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  Szith Morcane Unbound 
  With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of 
  being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this 
  knowledge, and how will it affect the outcome of the conflict?  A four-hour adventure for 5th-10th level characters.  
  Adventure Code: DDEX3-15 
   
  Credits 
  Adventure Design: Robert Adducci 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  Organized Play: Chris Lindsay, Chris Tulach 
  D&D Adventurers League Wizards Team: Mike Mearls, Chris Lindsay, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
  Debut: February 5, 2016 
  Release: March 1, 2016 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  Szith Morcane Unbound 
   
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  2 
   
   
  Introduction 
  Welcome to Szith Morcane Unbound, a D&D 
  ExpeditionsTM adventure, part of the official D&D 
  Adventurers LeagueTM organized play system and the 
  Rage of DemonsTM storyline season.  
   This adventure consists of five mini-adventures, and is 
  designed for three to seven 5th-10th level characters, 
  and is optimized for five 8th level characters. Players 
  with 4th level characters may spend twenty downtime 
  days to level up to 5th level. Characters outside this level 
  range cannot participate in this adventure.  
   The adventure is set in the Underdark in and around 
  the drow outpost of Szith Morcane. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while run-
  ning the adventure, such as a way you’d like to por-
  tray an NPC or a tactic you’d like to use in a combat. 
  • 
  Get familiar with the monster statistics in the Appen-
  dix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
  
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  3 
   
   
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 8th 
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the ad-
  venture and make decisions about how the group in-
  teracts with the world of this adventure. This is espe-
  cially important and applicable outside of combat, but 
  feel free to adjust the adventure for groups that are 
  having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a frustrat-
  ing game. Gauge the experience of the players (not 
  the characters) with the game, try to feel out (or ask) 
  what they like in a game, and attempt to give each of 
  them the experience they’re after when they play 
  D&D. Give everyone a chance to shine.  
  
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  4 
   
   
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to mod-
  ify the text as you see fit, especially when dialogue is 
  present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot com-
  mit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. Characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in and around 
  Hillsfar include the following: Chauntea, Lliira, Mielikki, and 
  Tempus.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
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  5 
   
   
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is not available.  
  Adventure Background 
  The factions have been helping the drow of Szith 
  Morcane since the fire giant of Maerimydra displaced 
  them. With the drow pushed away from their homelands, 
  nothing will soon stand between the Graz’zt-maddened 
  fire giants and Hillsfar itself. 
   In an effort to keep the fire giants away from Hillsfar 
  the factions have decided to enlist adventurers to retake 
  the drow outpost of Szith Morcane--giving both the 
  factions and the drow a base from which to lay siege to 
  Maerimydra. To that end, adventures have also been 
  rallying some denizens of the Underdark to their aid, 
  including the myconids of Sporedome and the 
  mindflayers of Ryxyg. If so rallied, these allies will be of 
  use--focusing their resources on taking Maerimydra back 
  has stretched the factions thin. The characters must 
  decide if they can set aside their prejudices and accept aid 
  from the various outsiders. 
   Once the characters recruit local allies and gather infor-
  mation about the current state of Szith Morcane, scouts 
  must be overtaken or evaded, soldiers must be distracted 
  or defeated, and finally the forgepriest, Dengor, must sub-
  mit or at least be deposed. 
  Overview 
  This adventure is divided into four parts. 
   Part 1. As the characters search for various groups that 
  might be willing to ally themselves with the factions in 
  their desire to reclaim the drow outpost of Szith Morcane. 
  As they do, they participate in a number of random 
  encounters. 
   Part 2. Once aid has been secured, the characters scout 
  out the various locations of Szith Morcane and identify 
  potential weaknesses. 
   Part 3. Here, the characters locate and engage with the 
  various groups; including a group of drow refugees that 
  are resisting the fire giant occupation. 
   Part 4. Once scouted and their allies have been 
  mustered, the characters assault the outpost itself and 
  depose the fire giant Dengor Bloodheart. 
  
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  6 
   
   
  Adventure Hook 
  Before the adventure: Ask the players which of the follow-
  ing adventures they’ve played and the associated ques-
  tions. 
  • 
  DDEX3-11 Quest for Sporedome. Did the charac-
  ters get help from the mind flayers? 
  • 
  DDEX3-12 Hillsfar Reclaimed. Did the characters 
  get help from the myconids in Sporedome? 
   
  "The time has come my friends. We have rallied our allies and 
  through the actions of brave adventurers like yourselves, we 
  have the braincap mushroom, which pushes the madness of 
  Graz'zt away. Despite these successes, we have heard grave 
  news.  
   The fire giants that control Szith Morcane are nearing 
  completion of their work in Szith Morcane and their eyes are 
  now on the surface, the Dalelands and Hillsfar. We cannot let 
  them reach the surface and spread their madness here. We 
  beseech you to travel to Szith Morcane with your allies and meet 
  the drow resistance. The drow wizard Murssvayas Dhuurniv has 
  returned to his people to ready them for your arrival.  
   Travel to Szith Morcane, pushout or destroy the fire giants for 
  the people of the Moonsea and stop Graz'zt's madness before it 
  overcomes the people of Faerûn!" 
   
  The characters also receive a message from an agent of 
  their faction via magical telepathy. 
  "Szith Morcane is near an abundance of Faerzress, a magical 
  radiation that spreads madness and has strange effects on 
  some magic. As such, we cannot teleport you into Szith 
  Morcane or particularly near it. When you are ready we will get 
  you as close as we can" 
   
  The factions have received intelligence that the fire-giants 
  are going to attack the surface from the outpost of Szith 
  Morcane within a couple of weeks’ time, the characters 
  are contacted to make sure that does not happen.  
   The factions have been helping the displaced drow of 
  Szith Morcane that offer resistance to the fire giants. 
  They have previously sent supplies and other help to the 
  drow resistance. Their main contact was Murssvayas 
  Dhuurniv a drow wizard, but he returned to the 
  Underdark. The factions asked that the characters seek 
  out the drow resistance before assaulting the outpost. See 
  The Coalition of Darkness: Drow Resistance, below. 
  Treated Braincap Mushrooms 
  Each character is given one small, treated braincap mushroom. 
  Unlike an untreated mushroom, the treated mushroom acts as 
  a greater restoration when consumed as an action. Characters that 
  consume an enhanced braincap also receive advantage on the 
  next Wisdom (Madness) saving throw that they make within the 
  next hour. The braincap mushrooms are potent, however, and if 
  you consume more than one per adventure, you immediately 
  gain 1d4 levels of madness (no saving throw). The enhanced 
  mushrooms lose their potency when the adventure ends.  
  Special Mission: Order of the 
  Gauntlet 
  Bronze Shadows. The Order of the Gauntlet wish to find 
  a long lost friend. Some time ago, the drow archmage 
  Solom Ned’razak captured an ally of the Gauntlet--a 
  bronze dragon by the name of Messanth. Characters that 
  are members of the Order of the Gauntlet faction and 
  Rank 2 or higher are contacted and asked to perform a 
  special mission: find and return the bronze dragon, Mes-
  santh. See The Coalition of Darkness: Drow Resistance 
  and Bronze Shadows, below. 
  You are visited in your dreams by a magnificent being, a regal 
  soul. You do not recall what they looked like, but you remember 
  being in awe. A deep, resonating voice addresses you, "I have 
  heard you carry the torch of the Order of the Gauntlet 
  throughout your adventures--I now ask you to do so again. I ask 
  that you search out my progeny Messanth. He was captured 
  some time ago by Solom Ned'razak, the archmage of Szith 
  Morcane." 
   
  The regal voice belongs to Regilastadar, an ancient 
  bronze dragon and friend to the Order of the Gauntlet. No 
  doubt, any Order of the Gauntlet member has heard Zern 
  Xerkstil tell tales of the time he met the great ancient 
  being.  
  Keeping Pace 
  This adventure is designed to be run in a 4-hour session. As long 
  as the DM is aware of the adventure's flow, this shouldn't be a 
  problem. Play for longer and allow the characters to experience 
  more if time is not a concern. However, in either case, the 
  characters cannot receive more than the maximum XP award. 
   
  In order to complete the adventure within the normal 4-hour 
  session, the characters should encounter only the Drow 
  Resistance and one additional group in Part 3, below. Doing 
  more than this can cause the adventure to run longer than 
  anticipated.  
   
   
  
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  7 
   
   
  Part 1. The 
  Underdark 
  The outpost of Szith Morcane lies within striking distance 
  of the surface of Faerûn. In the past, the drow have used 
  it to conduct raids on the Dalelands. However, Solom 
  Ned’razak sealed off the easily accessible tunnels over a 
  hundred years ago. The factions are keen to see this 
  mission to completion and to support the characters, the 
  factions teleport them as close to the outpost as they can. 
  Due to the faerzress in the area, it is impossible to 
  teleport into the outpost. 
   The characters must scout out the outpost and search 
  for allies, including the drow resistance, and potentially 
  the characters's myconid and mindflayer allies. Four 
  successful DC 15 Wisdom (Survival) checks in a row 
  allows the characters to do so. Each check constitutes 
  about 4 hours of searching (see Random Encounters 
  below). 
  General Features 
  The Underdark near Szith Morcane has the following 
  general features: 
   Light. There is little light in the tunnels and caves 
  surrounding Szith Morcane. Occasional glowing crystals 
  or shimmering faerzress casts dim light.  
   Sound. The quiet is deafening. 
   Faerzress. Faerzress saturates this entire region of the 
  Underdark. Any character that takes a long rest within an 
  area of faerzress must, at the end of the rest, succeed on a 
  DC 10 Wisdom saving throw or gain one level of 
  madness. The dreams of those foreign to the area are 
  plagued with visions of giant many legged reptiles 
  descending upon them in a flash of light. 
   
   
   
   
   
   
   
   
   
   
   
  Faerzress 
  An unusual magical energy--which the drow call faerzress--
  permeates much of the Underdark. The origin of this mysterious 
  arcane power is unknown. Legend claims it is an ancient elven 
  magic dating back to the time when the dark elves were first 
  exiled from the world above. The drow and other Underdark 
  creatures use the properties of areas suffused with faerzress to 
  protect their settlements. 
      Areas suffused with faerzress can range in size from a few 
  dozen feet across to several miles in diameter, and feature the 
  following effects: 
  • 
  Areas suffused with faerzress are always filled with dim light. 
  • 
  A creature in an area suffused with faerzress has advantage 
  on saving throws against any divination spells. If a divination 
  spell doesn’t allow a saving throw, the caster must succeed 
  on a DC 15 Constitution saving throw to cast the spell. 
  Failing this save means the spell is wasted and has no effect. 
  • 
  Any creature attempting to teleport into, within, or out of 
  a faerzress-suffused area must succeed on a DC 15 
  Constitution saving throw. On a failed save, the creature 
  takes 1d10 force damage and the teleportation attempt fails. 
  Even if the save succeeds, the teleportation attempt can 
  suffer a mishap as if the destination was known only by 
  description, regardless of how familiar the destination 
  actually is. See the table in the teleport spell for more 
  information. 
  • 
  Areas suffused with faerzress have become tainted by the 
  chaos of the demon lords. When a spell is cast in a faerzress-
  suffused area, the caster rolls a d20. On a roll of 1, the spell 
  has an additional effect, determined by rolling on the Wild 
  Magic Surge table in chapter 3, “Classes,” of the Player’s 
  Handbook. 
  Though faerzress can’t be dispelled, its effects are temporarily 
  suppressed in the area of an antimagic field. 
  Random Encounters 
  Every 4 hours that the characters are near Szith Morcane 
  roll a 1d20 and consult the following Szith Morcane 
  Random Encounters table to determine what, if anything, 
  they encounter. Once a result of 11-14 is rolled treat 
  subsequent rolls of that number as "No encounter.” 
   
