Recipe For Revenge
Recipe For Revenge
by Barry Dore
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Recipe for Revenge
I have discovered that Rossele's remains were taken to He is slowly building an army of elemental myrmidons,
Waterdeep, by the hand of the wizard Daratin. secreting the bulk of his force in the Border Ethereal.
—Brunthor Kettlegrip If left to his own devices, it is only a matter of time
before he unleashes this force upon an unsuspecting
populace.
Introduction
Additionally, Daratin has unearthed Rossele's remains,
This adventure is designed for a party of 7th to 8th level allowing Mumed to call her spirit to the Material Plane.
characters. It is set in the Forgotten Realms. The pair now pursue the misguided objective of binding
A repurposed asylum beneath the streets of Waterdeep her in a permanent undead form, as close to alive as is
serves as home to a nefarious wizard with sinister plans possible.
for an unsuspecting populace.
Adventure Hooks
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 2
The following player introduction is a continuation of the All but the name Daratin.
Tavern Sign entry found in Seldom Spring.
It also follows on from the previous Seldom Spring “Daratin,” mutters Brunthor, in case your grasp of
adventure, Graves of Neverwinter, though it is not Dwarvish is inadequate.
necessary for the characters to have completed that
scenario. “Whenever I swear vengeance, I add a name to this list,” he
explains.
Player Introduction “I had hoped to clear this list before I passed the book on to
my successor.”
With that, he slams the book shut and mutters a quiet prayer
“Through other less divine sources, I have learned that he
to Berronar. Then sits in silence, awaiting your response.
has established an arcane sanctum within a former asylum
beneath the city's streets.”
All but one of these names is crossed through. These spells are marked with the ^ symbol.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 3
The Asylum
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The Asylum 1. Hall of Water
Although the trappings of their original purpose are
now long gone, those who know of these underground
halls typically still refer to them as The Asylum. You have entered a long brightly-lit hall that is clearly
However, few would recognize the halls in their current illuminated by magic.
form, with interior walls removed, whole sections of
floor resurfaced with arcane designs, and shimmering A single guard stands watch here. It appears to be some
magical curtains replacing doors. form of water elemental, bound within a suit of plate armor,
which is covered with intricate glowing runes. It clutches a
The Entrance trident in its watery grip.
The Asylum's entrance can be located anywhere in
Waterdeep, or even placed in a different city entirely. This guard will attack any intruder that it perceives.
The stairs that descend into these halls may be located It will not attack anyone wearing a rune bracelet, even
within a surface structure, or simply behind a plain door if that person attacks the elemental, but companions
nestled between two adjacent buildings. without such a bracelet will still be subject to attack.
Illumination
All areas are magically illuminated with bright light. Water Elemental Myrmidon
Medium elemental, neutral
Curtains
Translucent magic curtains stretch across many Armor Class 18 (plate)
passages within these halls. Hit Points 127 (17d8 + 51)
Speed 40 ft., swim 40 ft.
These curtains dampen sounds and obscure views, but
offer no physical resistance to creatures or objects
STR DEX CON INT WIS CHA
passing through them. They do not obscure truesight.
18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 10 (+0)
A dispel magic spell cast on one of these curtains will
instantly destroy it. Damage Resistances acid; bludgeoning, piercing, and
slashing from nonmagical attacks
Servants Damage Immunities poison
The halls are staffed by magical servants akin to those Condition Immunities paralyzed, petrified, poisoned,
created by Mordenkainen's magnificent mansion. They prone
can be commanded to perform simple duties by anyone Senses darkvision 60 ft., passive Perception 10
wearing a rune bracelet. Languages Aquan, Common
Challenge 7 (2,900 XP)
A dispel magic spell cast on one of these servants will
instantly destroy it. Magic Weapons. The myrmidon's weapon attacks are
magical.
Rune Bracelets
These golden bracelets are inscribed with intricate runes Actions
and enchanted with powerful magic. Multiattack. The myrmidon makes three trident attacks.
