TEXT: A 5E WARLOCK MIDGARD ADVENTURE 
  BY JAMES J. HAECK
  SpelldrinkerS    
   Cavern
  FOR 4 PCS OF 3RD LEVEL
  
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  stats. No other portion of this work may be reproduced in any form without 
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  TM
  The Spelldrinker
  Spelldrinkers are lesser vampires that feed on arcane energy. 
  Anastoz, the one living in this cave, was an apprentice 
  wizard overpowered by the magic within a cursed Morgau 
  ring of spell storing. If the ring is taken from him and 
  cleansed by a remove curse spell, it can once again be used 
  as a ring of spell storing. Otherwise, any creature that attunes 
  to the ring is subjected to the magic draining effect of the 
  spelldrinker’s bite attack each round it wears the ring. 
  A spelldrinker’s skin takes on the pallor of death and fits 
  tightly to its bones, even when gorged on arcane energy. A 
  well-fed spelldrinker’s veins glow blue, as if its body were 
  covered in tiny ley lines, while a starved spelldrinker’s eyes 
  take on a hungry, crimson hue.
  “I can’t believe that Segismonde would do such a thing. He had a haunted look about him, yes, but he was such a kind man. Even 
  a hero in the wars against Morgau’s bloodsuckers, I hear. I was happy when he started teaching magic to our little ones. Even 
  happier when he took the apprentices to his hermitage in the hills, ‘cause it kept their spells from dashing all the cupboards and 
  dishes. Now I don’t know what to think. Please save them… please save my Dahlia.”
  SPELLDRINKER’S CAVERN
  Design: James J. Haeck
  Editing: Meagan Maricle
  Art Director & Graphic Design: Marc Radle
  Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  Background and Adventure Hook
  In the hills north of Varshava in the Electoral Kingdom of 
  Krakova, once lived a hero named Segismonde. He was a 
  wizard and a vampire hunter of great renown in olden days, 
  but, by the time he retired to his hermitage in the Krakovan 
  hills, he was just Old Segismonde. Some still remembered 
  his heroics and begged the old wizard to teach their children 
  in the arcane arts. 
  Segismonde took eight apprentices, all between the ages 
  of 13 and 20, and trained them well for two years—until 
  one evening when none of his pupils returned home to their 
  parents in Varshava. They fear the worst and have hired a 
  group of adventurers to seek out Segismonde’s cave and save 
  their children.
  Though all the parents suspect that Segismonde has 
  abducted their children, the truth is that one apprentice, an 
  ambitious boy of sixteen years named Anastoz, attacked his 
  teacher. He stole one of Segismonde’s forbidden artifacts, 
  and its evil magic transformed him into a spelldrinker. 
  
  3
  SPELLDRINKER
  Medium undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  8 (–1) 
  13 (+1)
  Saving Throws Dex +4
  Skills Perception +1, Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  Magic Resistance. The spelldrinker has 
  advantage on saving throws against 
  spells and other magical effects.
  Sunlight Sensitivity. While in 
  sunlight, the spelldrinker has 
  disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks 
  that rely on sight.
  Spider Climb. The spelldrinker can 
  climb difficult surfaces, including 
  upside down on ceilings, without 
  needing to make an ability check.
  Actions
  Multiattack. The spelldrinker 
  makes two attacks, only one of 
  which can be a bite attack.
  Claws. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 8 (2d4 + 
  3) slashing damage. If the target 
  is a Medium or smaller creature, 
  the spelldrinker can choose to 
  grapple it (escape DC 13) instead 
  of dealing damage.
  Bite. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one willing creature 
  or one creature that has been 
  grappled by the spelldrinker, is 
  incapacitated, or is restrained. Hit: 
  6 (1d6 + 3) piercing damage plus 7 
  (2d6) necrotic damage. If the target 
  is a spellcaster, it loses one spell slot 
  of its highest level. The spelldrinker regains hit points 
  equal to 5 × the level of the spell slot consumed. If the 
  target has no spell slots or has no spell slots remaining, 
  it takes an additional 14 (4d6) necrotic damage. If this 
  damage reduces the creature to 0 hit points, it dies. 
     If a creature killed in this way can cast spells, its 
  corpse transforms into a spelldrinker in 1d4 days unless 
  cured by a remove curse spell or similar magic. If the 
  creature cannot cast spells, it instead becomes a ghoul 
  in 1d4 days.
  
