of the Apocalypse describes the house outpost—to serve as Westbridge, and provide
rise of Elemental Evil in the world of a location that can be threatened or destroyed by cult
the Forgotten Realms setting. However, reprisals as the adventure unfolds.
there is no reason you couldn’t adjust
this adventure to fit in almost any world B a c k g ro u n d
that is part of the Dungeons & Dragons multiverse. In Instead of the delegation from Mirabar, the missing
this appendix, we take a look at how you can adapt this caravan that drives the heroes’ initial involvement in the
adventure to some of the well-known settings for the adventure consists of envoys from the halfling village of
D&D game, or to your own campaign world. Ogo, bound for the recently freed city of Tyr. The city’s
new leaders hope to forge an alliance with the halflings
D a rk S u n of the Forest Ridge, and sent envoys bearing gifts and
The dying planet of Athas is a world that is already trade goods to the village of Ogo; a party of important
deeply scarred by elemental power. Long ago the halflings is returning to Tyr with the city’s envoys,
gods of Athas fought a terrible war against the mighty bringing reciprocal gifts of their own. After stopping in
primordial powers of the elemental planes—and they the village of Freedom, the delegation headed south to
lost. The gods were slain or driven into exile, leaving Kled, where they intended to turn toward Tyr. However,
Athas under the dominion of elemental beings who took they disappeared in the badlands between Kled
little interest in the affairs of mortals. In the grim age and Freedom.
that followed the defeat of the gods, mighty sorcerer-
kings came to power and nearly destroyed the world T h e A th a s ia n C u lt
with their reckless use of defiling magic. They made Elemental cults are widespread in Athas. In a world
Athas into a desert where terrible monsters roam and without gods, people instead worship the powers they
only the strongest survive. see in the world around them: air, earth, fire, and
One of the hallmarks of the Dark Sun setting is that water. Elemental priests hold a social position similar
the heroes don’t need to seek out forgotten dungeons to to that of religious hermits or tribal shamans of other
find adventure—mere survival is adventure enough. But worlds. Common Athasians, especially those who live
there is no reason you can’t successfully adapt Princes outside the walls of the city-states, revere elemental
of the Apocalypse to your Dark Sun campaign. priests and listen carefully when they speak. The chief
difference between cultists dedicated to Elemental Evil
S e ttin g and the elemental priests normally found in the tribes
A fertile agricultural region like the Dessarin Valley and villages of Athas is the cult’s dedication to evil.
does not exist in Athas, but there are several frontier An elemental priest protects and guides the common
areas containing small, out-of-the-way villages separated people, using elemental magic to better their lives.
by several days’ travel through the wilderness. One good An elemental cultist demands abasement, sacrifice,
example is the Great Alluvial Sand Wastes. The long- and obedience. The element is no longer a tool of
lost dwarven citadel of Tyar-Besil lies beneath the rocky survival; it is a force for destruction and the power to
badlands about 30 to 40 miles northwest of the village dominate others.
of Kled. The buried city does not have to change much Because elemental priests hold such an important
at all; a 5,000-year old dwarven stronghold forgotten place in Athasian society, the appearance of cultists
beneath the desert sands might easily date back to the serving Elemental Evil is not likely to seem out of the
Green Age, a time when the world of Athas would have ordinary at first. In small desert villages, a cult could
looked much like the Forgotten Realms. easily take shape and even attract popular support from
The four Haunted Keeps described in chapter 3 of a local community or tribe—at least until the cruelty
this adventure are lonely outposts or ruins scattered and madness of its adherents make its true nature
throughout the badlands under which Tyar-Besil lies. obvious to all.
Rivergard Keep is admittedly a little problematic in a In an Athasian version of the Elemental Evil
desert world, but the solution is simple: It lies on the campaign, the prophets first appear as especially
dusty banks of a river long dried up. The Crushing Wave charismatic and powerful elemental priests promising
cultists occupying the old keep aren’t smugglers and their followers a “better” way. The elemental weapons
pirates; they’re slave traders. are heirlooms or lost treasures created long ago during
Settlements nearby the area where the elemental an earlier incarnation of the cult. When the Elder
cults are establishing themselves include the slave Elemental Eye begins to stir beneath the dark sun and
village of Freedom, the dwarven mining village of seeks new servants, the ancient weapons awake from
Kled, and Silver Spring oasis. Kled is a good base for their slumber and find their way into ready hands.
explorations, and can serve as the “Red Larch” of a
Dark Sun Elemental Evil campaign. Freedom is a good
F a c tio n s in A th a s
The city-states and nomadic tribes of Athas have a
set of factions and alliances shaped by that world’s
harsh history. Here are suggestions for converting the
adventure’s faction references for Athas.