They are worn by all residents and mark them as such,
allowing them to come and go without being attacked Trident. Melee or Ranged Weapon Attack: +7 to hit,
by the elemental guards. reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4)
piercing damage, or 8 (1d8 + 4) piercing damage if used
However, these bracelets are magically secured and can with two hands to make a melee attack.
only be removed if the wearer dies, enters an area of
antimagic, or has it deactivated by dispel magic. A Freezing Strikes (Recharge 6). The myrmidon uses
deactivated bracelet remains inert for one minute. Multiattack. Each attack that hits deals an extra 5
For the purpose of dispel magic, the enchantment on (1d10) cold damage. A target that is hit by one or more
these bracelets is 5th level, and the caster must target of these attacks has its speed reduced by 10 feet until
the bracelet individually in order to affect it. the end of the myrmidon's next turn.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 5
2. Apprentice Halls 2c. Dormitory
A dozen apprentice wizards dwell in these adjoining This chamber is furnished to accommodate up to twenty
chambers. They rely primarily on self-tuition, people, though only a dozen beds are currently in use.
benefiting from the vast library at their disposal. Each bed is accompanied by a footlocker and a small
In addition to the sizable payments made to secure their bedside table. A variety of tables and chairs provide a
positions here, the apprentices are required to spend social area in the center of the room, with a selection of
much of their time serving as scribes, replacing faded or gaming sets and pitchers of wine on hand to help the
damaged documents with fresh copies for the library. residents unwind.
The apprentices will be wary of strangers, but will not A variety of small trinkets can be found here, but
attack unless provoked. With suitable encouragement, nothing of great value or interest to a seasoned
they can provide names of the senior wizards and adventurer.
describe them by appearance and personality.
2d. Kitchen
Though collectively neutral in alignment, these young
apprentices can be as diverse in personality and The kitchen is staffed by magical servants. They work
ideology as you wish, though whether your party cares tirelessly, creating meals as required and cleaning up
or not is another matter entirely. afterwards.
Each apprentice carries 2d4gp, 2d6sp, and 2d6cp, and These servants also handle other domestic duties for the
wears a rune bracelet. apprentices, such as doing their laundry.
The kitchen is very well stocked with food and drink
Spellbooks from across Faerûn.
Each apprentice has their own spellbook, containing 3
(1d4 + 1) of the following spells, in addition to those
listed in their stat block: burning hands, cause fear^, Apprentice Wizard (x12)
comprehend languages, detect magic, fog cloud, ice Medium humanoid (human), neutral
knife^, protection from evil and good, sleep.
For greater variety, you can swap out any of their Armor Class 10
prepared spells with alternatives from this list. Hit Points 9 (2d8)
Speed 30 ft.
2a. Library
This library holds approximately one hundred different STR DEX CON INT WIS CHA
books covering a variety of subjects, but with an overall 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
focus towards arcane studies.
Sizable sections cover topics such as the different Skills Arcana +4, History +4
schools of magic, the planes of existence, elementals, Senses passive Perception 10
and undead, while other books cover subjects like Languages Common
religion, nature, and history. Challenge 1/4 (50 XP)
None of these books are especially rare volumes, Spellcasting. The apprentice is a 1st-level spellcaster.
limiting their value to around 25gp each, but this is still Its spellcasting ability is Intelligence (spell save DC 12,
a significant collection of literature. +4 to hit with spell attacks). The apprentice has the
following wizard spells prepared:
2b. Scriptorium
This room contains all of the supplies necessary to Cantrips (at will): frostbite^, mending, shocking grasp
create finished documents, from inks and quills to 1st level (2 slots): absorb elements^, magic missile,
parchment, vellum and binding materials. shield
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 6
3. Hall of Earth 4. Summoning Chamber
The stairs descend into another brightly-lit hall, stretching This chamber is almost empty, save for a half dozen unlit
off before you. braziers evenly spaced around its perimeter.
A second elemental guardian stands watch here. Its plate The floor however is quite a spectacle, formed as it is of
armor glows with the same intricate runes, but this one is concentric rings of glimmering stone which appears to be
earthen in nature and bears a hefty maul in its rocky hands. laced with diamond dust.
Just like the water myrmidon, this elemental will attack The braziers are ready for use, holding a mix of coal
any intruder that it perceives who is not wearing a rune and incense, but neither they nor their contents are
bracelet. magical.
The floor is indeed laced with diamond dust, as well as
iron and silver filings, all forming a precise arcane
Earth Elemental Myrmidon design.