  4
  Areas of the Cave
  Except for the mouth of the cave, all areas are pitch black.
  1A. CAVERN’S MOUTH
  Chill mist billows out of the mouth of the cave, as if the earth 
  itself is breathing silver steam. Inside is a tall cavern—so tall 
  that its ceiling is enveloped in darkness. The cave continues 
  into darkness to the northeast, and a stone door sits in an 
  alcove just north of the entrance. 
  Two ghouls hang like bats on the ceiling of this chamber. To 
  the northeast is a 30-foot precipice that leads to area 1b. It is 
  rough and can be climbed with a successful DC 14 Strength 
  (Athletics) check. 
  1B. CAVERN’S DEPTHS
  A stepladder leans against a rocky ledge in the east. At the 
  top of the ledge is a wooden door, which is slightly ajar. At 
  the foot of the ladder is a motionless body. Beyond it, the cave 
  winds even farther northward. 
  The corpse is the body of Segismonde, the retired wizard. 
  A successful DC 15 Wisdom (Medicine) check reveals 
  two puncture wounds in his skull. A successful DC 13 
  Intelligence (Religion) check reveals that these puncture 
  wounds are remarkably similar to vampire bites.
  If the PCs leave this area and return to it, they find that 
  Segismonde’s corpse is gone. He has risen as a spelldrinker 
  and hangs on the ceiling of this chamber, waiting to ambush 
  a victim.
  1C. MAGE’S RETREAT
  A bedroll stained with blood, potions spilled on the floor, 
  spellbooks ripped to shreds—all signs that a fight took place 
  in this wizard’s quarters. A tapestry of a wizard battling a 
  vampire hangs on the wall.
  This is where Segismonde was attacked by the spelldrinker 
  Anastoz. A successful DC 12 Intelligence (Investigation) 
  check to search the room reveals an oil of slipperiness. 
  Secret. A successful DC 15 Wisdom (Perception) check 
  notices a small bulge in the tapestry where a golden bolt 
  pierces the shoulder of the vampire. This bulge is the small 
  knob on a hidden door behind the tapestry. It opens into 
  Area 5c and automatically closes after 6 seconds.
  2. GROTTO
  The quiet dripping of water is punctuated by the faint sound 
  of ragged breathing from somewhere in this room. 
  Two of the surviving apprentices, Kline and Rowan, both 
  young boys, are huddled behind a stalagmite here. They are 
  both commoners that know 1 cantrip each. They know that 
  Segismonde is dead, and that he was killed by “a pale shadow 
  that ate his head.”
  3A. HALLWAY
  The door between Area 1a and 3a is locked and can be 
  picked with a successful DC 13 Dexterity check made with 
  thieves’ tools. Beyond it is a stone hallway leading into 
  the stronghold. A hidden arrow slit in the east wall can be 
  spotted with a successful DC 12 Wisdom (Perception) check.
  3B. STRONGHOLD
  An ancient hall, its stones decorated with looping elvish 
  script, stretches deep into the hill. Stone pillars decorated with 
  fanged serpents line the hall. Each pillar is inlaid with a large 
  emerald.
  This hall is forbidden to the apprentices. Any creature that 
  touches a pillar awakens the snakes on the pillar, creating a 
  swarm of snakes that attacks the nearest creature on each 
  turn. This swarm is made of constructs instead of beasts and 
  is immune to poison and psychic damage. The emerald in 
  each pillar is worth 50 gp.
  3C. ARCHER’S REDOUBT
  This hall has three arrow slits that look into areas 1a and 3a. 
  The young apprentice Dahlia is cowering here. She was with 
  Anastoz when he put on the ring and transformed into a 
  spelldrinker, but she managed to run away and hide. She is a 
  commoner that knows 1 cantrip.
  3D. STORAGE
  This storage closet contains 3d6 days’ preserved rations.
  4A. ARMORY CORRIDOR
  Four suits of elven armor line the wall in the west of this 
  chamber. They are animated armor that attack any living 
  creature not of elven descent within this room. If defeated, 
  these suits become mithral breastplates.
  4B. ARMORY
  The armory is filled with longswords and magic wands. Most 
  of these wands are mere arcane foci, but one is a +1 wand of 
  the war mage. 
  An elfmarked named Vylar, one of Segismonde’s older 
  and more promising apprentices, cowers in a closet north of 
  this room. He saw Anastoz kill Segismonde and knows that 
  Segismonde will rise as an undead soon. He hasn’t had the 
  courage to venture out.
  
  5
  5A. LECTURE HALL
  Wooden desks lie smashed and strewn about this otherwise 
  well-kept hall. Snapped staffs and crushed inkwells litter the 
  floor.
  2
  The corpse of a half-orc apprentice named Goru is stuffed 
  into the closet in the east. A successful DC 12 Wisdom 
  (Medicine) check reveals that if his corpse is not destroyed, 
  he will rise as a ghoul in 1 hour.
  3d
  3b
  3a
  4a
  3d
  3c
  1a
  4b
  1c
  1b
  7
  6
  5b
  5b
  5b
  5c
  5a
  N
  h
  1 sq = 5 ft
  
  6
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, 
  Rodrigo Garcia Carmona, and Wolfgang Baur.
  Spelldrinker’s Cavern. Author: James J. Haeck. © 2017 Open Design.
  5B. STUDY CHAMBERS 
  These chambers were used for spellcasting duels, alchemy, 
  and private study. Each contains the tortured specter of an 
  apprentice murdered by a satiated Anastoz. 
  5C. SEGISMONDE’S QUARTERS
  Segismonde’s private quarters are sparse with only a bed and 
  a warm blanket. A tapestry of a wizard fighting a vampire 
  hangs on the northwest wall.
  Secret. A successful DC 15 Wisdom (Perception) check 
  notices a small bulge in the tapestry where a golden bolt 
  pierces the shoulder of the vampire. This bulge is the small 
  knob on a hidden door behind the tapestry. It opens into 
  area 5c and automatically closes after 6 seconds.
  6. UNDERPASS
  This long hall passes beneath the cave system. Permanent 
  dancing lights illuminate the passage.
  7. SANCTUM
  A faintly glowing arcane circle is drawn in the middle of this 
  chamber. In its center, a pale, emaciated humanoid sits in 
  meditation. 
  Anastoz remains here most of the day, saving his strength 
  until he needs to feed, unless he hears a loud noise in the 
  cavern above. He is waiting for Segismonde to transform 
  into a spelldrinker, so they can hunt together.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #03 - Spelldrinker's Cavern.pdf