DA127 Supplement HR
DA127 Supplement HR
#127
Joachim Barrum
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Zyrxog
Telakin
Eva Widermann
Eva Widermann
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Octopin Eligos
Steve Prescott
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Private Hall 1
Stage
up
up
Storage
Kitchen
E N W
Robert Lazzaretti
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
First Floor
Sodden Hold
D7 D9 D8 D19 S
A B C T D1 D6
catwalk
D2
D3
D4
N W E S
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
M12 M13
Zyrxogs Lair
M6 M5
N W S E
M7
M2
M1
Robert Lazzaretti
Robert Lazzaretti
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
While friendly and trustworthy enough, Dagsumn is a stickler for details. Capable of creating his own magic items and spells, Dagsumn still prefers to collect them as payment with a minimum of risk. He can be somewhat of a bore and pest when he catches wind of a new item, constantly belaboring guests for details.
Midnights Muddle
The neighborhood known as Midnights Muddle occupies one block within City Ward, just southeast of the Market. Midnights Muddle is bounded by Bazaar Street, the High Road, Lamp Street, and the Street of Bells. The Crooked House lies at the northern tip of the block, at the corner of the High Road and Bazaar Street. Tarquin Shortstone XXVI, proprietor of the Crooked House, is an old friend of Dagsumn. He frequently meets Dagsumn for a friendly game of lanceboard (dragonchess) at the Elfstone Tavern (C32).
Dagsumn
Gaunt and ghostly-pale, Dagsumn (LN male Illuskan human wizard 7) (Eligos) is an austere man of moderate height, given to bulky blue and green robes. Despite his apparent physical failings, he is a skilled practitioner of the Art with a hunger for magical power. Dagsumn hails from Port Llast and had a brief apprenticeship with Malchor Harpell (Manzorian) at the Tower of Twilight (Fortress of Unknown Depths). While the two did not part company as enemies, they have not spoken in over 25 years. Dagsumn came to Waterdeep to make his fortune, but his brief adventuring career gave way long ago to casting spells and tutoring lesser mages. He can usually be found at the Elfstone Tavern (C32) (Webs Dragonchess Parlor) and lives in an opulent apartment (Eligoss manor) nearby with his wife, Kyrss Wands (LG female Tethyrian human aristocrat 3) (Pollard), the youngest child of Maskar Wands. Dagsumn prefers to engage in spellcasting in the City of the Dead, protected by hired guards, where few can glean his secrets through observation.
The Unseen
The Unseen is a consortium of shapechangers, thieves, illusionists, and assassins that has been growing in strength and numbers in Waterdeep for nearly three decades. The Unseen began as a druuth (a cabal of doppelgangers led by illithids), tasked to inltrate and spy on the City of Splendors for the Underdark city of ChChitl. The death of the elder brain of the Kingdom Below has forced the druuth to operate independantly, enabling a greater doppelganger named Hlaavin (NE half-illithid greater doppelganger sorcerer 9) to emerge as the leader of the now-autonomous band. The Unseen are detailed further in City of Splendors: Waterdeep and in an upcoming issue of Dragon. The leaders of the Unseen are nine enigmatic mirrorkin, known more commonly as greater (or elder) doppelgangers. Although they work together closely to expand their influence in the City of Splendors, each mirrorkin has its own particular personality and agenda. Tela-
kin is one of the nine greater doppelgangers, whose personal ambitions have long involved controlling economic activity in Dock Ward. Toward this end, Telakin and its agents have infiltrated the ranks of the City Guard, several merchant houses, and several guilds, all of which are key players in the daily affairs of Dock Ward. Telakin never shows his brand openly, for to do so would invite Hlaavins wrath. Telakins lair, the Sodden Hall, lies down by the docks at the southern end of the small block between Full Sails (D35) and Seaswealth Hall (D39) on the map found in City of Splendors: Waterdeep, page 104. (Simply rotate the map in the adventure 180 degrees, so that the water is south of the warehouse and assume the building actually extends out over the harbor, rather than stopping just a few feet short as shown on the Waterdeep map.) The illithids secret passage (D19) is a tertiary tunnel that leads east to the primary tunnel that connects SF54 with the harbor on the sewer map found in City of Splendors: Waterdeep, page 123. The prisoners found in area D6 of Sodden Hall include Tryssia Lanngolyn (CN female Lantanna aristocrat 4) (Ilya Starmane), heir to House Lanngolyn, and Gattel Watam, a former city magister. Ilservs note, found in Telakins sanctum (area D18) uses the words Brians forge instead of cold forge.
Tentacles of ChChitl
Ilserv (Zyrxog) has long served as emissary to Waterdeep for ChChitl, the Kingdom Below. An ill-fated alliance with old Xanathar (a beholder since replaced by the Eye as leader of the Xanathar Thieves Guild) led to a confrontation with the Gray Hands during which old Xanathar petried Ilserv, forcing the illithid to spend several years in the garden of Mirts Mansion (C52) before it could engineer its escape. Aer eeing to the Kingdom Below, Ilserv has returned to Waterdeeps sewers to reestablish illithid control over the Unseen, without exposing the errant druuths activities in Waterdeep (and undermining the point of such a takeover).