Medium elemental, neutral
The material component cost of any abjuration or
conjuration spell cast in this chamber is halved, and any
Armor Class 18 (plate) Constitution saving throw made to maintain
Hit Points 127 (17d8 + 51) concentration on such a spell is made with advantage,
Speed 30 ft. as long as the caster doesn't leave the room.
Actions
Multiattack. The myrmidon makes two maul attacks.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 7
5. Conjurer's Halls Yasheid
Medium humanoid (human), chaotic neutral
A curvaceous Calishite beauty named Yasheid resides
here. She has the dusky brown skin and eyes common
to her people, but her hair is black as night. She is a Armor Class 12 (15 with mage armor)
skilled wizard, specialized in conjuration. Hit Points 40 (9d8)
Speed 30 ft.
She has been assisting Daratin with the creation of his
elemental myrmidons and enjoys her position here. She
will fight to protect herself and her belongings, but STR DEX CON INT WIS CHA
prefers to talk her way out of trouble whenever she can. 9 (-1) 14 (+2) 11 (+0) 17 (+3) 10 (+0) 14 (+2)
Yasheid wears a necklace of adaption, in addition to her Saving Throws Int +6, Wis +3
rune bracelet. She wields a crystal arcane focus and a Skills Arcana +6, History +6, Persuasion +5
silvered dagger. Senses passive Perception 11
Languages Aquan, Auran, Common, Ignan, Terran
5a. Study Challenge 6 (2,300 XP)
Yasheid spends much of her time in this small study,
expanding her knowledge of arcana and history. Adaption. Yasheid can breathe normally in any
environment and has advantage on saving throws made
The two volumes currently on her desk are entitled The
against harmful gases and vapors.
Great Modron March, and The City of Brass. Both of
these books offer a general overview of their topic, with
Benign Transportation (Recharges after Yasheid
plenty of speculation but little factual information.
Casts a Conjuration Spell of 1st Level or Higher). As a
These documents are copies, produced here, and are
bonus action, Yasheid teleports up to 30 feet to an
worth 25gp each.
unoccupied space that she can see. If she instead
Yasheid's spellbook is secured within a hollow in the chooses a space within range that is occupied by a
wall, accessed by means of the stone shape spell. willing Small or Medium creature, they both teleport,
swapping places.
Although there is no secret door to find or lingering
magic to detect, anyone searching the wall and making
Spellcasting. Yasheid is a 9th-level spellcaster. Her
a successful DC 22 Intelligence (Investigation) check
spellcasting ability is Intelligence (spell save DC 14, +6
can identify a tiny section of wall that is so perfectly
to hit with spell attacks). She has the following wizard
smooth that it must have been shaped by magic.
spells prepared:
Yasheid's spellbook contains the following spells, in
addition to those listed in her stat block: burning hands, Cantrips (at will): acid splash, mage hand, ray of frost,
feather fall, fog cloud, sleep, unseen servant; alter self, prestidigitation
darkvision, knock, levitate, Melf's acid arrow; dispel 1st level (4 slots): ice knife*^, mage armor, magic
magic, fly, glyph of warding, tongues; confusion, missile
conjure minor elementals, ice storm; legend lore. 2nd level (3 slots): cloud of daggers*, misty step*,
web*
5b. Bed Chamber 3rd level (3 slots): fireball, thunder step*
4th level (3 slots): Evard's black tentacles*, stone shape
This well-furnished room is dominated by a large 5th level (1 slot): conjure elemental*, steel wind
comfortable bed with soft pillows and silken sheets. strike*^
Yasheid has several sets of fine clothes here, some of *Conjuration spell of 1st level or higher
which are intended for the warmer climate of her
homeland. Actions
She also has a selection of jewelry, including an Silvered Dagger. Melee or Ranged Weapon Attack: +5
assortment of minor trinkets worth 100gp in total. Her to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
prized pieces are a platinum scroll brooch (worth 50gp), (1d4 + 2) silvered piercing damage.
a gold and amber ring (worth 150gp), and a silver tiara
set with an amethyst (worth 200gp).
A bottle of spiced wine from Calimshan can be found
beside Yasheid's bed, along with a pair of glasses and a
bowl of fresh fruit.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 8
6. Hall of Fire 7. Armory
Once again, the stairs descend into another hall, revealing This chamber houses a collection of matching plate armor,
the familiar sight of an elemental guard encased in rune- identical to that worn by the elemental guardians you've
covered armor. encountered here.