T he H a rp e rs
The Veiled Alliance
The Veiled Alliance is a secret society dedicated to
the overthrow of the evil sorcerer-kings who dominate
the Tyr Region. Like the Harpers, its ranks include
a number of rogues, spellcasters, and spies. Few
organizations or movements in Athas operate across
multiple city-states, but the Veiled Alliance is one of
them. Heroes who give their allegiance to the Veiled
Alliance would primarily be interested in stopping the
defilers who serve the elemental cults and making sure
the sorcerer-kings do not get their hands on the secrets
of elemental power.
T he O r d e r o f t h e G a u n t l e t
The Free
The desert wilds are dotted with the hidden camps and
strongholds of Athas’s slave tribes—bands of people who
have managed to escape from slavery in one or another
of the city-states. The Free is a tenuous, disorganized
society or fellowship of the slave tribes of the Tyr
Region. Even though the tribes do not cooperate with
each other, they share important common values and
work toward the same end: the destruction of slavery.
They fulfill something like the role of the Order of the
Gauntlet in Athas.
The Free are not directly concerned with fighting
threats such as Elemental Evil, but they hate
slaveholders and do everything they can to punish those
who enslave others. The elemental cults take captives
and force them to work on their mad projects, so the
Free get involved to stop this practice and punish the
perpetrators for their crimes.
T he E m e ra ld E n c la v e
Druid circles
Athasian druids see themselves as guardians of the land
and enemies to all who employ defiling magic. No great
druid organizations span the entire Tyr Region, but a
number of smaller, localized druid circles are concerned
with the disturbances and disasters triggered by the
cult’s activities. One such circle roams the area between
the Dragon’s Bowl and the Valley of Tyr. Characters who
want to fight for the forces of natural balance could be
allies (or members) of the druids.
T he L o rd s ’ A llia n c e
Templar bureaucracy
The sorcerer-kings of the Tyr Region are bitter enemies
of each other, so nothing like the Lords’Alliance
is possible. However, the templar bureaucracy of a
specific city-state can serve a similar role in a Dark
Sun conversion of this adventure. The city-state most
immediately concerned with the rise of a dangerous
magical cult in the Great Alluvial Sand Wastes is Tyr,
struggling to find its way after the death of King Kalak. buried deep in the earth, where they should have been
The templars of Tyr can’t allow a new threat to grow on forgotten for all time.
their doorstep—or allow the templars of a rival city such Thousands of years before the Cataclysm, a group of
as Urik to gain control of the cult’s elemental magic. dwarf settlers established an enclave in the mountains
north of Thorbardin, which they called Tyar-Besil.
The Z h e n ta rim Unbeknown to the dwarves, the settlement was built
House Tsalaxa less than a mile from the location of one such Chaos
The great merchant houses of the Tyr Region maintain node. After the Kinslayer Wars, the dwarves retreated
warehouses and emporiums in all the major city-states. south of Pax Tharkas and into Thorbardin, abandoning
All are fiercely competitive and seek out any advantage the underground city, but only after sealing it against
to use against their rivals, but House Tsalaxa of Draj any intrusion. In the Elemental Evil campaign, this city
is widely regarded as the most ruthless of them all. becomes the location of the four elemental temples.
Agents of House Tsalaxa do not hesitate to engage in The four Haunted Keeps are abandoned outposts
assassination, bribery, or even sponsoring raids against that predate the Cataclysm. They once guarded the
the caravans of rival houses. For the Tsalaxa, the Cult entrances to the ancient dwarven enclave. Rivergard
of Elemental Evil represents a threat to the existing Keep lies along the White-Rage River, north of Haven.
order; widespread destruction is bad for business, even The calamitous forces of the Cataclysm destroyed and
by House Tsalaxa’s standards. If the house’s agents can buried countless cities, but also unearthed ancient ruins
seize the cult’s secrets in the process of eliminating the and places of power. In the wake of this destruction, the
threat, so much the better. perceived absence of Krynn’s gods led humans to seek
out other sources of magic that could rival the divine.