   
   
   
   
   
   
   
   
   
  
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  8 
   
   
  Szith Morcane Random Encounters 
  d20 
  Type of Encounter 
  1-9 
  Rendezvous with Old Allies (Mindflayers or 
  Myconids) 
  10 
  Escaped Slaves 
  11 
  Galeb Duhr 
  12 
  Renegade drow 
  13 
  Escaped Slaves 
  14 
  The Hidden 
  15-16 
  Slavers 
  17-18 
  Warden Patrol 
  19-20 
  Terrain effect & Encounter 
  Escaped Slaves 
  A small group of mixed races, although primarily duergar, 
  looks to have just overcome a group of azer slavers. The 
  group consists of 1d6 drow, 1d4 quaggoth, and a number 
  of duergar equal to the number of drow and quaggoth 
  combined. The escaped slaves scavenge the slavers bod-
  ies and tend to wounds from the battle.  
  • 
  These slaves freed themselves and were about to es-
  cape.  
  • 
  They were slaves in the Forge--sent to look for more 
  ore in the area. They have tools to help them in that 
  endeavor--picks, pry bars, wedges, buckets etc. 
  • 
  The slaves can tell the characters about the Forge of 
  Surtr, see Scouting Szith Morcane: The Forge of 
  Surtr, The Main Cavern, or The Chasm and the 
  Web, below. 
  • 
  The slaves were going to meet with member of the 
  Drow Resistance, see The Coalition of Darkness: 
  The Drow Resistance, below. 
  The Imperfect Galeb Duhr 
  The characters hear the sound of grinding of stone ahead 
  of them. As they approach, they see a rocklike being--a 
  galeb duhr. The right half of the creature has been carved 
  to resemble a beautifully rendered stone giant face, albeit 
  with a shattered nose. The other half is rough-hewn, 
  unfinished stone.  
   This is Grek, a galeb duhr exiled from the stone giant 
  Lodge of Faces. He is also the source of the noise. A 
  character succeeding at a DC 13 Wisdom (Insight) 
  realizes that the galeb duhr appears to be in distress. If 
  the character succeeds by 5 or more, or if they succeed at 
  a DC 15 Intelligence (Nature) check, they realize that the 
  sound of grinding stone is the sounds of the creature 
  mourning. Additionally, a successful DC 10 Intelligence 
  (Arcana) or Wisdom (Insight) check reveals that it is odd 
  for an elemental being such as the galeb duhr to be 
  concerned about his appearance. This is a manifestation 
  of its madness. 
   If approached peacefully, Grek relates his tale to the 
  characters.  
  • 
  The stone giant elder Daitya exiled Grek for being 
  imperfect. 
  • 
  The stone giants of the Lodge were once an honora-
  ble and noble folk, but have succumbed to obsession 
  with their stonework. They have even begun ignoring 
  the trespasses of the fire giants of Maerimydra in pur-
  suit of their work. 
  • 
  Grek laments that he will never again bask in the 
  glory of the face of the Stone Father. The Stone Fa-
  ther is a perfect carving of Skoraeus Stonebones, 
  • 
  Grek is willing to direct the characters to the Lodge 
  of Faces is should they wish to go. See The Coalition 
  of Darkness: The Lodge of Faces, below. 
  The Renegade 
   
  Coming into a small chamber with rocks piled up along one side 
  a lone female drow is putting a last stone on the pile. Finishes a 
  prayer, she whispers, “Rest well my love, I'll return when I can 
  and return you to the embrace of our lady of vengeance.” 
   
  Asala is a drow acolyte of Kiaransalee. She plans to re-
  turn to this spot, where the body of her love is buried and 
  kept intact with a gentle repose spell, until such a time 
  that Asala can raise her to free-thinking undeath. She 
  grows angry and attacks if any of the characters disturb 
  the cairn. 
  • 
  The drow wears a symbol of a drow hand with nu-
  merous silver rings--the holy symbol of Kiaransalee. 
  A DC 15 Intelligence (Religion) check identifies the 
  symbol. 
   
  
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  9 
   
   
  Kiaransalee, the Revenancer 
  Kiaransalee is the drow goddess of vengeance and the undead 
  whose faithful operate secretly in small cells within drow 
  communities and encalves. 
   
  Worshippers of Kiaransalee slew all of the Lolth-worshipping 
  survivors from Maerimydra within in Szith Morcane, and claimed 
  the outpost for themselves until they In turn were defeated by 
  Solom Ned'razak. 
   
  • 
  Asala tells the story of how her love was slain by a 
  hell hound and a squad of azer as they were making 
  their way through the area. She wishes to see the fire 
  giants and their servants dead. 
  • 
  The drow quickly realizes that the surface dwellers 
  may be able to help her mistress, Velasta T'sarran, 
  overthrow Dengor and offers to take them to her. If 
  asked about Velasta, Asala says she is a powerful 
  priestess and wishes to see the giants overthrown as 
  well. See The Coalition of Darkness: The Reve-
  nancers, below. 
  The Lone Drow 
  As the characters prowl the tunnels of the Underdark, 
  they hear the sounds of combat before them. In a small 
  cave, a lone drow appears to have just dispatched two 
  azers and two hellhounds. The drow is quite injured. 
   If the characters save the drow, he is reluctant to talk to 
  surface dwellers. If they have a race that hails from the 
  Underdark or if one of the Szith Morcane drow escorts 
  the characters, the drow is much more amicable. 
  Whether through diplomacy or interrogation, they can 
  learn the following: 
  • 
  The drow is Kâras--a member of the Hidden. The 
  Hidden are a band of drow who hope to overthrow 
  the fire giants of Maerimydra and Szith Morcane. 
  Kâras is a follower of Vhaeraun, the drow deity of 
  thievery. 
  Vhaeraun, the Masked God of Night 
  Vhaeraun is the drow god of thievery, drow males, and surface 
  raiding. Although the two were opposed to one another, 
  Vhaeraun resided in the Demonweb Pits in an area bestowed 
  upon him by his mother, Lolth. He is also opposed (and was at 
  one point slain) by his sister, Eilistraee. 
   
  Due to their persecution by the predominate priestesses of 
  Lolth, the faithful of Vhaeraun are loosely organized and operate 
  covertly.  
   
   
   
   
  • 
  Kâras knows that the fire giant, Dengor Blood Heart 
  has fallen to the madness of Graz'zt and believes the 
  Underdark to be his rightful domain. Using slaves, he 
  is building a palace suitable to his greatness in the 
  largest cavern within Szith Morcane. 
  • 
  Kâras offers no additional information, but can ar-
  range a meeting with Hamadh the Unseen, leader of 
  the Hidden. See The Coalition of Darkness: The 
  Hidden, below. 
  Slavers 
  A group of slavers made up of 1d4+2 azers and 1d4 hell 
  hounds are escorting a mixed group of slaves. The slaves 
  include, drow, duergar, derro, and quaggoths. There are 
  two slaves for every azer and hell hound. 
  • 
  The azers are gathering slaves for the palace Dengor 
  builds in the Main Cavern.  
  • 
  If freed or interrogated, the slaves also mention that 
  there are drow about that might be able to assist the 
  characters. They offer a few suggestions on where 
  they can be found--granting advantage on the next 
  navigation check. 
  • 
  The slavers and slaves can tell the characters about 
  the Forge of Surtr, the Chasm and Web or the Bar-
  racks, see Scouting Szith Morcane: The Main Cav-
  ern, The Chasm and the Web, or The Barracks, be-
  low. 
  Warden Patrols 
  Once near the outpost, there is a chance that the 
  characters might stumble upon patrols of Szith Morcane. 
  The patrols are under orders to bring back captives to 
  work as slaves to complete Dengor's palace. Roll on the 
  Warden Patrols table to determine what the characters 
  encounter. 
   The patrols can tell the characters about the Forge of 
  Surtr, see Scouting Szith Morcane: The Forge of Surtr 
  or The Main Cavern, below. 
  Warden Patrols 
  d20 
  Type of Encounter 
  1-10 
  1d4+2 azers 
  11-15 
  1d4+2 azers, 1d4+1 hell hounds 
  16-19 
  1 fire giant, 1d4+1 azers 
  20 
  1 fire giant, 1d4+1 azers, 1d4+1 hell hounds 
  
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  10 
   
   
  Terrain 
  Reroll on the Szith Morcane Random Encounters table, 
  rerolling rolls of 19-20, the resulting encounter takes 
  place in the terrain effect rolled on the following Terrain 
  table. 
  Terrain 
  d20 
  Type of Encounter 
  1-4 
  Gorge 
  5-8 
  River 
  9-11 
  Fungus Cavern 
  12-14 
  Ruins 
  15-18 
  Webs 
  19-20 
  Maddening Cries 
   
   Gorge. The characters run into a gorge that is 1d6 x 
  100 feet deep. How this affects the encounters is up to the 
  DM. Any non-player characters might be in a predicament 
  needing help, such as hanging from the gorge or a on a 
  rickety bridge. Conversely, the players could be trapped 
  on a bridge. 
   
   River. The characters find an underground river. It is 
  2d4 x 5 feet wide and 2d6 feet deep. How this affects the 
  encounter is up to the DM. Any non-player characters 
  might be in a predicament needing help, such as being 
  stuck in fast moving water. Conversely as the characters 
  are crossing the river hostile characters may appear. 
   Fungus Cavern. The characters find a fungus-filled 
  cavern. The cavern is 1d10 x 50 feet long and half as 
  wide. This cavern could be a place of respite or danger. 
  Signs of a recent skirmish might reveal burned fungi or a 
  group of fire giants may have recently captured slaves 
  here, depending on the encounter rolled. 
   Ruins. What once was a small drow outpost has been 
  somewhat recently destroyed when the fire giants rushed 
  into to control the area. A successful DC 15 Intelligence 
  (Investigation) check reveals 1d10 x 10 ep hidden away in 
  a cubby hole as well as an old map of the region. Using 
  the map the explore the area grants advantage on 
  Wisdom (Survival) to find Szith Morcane and points the 
  way toward an entrance to the Main Cavern. 
   Webs. Spanning a cavern or tunnels are numerous 
  sticky spider webs. The characters can avoid the webs by 
  moving at half speed through the area. 
   Maddening Cries. The Underdark is mostly silent, but 
  the characters hear a terribly, wailing sound that seems to 
  last for more than hour. At the end of the hour, any 
  character hearing the sound must succeed on a DC 15 
  Wisdom save or suffer one level of madness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  11 
   
   
  Madness 
  At the best of times, the Underdark is a bizarre, alien, and 
  inhospitable world, but the influence of the demon lords has 
  transformed it into a domain of madness and chaos. Faerzress 
  acts as a catalyst, spreading the demon lords’ madness 
  throughout the Underdark. 
   
  A creature’s madness level starts at 0. When the creature fails 
  a madness saving throw, its madness level increases by 1, and 
  the creature immediately suffers the level’s effect (as determined 
  by rolling on the Short-Term Madness, Long-Term Madness, or 
  Indefinite Madness table in the Dungeon Master’s Guide, as 
  appropriate). When the effect ends, the creature’s madness level 
  doesn’t change. Any time the creature’s madness level increases, 
  it suffers the effect of the new level. 
      If a creature with level 3 madness fails a madness saving 
  throw, its madness level becomes 1. In this way, characters can 
  potentially accumulate multiple forms of madness. If a character 
  accumulates a form madness that they are already suffering 
  from, reroll until a new result is reached. 
      Bouts of short- and long-term madness can be cured as 
  described in the Dungeon Master’s Guide. Given the demonic 
  source of the madness, remove curse and dispel evil are also 
  effective as cures. A greater restoration spell or more powerful 
  magic is needed to cure indefinite madness and also resets a 
  creature’s madness level to 0. 
   