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Ilserv began the process of making Telakin a thrall by oering the greater doppelganger access to the mind clone. Telakin agreed without the knowledge of Hlaavin, who it hopes to someday supplant as leader of the Unseen. Although Telakin received the device and its inuence within the Unseen has grown as a result, the negotiations brought Telakin into close proximity with Ilserv, which gave the illithid the opportunity to enslave the greater doppelganger. Ilservs lair lies beneath Brian the Swordmasters Smithy (Cold Forge) (S7), just south of the secondary passage that runs east from the junction room (SF55, no surface connection) located under the wide part of Candle Land, west of the Way of the Dragon. (Simply rotate the map in the adventure 180 degrees, so that the illithids lair is south of the sewer passage.) Waterdeeps sewers, including passage widths and encounters, are fully detailed in City of Splendors: Waterdeep.
but it needs Telakins knowledge of the artifact in order to use it eectively. Some weeks ago, Hlaavin tasked the doppelganger Ixiaxian with keeping an eye on Telakin. The leader of the Unseen instructed his lackey to watch for an opportunity to move against Telakin and his mysterous master through the manipulation of a third party (such as the PCs). While spying on Telakins agents, Ixiaxian observes their interest in the PCs. At the rst opportunity, Ixiaxian replaces one of the PCs with the assistance of other doppelgangers loyal to Hlaavin. Ixiaxians objective is not to betray the PCs in area D15, as discussed in the adventure, but to use them as a defensive shield behind which it can spy directly on Telakins operations. (Change encounter D15 to be all doppelgangers and not include the missing PC. The EL remains unchanged, as Ixiaxian does not betray the PCs here, but one additional doppelganger is present in the guise of the PC Ixiaxian already replaced.) If possible, Ixiaxian seeks to avoid damage to the Telakins device and keep Telakin alive (for now), but its primary objective is to ferret out the identity of Telakins suspected secret master and, if possible, have the PCs bring him down. Once Ilserv is dead, Ixiaxian arranges an ambush at a later date by a doppelganger loyal to Hlaavin, fearing that the PCs have learned too much about the operations of the Unseen. This ambush occurs during the events of The Spire of Long Shadows in the village of Longsaddle (Magepoint). If Ixiaxians deception is discovered by the PCs during the course of the adventure, whether through their own actions
or because Telakin discovers its presence, Ixiaxian bargains with the PCs for its life. Hlaavins agent oers to trade Telakin (if still alive) or itself (if Telakin is dead) for the abducted PC, if the rest of the PCs agree to destroy Telakins hidden master. If the PCs acquiesce, Hlaavin arranges an ambush by Masks Conscripts during the prisoner swap, again fearing that the PCs have learned too much about the operations of the Unseen. If this ambush fails, Hlaavin arranges a second attempt during the events of The Spire of Long Shadows, as noted above.
d% Encounter 0110 3 angry warforged (male personality warforged ghter 2) (EL 4) 1120 4 unhinged soldiers (male human warrior 2/barbarian 1) (EL 5) 2125 2 thieves (male and female human rogue 3) (EL 5) 2630 2 harpies (EL 6) 31-35 2 trolls (EL 7) 3640 1 warforged insurgent (female personality warforged rogue 4/articer 3) (EL 7) 4100 none Angry Warforged: These warforged have been stirred into a frenzy by agents of the
Lord of Blades, and are lled with anger towards the humans who built them to die. They will be hostile toward any party including members of House Cannith; otherwise they are simply unfriendly. They are spoiling for a ght, but if the party acts in a conciliatory manner (especially if a warforged PC acts as party spokesman) hostilities can be avoided. Unhinged Soldiers: These crazed warriors are described in the web enhancement for Encounter at Blackwall Keep. Driven mad by the war, they will attack with no concern for self-preservation.
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Thieves: These brigands are former scouts from the Cyran army. They steal both as a matter of survival, but also out of a desire to avenge their fallen country. They wont attack a group containing Cyrans, although they may approach the adventurers and encourage the Cyrans to join their fight. Harpies and Trolls: These creatures were brought over from Droaam to ght in the Last War; with the war over, they are slaking their bloody instincts as bandits. Warforged Insurgent: Trained to serve as an assassin in the Last War, this warforged soldier has whole-heartedly embraced the ideology of the Lord of Blades. She has been preaching to the warforged of the region, but she also takes pleasure in hunting creatures of esh. She is patient and will stalk the party, waiting for people to sleep; she will then use cats grace and personal weapon augmentation , sniping at the guards and hoping that sneak attack damage and the eect of the augmented weapon can quickly incapacitate foes. If a warforged is with the party, the insurgent will focus on the other members of the party, planning to speak to the warforged once she has eliminated the humanoids.