D ra g o n la n c e Four of these seekers found their way into the lost city
of Tyar-Besil and discovered newly opened tunnels
Home to the Dragonlance saga, the world of Krynn has that led to the Fane of the Eye, the ancient Chaos echo
been a favorite of many over the years. With some minor buried deep beneath the mountains of Abanasinia.
adjustments, you can adapt Princes of the Apocalypse These four seekers became the elemental prophets.
to your Dragonlance campaign. The story of Elemental Wielding the power of the elemental weapons, the four
Evil can be recast as the forces of Chaos seeking prophets recruited their cultist followers and began
another way to destroy the world of Krynn. to work to further the mysterious designs of the Elder
Elemental Eye.
S e ttin g The campaign starts off with an investigation into
Both time and place must be considered when a missing delegation. In the Dragonlance setting, the
converting this adventure for use in a Dragonlance Mirabar expedition could be replaced by a group of
campaign. Each era of Krynn’s history provides its own diplomats traveling from Haven along the Haven Road
challenges. Does the adventure take place during the through Solace.
pre-Cataclysm Age of Might? Before or during the War
of Lance? Where on Krynn will Elemental Evil arise: the F a c tio n s o f K ry n n
hills and mountains of Solamnia? Ergoth? Or the soon- Close equivalents to the factions of the Forgotten
to-be destroyed Istar? We suggest setting the campaign Realms don’t exist in the Dragonlance setting,
when and where the Dragonlance saga began: in the and so must be replaced with more suitable
lands of Abanasinia, near Solace and Haven, at the end groups from Krynn.
of the Time of Darkness in the year or two preceding
the War of the Lance. T he H a rp e rs
In this scenario, the Sumber Hills are replaced by Benevolent locals
the hills and mountains between Solace and Haven. There is no clear match for this world-spanning
Instead of Red Larch, the starting town of the adventure organization in Krynn. Instead of an established faction,
is Gateway, some distance south of Solace. The forks treat the various Harper contacts in the adventure as
of the White-Rage River replace the Dessarin River, friendly NPCs who are willing to help the characters
and many of the adventure locations can be located along, so long as they appear to be working for the
north and south of Gateway along the river or in the forces of good.
mountains to the west. The biggest city of the region is
Haven, which can serve the same role as Yartar. T he O r d e r o f t h e G a u n t l e t
The background information regarding the The Knights of Solamnia
ancient dwarven nation of Besilmer can survive by
incorporating it into the history of Thorbardin, predating Replace the Order of the Gauntlet with the Knights of
the Kinslayer Wars. Solamnia, who are dedicated to upholding the cause
of good. Although the Knights don’t exercise political
B a c k g ro u n d power in the region, it is not unreasonable for the player
characters to be their agents, on the lookout for unrest
Before recorded history, the god known as Chaos was as the threat of war looms.
trapped by Reorx in the Graygem, but echoes of Chaos
remained in the world. These took the form of nodes
T h e E m e ra ld E n c la v e D ra g o n s
Allies of the Forestmaster The power of Elemental Evil attracts dragons. You can
As a replacement for the Emerald Enclave, consider place a young dragon or a couple of wyrmlings in or
a cabal of Qualinesti elves, plainsfolk shamans, and near each of the elemental temples. Good examples
regional rangers dedicated to preserving the land. include a pair of blue dragon wyrmlings in the air
These groups work together at the behest of the unicorn temple, a young black dragon near the water temple,
of the Darken Wood, a powerful creature known as the or even a corrupted copper dragon somewhere near
Forestmaster. the earth node. (The Weeping Colossus already
contains a red dragon.) These dragons might be part
T h e L o rd s ' A l l ia n c e of the dragonarmies, or might instead be drawn to
Community leaders in Abanasinia the elemental power of the Chaos node. They can
What would be the Lords’Alliance instead represents be integrated within the elemental cults, or might
the local rulers of the scattered towns of Abanasinia that be as much a threat to the cultists as they are to the
are not controlled by the Seekers. These settlements adventurers.