  In adventures set during Rage of Demons, madness is 
  measured in three levels: 
  Madness Level 
  Level 
  Effect 
  1  
  Short-term madness (lasts 1d10 minutes) 
  2  
  Long-term madness (lasts 1d10 x 10 minutes) 
  3  
  Indefinite madness (lasts until cured) 
  Indefinite Madnesses of Graz’zt 
  Graz'zt influence on the region has manifested itself in the 
  different forms of madness that characters may develop. Upon 
  reaching madness level 3, instead of rolling on the Indefinite 
  Madness table on page 260 of the Dungeon Master's Guide, roll 
  on the following table and the character gains the madness listed 
  below. Have the player note it on his or her character sheet.  
   
  If the roll results in a madness already possessed by the 
  character, reroll until a new result is reached. 
   
  01-20 
  Narcissism: "There is nothing in existence that is more 
  important than me." 
  21-40 
  Megalomania: "Anyone who doesn't do exactly what I 
  say does not deserve to live." 
  41-60 
  Infatuation: "I will not rest until I have made someone 
  else mine, and doing so is more important to me than my own 
  life or the lives of others." 
  61-80 
  Hedonism: "My own pleasure is of paramount 
  importance. Everything else, including social graces, is a 
  triviality." 
  81-100 
  Abomination: "The mores of society are a lie, meant to 
  shackle free thinking people. I will revel in that which others find 
  shocking or disgusting to demonstrate my rebellion." 
   
   
   
  
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  12 
   
   
  Part 2. Scouting 
  Szith Morcane 
  This section is for scouting the following locations. If the 
  characters wish to assault or sneak into the locations, see 
  Szith Morcane Unbound, below. 
   This Part provides only a brief summary of the 
  locations. Further detail is provided in Part 4, below. 
  1. The Chasm and The Web 
  From the top of the chasm, a steep drop-off plunges 600 
  feet to a raging torrent of dark water. The characters can 
  also enter the chasm via the river.  
  General Features 
  The chasm and the web have the following general fea-
  tures: 
   Terrain. The chasm's walls are sheer; the web is the 
  primary means of traversing its depths. 
   Light. The chasm is completely dark. Burning braziers 
  provide dim light throughout the interior of the outpost, 
  but the light doesn't penetrate too far into the chasm. 
   Sounds and smells. The echoes of stones falling far 
  away. Skittering insects. Faint coal smoke and rot. 
   The Web. The web created by the fiendish monstrous 
  spider who previously guarded the chasm, is still there 
  and can be traversed. The primary web pathways 
  between cavern entrances are not sticky, however since 
  the spider no longer maintains it, it has frayed in some 
  places. Each time a creature climbs the web they must 
  move nimbly. A character that fails on a DC10 Dexterity 
  (Acrobatics) check steps on a frayed strand of web which 
  breaks, sending the character falling into the chasm. A 
  falling character plunges 1d6 x 10 feet before landing on 
  and becoming entangled in another part of the web. An 
  entangled character must succeed on a DC15 Strength 
  (Athletics) check to free themselves from the web. The 
  web can be destroyed by dealing any amount of fire 
  damage to it or if it takes more than 5 points of damage 
  from a single attack. 
   Combat on the wall and webs is dangerous. Any 
  character without a climb speed suffers disadvantage on 
  attacks and creatures with a climb speed have advantage 
  on attacks against them. Any time a character without a 
  climb speed takes damage, they must succeed on a DC 15 
  Strength saving throw or fall (as above). 
  2. The Barracks  
  This level is where most of the azer dwell. A total of 4d6 
  azer and 1d6 hell hounds reside here. At any given point, 
  1d6 azer are present in a given room. 
  3. The Inverted Tower 
  Although Dengor and his priests forced the wizards from 
  the Inverted Tower, the many powerful wards that guard 
  the tower have prevented ingress. The characters see no 
  movement in the entryways. 
  4. The Ruins of the Bazaar 
  This cavern used to be a bazaar for the folk of Szith 
  Morcane. However, the fire giants have little use for it 
  currently and have allowed the behir to create a lair here. 
  If the characters are able to navigate the area without 
  alerting the behir, they find a heavy, iron gate barring 
  further passage into the outpost. Bending the bars 
  requires a successful DC 30 Strength (Athletics) check 
  and unlocking them requires a set of thieves' tools and a 
  successful DC20 Dexterity. 
   If the behir is not engaged with Messanth, the 
  characters must succeed on a DC 15 Dexterity (Stealth) 
  group check to avoid alerting the behir to their activities. 
  The Behir 
  Slavers or slaves, if interrogated, relate that a monstrous 
  behir guards the cavern. The behir attacks anyone except 
  the fire giants who have pressed the beast into service. 
  Any character succeeding on a DC 15 Intelligence 
  (Nature) check identifies the behir for what it is--a 
  powerful foe. 
   At any given time, there is a 1-in-3 chance that the behir 
  is sleeping in its lair and does not notice trespassers 
  unless a loud noise echoes through the chasm (such as a 
  character falling from the walls). When not in its lair, the 
  behir stealthily crawls about the floors, walls, and ceilings 
  of the cavern. 
   In order to avoid the behir's attention while it is outside 
  of its lair, each character must exceed the behir's passive 
  Perception score on a Dexterity (Stealth) check. Any 
  character that falls from the webs (see, above), 
  automatically fails this check. 
  
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  5. The Commoner’s Level (Main 
  Cavern) 
  The characters can see two entrances into the outpost. 
  There are no guards as the fire giants are confident that 
  the behir is capable of making short work of any 
  interlopers. 
   Additionally, with a bit of searching or word from the 
  drow resistance (see Part 2, above) the characters are 
  able to locate a third entrance from the Underdark. This 
  third entrance is how the fire giants initially gained access 
  to the main cavern. 
   Two patrols of azer and hell hounds guard this third 
  gate (from behind it) at all times (see the warden patrol 
  in Part 1, above and double the encounter, but never use 
  more than one fire giant). A heavy, iron gate bars entrance 
  into this level of the outpost. Bending the bars requires a 
  successful DC 30 Strength (Athletics) check and 
  unlocking them requires a set of thieves' tools and a 
  successful DC 20 Dexterity check. 
   Captured Slavers or freed slaves relate the following: 
  • 
  The giants have reconstructed the cavern from when 
  the drow controlled it. They have more slaves and 
  work has begun on a lavish palace for Dengor Blood-
  heart. 
  • 
  Dengor and the other giants live in the back of the 
  cavern, while the slaves live in the middle and the 
  front is where the mushroom fields and rothé pas-
  tures are. 
  • 
  The rear part of the palace is fully constructed and 
  Dengor often disappears into it for hours at a time. 
  • 
  Warden patrols watch the main rothé pastures, 
  mushroom fields, and the slaves that work them. 
  • 
  There are approximately 200 slaves, 100 azer, a ken-
  nel full of hell hounds, and 10 fire giants. 
  6. The Forge of Surtr (Formerly 
  the Fane of Lolth) 
  There is no direct entrance to the Forge of Surtr from the 
  chasm. The only entrances are from rubble-strewn halls 
  of the old House Morcane level or from Dengor’s palace 
  in the Main Cavern. 
   Gaining access to the forge or through word from es-
  caped slaves the following can be learned: 
  • 
  Dengor, the priest of Surtr and ruler of Szith Mor-
  cane has transformed the former Fane of Lolth into a 
  forge for his god Surtr.  
  • 
  Slaves have been busy at work excavating the old 
  fane to make room for the giants and the forge. 
  • 
  Dengor has acquired the aid of a pair of salamanders 
  that keep his forge lit. Slavers mention that Dengor's 
  believes them to be loyal pets, while the slaves relate 
  that they the creatures appear to not be able to leave 
  the boundaries of a magic circle on the ground. 
  • 
  Several azer toil within praying and making weapons 
  and armor, usually 6. 
  • 
  Dengor himself can be found in the forge or in the 
  main cavern, in his own cave or overseeing the con-
  struction of the palace. 
  
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  14 
   
   
  Part 3. The Coalition 
  of Darkness 
  The fire giants of Szith Morcane are powerful and their 
  fortified location makes them even stronger. If the 
  characters hope to rout the giants back to Maerimydra 
  they must enlist the help of other denizens of the region.  
   Dengor and his cohort have the following forces that 
  must be overcome or circumvented: 
  • 
  There is a monstrous behir that lives in the chasm. 
  Messanth, the young bronze shadow dragon can 
  make short work of the behir and allow the charac-
  ters to enter through the chasm. 
  • 
  There are approximately 100 azer spread across pa-
  trols inside and the surrounding area, the barracks, 
  the forge, and palace. Between avoidance and help 
  from the drow resistance, The Hidden, and the Kia-
  ransalee followers, the Azers can be mitigated. 
  • 
  There are approximately twenty-five hell hounds be-
  tween the patrols, barracks, and the kennel. As 
  above.  
  • 
  Two salamanders are under Dengor's control. If 
  characters can defeat the azer in the forge, the sala-
  manders can likely be convinced to aid in defeating 
  Dengor and the other fire giants within the outpost. 
  • 
  Dengor and ten other fire giants spend most of their 
  time working on palace improvements. Help from the 
  Stone Giants of the Lodge of Faces, Kiaransalee's 
  undead forces, and the drow resistance is required to 
  fight all of the fire giants. The fire giants can however 
  be circumvented if the characters wait in the Forge of 
  Surtr and attack Dengor.  
  • 
  There are approximately two hundred slaves--none of 
  which have any love for the fire giants. If their leaders 
  among them can be swayed, the slave force can be of 
  value against the giants. 
   
  As charting out all of the possible outcomes of the 
  Coalition would be excessive, the exact effects of the 
  coalition are up to the DM. Do not let the coalition 
  characters outshine the characters's actions, but let them 
  enhance the story. Let the characters (players) make 
  decisions and have the coalition groups follow their lead.  
   Previously, the characters may have had an opportunity 
  to get aid from the myconids of Sporedome and the mind 
  flayers of Ryxyg, and they could use the help of others. 
  Again, it is up to the DM regarding exactly how the 
  mindflayers and myconids can be of help. For example: 
  The myconids could help calm the stone giants or some 
  of the fire giants. The mindflayers could use their mind 
  blasts to disable some of the warden patrols or use 
  dominate powers on the fire giants. 
   If time is not an issue encourage them s to try and enlist 
  the aid of at least two of the following (in addition to the 
  Drow Resistance) groups, however, if the game must stick 
  to a 4-hour slot, the aid of one group and the Drow 
  Resistance is sufficient. 
  Drow Resistance    
  Either by searching for them or being led by escaped 
  slaves, the characters find the drow resistance in a side 
  cave about a day's travel from Szith Morcane. They first 
  encounter a small drow patrol. Once given a familiar 
  name or if the characters participated in DDEX 3-9 The 
  Waydown, in that instance the drow have heard of their 
  exploits, they are led to the resistance.  
   Murssvayas Dhuurniv has been on the surface 
  attempting to gain aid from the factions to help the drow 
  drive the fire giants from Szith Morcane. While doing so 
  the drow have fallen to in fighting, which began when 
  Quil’bryn--a drow who had succumbed to madness--slew 
  Solom Ned’razak, the deposed ruler of Szith Morcane. 
  Murssvayas has since returned, but his control of the 
  group is tenuous at best. Some want to abandon Szith 
  Morcane and find another drow enclave to start lives 
  anew. Others want to take back their homes.  
  Development 
  The characters enter the cavern just as twenty or so drow 
  are threatening to leave. Each drow is especially valuable 
  since they know the layout of the outpost and the 
  surrounding area and are the more combat-worthy among 
  them. Murssvayas is obviously tired of arguing and near 
  his wits end. The characters can step in and persuade the 
  drow to stay and fight.  
  