This latest sentry is born of fire and wields a scimitar in Thankfully, this armor is not yet covered in runes or filled
each of its flaming hands. with an elemental presence.
As before, this elemental myrmidon will attack any The armory is guarded by a glyph of warding, which is
creature that it perceives not wearing a rune bracelet. triggered by the first creature to enter the room while
not wearing a rune bracelet.
The glyph can be located by anyone searching the
Fire Elemental Myrmidon entrance to the room and making a successful DC 16
Medium elemental, neutral Intelligence (Investigation) check. This glyph is a 5th
level spell for the purpose of dispel magic.
Armor Class 18 (plate) Once triggered, the glyph unleashes a cone of cold spell,
Hit Points 123 (19d8 + 38) striking the triggering creature along with anyone in a
Speed 40 ft. 60-foot cone directed down the corridor, inflicting 8d8
cold damage, with a DC 16 Constitution saving throw
STR DEX CON INT WIS CHA for half damage.
13 (+1) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0)
Fourteen matching sets of plate armor are stacked here.
Though of suitable size for a humanoid of medium
Damage Resistances bludgeoning, piercing, and build, they have not been crafted with such a wearer in
slashing from nonmagical attacks mind. They would therefore need to be significantly
Damage Immunities fire, poison modified by a skilled armorer before being ready to
Condition Immunities paralyzed, petrified, poisoned, wear.
prone
Senses darkvision 60 ft., passive Perception 10
Languages Common, Ignan
Challenge 7 (2,900 XP)
Actions
Multiattack. The myrmidon makes three scimitar
attacks.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 9
8. Forge Kalrak
Medium humanoid (dwarf), lawful evil
This area is home to a gray dwarf exile named Kalrak.
His ashen skin bears many scars, and his bald head is
matched by a bald chin, though he does sport a small Armor Class 12 (leather armor)
gray mustache. Hit Points 75 (10d8 + 30)
Speed 25 ft.
Kalrak was once a duergar champion, but he was driven
from his home in the Underdark by a powerful warlord,
who feared that a leadership challenge was inevitable if STR DEX CON INT WIS CHA
the warrior continued to grow in stature. 18 (+4) 12 (+1) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
The dwarf is also a skilled armorer, who has been given Skills Athletics +7, Intimidation +3
a new home and purpose by Daratin, to forge the plate Damage Resistances poison
armor for his elemental myrmidons. Senses darkvision 120 ft., passive Perception 11
Kalrak will question visitors regarding who they are and Languages Dwarvish, Undercommon
what they want, but cares little that they may be Challenge 6 (2,300 XP)
intruders, provided that they don't interfere with his
work or belongings. Duergar Resilience. Kalrak has advantage on saving
throws against poison, spells, and illusions, as well as to
If the characters are polite, he will share limited
resist being charmed or paralyzed.
information, hoping that this will encourage them to be
on their way.
Innate Spellcasting (Psionics). Kalrak's innate
He will fight to defend himself and protect his home. spellcasting ability is Wisdom (spell save DC 12). He
can innately case the following spells, requiring no spell
Like the other residents, Kalrak wears a rune bracelet. components:
8a. Forge At will: vicious mockery
This area contains all of the resources, equipment and 3/day each: thunderous smite
facilities required to create plate armor, including a 1/day each: heat metal, stoneskin
considerable supply of iron.
Sunlight Sensitivity. While in sunlight, Kalrak has
Kalrak spends most of his waking hours here, working disadvantage on attack roll, as well as on Wisdom
both diligently and methodically. (Perception) checks that rely on sight.
A precisely detailed journal, written in Dwarvish, tracks
his productivity, indicating that he has so far produced Actions
thirty three suits of matching plate armor. Multiattack. Kalrak makes three melee attacks.
8b. Bed Chamber Enlarge (Recharges after a Short or Long Rest). For 1
Kalrak's bedchamber is sparsely furnished and purely minute, Kalrak magically increases in size, along with
functional. His personal suit of plate armor is mounted anything he is wearing or carrying. While enlarged,
on a sturdy wooden stand in a corner of the room. Kalrak is Large, doubles his damage dice on Strength-
based weapon attacks (included in the attacks), and
A locked chest, fashioned entirely of iron by Kalrak's makes Strength checks and Strength saving throws with
own hands, secures the dwarf's accumulated wealth. A advantage. If Kalrak lacks the room to become Large,
key for this chest is unimaginatively hidden under his he attains the maximum size possible in the space
mattress. available.
