TEXT: SIX SUMMONED SWORDS 
  A 4-Hour Adventure for 5th-10th Level Characters 
   
    
  A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity.  But 
  what seems simple on the surface turns out to be much more below.  Thrust into a world where 
  every enemy has an enemy and everyone has their own dark motive, the only chance to survive is 
  to ally with the right foe.  Sometimes “doing the right thing” comes only in shades of black. 
   
  By Andrew Bishkinskyi 
                                                                                    
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  2 
   
   
  Six Summoned Swords 
   
   
   
  The first adventure of the Swords Below the Moonsea saga 
   
  Adventure Code: CCC-PHA-01 
  Optimized For: APL 8 
   
   
   
   
  Design and Writing Andrew Bishkinskyi 
  Phantasm Gamer’s Equinox Administration David Watson 
  “A View to a Death”Art  Bartolomeo Argentino with “Underdark” background by Andrew Bishkinskyi  
  “Weave” Art  Emmanuel Tragakis  
  “Lemethra” Art Dean Spencer 
  “Donna” Art Grae Hunter 
  Other Art DMsGuild/WoTC, used with permission 
  “Deathcab” Icon Lorc 
  “Daemon pull” Icon Delapouite 
  Maps Xavier A. Devenoges 
  Playtesting Keith Christensen & group,  David Morris & group, Kenneth Antonio, Matthew Chung, Mike Humfrey,  Creepy 
  Jim,  Zvi S., Brad Clark 
  Special Thanks Wayne Chang 
  Organized Play: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Lysa Chen, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan 
  Patrick 
  Version 1.4 (Publish) 
   
          
   
   
   
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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 unauthorized use of the material or artwork 
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  3 
  Introduction 
  Welcome to CCC-PHA-01 Six Summoned Swords, a 
  D&D Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play 
  system and Con Created Content Program. 
   This adventure takes place in Moonsea. 
   This adventure is designed for three to seven 5th-
  10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  Characters outside this level range cannot participate 
  in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these adjustments; 
  they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. Familiarize yourself with the adventure’s 
  appendices and handouts. 
   Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues to your players so they can attempt to solve 
  puzzles, engage in combat, and roleplay interactions 
  without getting too frustrated over a lack of 
  information. This gives players “little victories” for 
  figuring out good choices from clues. Watch for 
  stalling—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. 
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  4 
  Adventure Primer 
  The purpose is to experience fear, fear in the face of 
  certain death, to accept that fear, and maintain control.
   