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  15 
   
   
   It is apparent to the characters that Quil'bryn suffers 
  from a hedonistic madness. A DC 20 Charisma 
  (Persuasion) check is needed to convince Quil'bryn to eat 
  the treated braincap mushroom. This is a separate check 
  from those below, but a successful check counts as 2 
  successes to make the drow stay. Award advantage to the 
  roll if a character plays to the drow's hedonistic desires in 
  some way. If Quil'bryn is convinced to stay 
   Quil'bryn is a burly drow who seems to have intimi-
  dated a good number of others into leaving. It's obvious 
  that not all of the really want to leave. If the characters 
  step in to persuade the drow to fight Quil'bryn replies 
  with promises of comfort and prosperity or eventually 
  threatens bodily harm from his allies. Character must 
  make a total of 5 checks to persuade the drow to stay. 
  Each check is against a DC of 15. Charismatic presenta-
  tions and honeyed lies could convince the drow, along 
  with threats of further violence. Drow characters make 
  this check with advantage. As such any reasonable check 
  a player would like to make could be used with the DM's 
  approval. The results are as follows: 
  The Drow Resistance  
  Successes 
  Result 
  0 
  Sensing weakness, Quil'bryn (a drow elite 
  warrior) and his guards (five drow veterans) 
  attack the characters! 
  1  
  Quil'bryn, his twenty supporters, and ten other 
  drow leave. 
  2 
  Quil'bryn and his twenty supporters leave. 
  3-4 
  Quil'bryn and half of his supporters leave. Ten 
  of his supporters stay behind. 
  5 
  All of the drow, including Quil'bryn and his 
  supporters stay behind to fight the giants. 
   
   Forge of Surtr. If the characters learned about the 
  Forge of Surtr via Slavers or Warden Patrols and bring it 
  up to Murssvayas, he offers that he and his fellow wizards 
  can cast Gaseous Form on the party to enable them to 
  sneak into the forge via the collapsed House Morcane 
  level tunnels. 
   A Way In. Murssvayas can easily point the characters in 
  the direction of the gate into the main cavern, although it 
  is heavily guarded. 
   Bronze Shadows. Murssvayas is aware that the 
  archmage had imprisoned a bronze dragon some time 
  ago. Now that he is the leader of the Drow Resistance, he 
  allows the characters to search for Messanth in Solom's 
  chambers should they ask (See Bronze Shadows, below). 
  Roleplaying Quil'bryn 
  Quil'bryn tells his would-be followers that they "will find a drow 
  city and live as drow should, in comfort by the work of their 
  slaves", while he absentmindedly strokes a piece of fur clothing. 
  "Come, we will drink wine and enjoy life!" 
   
  If the characters fight and defeat Quil'bryn and his guard, the 
  other drow stay.  
  The Lodge of Faces (Optional) 
  The characters are lead to the Lodge of Faces by Grek, 
  the galeb duhr. Not wishing to anger Daitya, Grek does 
  not go near the Lodge, but directs the characters toward a 
  giant set of stairs that lead to two large, intricately carved 
  stone doors. Carvings of a multitude of faces from various 
  races across Faerûn cover the door. 
   As the door swings open the sound of metal striking stone can 
  be head echoing from within. The smell of unwashed beings and 
  refuse wafts over you. An 18-foot tall male stone giant in dirty 
  robes greets you with a warm noxious breath he say. "Greetings, 
  I am Keld. Welcome to the Lodge of Faces." 
   
  The stone giants in the lodge have succumbed to 
  Graz'zt's madness and they are all infatuated with their 
  stone carvings. Keld acts very impatient--which is an odd 
  trait for a stone giant (something revealed with a 
  successful Intelligence (Nature) check). If asked, he 
  indicates that he would like to return to his carvings. He 
  does not want to be bothered by the characters. A 
  character that succeeds on a DC 15 Charisma 
  (Deception, Intimidation, or Persuasion) check convinces 
  the giant to let them in. Characters who play to his 
  impatience or voice an appreciation of stone carving 
  make this check with advantage. 
  
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   Once inside, the characters hear the sound of stone on 
  metal--sometimes gentle taps, other times violent 
  hammering. Faces adorn every surface, primarily serene 
  faces of stone giants. Inside the lodge and its members 
  are in a sorry state. In some places, unfinished statues 
  that range from 2 feet to 20 feet tall are broken and 
  strewn about, pieces littering the ground. Refuse is 
  scattered about and the few stone giants the character 
  see moving about each look and smell similarly to Keld, 
  unwashed. However, most of the giants huddle around 
  pieces of stone or crystal working them with tools, none 
  paying more attention to the characters than a slight 
  glance. It appears that while some giants are carving new 
  pieces, others are modifying the walls, destroying the 
  serene faces and turning them into dark visages. 
   In the center of this large cavern is a 25-foot-tall purple 
  statue that glows with a soft light. Upon closer inspection, 
  the characters realize that the statue has been carved 
  from a single, large piece of crystal and resembles a 
  perfectly rendered stone giant wielding a mighty 
  greatclub. The statue is a thing of beauty and is likely the 
  most beautiful thing any of the characters have seen. This 
  is a statue of Skoraeus Stonebones, the primary stone 
  giant deity. 
  Skoraeus Stonebones, the King of the Rock 
  Skoraeus is a titan worshipped as a deity by stone giants 
  throughout Faerûn. Unlike other titans, he holds no domain 
  within the elemental planes. His holy symbol is a stalactite. 
   
  Next to the statue, a female stone giant works at a smaller 
  piece of crystal, about the size of a human. Upon closer 
  inspection it is an elf with near perfectly carved 
  proportions, however, as the characters approach they 
  see the face is contorted into a visage of hatred and 
  loathing. The female stone giant is Daitya, the elder of 
  this lodge. She is willing to speak with the characters, but 
  does not look away from her work.  
  Development 
   There are five Stone Giants in this cavern, but most do 
  not pay the characters any attention. 
   All who spend more than 10 minutes in this cavern 
  must attempt a madness save and succeed in a DC 10 
  Wisdom saving throw or suffer a level of madness. Those 
  who have touched the smooth purple statue make the 
  save at disadvantage. Characters that gain a level of 
  madness here become obsessed with their appearance. 
   The characters do not have enough of the treated 
  braincap mushrooms to treat all of the stone giants here. 
   The stone giants believe they are carving masterpieces 
  that reflect the serenity of the Underdark. If a character 
  says otherwise the giants become agitated, but eventually 
  become distracted with their carving. 
   The Purple Statue. A successful DC 15 Intelligence 
  (Arcana) check reveals that the statue of Skoraeus 
  Stonebones is likely magical (something that detect 
  magic confirms) and probably the cause of the lodge's 
  madness. The statue has and AC of 15 and 50 hit points 
  (immune to poison, psychic; resistant to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  weapons). 
   Should the characters attack the purple statue two 
  stone giants--Keld and Daitya--attack the characters 
  shrieking in rage. The other stone giants continue their 
  carving, oblivious. 
   Immediately after the statue is destroyed the stone 
  giants stop attacking and come out of their immediate 
  madness, reeling in horror as they see the damage they 
  have wrought to their lodge. After they recover Daitya is 
  thankful, but most of the giants still suffer from the effect 
  of madness. If characters offer their Braincap 
  mushrooms, they are able to cure many of the giants, 
  securing their aid.  
  Treasure 
  For removing the maddening statue, Daitya offers 200gp 
  of uncut gems.  
  Revenancers (Optional) 
  Asala leads the characters to what was once the crypts of 
  the drow commoners of Szith Morcane. She is very wary 
  as they travel telling them that azer patrols could be 
  anywhere, but none are seen. Asala asks the characters to 
  wait in a small section of passage where bones litter the 
  ground. The bones appear to be of various creatures a DC 
  15 Intelligence (Investigation or Arcana) can identify the 
  bones as a mix, some are drow, duergar and quaggoth, 
  and some type of doglike creature (hellhounds), and there 
  are what looks to be crushed and destroyed suits of dwarf 
  sized armor (azer shells).  
   Asala says she must get Velasta, the leader of their 
  group of renegades. The drow do not show the characters 
  where the rest of the group is hiding. 
  
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   If allowed to leave she returns a short while later with 
  four drow. One is a female drow that looks to have seen 
  better days. She has pallid skin that does not look living, 
  but her eyes shine with the brightness of intelligence and 
  she wears priest’s robes and the symbol of Kiaransalee 
  prominently. The other drow seem to be warriors of one 
  sort or another. 
  Development 
  Velasta T'sarran, is a revenant and seeks revenge on 
  Solom Ned'razak for killing her and her sister in an act of 
  betrayal long ago. Since the giants have taken over Szith 
  Morcane and Solom hasn't been seen for some time. 
  Velasta seeks to finish her mother's plans of long ago to 
  take control of the drow outpost and establish a temple to 
  Kiaransalee there once more (See City of the Spider 
  Queen). Velasta has the patience of undeath, she is in no 
  rush to attack the fire giants for she fears that Solom will 
  then swoop in an attack her and her followers before they 
  can get settled in.  
   Once she learns more of the characters plans she asks 
  them if they know the location of Solom Ned'razak, 
  feigning to (DC 20 Wisdom (Insight)) want to ally with 
  him. If the characters had learned that Solom has been 
  murdered she is pleased and agrees to aid the characters 
  in attacking the fire giants while cursing that her 
  vengeance has been stolen from her. She demands to 
  know who killed her betrayer and then works to destroy 
  them. If Quil'bryn is still alive Velasta then plans to kill 
  him. If given enough time she finds and kills him and 
  brings back any drow that left with him to her cause.  
   She listens to the characters’s plans and if persuaded 
  offers her 20 warriors and acolytes as well as "the blessed 
  of Kiaransalee". She promises that she can turn the 
  numbers of the fire giants and their minions against them 
  through the blessings of her goddess. If pressed she 
  confirms that she will raise those who die to help fight the 
  fire giants. 
   Should the characters disagree with Velasta's state of 
  being, her choice of goddess, or some other grave insult 
  she then attacks (Velasta Revenant Priestess), three 
  drow veterans, one drow acolyte, and four skeletons 
  will rise from the nearby bones. 
   Velasta rises again if destroyed--unless a priest lays 
  both her body and soul to rest. 
  Treasure 
  Velasta carries 300gp worth of drow jewelry. 
  The Hidden (Optional) 
  Kâras tells the characters he will return with news about 
  the meet. At some point between the next two navigation 
  checks, Kâras returns and informs the characters to meet 
  Hamadh in four hours with directions to a small set of 
  gnome ruins.  
   The ruins are easily found with Kâras's directions. They 
  are little more than a small cave with a blasted in door, 
  laying on the ground. Nothing of value is inside the 
  shallow cave.  
   From a nearby shadow, an ebon-haired drow 
  materializes before the characters's eyes. The drow, 
  Hamadh, carries a greatsword and identifies himself as 
  the leader of the Hidden.  Hamadh and the rest of the 
  Hidden have recently fled Maerimydra and are eager to 
  remove the fire giants from Szith Morcane.  
   Hamadh truthfully tells the characters that he wants the 
  drow to return to rulership in Szith Morcane and 
  Maerimydra and that they have no interest in raiding the 
  surface, should the topic come up. 
  Development 
  Hamadh can offer ingress to the main cavern by way of a 
  stream. In exchange he asks that one of his people go 
  with the characters in to the cavern.  
   If the characters agree, Hamadh sends a young female 
  drow with similarly dyed black hair to accompany the 
  characters. This drow, named Echo, doesn't speak much; 
  she is there only to direct the characters deeper into the 
  cavern. 
  Coalition Aid 
  The Hidden provide the characters with an alternate 
  means of entering Szith Morcane (see Part 4).  
  Fire with Fire (Optional) 
  Should the characters be able to get into the former Fane 
  of Lolth, now known as the Forge of Surtr they find four 
  azer acolytes and two azer priests working the forge. 
  Two salamanders are restricted to the forge area by way 
  of a magical circle that they cannot leave.  
   The azer and salamander are in the middle of creating a 
  magical warhammer for use by the head azer priest. The 
  final enchantments have not been done on the 
  warhammer and there is still much work to be done, but it 
  can function for a time.  
  