ness and blindsight. They will use their long tentacles to trip enemies, taking advantage of reach and Combat Reexes to keep opponents on the ground. Dolgaunt Monk CR 5
Male dolgaunt monk 3 Eberron Campaign Setting 281 LE Medium aberration Init +5 Senses blindsight 360 .; Spot +9, Listen +8 Languages Common, Goblin, Orc, Undercommon; can silently communicate with other dolgaunts within 30 feet. AC 22, touch 19, at-footed 17 hp 29 (5 HD) DR 5/byeshk or magic Fort +4 Ref +8 Will +10 (+12 vs enchantment); evasion Spd 40 . (8 squares) Melee 2 tentacles +7 (1d3+4) or unarmed strike +7 (1d6+4) or unarmed strike +5/+5 (1d6+4) Space 5 . Reach 5 . (10 . with tentacles) Base Atk +3; Grp +11 Atk Options Combat Expertise, Improved Grapple, Improved Trip Special Atk vitality drain Combat Gear potion of cure moderate wounds, potion of mage armor, oil of darkness, alchemists re (2), tanglefoot bag Abilities Str 18, Dex 21, Con 12, Int 14, Wis 18, Cha 8 Feats Combat Expertise, Combat Reexes, Deect Arrows, Improved Grapple, Improved Trip, Improved Unarmed Strike Skills Balance +11, Climb +8, Hide +12, Jump +11, Listen +8, Move Silently +12, Spot +9, Tumble +15 Possessions combat gear Vitality Drain (Ex): On a successful grapple check, the dolgaunt deals one point of Constitution damage in addition to normal damage. If injured, it also heals 2 points of damage.
Myrianaas
CR 9
Female dolgaunt monk 1/cleric 8 (Dragon Below) Eberron Campaign Setting 281 LE Medium aberration Init +4 Senses blindsight 360 .; Spot +5, Listen +5 Languages Common, Goblin, Undercommon; can silently communicate with other dolgaunts within 30 feet. AC 25, touch 20, at-footed 20 hp 71 (11 HD) DR 5/byeshk or magic Fort +10 Ref +8 Will +15 Spd 30 . (6 squares) Melee 2 tentacles +9 (1d3+4) or +1 morning star of spell storing +10 (1d8+5) or
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
unarmed strike +9 (1d6+4) or unarmed strike +7/+7 (1d6+4) or Space 5 . Reach 5 . (10 . with tentacle) Base Atk +5; Grp +13 Atk Options Improved Grapple, Improved Trip Special Attacks rebuke undead 3/day (+1, 2d6+8, 8th), spontaneous casting (inict spells), vitality drain Combat Gear potion of barkskin +2, potion of blur Spells Prepared (CL 8th, +9 melee touch): 4thconfusionD (DC 21), cure critical wounds, divine power, freedom of movement 3rdbestow curseD (DC 18), cure serious wounds, deeper darkness, dispel magic, prayer
2ndcure moderate wounds, death knell (DC 17), hold person (DC 19) (2), touch of madnessD (DC 19) 1stcure light wounds (2), divine favor, cause fear (DC 16), lesser confusionD (DC 18), sanctuary (DC 16), shield of faith 0cure minor wounds (3), detect magic, detect poison, resistance D: Domain spell. Domains: Dragon Below, Madness Abilities Str 18, Dex 20, Con 14, Int 12, Wis 20, Cha 8 SQ Once per day, may add +3 to one Will save or Wisdom skill check (Madness domain granted power) Feats Augment Summoning, Combat Reexes,
Deect Arrows, Greater Spell Focus (enchantment), Improved Grapple, Improved Trip, Improved Unarmed Strike, Spell Focus (enchantment) Skills Balance +11, Climb +8, Concentration +12, Hide +11, Jump +6, Knowledge (religion) +7, Listen +5, Move Silently +7, Spot +5, Tumble +14 Possessions combat gear, +1 morning star of spell storing (hold person [DC 19]), bracers of armor +2 Vitality Drain (Ex): On a successful grapple check, the dolgaunt deals one point of Constitution damage in addition to normal damage. If injured, it also heals 2 points of damage.
THE HIVE
by Philip Larwood The once-dwarven wizard Hehranna knows that her previous race, for all its pride and skill, is hampered and distracted by lesser concernsfamily, friendship, emotion. Once they join the Hive, they wont begrudge a few moments of pain in exchange for the industrious awakening she has to oer them. A D&D adventure for 5th-level characters.
Hehranna
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Hiveblood Ettin
Udon with Chris Stevens, Mark Sinclair & Kevin Yan Jason Engle
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Jason Engle
Jason Engle
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Je Carlisle
Galguth Shund
NarShindah
Je Carlisle Je Carlisle
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Je Carlisle
Je Carlisle
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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C19
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C15
C17
C30A
C16
C17
C20
C30
C18 C14 C5
C3A
C21 C3 S
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Down
C35
C1 C8
C2 C4 C6
C13
C10 C11
C27 C32
C34
C7
C9
C17
C25 S
C33
C12
C12A
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
C7a
Robert Lazzaretti
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D5
D3
Deepwinter Vault
D1
D2
D4
Robert Lazzaretti
Robert Lazzaretti
Crypt Stairs
C1B
W
Robert Lazzaretti
C1A
Down
S S
Down
Robert Lazzaretti
Dungeon #127 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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