   
                                        — Spock 
  Adventure Background (DM 
  Only) 
  Deception, betrayal and foul magic – these are the 
  implements of the drow.   When drow houses fight, 
  these deadly tools become playthings in the arms of 
  the power-hungry and the ambitious. 
     Deep in the Underdark, the Noble House Vith’tyl 
  betrays and usurps the smaller House Axcelon, 
  leaving only a single survivor of the bloodline.   A 
  group of assassins led by Shintyrr Vith’tyl is quickly 
  dispatched to track down this renegade. 
     The last of her house, Axcelia Axcelon flees.  
  Desperate but not powerless, she performs a 
  dangerous summoning ritual and calls forward a 
  fiend of great power to serve her.  The first part of the 
  ritual succeeds beyond her wildest hopes and the 
  summoned creature is greater in power than 
  anything she has ever witnessed.   The binding ritual, 
  however, strains her sorcerous powers and isn’t 
  entirely complete by the time that the House Vith’tyl 
  assassins track her down.   
     A battle and chase ensue, with Axcelia’s fiend 
  wreaking havoc among the assassins.   The aftermath 
  finds the key participants in dire situations.  Axcelia 
  survives the battle, but her control over the fiend is 
  strained to the point of breaking as it flees her and 
  seeks to sever the bond created by the unfinished 
  ritual.  Shintyrr finds his assassins slain and himself 
  gravely injured.  In a desperate attempt to survive, he 
  flees, eventually finding a way to the surface, where 
  he passes out in pain.  
    Three Zhentarim bounty hunters chance upon the 
  injured drow just off the main road a couple of days' 
  journey from the City of Phlan.  They stop to consider 
  whether it would be best to kill and rob the man or to 
  take him back to town in hopes of a reward.   It is this 
  scene that the company of adventurers comes 
  across… 
  Location and Non-Player Character (NPC) Summary 
  The following NPCs, locations and entities feature prominently 
  in this adventure. Portrait cards for main NPCs are provided in 
  Appendix A. 
  Axcelia Axcelon (Axe-sell-ya).  Female drow mage, last 
  surviving member of House Axcelon. 
  House Axcelon.  A lower house of the Zethlentyn Protectorate.  
  Worshippers of Lolth and until recently the purveyors of a 
  large diamond mine - a joint-venture with House Vith’tyl. 
  House Vith’tyl.  The 7th house of the Zethlentyn Protectorate.  
  This house does not worship Lolth.  Instead, they draw their 
  power from summoning and/or enslaving devils.   
  Lemethra Vith’tyl (Le-meth-ra). Drow War Priest of House 
  Vith’tyl.  
  Shintyrr Vith’tyl (Shin-teer). Drow Assassin of House Vith’tyl  
  S’sheneth’rah (Shae-net-RAH).  A fiend summoned by Axcelia. 
  Three Sisters.  Zhentarim bounty hunters.   The three sisters 
  are females of different races: a tabaxi named Misty, a kenku 
  named Donna and a dark-skinned human named Bleak. 
  Zethlentyn Protectorate. A geopolitical alliance of drow 
  houses.  The protectorate is religion-agnostic and allows 
  houses of different faiths to co-operate in trade and mutual 
  protection from external threats.  
  Adventure Overview 
  Part 1.  The characters come across an odd situation 
  on the road and end up rescuing a Drow noble that 
  engages them in an escort mission. 
  Part 2.  Following their charge’s directions through 
  the Underdark, the group learns about theier strange 
  environs, discovers the grisly fate of Shintyrr’s 
  companions and is ambushed by predators. 
  Part 3.  Seeking respite after their battle, the 
  characters encounter Axcelia’s fiend and must deal 
  with the consequences. 
  Part 4.  The group must make an uneasy alliance and 
  battle a powerful opponent.  
  Adventure Hook 
  Headed to Phlan.  The adventure begins on the side 
  of the road leading from Zhentil Keep to Phlan.  The 
  adventurers are likely headed to Phlan in search of 
  work or for reasons of their own.  Along the road they 
  have met their companions and are traveling together 
  for the sake of safety in numbers and good cheer.   
   
  The Swords Below the Moonsea Saga 
  This adventure is the introduction to the Swords Below the 
  Moonsea saga, which is planned to span three adventures.  
  This adventure is intended to be played on its own and is 
  entirely self-contained.   The follow-up adventures pick up 
  some time later and deal with Axcelia Axcelon’s attempts to 
  return to the Underdark. 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  5 
  Making it your own 
  A note on “read-aloud” or “boxed text”:  As always in 
  pre-written adventures, the boxed text is provided as 
  a suggestion and can be paraphrased or made your 
  own by the DM.   Sometimes, a loud gaming 
  environment or the particular composition of players 
  is not conducive to reading longer passages.   
     To help with this, some of the longer read-aloud 
  sections in the later parts of this adventure contain 
  additional sections titled Making It Your Own.  
  These contain a bullet-point summary of the boxed 
  text that can be used to help you describe things in 
  your own words and easily hit on the key plot points. 
    Finally, certain aspects of any adventure – 
  violence, blood, presence of spiders, etc. – may not 
  be appropriate for every audience.  If you’re 
  unsure, check with your players beforehand and 
  adjust descriptions as best suits the table.  
  The short, the long and the rest 
  Only weaker parties should be given a short rest after 
  Part 1, with no possibility of a long rest at that time.  
     Parties should absolutely NOT be given any kind of 
  rest in the Cavern of Death immediately after Part 2.   
     Most choices available in Part 3 result in a long rest 
  for the party.   The choice that doesn’t is clear to the 
  players since it’s a result of their own aggression. 
  Character focus 
  This adventure highlights the abilities and activities 
  of a number of notable personages.  It is intended to 
  introduce powerful and interesting personalities that 
  the players become invested in knowing.  As such, 
  these characters are given opportunities to shine in 
  key moments.  Keep in mind that most of these 
  moments are enabled by player actions and should 
  not feel as though they’re “stealing spotlight” from the 
  player characters, but rather are a result of player 
  decisions. 
     While not necessary or expected, having a co-DM or 
  assistant play the roles of some of the major NPCs or 
  the narrator at key moments can help enhance the 
  player experience.   
   