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   If the characters watch they notice that the 
  salamanders stare at the azers with contempt, but do not 
  attack them. Each Azer wears a magical pendant with 
  markings similar to the magic circle that prevents the 
  salamanders from attacking them. The pendants act as a 
  planar binding, protection from evil and good and 
  sanctuary for those who wear them against the 
  salamanders and their attacks. A character who possess a 
  pendant and succeeds on a DC 20 Intelligence (Arcana or 
  Religion) check can use the pendant to free the 
  salamanders from the magical circle.  
  Development 
  Once the pendants leave the area of the Forge a character 
  notices a lessening of the pendants powers, a successful 
  DC 15 Knowledge (Arcana or Religion) reveals that the 
  pendants power fades after 1 hour.  
   If the salamanders are freed to do as they will, they then 
  rage into the main cavern, seeking out Dengor to punish 
  him for binding them. If the characters use the pendants 
  to control them, the salamanders do as they are told, but 
  after 1 hour has elapsed and they no longer feel 
  compelled, the salamanders attempt to kill the characters, 
  then escape and kill Dengor if they have not done so 
  already. A successful DC 15 Charisma (Persuasion) 
  check can convince the salamanders that the characters 
  wish Dengor dead as well. 
  Treasure 
  The warhammer acts as a flametongue weapon (+2d6 fire 
  damage), but the enchantment fades after 2 hours. 
  Bronze Shadows (Optional) 
  At the behest of the Order of the Gauntlet, the characters 
  seek out an old ally of the Gauntlet, a bronze dragon 
  named Messanth, a dragon imprisoned by Solom 
  Ned’razak long ago. 
   With Solom dead and Murssvayas now the leader of the 
  Drow Resistance, the characters can get access to the 
  archmage's quarters for all they have done for the drow. 
  Murssvayas points the characters to Solom's chambers in 
  the Inverted Tower if asked about Messanth. He asks the 
  characters for their word that they will free the dragon 
  only and leave all other valuables behind. If they agree, 
  Murssvayas gives them Solom's arcane mark, a signet 
  ring with a black jewel that glows slightly with its own 
  inner light. He warns them that it can get them into the 
  tower without triggering the arcane traps and will likely 
  get them into the archmage's chambers, as long as they 
  also utter the magical work "Kur'ral" when entering, but 
  he does not know where the dragon is kept (likely some 
  extradimensional space) or what traps may be in the 
  room. He advises the characters that once inside, they 
  should make haste to the fourth level. The other levels 
  still have their wards placed on them and without the 
  arcane passwords to them, the characters shall be faced 
  with the full wards of the tower. He advises that they need 
  to levitate, fly, or climb to the top. 
  The Inverted Tower 
   
  A short tunnel leads from the chasm to an archway. Passing 
  through the archway, you see glistening walls of black rock 
  forming an octagonal room 20 feet across and 60 feet high. 
  Every 15 feet or so on a different wall is an archway. There are 
  four such archways, including one on this level. A subtle wind 
  blows gently in the inverted tower. 
   
  Should characters go through any of the other arches 
  other than the fourth level they trigger the wards of the 
  tower this includes (saving throw DC 15): 
  • 
  Confusion. All doorways and archways emit a confu-
  sion area adjacent to them.  
  • 
  Gust of Wind. A powerful gust of wind blows down 
  from the archway on the fourth level, preventing any 
  Medium sized or smaller creatures from levitating or 
  flying. This eventually pushes creatures into the 
  chasm. 
  • 
  Fog Cloud. Filling the areas beyond the archways 
  quickly a bank of fog obscures the tower as fog cloud. 
   
  The Fourth Level. If the characters do not trigger the 
  wards and get to the fourth-level archway they enter an 
  audience hall.  
  A large throne dominates this audience chamber. Atop it is a 
  weak-looking drow. Two doors exit this chamber to the right and 
  left. Tapestries hang from each side of the throne.  
   
  Any character that has previously encountered Solom (a 
  drow mage) recognizes him. The characters may believe 
  that Quil’bryn and the other drow killed Solom. This 
  appears to be untrue. Instead, Solom's powerful magic 
  has recreated him upon this throne. Solom's new form is 
  weak from the ordeal and he is not yet back to his full 
  power. Should the characters attack Solom he activates 
  the wards as above and summons demons. 
  
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  Development 
  Solom is weak, but he is not stupid. He may have dealt 
  with these adventurers before if they played in DDEX3-3 
  The Occupation of Szith Morcane.  The drow archmage 
  talks to the characters and find out what they want, 
  ignoring the fact that they have entered his domain 
  unbidden. If they are honest, he allows them to visit the 
  dragon Messanth and bring the dragon back in exchange 
  for leaving him be to regain his full strength. 
   The Ring. If the characters agree with Solom, he asks 
  them for the signet ring and tells them to gaze into its 
  gem.  
  Moments later, you find yourselves in a similar room, but 
  several times larger. Everything seems dark and fuzzy as if you 
  are looking through darkened and frosted glass. Curled up in a 
  corner of the room lays a bronze dragon, its eyes pop open as it 
  senses you. The edges of its wings and tail seem to give off a 
  dark smoke or whips of shadow. The dragon stands and roars. 
  As it does, you notice its magnificent bronze scales have grown 
  translucent and dark, like obsidian.  
   
  Messanth's time in this pocket dimension in the 
  Shadowfell has changed this once noble creature. 
  Messanth is a young bronze shadow dragon and while 
  not mad, lashes out at anything he sees.  
   Although Messanth initially lashes out in anger and 
  despair, he is not beyond salvation. If the characters 
  sufficiently remind him enough about his prior life, his 
  rage subsides. 
  Tracking Messanth's Rage 
  Place six tokens on the table to represent Messanth's rage. Each 
  round a character succeeds on a DC 15 Charisma (Persuasion), 
  remove one token. The characters may remove up to two tokens 
  in this manner each round. For every 20 points of damage 
  Messanth takes, add a token. 
   
  If the characters free Messanth from his rage without 
  destroying him, the dragon agrees to help the characters 
  in their fight against the fire giants. 
   Once the characters wish to leave, Solom returns them 
  to the interior of the Inverted Tower--leaving a potion of 
  greater healing at their feet and, if there are any obvious 
  wizards among the characters, a small travelling 
  spellbook. 
   If Messanth leaves with member of the Order of the 
  Gauntlet, any such members satisfy the requirements of 
  the secret mission. 
  Coalition Aid 
  If the characters secure Messanth's assistance, the 
  dragon engages with and slays the behir (see Part 4, 
  Encounter 2, below), enabling the characters to enter the 
  outpost unmolested via its lair. 
  Treasure 
  Solom provides the characters with a potion of greater 
  healing. If any of the characters profess or otherwise ap-
  pear to be wizards, they also receive a small, traveling 
  spellbook bound in spider-hide. It contains the following 
  spells: 
  2nd level: web, levitate, darkness 
  3rd level: gaseous form 
  4th level: Evard's black tentacles, arcane eye 
  5th level: passwall 
   
   
  
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  Part 4. Szith 
  Morcane  
  Unbound 
  After the characters have scouted the chasm and 
  surrounding areas and established an uneasy coalition, 
  they can choose how to assault Szith Morcane. The 
  primary entrance is through the tunnel into the 
  Commoner's Level or through the chasm entrances, 
  however if the characters dealt with the Hidden they can 
  also sneak through the stream. In addition, a small 
  number of characters could come through the Forge of 
  Surtr as well. 
   
  Szith Morcane General Features 
  Szith Morcane has the following general features: 
   Light. There is a little light in Szith Morcane since the 
  Azer shed light and the fire giants require it to see. In 
  addition, there are ribbons of visual faerzress throughout 
  the cavern, illuminating much of it.  
   Sound. The fungal growth throughout the cavern 
  muffles sound quite a bit. The sound of rothé calling out 
  to their herd. The sounds of overseers whipping slaves. 
  The sounds of hammer against stone becomes more 
  prominent as one nears Dengor's Palace. 
   Faerzress. Dengor has brought Graz'zt's madness with 
  him and the faerzress has followed. Ribbons of light 
  streak through the main cavern. 
  1. The Barracks Level 
  This area of the outpost is the uppermost caverns on the 
  chasm wall. At any given time, there are a total of 4d6 
  azer and 1d6 hell hounds in the barracks with no more 
  than 1d6 azers in any given room. The hell hounds are in 
  the small rooms down the stairs. 
  Treasure 
  Scattered in each room characters can find 50 gp in 
  gems, 300 gp worth in total for the area. 
  2. The Bazaar Ruins Level 
  The bazaar ruins are now the lair of the behir, which the 
  fire giants feed with unruly slaves. All of the old 
  warehouse rooms hold nothing of value. 
    A behir has claimed the largest, open area as its lair. It 
  has destroyed or otherwise rendered inaccessible the 
  other sections of this level. 
  At any given time, there is a 1-in-3 chance that the behir is 
  sleeping in its lair and does not notice trespassers unless 
  a loud noise echoes through the chasm (such as a 
  character falling from the walls). When not in its lair, the 
  behir stealthily crawls about the floors, walls, and ceilings 
  of the cavern. The characters and the behir should make 
  Dexterity (Stealth) and Wisdom (Perception) checks as 
  needed to determine whether the behir notices the 
  characters (or vice versa) or not. 
  Treasure 
  Scattered about the cave characters can find 200gp in 
  coins and gems. 
  Development 
  A tunnel leads down from the behir lair to the Main 
  Cavern (see Area 3, below) of Szith Morcane. An iron gate 
  bars the tunnel; characters must succeed on a DC 20 
  Strength (Athletics) to bend or otherwise force the bars 
  open. Alternatively, a character with a set of thieves' tools 
  may unlock the gate with a successful DC 20 Dexterity 
  check but must still succeed on a DC 15 Strength 
  (Athletics) check to lift the gate. 
   If the characters secure the aid of Messanth, the 
  shadow bronze dragon engages with the behir; freeing the 
  characters to access the outpost. The dragon and behir 
  destroy the gate in the throes of their battle. 
  3. The Commoner’s Level (Main 
  Cavern) 
  This cavern is vast; it reaches 700 feet across and 1,400 
  feet long at its widest and longest. The ceiling is 30 feet 
  high near the chasm entrance and rises higher from 
  there. There are five terrace levels; each with a set of 
  steps and pulley systems used to hoist up materials. The 
  terraces differ in height and are between 5 and 10 feet 
  tall. 
   Throughout the cavern mushrooms and other fungus 
  grows, some in neatly cultivated rows, others 
  haphazardly. 
   