The chest's lock can be picked with a successful DC 18
Dexterity (Thieves' Tools) check, but failure by 5 or Psychic-Attuned Hammer. Melee Weapon Attack: +7
more will damage the tools, causing future checks made to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4)
with them to suffer disadvantage. bludgeoning damage, or 15 (2d10 + 4) bludgeoning
damage while enlarged, plus 5 (1d10) psychic damage.
Within the chest are 7 bars of gold (worth 50gp each), 3
bars of silver (worth 5gp each), 6 pieces of malachite Invisibility (Recharge 4-6). Kalrak magically turns
(worth 10gp each), a potion of greater healing (labeled invisible until he attacks, casts a spell, or uses his
in Undercommon), and a pouch containing 12gp, 18sp, Enlarge, or until his concentration is broken, up to 1
and 6cp. hour (as if concentrating on a spell). Any equipment
Kalrak wears or carries is invisible with him.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 10
9. Hall of Air 10. Spirit Chamber
More stairs and another hall. The size of this complex is A half dozen gently burning braziers are evenly spaced
quite alarming. It makes you wonder just how many poor around the perimeter of this chamber, filling the air with a
souls were incarcerated here during its time as an asylum. sweet aroma.
But there are no wardens here now, to keep you in line. A glowing circle of runes on the floor mark a magical
Instead, an air elemental guardian hovers before you, its boundary in which a woman's ghostly form is clearly
rune-covered armor proving no impediment to flight. It trapped, shifting in and out of view as she struggles to be
carries a sturdy flail with which to smite all intruders. free of her invisible cage.
As before, this elemental myrmidon will attack any The braziers are filled with coals and incense, and the
creature that it perceives not wearing a rune bracelet. aroma is harmless.
Characters approaching the eastern end of the hall may The floor is laced with diamond dust, plus iron and
attempt a DC 20 Wisdom (Perception) check to hear silver filings, in the same fashion as Area 4, though the
muffled wailing from Area 10. arcane design differs slightly.
The material component cost of any abjuration,
divination, or necromancy spell cast in this chamber is
Air Elemental Myrmidon halved, and any Constitution saving throw made to
Medium elemental, neutral maintain concentration on such a spell is made with
advantage, as long as the caster doesn't leave the room.
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36)
Rossele
Speed 30 ft., fly 30 ft. (hover) The ghostly woman is Rossele, Daratin's former friend
and adventuring companion.
STR DEX CON INT WIS CHA She cannot be harmed in her current form and is unable
18 (+4) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 10 (+0) to communicate coherently, but anyone allowing her to
touch them will experience a flash of confused
Damage Resistances lightning, thunder; bludgeoning, nightmarish images and sounds; and must succeed on a
piercing, and slashing from nonmagical attacks DC 13 Intelligence saving throw or gain a level of
Damage Immunities poison exhaustion.
Condition Immunities paralyzed, petrified, poisoned,
prone Such characters may attempt a DC 15 Intelligence
Senses darkvision 60 ft., passive Perception 10 (Investigation) check to determine the following:
Languages Auran, Common She was a warrior who died heroically in battle.
Challenge 7 (2,900 XP)
She was summoned here by a half-elven wizard
(Mumed) and captured by his human companion
Magic Weapons. The myrmidon's weapon attacks are
(Daratin), who was with her when she died.
magical.
If the character is familiar with Dirk Seldom's
Actions tales, they realize that this is Rossele.
Multiattack. The myrmidon makes three flail attacks.
Rossele is bound within a permanent magic circle,
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one inscribed with rare magical pigments, mixed with her
target. Hit: 8 (1d8 + 4) bludgeoning damage. powdered bones, and reinforced by the room's arcane
design.