mostly lie along the coastline of the Straits of Schallsea,
since the inland towns are either under Seeker sway G re y h a w k
or are villages of the plainsfolk. Some nobles among Many long-time D&D players regard Oerth, the world
Seeker-controlled towns might also be part of this of the Greyhawk campaign setting, as the natural and
alliance, working against the Theocrats politically. proper home for the Elemental Evil campaign. The
Temple of Elemental Evil, the classic adventure, is set
T h e Z h e n ta rim in the world of Greyhawk. Princes of the Apocalypse
The Seekers draws many inspirations from the original adventure,
In the Abanasinia region, the role of organized crime but this is not the same adventure in a new edition.
is mostly filled by the Seeker theocracy. While some New story elements such as the elemental prophets,
Seekers truly do search for evidence of the gods, many the cults’ use of devastation orbs, and the search for the
are more concerned with establishing and controlling missing delegation make this a much more far-reaching
local rule, and do not shy away from using coercion and and event-driven adventure than the original site-
threats to get their way. based campaign.
R e g a rd in g D ra g o n s S e ttin g
Even with the suggested changes to the factions and The classic home of the Temple of Elemental Evil is
locations, a key component of the Dragonlance setting in the Kron Hills, a lightly populated frontier between
is still missing: dragons! If you want to add a draconic the small state of Verbobonc and the elven kingdom of
influence to the campaign, consider the following Celene. The Sumber Hills are replaced by the eastern
changes and additions. portion of the Kron Hills and the western border of the
Gnarley Forest. Instead of Red Larch, the starting town
D r a c o n ic I n f lu e n c e of the adventure is Hommlet. The adventure content
In this variant, the Dragon Highlords are also interested described in chapter 6 of this book is a good parallel
in the power that the elemental nodes represent. They to the classic adventure, The Village of Hommlet, and
dispatch forces to help the cultists defend themselves, the various sites in and around Red Larch can easily be
but also to secure the elemental nodes when the relocated to the surrounding Kron Hills to introduce the
time is right. player characters to the region and its people.
Combine the settlements of Womford and nearby
D r a c o n ia n s Bargewright Inn into the corrupt town of Nulb. The
These corrupted offspring of good dragons are tainted small river known as Imeryds Run serves as the
by elemental power in the Dragonlance setting. Dessarin River, carrying the barge traffic (and river
Draconians could be found in elemental temples, piracy) that interests the Cult of the Crushing Wave.
especially near the prophets. They should not be the The gnome town of Tulvar replaces Westbridge,
first enemies the characters face when they encounter while the Etterboek takes the place of Beliard. The
the elemental cults, but an attack by a draconian squad city of Verbobonc can easily serve as both Yartar and
can replace one of the cultist responses when one of the Waterdeep. It’s the most important city anywhere
dungeons is cleared. in the area, and the events described in the “Dark
There isn’t space in this book to provide stat blocks Dealings in Yartar” side trek could easily be set along
for draconians, but you can make your own by adding Verbobonc’s river wharves. You can add Summit Hall
the half-dragon template (see the Monster Manual) to and the Haunted Keeps as they stand to the area around
hobgoblins or lizardfolk. Add a Death Throes trait to Hommlet; there is no reason places such as these
complete the transition: for example, baaz draconians couldn’t be located in this corner of the Flanaess.
turn to stone when killed, and kapak draconians In the classic Greyhawk adventure, the temple wasn’t
dissolve into pools of acid. built on top of dwarven ruins. Omit any mention of
the ancient realm of Besilmer and the underground
ruins of Tyar-Besil. Instead, the huge underground
stronghold the player characters explore in chapter
4 is the subterranean fortress constructed by an
older incarnation of the Cult of Elemental Evil, which
has now been reoccupied by the current group of
elemental prophets and their followers.
B a c k g ro u n d
Elemental Evil is not a new threat in the world
of Greyhawk. The Temple of Elemental Evil
was built long ago and spawned hordes of
bloodthirsty monsters that ravaged the
lands between Celene and Veluna on
several occasions in the past. As far as
anyone in the area knows, the temple is
currently abandoned and has not posed a
threat for several generations. In the last
year or so, the dark force known as the
Elder Elemental Eye secretly called a new
group of elemental prophets to its ancient
stronghold. These four individuals found
their way down to the Fane of the Eye and
took up the elemental weapons, beginning
the work of establishing their cults.