   
   
   
  
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  Dengor Bloodheart 
  When the characters enter the Commoner's Level, roll a 1d20 to 
  determine where they encounter Dengor. A result of 1-5, Dengor 
  is sleeping in Dengor's Cave (Area 3J), a roll of 6-15 puts him in 
  Dengor's Palace (Area 3F), and a roll of 16-20 puts him in the 
  Forge of Surtr (Area 4). 
   
  If the characters kill Dengor and bring proof to the other fire 
  giants, they flee; they don't want to stay another moment in this 
  small outpost, and would much rather be in Maerimydra--where 
  life is more comfortable. Shortly after Dengor is killed the rituals 
  that bind the azer to Faerûn shatter, returning the azer to their 
  fiery homes.  
  A. Tunnels to the Bazaar Ruins level 
  An iron gate bars this tunnel; characters must succeed on 
  a DC 20 Strength (Athletics) to bend or otherwise force 
  the bars open. Alternatively, a character with a set of 
  thieves' tools may unlock the gate with a successful DC 
  20 Dexterity check but must still succeed on a DC 15 
  Strength (Athletics) check to lift the gate. 
   If the characters secure the aid of Messanth, the 
  shadow bronze dragon engages with the behir; freeing the 
  characters to access the outpost. The dragon and behir 
  destroy the gate in the throes of their battle. 
   If the behir is not engaged with Messanth, the 
  characters must succeed on a DC 15 Dexterity (Stealth) 
  group check to avoid alerting the behir to their activities. 
  B. Fungus Farms 
  The first three terraced levels consist primarily of fungus 
  farms. At all hours, slaves consisting of drow, quaggoth, 
  duergar, derro, and a handful of other humanoid races, 
  tend the fields of fungus. Enslaved drow and duergar 
  overseers watch over the laborers.  
   Slaves do not immediately call for a patrol. If engaged, a 
  character succeeding on a DC 10 Charism (Persuasion or 
  Intimidation) check learns the following: 
  • 
  The drow are willing to rise up; they wish their home 
  back. About 50 drow are available and with time can 
  be gathered. A drow named Rilira is organizing the 
  slaves. She can be found in area E, the Slave Dwell-
  ings. 
  • 
  Dengor, the fire giant is building a palace. It is ru-
  mored he consorts with demons. 
  • 
  Three stone giant slaves reside here when not working the 
  palace. 
  At each terrace access trail there are a group of 
  overseers, which consist of two drow and two duergar. If 
  they see the characters, the overseer cries out for a patrol, 
  which arrives in five rounds.  
   There is a 1-in-10 chance that a warden patrol (see 
  Part 1, above) is nearby otherwise. 
   The stream between the farm area and the rothé 
  pasture is 10 feet wide and only a couple of feet deep, 
  however the water moves swiftly. A successful DC 10 
  Dexterity (Acrobatics) check is required to move across 
  the stream without falling. 
  C. Rothé Pastures 
  Yak-like rothé graze the pasture of thick grass and fungus. 
  Slave shepherds watch the herds, fending off giant spi-
  ders. The shepherds do not immediately call for a Warden 
  Patrol unless attacked. A successful DC 10 Charism (Per-
  suasion) or Strength (Intimidation) check reveals the fol-
  lowing: 
  • 
  Dengor has two flaming salamanders under his com-
  mand and they help him make magical artifacts in his 
  forge within the rear, finished part of his palace. 
  • 
  Korkan, the leader of the fire giants's goblinoid min-
  ions, kill the drow in the slave dwellings (Area E) for 
  entertainment. 
  • 
  The fire giants keep a kennel of a dozen hell hounds in the 
  northeastern most cave. The hell hounds love rothé meat. 
  D. Gated Tunnel to the Underdark 
  Two patrols of azer and hell hounds guard this gate (from 
  behind it) at all times, see the warden patrol (see Part 1, 
  above) above, doubling the result. An iron gate bars the 
  entrance; characters must succeed on a DC 20 Strength 
  (Athletics) to bend or otherwise force the bars open. 
  Alternatively, a character with a set of thieves's tools may 
  unlock the gate with a successful DC 20 Dexterity check 
  but must still succeed on a DC 15 Strength (Athletics) 
  check to lift the gate. 
  E. Slave Dwellings 
  There are many shacks in the area south of the bridge 
  where the slaves eek out their miserable existence.  
   Within the slave dwelling area there are few patrols. 
  The slaves mostly police themselves and it's relatively 
  easy to move around.  
   Rilira. A former head of a noble house in Szith 
  Morcane, Rilira hid her identity when the rest of the 
  nobles were slaughtered. Now she organizes the drow as 
  best she can. She helps the characters as much as she 
  can. She can tell the characters the general layout of 
  Dengor's Palace, when the fire-giants work on the palace, 
  where Dengor's cave is, etc. 
  
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   Korkan. This hobgoblin was once the highest rank 
  slave, now the goblins are below the drow in slave status. 
  He hates the drow even more now and wishes them dead. 
  However, he hates being a slave and helps the characters, 
  but as little as possible before he attempts to escape. He 
  can point the characters to the stone giants. 
  F. Dengor’s Palace 
  Dengor the fire giant's been given visions in which he saw 
  himself as the leader of an army of fire giants and he saw 
  a magnificent palace as his home. 
   The main palace is still under heavy construction; the 
  walls are being build and are still a remarkable sight in 
  the cavern. Rock slabs, giant sized stairs, columns, stacks 
  of construction materials and more dot the worksite, 
  making it easy to hide. Two fire giants and a hell hound 
  are here, watching over the numerous slaves that work 
  around the site. Among the slaves are three stone giants--
  unsure if they are powerful enough to escape. The fire 
  giants do not leave the stone giants alone during their 
  time at the construction site. The characters can 
  approach the giants during their off time, however. If the 
  characters fight the fire giants, the stone giants do not 
  participate in the battle. Instead, they take up rocks and 
  tools as makeshift weapons and take up defensive 
  positions far away from the fight. 
   The rear section of the palace, across a short bridge is 
  mostly finished. However, it is still not complete and 
  Dengor does not stay in it. There are a pair of huge finely 
  crafted metal doors with the holy symbol of Surtr, the fire 
  giant god of the forge emblazoned on them. These doors 
  lead further into the Forge of Surtr. A warden patrol (see 
  Part 1, above) guards these doors at all times. 
   Dengor. If the characters encounter Dengor here, the 
  stone giants are in shackles. A character that succeeds on 
  a DC 13 Wisdom (Insight) check realizes that the captive 
  stone giants are struggling against their chains and seem 
  eager to take vengeance against the fire giants. 
   In order to free a stone giant, a character may use a set 
  of thieves' tools and a successful DC 17 Dexterity check 
  to unlock the shackles and free the giant. Otherwise, at 
  the end of each round, the stone giants attempt a DC 17 
  Strength (Athletics) check. If successful, they burst free 
  from the chains and join the characters in battle against 
  the giants. 
   Treasure. In the finished portion of the palace, 
  characters can find 1,000gp worth of art objects--mostly 
  items made of white gold, adamantine, and black 
  diamonds. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  adjustments are not cumulative: 
  • 
  Very weak party: Remove one fire giant; add two hell hounds 
  • 
  Weak party: Remove one fire giant; add four hell hounds 
  • 
  Strong party: Add two hell hounds 
  • 
  Very strong party: Remove the hell hound, one of the stone 
  giants aids the fire giants against the characters while the 
  other avoids combat. 
  G. Secret Stream Entrance 
  This is the secret entrance mentioned by Hamadh. The 
  fire giants do not know about it and it is unguarded. 
  H. Dwellings 
  The fire giants live in the adjoining caves, the dwellings 
  used to be for the few drow who lived here, but are mostly 
  empty save for a few favored slaves. 1d3-1 fire giants are 
  in any given cave. 
   The three stone giants live in one of the larger caves. 
  The stone giants are not really a risk to escape so a lone 
  hobgoblin slave watches them. The hobgoblin can be 
  bribed relatively easily with a DC 10 Charisma 
  (Persuasion) or convinced with a DC 15 Strength 
  (Intimidation) check. 
   The stone giants are intelligent, but ignorant. They 
  attack surface dwellers quickly unless given a reason not 
  to. Korkan can convince them not to, or if the characters 
  have any of the giants from the Lodge of Faces they listen. 
  I. Hellhound Kennel 
  The fire giant here tends to 1d8 hell hounds kept in 
  large metal cages in the kennels. A lever on the far wall 
  holds the cages shut; they are otherwise unlocked.   
  J. Dengor’s Cave 
  This cave is rather lavishly appointed. A large desk, bed, 
  armoire, armor and weapons racks fill this cave. Two 
  helmed horror behemoths and one helmed horror 
  stand guard over the cave and its contents. If Dengor is 
  here, he is sleeping. A recently dug tunnel leads from this 
  chamber directly into the Forge of Surtr (see Area 4, 
  below). 
   The helmed horror behemoths use the helmed horror 
  stat block, but their longsword attacks deal 13 (2d8 + 4) 
  slashing damage on a hit, or 15 (2d10 + 4) slashing 
  damage if used with two hands. Additionally, the helmed 
  horrors behemoths are Large with 102 hit points (12d10 
  + 36) and are Challenge 5 (1,800 XP). 
   Adjust this encounter only if the characters encounter 
  Dengor here. 
  
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  23 
   
   
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  adjustments are not cumulative: 
  • 
  Very weak party: Remove helmed horror and one helmed 
  horror behemoth. 
  • 
  Weak party: Remove both helmed horror behemoths; add 
  one helmed horror. 
  • 
  Strong party: Add a helmed horror 
  • 
  Very strong party: Remove helmed horror; add two helmed 
  horror behemoths 
   
  Treasure. 4,000gp worth of gold, gems, and pieces of art 
  looted from House Morcane. The characters also find two 
  potions of firebreath and a ring of protection in a small, 
  onyx chest. The chest is neither locked nor trapped. 
  4. Forge of Surtr 
  The Forge of Surtr (formerly the Fane of Lolth) is 
  accessible either from ruins of the House Morcane or 
  directly from within Dengor’s Palace. Once inside, the 
  characters find four azer acolytes and two azer priests 
  working a large forge while a helmed horror stands 
  guard. Two salamanders are restricted to the forge area 
  by way of a magical circle that they are unable to leave.  
   The azer and salamander are in the middle of creating a 
  magical warhammer for use by the head azer priest. The 
  warhammer has not received its final enchantments, but 
  it functions for a time. 
   If the characters watch, they notice that the 
  salamanders stare at the azers with contempt, but do not 
  attack them. Each azer wears a magical pendant with 
  markings similar to the magic circle that prevents the 
  salamanders from attacking them. The pendants act as a 
  planar binding, protection from evil and good, and 
  sanctuary for those who wear them against the 
  salamanders and their attacks. A character who 
  possesses a pendant and succeeds on a DC 20 
  Knowledge (Arcana or Religion) check can use the 
  pendant to free the salamanders from the magical circle. 
   Adjust this encounter only if the characters encounter 
  Dengor here. 
   Dengor. Dengor is praying at the altar near the top of 
  the shrine. The azers are not present, but the helmed 
  horror and the two salamanders are. Upon Dengor 
  noticing the characters, he roars in outrage and slams his 
  greatsword into the magic circle, which erupts into flame 
  and disappears, freeing the salamanders. 
   