Lightning Strike (Recharge 6). The myrmidon makes
one flail attack. On a hit, the target takes an extra 18 Breaking this enchantment with dispel magic requires
(4d8) lightning damage, and the target must succeed on success on a DC 20 spellcasting ability check, although
a DC 13 Constitution saving throw or be stunned until physical damage to the floor reduces this to DC 15.
the end of the myrmidon's next turn. She departs peacefully if released by any means.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 11
11. Necromancer's Halls Mumed
Medium humanoid (half-elf), neutral evil
These chambers are home to a half-elven necromancer
named Mumed. He has an amber-hued complexion,
with black eyes, a shaven head, and arcane sigils Armor Class 13 (16 with mage armor)
tattooed on his neck. Hit Points 66 (12d8 + 12)
Speed 30 ft.
He has been working to restore a semblance of life to
Daratin's long-dead love interest, Rossele, whose bones
were exhumed from her grave in Neverwinter. STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 13 (+1)
This has required substantial research into obscure
arcane practices, though the typical focus of his studies Saving Throws Str +0, Dex +3, Con +2, Int +8,
is not so different. Wis +6, Cha +2
Mumed values the work he is doing and the status that Skills Acrobatics +6, Arcana +7, Deception +5,
he holds here. Though he will happily converse with History +7, Medicine +5, Stealth +6
intruders, his aim will be to neutralize the threat that Damage Resistances necrotic
they pose, whether by convincing them to leave or Senses darkvision 60 ft., passive Perception 11
simply exterminating them. Languages Common, Draconic, Elvish, Undercommon
Challenge 9 (5,000 XP)
Mumed wears a rune bracelet and a cloak of protection
(black with silver embroidery). He carries a scimitar for
Fey Ancestry. Mumed has advantage on saving throws
emergencies, and his arcane focus; an ebony rod topped
against being charmed, and magic can't put him to
with a jackal's skull with eye agates embedded in its eye
sleep.
sockets (worth 50gp to a specialist collector, or 10gp
each for the eye agates).
Grim Harvest (1/Turn). When Mumed kills a creature
that is neither a construct nor undead with a spell of 1st
11a. Study level or higher, he regains hit points equal to twice the
Mumed spends much of his time here, progressing his spell's level, or three times if it is a necromancy spell.
arcane studies. The centerpiece of the room is a large
mahogany desk and matching chair. Spellcasting. Mumed is a 12th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 15, +7
The book currently resting on this desk is entitled
to hit with spell attacks). Mumed has the following
Acererak's Almanac. It lists numerous dates of
wizard spells prepared:
supposed arcane significance, all of which have long
since passed. This rare volume is worth 100gp.
Cantrips (at will): chill touch, dancing lights, mage
Anyone inspecting the desk can attempt a DC 14 hand, toll the dead^
Wisdom (Perception) check to locate a secret draw. 1st level (4 slots): cause fear*^, false life*, mage
armor, ray of sickness*
This draw is not locked, but it bears a glyph of warding, 2nd level (3 slots): blindness/deafness*, ray of
which can be located with detect magic, and dispelled enfeeblement*, web
as a 5th level spell. The glyph is triggered when anyone 3rd level (3 slots): bestow curse*, glyph of warding,
other than Mumed opens the draw, releasing a vampiric touch*
stationary cloudkill that fills the room. 4th level (3 slots): blight*, stoneskin
The draw holds Mumed's spellbook, which contains the 5th level (2 slots): cloudkill, enervation^
following spells, in addition to those listed in his stat 6th level (1 slot): circle of death*
block: comprehend languages, detect magic, disguise *Necromancy spell of 1st level or higher
self; blur, knock; animate dead, dispel magic; wall of
fire; contact other plane; create undead, magic jar. Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
11b. Bed Chamber one target. Hit: 5 (1d6 + 2) slashing damage.
Mumed's sleeping area has simple furnishings and only
a few spare sets of clothing. Withering Touch. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 5 (2d4) necrotic damage.
An ornate bronze urn (worth 5gp) sits on a small table.
It contains Mumed's token wealth: 2 pieces of obsidian
(worth 10gp each), 43gp, 15sp, and 36cp.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 12
12. Abjurer's Halls Three potions of healing and a vial of antitoxin can also
be found on these shelves, all labeled in Common.
These are Daratin's private chambers.