The Haunted Keeps described in chapter 3
of this adventure are old castles or strongholds
that lie nearby. They were raised by the
adventurers of an earlier century who dealt with
one of the previous manifestations of Elemental
Evil in this spot, but fell into ruin over time. They
guard hidden accesses to the dungeons beneath the
sprawling surface ruins of the temple. Rivergard
Keep lies on the bank of the nearby Imeryds Run.
The missing delegation that serves as the
adventure’s initial spur to action instead hails from
the Principality of Ulek, bound for the city of Dyvers
or perhaps Chendl. capital of the nearby kingdom The O rd e r o f t h e G a u n t le t
of Furyondy. The Church of Saint Cuthbert
Greyhawk is home to several different paladin orders
F a c tio n s in G re y h a w k that could serve as a substitute for this faction, but the
Instead of the Forgotten Realms factions, the Flanaess best fit is the Church of Saint Cuthbert. The Church
has its own set of knightly orders, mage guilds, and includes clerics, paladins, and fighters who stand for law
elite societies that serve as power groups the player and order and generally oppose evil, and it is found in
characters can ally themselves with. many different lands throughout the Flanaess.
The H a rp e rs The E m erald E n clav e
The Circle of Eight The Old Faith
The closest equivalent to the Harpers is the Circle The druids of the Flanaess belong to a great order
of Eight. Although membership in the circle itself is known as the Old Faith. Each region of the continent
restricted to the most powerful wizards, the group falls under the purview of a Great Druid, who in turn
employs many agents and spies to look after its oversees a hierarchy of lower-ranking druids scattered
interests. The Circle of Eight is much less benevolent throughout the lands under his or her dominion. Among
than the Harpers: its wizards are not particularly their other concerns, the Druids of the Old Faith are
concerned about tyranny and are more interested staunch enemies of the followers of Elemental Evil
in preserving a balance of power throughout the and root out its worshipers wherever they arise. Player
Flanaess. However, major magical threats (such as characters who are not members of the druid class
the rise of Elemental Evil) are very much within the could belong to one of the societies or groups affiliated
circle’s purview. with the servants of the Old Faith; for example, the
Gnarley Forest is home to the Gnarley Rangers, a
fellowship that cooperates closely with the druids.
T he L o rd s ’ A l l ia n c e more of the ostensibly friendly NPCs secretly work for
The Knights of the Hart one of the four cults. Have the cults lean harder on the
The time for a close association between good leadership of the communities scattered across the
kingdoms and city-states has not yet come to pass in region, threatening, blackmailing, and corrupting them
the Flanaess; nothing like the Lords’Alliance can be so they do the cults’ bidding.
found in the lands near the Kron Hills. The closest Eberron is also about exploration, which is natural
analogue in the world of Greyhawk is the Knights of the fit for a sandbox adventure such as Princes of the
Order of the Hart (usually referred to as the Knights Apocalypse. If you want to enhance the players’
of the Hart). This society of human and elf nobles has feeling of being pioneers, stretch out the distances
branches in Furyondy, Veluna, and the Vesve Forest. between communities (the Eberron map is huge,
Though principally concerned with the danger posed by so you should have plenty of room). Have the NPCs
Iuz, the half-demon tyrant, the order seeks to defend its know less about goings-on beyond their backyards,
constituent lands against all sorts of monstrous threats. and consider giving the players a more limited map of
the area with key locations missing. Just finding the
T he Z h e n ta rim Haunted Keeps should feel like an accomplishment.
The Thieves’Guild of Greyhawk The players (and maybe the characters as well) can gain
a sense of accomplishment if they have a more-or-less
The Thieves’ Guild of Greyhawk is a good conversion complete map of the region by the time the adventure
for the Zhentarim. Based in the Free City of Greyhawk, draws to a close.
the Thieves’ Guild seeks to control trade and influence
events in many lands throughout the Flanaess. Like S e ttin g
the Zhentarim, its members have a reputation as
troublemakers but often are forced to meet the threat Khorvaire is a sprawling continent with plenty of thinly
posed by truly abhorrent villains and monsters, and the settled frontiers, so it’s relatively easy to find a good
cults of Elemental Evil certainly qualify. place to set Princes of the Apocalypse. Here are a
few examples:
O t h e r E le m e n ts • In western Aundair, the wilderness around the town
Replace any mention of deities specific to the Forgotten of Wyr is a good choice; the Eldeen Reaches function
Realms setting with appropriate Greyhawk deities. For as the High Forest does in this adventure.