   
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  adjustments are not cumulative: 
  • 
  Very weak party: Remove the helmed horror and one 
  salamander. 
  • 
  Weak party: Remove the salamanders; add a helmed  horror 
  • 
  Strong party: Add a helmed horror 
  • 
  Very strong party: Add one helmed horror and one 
  salamander 
  Development 
   Once the pendants leave the area of the Forge a 
  character notices a lessening of the pendant's powers, a 
  successful DC 15 Knowledge (Arcana or Religion) reveals 
  that the pendants's power will not last fir more than an 
  hour. 
   If the characters free the salamanders, they venture into 
  the main cavern to seek out Dengor and punish him for 
  binding them.  The salamanders obey any characters that 
  use the pendants to control them, but this compulsion 
  lasts only one hour, after which the salamanders attempt 
  to kill the characters.  They then attempt to seek out and 
  kill Dengor if they have not done so already. A successful 
  DC 15 Charisma (Persuasion) check can convince the 
  Salamanders that the characters wish Dengor dead as 
  well. 
  Treasure 
  The warhammer acts as a flametongue weapon, but the 
  enchantment fades after two hours. The characters also 
  find 1,000gp worth of ceremonial items, rare metals, and 
  finely-crafted weapons (warhammers). 
  Conclusion 
  If the characters are able to defeat Dengor his fire giants 
  flee and the azer tumble into a pile of inanimate metal.  
   The coalition that allowed for defeat of the common 
  enemy seems on the verge of collapse if enemy groups 
  are present. Depending on who was in the coalition, give 
  the characters an opportunity to step in and calm the 
  situation. Some of the conflicting personalities are as 
  follows: Velasta wants control of Szith Morcane. She also 
  wishes vengeance upon Quil’bryn and the characters for 
  robbing her of vengeance against Solom. Hamadh wants 
  control of Szith Morcane as well as Murssvayas, and 
  Rilira. 
   
   
  
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  24 
   
   
  Rewards 
  Make sure note their rewards on their adventure log 
  sheets. Give your name and DCI number (if applicable) so 
  players can record who ran the session. 
  Experience 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Azer 
   
   
   
  450 
  Azer acolyte 
   
   
  450 
  Azer priest 
   
   
  1,100 
  Behir 
   
   
   
  7,200 
  Dengor Bloodheart  
   
  5,900 
  Drow acolyte 
   
   
  100 
  Drow mage 
   
   
  2,900 
  Drow 
   
   
   
  50 
  Drow, elite warrior  
   
  1,800 
  Drow, veteran 
   
   
  700 
  Duergar  
   
   
  200 
  Fire giant  
   
   
  5,000 
  Hell hound 
   
   
  700 
  Helmed horror 
   
   
  1,100 
  Messanth  
   
   
  5,900 
  Quaggoth  
   
   
  450 
  Salamander 
   
   
  1,800 
  Skeleton  
   
   
  50 
  Stone giant 
   
   
  2,900 
  Velasta, Revenant Priestess 
   
  5,900 
   The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 6,000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
   
   
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a sys-
  tem. See the sidebar if the adventure awards permanent 
  magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Stone giant gems 
   
   
  200 
  Revenancers jewelry  
   
  300 
  Azer barracks gems  
   
  300 
  Behir lair gold and gems 
   
  200 
  Dengor’s palace, art  
   
  1,000 
  Forge of Surtr, items 
   
  1,000 
  Dengor’s cave, gold, gems, art  
  4,000 
  Ring of Protection 
  Ring, rare (requires attunement) 
  This ancient drow ring is made of cool black spider silk, 
  when worn it causes the user to feel self-assured and over 
  confident. A description of this item can be found in the 
  Dungeon Master's Guide. 
  Potion of Greater Healing 
  Potion, rare 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Potion of Firebreath (potion) 
  Potion, uncommon 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Spider-Hide Spellbook 
  This small, traveling spellbook is bound in glossy, black 
  spider-hide. It contains the following spells: 
  2nd level: web, levitate, darkness, 
  3rd level: gaseous form 
  4th level: Evard's black tentacles, arcane eye 
  5th level: passwall 
  
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  25 
   
   
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Order of the Gauntlet faction characters who 
  successfully freed Messanth receive an additional 
  renown point and can note that they completed a 
  special mission for their faction. 
  Downtime 
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 400 XP, 200 gp and 10 downtime days for 
  running this session. 
   
   
  
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  26 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Azer 
  Medium elemental, lawful neutral 
    
  Armor Class 17 (natural armor, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
   
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 11 
  Languages Ignan 
  Challenge 2 (450 XP) 
    
  Heated Body. A creature that touches the azer or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 3 (1d6) fire damage (included in the 
  attack). 
  Illumination. The azer sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet. 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) 
  bludgeoning damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage. 
   
  Azer Acolyte 
  Medium elemental, lawful neutral 
    
  Armor Class 17 (natural armor, shield) 
  Hit Points 46 (7d8 + 14) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
   
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 12 
  Languages Ignan 
  Challenge 3 (700 XP) 
    
  Heated Body. A creature that touches the azer or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 3 (1d6) fire damage (included in the 
  attack). 
  Illumination. The azer sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet. 
   
  Spellcasting. The Azer Acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). The Azer Acolyte has the following cleric spells 
  prepared: 
   
  Cantrips (at will): mending, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) 
  bludgeoning damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage. 
  
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  27 
   
   
  Azer Priest 
  Medium elemental, lawful neutral 
    
  Armor Class 17 (natural armor, shield) 
  Hit Points 77 (11d8 + 22) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
   
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 13 
  Languages Ignan 
  Challenge 4 (1,100 XP) 
    
  Heated Body. A creature that touches the azer or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 3 (1d6) fire damage (included in the 
  attack). 
  Illumination. The azer sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet. 
  Divine Eminence. As a bonus action, the priest can expend a spell 
  slot to cause its melee weapon attacks to magically deal an extra 
  10 (3d6) radiant damage to a target on a hit. This benefit lasts 
  until the end of the turn. If the priest expends a spell slot of 2nd 
  level or higher, the extra damage increases by 1d6 for each level 
  above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The priest has the following cleric spells prepared: 
  Cantrips (at will): mending, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) 
  bludgeoning damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage. 
   
  Behir 
  Huge monstrosity, neutral evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 168 (16d12 + 64) 
  Speed 50 ft., climb 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  16 (+3) 
  18 (+4) 
  7 (−2) 
  14 (+2) 
  12 (+1) 
    
  Skills Perception +6, Stealth +7 
  Damage Immunities lightning 
  Senses darkvision 90 ft., passive Perception 16 
  Languages Draconic 
  Challenge 11 (7,200 XP) 
    
  Actions 
  Multiattack. The behir makes two attacks: one with its bite and 
  one to constrict. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 22 (3d10 + 6) piercing damage. 
  Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large 
  or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 
  17 (2d10 + 6) slashing damage. The target is grappled (escape 
  DC 16) if the behir isn’t already constricting a creature, and the 
  target is restrained until this grapple ends. 
  Lightning Breath (Recharge 5–6). The behir exhales a line of 
  lightning that is 20 feet long and 5 feet wide. Each creature in 
  that line must make a DC 16 Dexterity saving throw, taking 66 
  (12d10) lightning damage on a failed save, or half as much 
  damage on a successful one. 
  Swallow. The behir makes one bite attack against a Medium or 
  smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the behir, and it takes 21 (6d6) acid damage 
  at the start of each of the behir’s turns. A behir can have only one 
  creature swallowed at a time. 
   If the behir takes 30 damage or more on a single turn from the 
  swallowed creature, the behir must succeed on a DC 14 
  Constitution saving throw at the end of that turn or regurgitate 
  the creature, which falls prone in a space within 10 feet of the 
  behir. If the behir dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 15 feet of 
  movement, exiting prone. 
  
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  28 
   
   
  Dengor Bloodheart 
  Huge giant, lawful evil 
    
  Armor Class 18 (plate) 
  Hit Points 224 (18d12 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  9 (−1) 
  23 (+6) 
  10 (+0) 
  16 (+3) 
  13 (+1) 
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +7 
  Damage Immunities fire 
  Senses passive Perception 17 
  Languages Giant 
  Challenge 11 (7,200 XP) 
   
  Spellcasting. Dengor is a 5th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  Dengor has the following cleric spells prepared: 
   
  Cantrips (at will): blade ward, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): protection from energy, spirit guardians  
  Actions 
  Multiattack. The giant makes two greatsword attacks. 
  Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage. 
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage. 
   
  Drow 
  Medium humanoid (elf), neutral evil 
    
  Armor Class 15 (chain shirt) 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
   
  Skills Perception +2, Stealth +4 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Elvish, Undercommon 
  Challenge 1/4 (50 XP) 
    
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is Charisma 
  (spell save DC 11). It can innately cast the following spells, 
  requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target 
  must succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 hour. If the saving throw fails by 5 or more, the 
  target is also unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature takes an action 
  to shake it awake. 
   
  Drow Acolyte 
  Medium humanoid (elf), neutral evil 
    
  Armor Class 15 (chain shirt) 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
   
  Skills Perception +3, Stealth +4 
  Senses darkvision 120 ft., passive Perception 13 
  Languages Elvish, Undercommon 
  Challenge 1/2 (100 XP) 
    
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is Charisma 
  (spell save DC 11). It can innately cast the following spells, 
  requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight. 
   
  Spellcasting. The drow acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). The drow acolyte has the following cleric spells 
  prepared: 
   
  Cantrips (at will): chill touch, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
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  29 
   
   
  Drow Elite Warrior 
  Medium humanoid (elf), neutral evil 
    
  Armor Class 18 (studded leather, shield) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
   
  Saving Throws Dex +7, Con +5, Wis +4 
  Skills Perception +4, Stealth +10 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Elvish, Undercommon 
  Challenge 5 (1,800 XP) 
    
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is Charisma 
  (spell save DC 12). It can innately cast the following spells, 
  requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight. 
  Actions 
  Multiattack. The drow makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison 
  damage. 
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target 
  must succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 hour. If the saving throw fails by 5 or more, the 
  target is also unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature takes an action 
  to shake it awake. 
  Reactions 
  Parry. The drow adds 3 to its AC against one melee attack that 
  would hit it. To do so, the drow must see the attacker and be 
  wielding a melee weapon. 
   
  Drow Mage 
  Medium humanoid (elf), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 45 (10d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  13 (+1) 
  12 (+1) 
   
  Skills Arcana +6, Deception +5, Perception +4, Stealth +5 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Elvish, Undercommon 
  Challenge 7 (2,900 XP) 
    
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The drow has the following wizard spells prepared: 
  Cantrips (at will): mage hand, minor illusion, poison spray, ray of 
  frost 
  1st level (4 slots): mage armor, magic missile, shield, witch bolt 
  2nd level (3 slots): alter self, misty step, web 
  3rd level (3 slots): fly, lightning bolt 
  4th level (3 slots): Evard’s black tentacles, greater invisibility 
  5th level (2 slots): cloudkill 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight. 
  Actions 
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning 
  damage if used with two hands, plus 3 (1d6) poison damage. 
  Summon Demon (1/Day). The drow magically summons a 
  quasit, or attempts to summon a shadow demon with a 50 
  percent chance of success. The summoned demon appears in an 
  unoccupied space within 60 feet of its summoner, acts as an ally 
  of its summoner, and can’t summon other demons. It remains 
  for 10 minutes, until it or its summoner dies, or until its 
  summoner dismisses it as an action. 
   