  NPCs and combat 
  While there are stat blocks provided for the NPCs in 
  the adventure, unless they are in confrontation with 
  the players, it is recommended that their parts in 
  battles are told as a story rather than played out with 
  rolls and stats.  This both simplifies combat and gives 
  more play time to the players over the DM.    
  Encounters assume that NPCs are not assisting the 
  party unless stated. 
    Some NPCs use deathward to prevent untimely 
  deaths for narrative purposes.  For all intents and 
  purposes however, deathward triggering signals their 
  defeat and end of the encounter as described.   
  Subsequent adventures in this series will provide 
  opportunities to deal with some of these characters in 
  a more “permanent” way. 
  No light, no light 
  The adventure begins in the morning and in bright 
  sunshine.  In the Underdark, there is no light except 
  for fire-wreathed demons and enchanted swords that 
  shed light around them. 
  Knowledge checks 
  The adventure is designed with the full intent that 
  characters will fail certain checks and will NOT have 
  full information about what is going on.  There is no 
  need to spoon-feed players information which they 
  have failed to obtain.  
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  6 
  Part 1. Living Through Daylight 
  Estimated Duration: 30-45 minutes 
   Story Beat: The adventurers encounter three 
  bounty hunters who in turn have come upon an 
  injured drow.   Unexpected guests crash the party, 
  forcing diplomacy to take place mid-combat. 
   
  Roleplaying the “Three Sisters” 
  The bounty hunters are three females of different races – a 
  Tabaxi, a Kenku and a Human.  They are nicknamed “The 
  Three Sisters” and their names are Misty, Donna and Bleak 
  respectively.    
     They do not have any mission relating to the drow and have 
  just chanced upon him.  They did have time to notice that he 
  is a noble or some kind of important personage and were in 
  the middle of deciding whether to rob him or simply to drag 
  him back to Phlan in the hopes of a reward.  They are not 
  particularly attached to the drow, but don’t want to walk 
  away empty-handed.   
     The Three Sisters are old-timers in the bounty hunting 
  business and members of the Zhentarim. They conduct 
  themselves with self-assurance and skill.   The Tabaxi – Misty 
  – is in charge and does most of the talking for the party.   
  When speaking, they inevitably address each other as 
  “sister”, much to the puzzlement of others. 
  Fate:  The ultimate fate (life or death) of the Three Sisters is 
  not important to the main storyline. 
  The tree line on the left side of the road opens up, revealing a 
  clearing that leads to a rocky outcropping.  Several horse 
  lengths from the rock face, is a humanoid figure in an 
  elaborate purple cloak slumped against the trunk of a large 
  pine tree.     
    Standing above the figure is an odd but well-armed and 
  armored group of three females – one with birdlike features, 
  one a dark-skinned human with a large topknot of black hair 
  atop an otherwise bald head and what can only be described 
  as a large bipedal housecat in expensive armor.    
    The catlike humanoid speaks in a gruff voice to the others 
  saying:  “…easier to just take his head sisters, he would 
  probably die on the—“She stops abruptly, noticing your 
  presence.  She looks towards you and shouts:  “move along 
  down the road and mind your own business!”.  The words are 
  accompanied by a pointing of her sword in turn toward you 
  and then at the road ahead.  
  Development 
  The adventurers are not required to interfere, if they 
  decide to move on or to do nothing, unleash the 
  trolls.  
  If the characters choose to examine the scene prior 
  to responding, they can ascertain the following via 
  DC 13 skill checks of their choice: 
   Wisdom (Perception):  The three females are well-
  equipped but do not carry any obvious insignias or 
  uniforms.  Their equipment, while high quality, is 
  clearly of mixed make and indicates that they are 
  likely fellow adventurers, bandits or bounty 
  hunters.   The figure slumped against the three is 
  seems to be unconscious.  His clothing is stained 
  with blood, though it is difficult to see specific 
  wounds from this distance.  (This is actually 
  Shintyrr Vith’tyl, a drow.  His dark skin is hard to 
  spot from a distance.) 
   Intelligence (any):  The three females do not look 
  like they were just in a fight. Their weapons 
  (except for the one being used to point at the 
  road) are sheathed and they seem largely 
  unconcerned.   None of the weapons or armor 
  have blood on them.   It seems unlikely that they 
  are the cause of the figure’s wounds. 
   Wisdom (Insight):  The three armed females, while 
  imposing, do not seem to be eager for a fight and 
  genuinely want you to move along and not 
  interfere in their business. 
   