example, the knights based in Summit Hall should be • In Breland, the small city of Xandrar on the north
followers of Heironeous instead of Helm or Tyr. (They ern border can take the place of Red Larch, with the
could be followers of Saint Cuthbert, but that would Haunted Keeps existing as abandoned fortresses from
mean that one of the player character factions has an the Last War and the monsters of Droaam being an
important stronghold in the region; better if they are ongoing threat.
potential allies for a character who belongs to the right • Northern and eastern Karrnath has vast tracts of fron
faction.) In addition, the Elder Elemental Eye might tier-plenty of room for a region the size and scope
be an aspect of the imprisoned god Tharizdun, a dark of the Dessarin Valley. Halfling barbarians from the
power of destruction, entropy, and eternal darkness. Talenta Plains can replace the Uthgardt barbarians in
Whether the elemental prophets see themselves as the adventure.
worshipers of Tharizdun or only as servants of the Elder • The border between Zilargo and Darguun is another
Elemental Eye is not relevant to the adventure; madness frontier region with plenty of isolated settlements and
is madness, after all. marauding monsters.
There are enough blank spaces on the map in
E b e rro n Eberron that you should be able to translocate the
With its emphasis on mystery and exploration, the Dessarin Valley wholesale; such remapping just needs a
Eberron campaign setting is a natural fit for Princes of few location name changes. To get an Eberron feel, it’s
the Apocalypse. Most of the work in adaptation involves more important that you come with campaign-specific
changing place names to fit into Eberron. As you do, equivalents for the following:
consider ways you can use the specifics of the Eberron • A hilly region with a river running through it, though
setting to heighten certain adventure motifs. the Dessarin Valley is small enough that it might not
Eberron is a place of mystery, and there’s already show up on conventional Eberron campaign maps.
plenty of that in Princes of the Apocalypse. The first Ideally, there should be analogues of the Uthgardt bar
part of the adventure is largely about uncovering the barians nearby, and the equivalent of a menacing orc
hidden evil that lurks in the region’s small towns and horde that’s more distant.
frontier strongholds. You have ample ways to play up • A big city that’s at least a few days’ travel away, prefer
the sense of mystery. Chapter 3 starts with a missing- ably reachable by both river and road. There shouldn’t
persons investigation, for example, and the “Cure of be airship or lightning rail access to the campaign
the Fire Witch,” “Dark Dealings in Yartar,” and “Halls area, though—the rural location is key to the adven
of the Hunting Axe” side treks all involve hidden evil ture background.
and betrayal. • An untamed forest or other wilderness that can sub
If you make additions of your own to the adventure, stitute for the High Forest, with an equivalent to the
you can build on the noir aspects of hidden evil. Make elves who live within it.
The biggest change you’ll have to make is to the four planes remain coterminous with Eberron. Then
adventure’s assumed cosmology. Eberron lacks the they will march vast armies from their extraplanar
traditional elemental planes, so you’ll have to replace homes and bring all of Khorvaire—and eventually all of
them with the following (with the understanding that Eberron—under their control.
they aren’t perfect matches):
• Syrania, the Azure Sky (air) F a c tio n s in E b e r r o n
• Kythri, the Churning Chaos (earth) It’s not hard to find Eberron equivalents for the factions
• Fernia, the Sea of Fire (fire) of the Forgotten Realms.