  
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  30 
   
   
  Drow Veteran 
  Medium humanoid (elf), any alignment 
    
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Elvish, Undercommon 
  Challenge 3 (700 XP) 
   
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is Charisma 
  (spell save DC 11). It can innately cast the following spells, 
  requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight. 
   
  Actions 
  Multiattack. The drow veteran makes two shotsword attacks. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  Duergar 
  Medium humanoid (dwarf), lawful evil 
    
  Armor Class 16 (scale mail, shield) 
  Hit Points 26 (4d8 + 8) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (−1) 
    
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 1 (200 XP) 
    
  Duergar Resilience. The duergar has advantage on saving throws 
  against poison, spells, and illusions, as well as to resist being 
  charmed or paralyzed. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Actions 
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, the 
  duergar magically increases in size, along with anything it is 
  wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available. 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing 
  damage while enlarged. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 
  9 (2d6 + 2) piercing damage while enlarged. 
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it. 
   
  
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  31 
   
   
  Fire Giant 
  Huge giant, lawful evil 
    
  Armor Class 18 (plate) 
  Hit Points 162 (13d12 + 78) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  9 (−1) 
  23 (+6) 
  10 (+0) 
  14 (+2) 
  13 (+1) 
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6 
  Damage Immunities fire 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5,000 XP) 
    
  Actions 
  Multiattack. The giant makes two greatsword attacks. 
  Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage. 
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage. 
   
  Hell Hound 
  Medium fiend, lawful evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (−2) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
    
  Keen Hearing and Smell. The hound has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The hound has advantage on an attack roll against 
  a creature if at least one of the hound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage plus 7 (2d6) fire damage. 
  Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 21 (6d6) fire damage on a failed save, or half 
  as much damage on a successful one. 
  Helmed Horror 
  Medium construct, neutral 
    
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 4 (1,100 XP) 
   
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects. 
  Spell Immunity. The helmed horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands. 
   
   
  
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  32 
   
   
  Messanth, Young Bronze-
  Shadow Dragon 
  Large dragon, lawful good 
    
  Armor Class 18 (natural armor) 
  Hit Points 142 (15d10 + 60) 
  Speed 40 ft., fly 80 ft., swim 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  19 (+4) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
  Saving Throws Dex +3, Con +7, Wis +4, Cha +6 
  Skills Insight +4, Perception +7, Stealth +8 
  Damage Resistances necrotic 
  Damage Immunities lightning 
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 
  Languages Common, Draconic 
  Challenge 10 (5,900 XP) 
  Amphibious. The dragon can breathe air and water. 
  Living Shadow. While in dim light or darkness, the dragon has 
  resistance to damage that isn't force, psychic, or radiant. 
  Shadow Stealth. While in dim light or darkness, the dragon can 
  take the Hide action as a bonus action. 
  Sunlight Sensitivity. While in sunlight, the dragon has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Actions 
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  16 (2d10 + 5) piercing damage 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage. 
  Breath Weapon (Recharge 5–6). The dragon uses one of the 
  following breath weapons. 
  Shadow Breath. The dragon exhales shadowy lightning in a 60-
  foot line that is 5 feet wide. Each creature in that line must make 
  a DC 15 Dexterity saving throw, taking 55 (10d10) necrotic 
  damage on a failed save, or half as much damage on a successful 
  one. A humanoid reduced to 0 hit points by this damage dies, 
  and an undead shadow rises from its corpse and acts 
  immediately after the dragon in the initiative count. The shadow 
  is under the dragon’s control. 
  Repulsion Breath. The dragon exhales repulsion energy in a 30-
  foot cone. Each creature in that area must make a DC 15 
  Strength saving throw. On a failed save, the creature is pushed 
  40 feet away from the dragon. 
   
  Quaggoth 
  Medium humanoid (quaggoth), chaotic neutral 
    
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  16 (+3) 
  6 (−2) 
  12 (+1) 
  7 (−2) 
  Skills Athletics +5 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Undercommon 
  Challenge 2 (450 XP) 
    
  Wounded Fury. While it has 10 hit points or fewer, the quaggoth 
  has advantage on attack rolls. In addition, it deals an extra 7 
  (2d6) damage to any target it hits with a melee attack. 
  Actions 
  Multiattack. The quaggoth makes two claw attacks. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage. 
   
  
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  33 
   
   
  Salamander 
  Large elemental, neutral evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 90 (12d10 + 24) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
    
  Heated Body. A creature that touches the salamander or hits it 
  with a melee attack while within 5 feet of it takes 7 (2d6) fire 
  damage. 
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 3 (1d6) fire damage on a hit (included in 
  the attack). 
  Actions 
  Multiattack. The salamander makes two attacks: one with its 
  spear and one with its tail. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, 
  or 13 (2d8 + 4) piercing damage if used with two hands to make 
  a melee attack, plus 3 (1d6) fire damage. 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and 
  the target is grappled (escape DC 14). Until this grapple ends, 
  the target is restrained, the salamander can automatically hit the 
  target with its tail, and the salamander can’t make tail attacks 
  against other targets. 
   
  Skeleton 
  Medium undead, lawful evil 
   
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
    
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Stone Giant 
  Huge giant, neutral 
    
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  9 (−1) 
    
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2,900 XP) 
    
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Actions 
  Multiattack. The giant makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or be 
  knocked prone. 
  Reactions 
  Rock Catching. If a rock or similar object is hurled at the giant, 
  the giant can, with a successful DC 10 Dexterity saving throw, 
  catch the missile and take no bludgeoning damage from it. 
   
  
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  34 
   
   
  Velasta, Revenant Priestess 
  Medium undead, neutral evil 
  Armor Class 15 (chain shirt) 
  Hit Points 221 (26d8 + 104) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4)     14 (+2)     18 (+4)     13 (+1)      16 (+3)     18 (+4)  
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Saving Throws Str +7, Con +7, Wis +6, Cha +7 
  Damage Resistances necrotic, psychic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Elven, Undercommon 
  Challenge 10 (5,900 XP) 
  Regeneration. The revenant regains 10 hit points at the start of 
  its turn. If the revenant takes fire or radiant damage, this trait 
  doesn't function at the start of the revenant's next turn. The 
  revenant's body is destroyed only if it starts its turn with 0 hit 
  points and doesn't regenerate. 
  Rejuvenation. When the revenant's body is destroyed, its soul 
  lingers. After 24 hours, the soul inhabits and animates another 
  corpse on the same plane of existence and regains all its hit 
  points. While the soul is bodiless, a wish spell can be used to 
  force the soul to go to the afterlife and not return. 
  Turn Immunity. The revenant is immune to effects that turn 
  undead. 
  Vengeful Tracker. The revenant knows the distance to and 
  direction of any creature against which it seeks revenge, even if 
  the creature and the revenant are on different planes of existence. 
  If the creature being tracked by the revenant dies, the revenant 
  knows. 
  Divine Eminence. As a bonus action, the Velasta can expend a 
  spell slot to cause its melee weapon attacks to magically deal an 
  extra 10 (3d6) radiant damage to a target on a hit. This benefit 
  lasts until the end of the turn. If Velasta expends a spell slot of 
  2nd level or higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. Velasta is a 10th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  Velasta has the following cleric spells prepared: 
  Cantrips (at will): guidance, light, mending, sacred flame, 
  thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (3 slots): animate dead, dispel magic, spirit guardians 
  4th level (3 slots): banishment, divination 
  5th level (2 slots): contagion, flame strike 
  Actions 
  Multiattack. The revenant makes two fist attacks. 
  Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage. If the target is a creature 
  against which the revenant has sworn vengeance, the target takes 
  an extra 14 (4d6) bludgeoning damage. Instead of dealing 
  damage, the revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller. 
  Vengeful Glare. The revenant targets one creature it can see 
  within 30 feet of it and against which it has sworn vengeance. 
  The target must make a DC 15 Wisdom saving throw. On a 
  failure, the target is paralyzed until the revenant deals damage to 
  it, or until the end of the revenant's next turn. When the paralysis 
  ends, the target is frightened of the revenant for 1 minute. The 
  frightened target can repeat the saving throw at the end of each 
  of its turns, with disadvantage if it can see the revenant, ending 
  the frightened condition on itself on a success. 
   
   
   
    
   
   
   
   
  
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  35 
   
   
  DM Appendix: NPC 
  Summary 
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure.  
   
  Asala (A-sal-a). Asala is a female drow worshiper of 
  Kiaransalee. She wishes revenge on the giants for killing 
  her lover. 
   
  Daitya (Deyt-ya). Stone Giant leader in the Lodge of 
  Faces, she succumbed to Graz'zt's madness of infatuation 
  after carving a piece of faerzress infused crystal. 
   
  Dengor Bloodheart (DEN- gohr). Dengor is a fire giant 
  forgepriest of Surtr. He is megalomaniac and thirsty for 
  power. 
   
  Grek (Grek). Greg is a Galeb Duhr rejected by the Stone 
  Giants of the Lodge of Faces when a part of his face 
  cracked while during his creation. 
   
  Hamadh (Ham-ahd). Leader of the Hidden, a group of 
  drow thieves and rogues. Hamadh wishes to overtake 
  Szith Morcane if possible. 
   
  Kâras (KAIR-us). A member of the Hidden. Kâras is a 
  worshiper of Vhaeraun, the drow deity of thievery. 
   
  Keld (Keld). Stone giant in the Lodge of Faces and carver 
  who smells bad. 
   
  Korkan (KOR-kan). – Hobgoblin slave boss. Wishes to 
  see Rilira dead. 
   
  Messanth (Meh-santh). – Young Bronze-Shadow Dragon 
  captured years ago by Solom and imprisoned in the 
  Shadowfell where he slowly became a shadow dragon. 
  Wishes to see Solom dead, but he can be reasoned with. 
   
  Murssvayas Dhuurniv (MERS-svi-yas). Drow wizard 
  whom the characters may have met in season 2. Likely 
  the leader of the Drow Resistance. 
   
  Quil’Bryn (KWIL-brin). Murderer of Solom Ned'razak. 
  Overtaken by Graz'zt's madness of hedonism. He is sick 
  of living in caves and wishes to be served by slaves! 
   
   
  Rilira (Ree-lee-ra). – A former head of a noble house in 
  Szith Morcane. She wishes to return to power after the 
  giants are ousted. 
   
  Solom Ned’razak (SOLE-um NED-rizz-ack). Archmage 
  of Szith Morcane. He has nominally ruled for nearly a 
  hundred years, until the giants came. 
   
  Velasta T'sarran (Veh-las-ta). – Revenant Priestess of 
  Kiaransalee. She wishes to see Solom dead and Szith 
  Morcane under the rule of Kiaransalee's priestesses as 
  her aunt attempted to do over a hundred years ago. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  36 
   
   
  Map: Szith Morcane 
   
   
   
  
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  37 
   
   
  Map: Barracks Level  
   
   
   
  
  Szith Morcane Unbound 
   
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  38 
   
   
  Map: Bazaar Level  
   
   
   
  
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  39 
   
   
  Map: Szith Morcane Main Cavern  
   
   
   
  
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  40 
   
   
  Map: Dengor’s Palace 
   
   
   
   
  
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  41 
   
   
  Map: Forge of Surtr  
   
  
   
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  42 
   
  Results Code: February-March 2016 
  If you are DMing this adventure during the months of February or March 2016, please show your players this page. The 
  QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the 
  storyline in the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S03 - Rage of Demons/DDEX3-15 Szith Morcane Unbound.pdf