A carved ivory inkwell (worth 100gp) sits on his desk,
As is the case for many people born in Waterdeep, accompanied by several sheets of parchment bearing
Daratin can trace his lineage to a variety of cultures, indecipherable marks.
such that Waterdhavian is as good an indicator as any of
his origin and ethnicity. 12c. Private Library
His complexion is pale and lightly freckled. He has A selection of books on arcana are stored here. Twenty
light-brown eyes and black shoulder-length hair. of these are duplicates of tomes found in Area 2a, which
Daratin has too much invested in his plans here to are worth 25gp each. A further seven rarer volumes are
simply walk away. If he can't convince intruders to worth as much as 100gp each to a wealthy collector.
leave without resorting to force, he will fight them with Daratin also keeps his spellbook here, on a small desk
everything he has. of its own in the far corner of the room.
He wears a mantle of spell resistance, a brooch of However, the book is protected by a symbol of death,
shielding, a ring of free action, and the master rune inscribed inside the front cover, which is triggered when
bracelet. These items are included in his stat block on anyone other than Daratin opens it. The symbol can be
the following page. located with detect magic, and is a 7th level spell.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 13
Daratin Actions
Medium humanoid (human), neutral evil Dagger . Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
Armor Class 12 (15 with mage armor) piercing damage.
Hit Points 84 (13d8 + 26)
Speed 30 ft.
Lair Actions
On initiative count 20 (losing initiative ties), Daratin
STR DEX CON INT WIS CHA can take one lair action to cause one of the following
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0) effects; he can't use the same effect two rounds in a
row:
Saving Throws Int +8, Wis +5
Skills Arcana +8, Deception +4, History +8, Daratin selects a target that he can see. An air
Investigation +8, Sleight of Hand +6, Stealth +6 elemental myrmidon materializes adjacent to the
Damage Resistances force target, makes one flail attack against it, and then
Senses passive Perception 11 disappears:
Languages Common, Draconic, Dwarvish, Elvish
Challenge 10 (5,900 XP) Flail. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
damage plus 18 (4d8) lightning damage, and the
Arcane Ward. Daratin has a magical ward that has 30
target must succeed on a DC 13 Constitution
hit points. Whenever he takes damage, the ward takes
saving throw or be stunned until the end of
the damage instead. If the ward is reduced to 0 hit
Daratin's next lair action.
points, Daratin takes any remaining damage. When
Daratin casts an abjuration spell of 1st level or higher,
the ward regains a number of hit points equal to twice Daratin selects a target that he can see. An earth
the level of the spell. elemental myrmidon materializes adjacent to the
target, makes one maul attack against it, and then
Free Action. Difficult terrain doesn't cost Daratin extra disappears:
movement. In addition, magic can neither reduce his
speed nor cause him to be paralyzed or restrained. Maul. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
Magical Defenses. Daratin has advantage on saving damage plus 16 (3d10) thunder damage, and the
throws against spells, and is immune to damage from target must succeed on a DC 14 Strength saving
the magic missile spell. throw or be knocked prone.
Master Rune. Opponents wearing a rune bracelet have Daratin selects a target that he can see. A fire
disadvantage on weapon attacks made against Daratin. elemental myrmidon materializes adjacent to the
target, makes three scimitar attacks against it,
Spellcasting. Daratin is a 13th-level spellcaster. His and then disappears:
spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). Daratin has the following Scimitar. Melee Weapon Attack: +7 to hit, reach
wizard spells prepared: 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage plus 5 (1d10) fire damage.
Cantrips (at will): acid splash, blade ward, light,
mending, ray of frost
Daratin selects a target that he can see. A water
1st level (4 slots): absorb elements*^, mage armor*,
elemental myrmidon materializes adjacent to the
magic missile, shield*
target, makes three trident attacks against it, and
2nd level (3 slots): mind spike^, see invisibility
then disappears:
3rd level (3 slots): counterspell*, dispel magic*,
fireball
Trident. Melee Weapon Attack: +7 to hit, reach
4th level (3 slots): banishment*, fire shield, stoneskin*
5 ft., one target. Hit: 8 (1d8 + 4) piercing
5th level (2 slots): cone of cold, wall of force
damage plus 5 (1d10) cold damage. A target that
6th level (1 slots): globe of invulnerability*, true seeing
is hit by one or more of these attacks has its
7th level (1 slots): Mordenkainen's sword
speed reduced by 10 feet until the end of
*Abjuration spell of 1st level or higher
Daratin's next lair action.
Not for resale. Permission granted to print or photocopy this document for personal use only. Recipe for Revenge 14