  Unbeknownst to all participants, the large amount of 
  potential loot and food has attracted the attention of 
  a couple of nearby trolls.  No matter the characters’ 
  initial response to the request, three trolls attack 
  from the trees.  The characters and the Bounty 
  Hunters must now figure out who is friend or foe 
  while in combat! 
  Your words are drowned out by a fearsome shout as hulking 
  forms charge out from the trees! 
  Adjusting the Encounter 
  This encounter is not meant to be of great combat challenge 
  to the party, but should last at least 3-4 rounds.  If the players 
  make too quick work of initial trolls, add another to keep the 
  tension up. 
   Weak or Very Weak party:  remove a troll 
   Strong Party:  Add one troll 
   Very Strong Party:  Add two trolls 
   
  DM Tips:   
   Be creative in adding some flair to the Three Sisters’ 
  movement and combat communications – have they 
  developed a short form from years of working together?  
  Do they use military-style hand signals?  Have fun!    
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  7 
   If the players lack motivation to engage in conversation, 
  have the sisters yell at them or have the drow call out for 
  help before passing back out. 
   If you know your party to be particularly lacking in heroism 
  (mercenaries that don’t care for others, etc.), you may 
  want to have at least one troll attack the party regardless 
  of the percentile roll result. 
  Friend or Foe? 
  Roll percentile dice:  50% or lower, all trolls attack 
  the party, 51-75%, one troll attacks the bounty 
  hunters and the other(s) attack the party, 76%-
  100% all trolls attack the bounty hunters. 
  Bounty Hunter reaction:  Regardless of scenario - if 
  at any point, the players purposely attack the Three 
  Sisters, they turn hostile and are hard to turn back 
  other than by being incapacitated. 
   Scenario 1.  If all the trolls attack the Bounty 
  Hunters, they assume that this is an ambush set up 
  by the players’ party.    It would take two DC15 
  checks to persuade them otherwise (Persuasion, 
  Intimidation or Deception can all work, give 
  advantage for creative RP).    The characters would 
  need to offer assistance in order to have any 
  chance at succeeding on the checks.    A strong 
  character attack against a troll or an action to 
  defend one of the sisters can count as a successful 
  check, but at least one social check would still 
  need to be made.  If the players fail to convince 
  them, the Three Sisters move to the natural 
  bunker-type rocks near the cave and set up a 
  defensive position in it – they block the entrance 
  and the low overhang makes it difficult for trolls to 
  get inside.  They may also try to snipe at any 
  casters that the players have as they would 
  assume that these are controlling the trolls.  If any 
  of the Sisters are reduced to below 30% HP, they 
  all attempt to flee.    
   Scenario 2.  If all the Trolls attack the player 
  characters, the Bounty Hunters ready their 
  weapons, setup a defensive position and do 
  nothing but observe for two turns.  Two successful 
  DC13 Charisma checks are required to get them to 
  assist the players (Persuasion, Intimidation or 
  Deception can all work, give advantage for 
  creative RP).   On the third combat turn, if the 
  players’ social checks have been successful, the 
  Bounty Hunters join the players’ side and help put 
  down the trolls.  If the players have failed to 
  convince the Bounty Hunters or have attacked 
  them, the bounty hunters circle around to a 
  position that provides cover and an easy escape 
  and then snipe at distance – they may attack both 
  players and trolls as their goal is to get the two 
  sides to weaken each other.    If their position is 
  threatened, they retreat and (try to) escape. 
   Scenario 3.  If the trolls split their attacks, the 
  Bounty Hunters are motivated to work together 
  with the player characters.  Only one DC10 check 
  is required to persuade them to join the players’ 
  side (Persuasion, Intimidation or Deception can all 
  work, give advantage for creative RP) 
   