• Lamannia, the Twilight Forest (water)
The H a rp e rs
B a c k g ro u n d The Library ofKorranberg or Morgrave University
As the adventure begins, Eberron’s sages note with It’s a bit of a stretch, but consider using one of Eberron’s
interest that four planes will become coterminous academic organizations—the Library of Korranberg
with Eberron within the next several months—a rare or Morgrave University—as the equivalent of the
occurrence even in the annals of astronomers and Harpers. Their purpose is less political, but they’re
diviners. For them, it’s a matter of academic interest. still altruistic and stand largely outside existing power
But for Imix, Ogremoch, Olhydra, and Yan-C-Bin, it’s the structures. And with so many mysteries of Eberron
chance they’ve been waiting for. waiting to be discovered, those organizations are out in
Under direction of the nameless entity known as the dangerous places of the world quite a bit—just like
the Elder Elemental Eye (perhaps the Dragon Below, the Harpers.
the Dreaming Dark, or the Lords of Dust), the four
Elemental Princes assemble their cults as described in
the adventure. Their goal isn’t just to bring the region
under the control of Elemental Evil, but to freeze the
progression of all the planes of existence so that their
T he O r d e r o f t h e G a u n t l e t delegation that kicks off the adventure in chapter 3
The Church of the Silver Flame might be organized by House Kundarak.
The Church of the Silver Flame is more narrowly • Include some NPCs of Eberron-specific races. Grund
religious than the Order of the Gauntlet, but its overall in Red Larch (described in chapter 6) can be a war-
tone is similar. Because the Silver Flame is Thrane’s forged; much of the town looks down on him anyway.
state religion, characters of any class from that nation The doppelganger in the “Halls of the Hunting Axe”
might work toward the Silver Flame’s ends. side trek could be a changeling, and it’s not difficult
to imagine the prophet Vanifer being one too. Some
T he E m e ra ld E n c lav e of the lycanthropes and druids at Scarlet Moon Hall
The Wardens of the Word or the Gatekeepers (described in chapter 3) might be shifters.
• Tweak the adventure’s background to connect it to
The Wardens of the Wood are this faction’s logical the Last War. Perhaps the four prophets are war ref
equivalent in Eberron if you’re setting Princes of ugees—or war criminals. And they found themselves
the Apocalypse anywhere near the Eldeen Reaches. picking up their elemental weapons for the first time
Otherwise, the Gatekeepers are a good choice. on the Day of Mourning.
T he L o rd s ’ A llia n c e
The Twelve or the Aurum Y o u r O w n W o rld
The Twelve serves as the defender of civilization much If you’ve created a fantasy world of your own to serve
as the Lords’Alliance does, and its members are as the setting for your Dungeons & Dragons game,
similarly vulnerable to occasional bouts of rivalry and it will work just fine for the Elemental Evil campaign.
infighting. The Aurum, while far less altruistic than the The servants of the Elder Elemental Eye might operate
Lords’Alliance, fulfills a similar function in the world under different names or present themselves in new
of Eberron, fighting to protect the status quo and ensure guises, but elemental corruption can strike any world at
that those in power stay that way. any time. Heroes are always be needed to drive back the
forces of darkness and destruction.
T he Z h e n ta rim The events of Princes of the Apocalypse take place
The Order of the Emerald Claw in a thinly settled frontier, far from any kind of central
Replace the Black Network with the Order of the authority. There are no power groups that can easily
Emerald Claw, though you should downplay the contest the rise of the elemental prophets—that’s why
connection to Vol. the burden of action falls to the player characters. The
easiest conversion is to take the whole Dessarin Valley
D ra g o n m a rk e d H ouses and drop it into the map of your world. Locations such
As an alternative to the five factions, you can use as Red Larch or the Sumber Hills are generic enough
Eberron’s dragonmarked houses. If you do so, that they would fit in most D&D settings. You may want
remember that many members of the houses don’t to rename deities or factions to the pantheon or power
possess dragonmarks, and that even houses dominated groups present in your campaign, but otherwise you can
by one race (the half-elves of House Lyrandar, for incorporate the adventure as written into a part of the
example) include members of other races. world your player characters have not yet explored.
When you start the adventure, have every character Alternatively, you can find a suitable place in your
choose a dragonmarked house in addition to a race, world where you can arrange towns analogous to
class, and background. House Deneith functions much Red Larch, Womford, Beliard, and Westbridge in the
like the Order of the Gauntlet, House Kundarak serves vicinity of a desolate wilderness like the Sumber Hills.
as the Lords’Alliance, House Lyrandar or House In this adventure, these towns are as much as 70 or
Tharashk is equivalent to the Harpers, House Phiarlan 80 miles apart, but there is no reason you couldn’t fit
and House Thuranni are the Zhentarim, and House them in a much smaller area. As long as the towns are
Vadalis fills in for the Emerald Enclave. at least a day’s travel from each other, you have enough
wilderness to make moving from town to town a serious
O t h e r E le m e n ts decision point for the players.
The Sumber Hills are presented as an area of
Once you’ve located the adventure in the world and dry badlands, but they don’t have to be hills in your
figured out how you’re going to handle the factions, only campaign. A region of uninhabited moorland, a wide
a few tasks remain. marsh or swamp, or even a dark and haunted forest
• Give some of the magic items in the adventure an would serve just as well as a setting for the cult outposts
Eberron spin by connecting them to the magic of and the events described in the search for the missing
dragonshards. The four elemental weapons wielded delegation from Mirabar. Naturally, you should select
by the prophets, for example, might be powered by a setting where old castles are likely to be reoccupied
Khyber dragonshards. by sinister newcomers, and a huge old subterranean
• Connect the economy of the Dessarin Valley to the complex could underlie the mysterious ruins.
dragonmarked houses. Kaylessa runs Red Larch’s
inn, the Swinging Sword, on behalf of House
Ghallanda, and many of the town’s wagonwrights
are affiliated with House Lyrandar. The missing
A fterw ord F ir e c u l t is t s
are m asters
o f th e fo r g e .
W a t e r c u l t is t s s h u n a r m o r , but
t h e y l ik e s w o r d s l in e d w it h s h a r k s '
t e e t h a n d s h ie l d s m a d e f r o m g ia n t
c rab shells .
T h e m y s t e r io u s V iz e r a n D e V ir
c r e a t e s f o u r m ig h t y w e a p o n s
im b u e d w it h e l e m e n t a l p o w e r .
A e r is i K a l in o t h 's
o b e s s s io n w it h w in g e d
e l v e s m a n if e s t s a s a
s e t o f il l u s o r y w in g s .
G ia n t V u ltu r es are
po pular m o unts am o n g
a ir c u l t is t s .
An a ir c u l t is t u s e s
a b allo n pac k to
attack fro m
a b o v e w h il e
s t a y in g o u t o f
m elee r an g e .
A ir c u l t is t s c a n
g l id e t h r o u g h t h e
a ir u s in g w in g w e a r
and prefer to
attack at range
w it h c r o s s b o w s
o r j a v e l in s .
A ir beacons
a r e f l o a t in g
structures
that d o u ble
a s a v ia r ie s f o r
a e r ia l m o u n t s .
E arth c u lt r o bes
c o n s is t o f t h in r o c k
t il e s , f o r m in g a f a b r ic
o f f l e x ib l e s to n e .
Earth c u l t is t s
u s e a v a r ie t y o f
b u r r o w in g m o u n ts
s t o n e c it a d e l s a t o p
natural crags or
p il l a r s o f r o c k . they
usually appear o ff
h il l s , o r m o u n t a in s .
F ir e c u l t is t s b in d
f ir e e l e m e n t a l s t o
t h e ir w e a p o n s a n d
w a r m a c h in e s .
A r a z e r b l a s t 's arm o r
is f u s e d t o t h e s k in a n d
c a n 't b e r e m o v e d . th e
w a r r io r 's c h e s t c a v it y
h a s a n o p e n h o le w it h
a h e a r t o f l iv in g f l a m e .
A f ir e c u l t is t a s t r id e
a g ia n t f ir e l iz a r d
F ir e b e a c o n s t y p ic a l l y h a v e s m o k e o r f ir e
is s u in g f r o m t h e ir t o p s , a n d s tr u c tu r ally
th ey r esem ble to r c h es o r la m ps .
C oncepts for G ar
S h a t t e r k e e l 's
a r t if ic ia l c l a w .
W a t e r c u l t is t s s o m e t im e s h a v e w e b b e d
d ig it s a n d w e a r g o w n s m a d e f r o m k e l p .
T h e y c u l t iv a t e b a r n a c l e s o n t h e ir s k in
a s a f u r t h e r a c t o f d e v o t io n .
W a t e r c u l t is t s
t a m e a v a r ie t y o f
creatures to serve
as m o unts , in c l u d in g
g ia n t w a l r u s e s .
u s u a l l y b u il t n e a r
natural sources of
r e s e m b l e s g ia n t
f o u n t a in s , conch