  The imperiled drow.  As long as the players enter 
  the fighting in some way, Shintyrr Vith’tyl sneaks out 
  from behind the distracted Bounty Hunters and 
  sneaks around through the trees to whichever 
  player is closest to the tree line.    Time this as you 
  see fit and read or paraphrase the following: 
  A whimpering cough catches your attention.   Kneeling 
  behind a bush is an injured drow elf in an elaborate purple 
  cloak, which is currently stained with much blood.  He tries to 
  speak but ends up spitting out a wad of blood and 
  subsequently loses his footing and collapses.   
  It seems that in all the commotion, he used the last of his 
  strength to get away from his would-be captors.  He looks up 
  at you from the ground and gives you a toothy smile that 
  may have been charming, were his mouth not full of blood.  
  “You!” he says in excellent Common: “I know you not, but 
  know this – if you ensure my safety, you will be well 
  rewarded!  Help me..”  He coughs up more blood and seems 
  to have difficulty saying any more than he already has. 
  A DC13 Wisdom (Perception and/or Insight) check 
  at this point reveals that he’s entirely serious about 
  the proposition and that he seems to be outfitted in 
  rather pricey gear and a rich cloak that signifies 
  nobility.  If the players push for more from him, he 
  merely signals them to fight and potentially passes 
  out (but is considered stable.) 
  Development 
  Once the fight is over – the Three Sisters move 
  toward the slumped drow and demand that he be 
  handed over to them.  They wish to drag him back to 
  Phlan and potentially earn some reward.  In truth, 
  there is no certainty of any reward and it does not 
  take much to persuade them to leave him be.   
     If you feel that the players have the upper hand, it 
  takes a DC13 Charisma (Persuasion, Intimidation or 
  Deception) to get them to leave the drow alone.   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  8 
     If you feel that the Bounty Hunters have the upper 
  hand after the battle, it takes a DC15 check.    
   
  If the players’ negotiation involves a bribe, the DC of 
  the check is lowered by 1 for every 20g offered.  If 
  the negotiating player is a member of the Zhentarim, 
  the DC is instead lowered by 2 for every 20g offered. 
   
  Roleplaying Shintyrr Vith’tyl      
     Shintyrr is above all a skilled operator.  His skill with the 
  blade is bested only by his skill at manipulating others.  His 
  mind hatches schemes and these schemes in turn hatch 
  more.  If one were to unravel his deception, one would only 
  find another layer beyond. 
     He is a smooth and charismatic talker, with a talent for 
  being able to quickly evaluate his mark and alter plans 
  accordingly.   He also knows that sprinkling in just the right 
  amount of truth helps sell the biggest lies.  His main goal is to 
  secure passage back home, without being killed en route by 
  the fiend that has slain his retinue.    
     His secondary goal is complete his mission of tracking and 
  slaying the last member of the house Axcelon.   If he can 
  accomplish both– even better. 
     Shintyrr has decided that it is best to keep the adventurers 
  in the dark regarding the true danger of the journey and that 
  the genuine promise of reward should be enough.  Even if 
  subjected to a zone of truth or similar measures, he will be 
  able to dance around the questions.   
     If the players have acted with particular heroism during the 
  battle, he will play to their vanity by praising their deeds and 
  skill in saving him – this is done with taste and subtlety, not 
  over-theatrical boasting.   
  Fate:  It is important to the storyline that Shintyrr survives 
  until the start of Part 3 of this adventure. 
  With the bounty hunters gone, the drow seems to regain his 
  voice and introduces himself to the party.  “I am Shintyrr 
  Vith’tyl of the House Vith’Tyl, of the Zethlentyn Protectorate.   
  I thank you for saving me.  Please, accept this small payment 
  as recompense for your trouble.”   The drow reaches into a 
  velveteen pouch on his belt, produces two small diamonds 
  (worth 50g each) and holds them out as payment.    
     “Some of you may be hesitant,” he continues, “I know that 
  encounters with my kind are fraught with peril for surface-
  dwellers, but rest assured that I am in no condition to do you 
  harm, nor would I wish to.  As a matter of fact, perhaps your 
  able sword hands could be of further use.   Regardless, take 
  your earned reward and perhaps tell me more of who you 
  are and why you are here.” 
  Development 
  During the ensuing conversation, the party is able to 
  learn the following (not ALL details need be revealed 
  at this point and Shintyrr will not overshare 
  important info once the party has agreed to aid him): 
   He is a noble of good standing of the moderately 
  influential house Vith’tyl.    
   A DC13 Intelligence (History) check confirms the 
  existence and placement of this house and the 
  likelihood that they would greatly value the return 
  of one of their nobles.  (A person of Drow lineage 
  or relevant background may have advantage on 
  this check.)  
   He was traveling from one drow outpost to 
  another with several companions when they were 
  attacked and his companions  slain.   It is not 
  uncommon to be attacked in the Underdark.  His 
  companions – while not untrained— were not 
  combat experts and were overwhelmed by 
  superior numbers.   He was injured but managed 
  to escape with his life, just barely making it to the 
  surface, where he was found.  
   A successful DC 18 Wisdom (Insight) check reveals 
  that there is something off about the story.  The 
  story seems to be true, but his descriptions of the 
  attackers are somewhat vague.    If pressed, he 
  reveals that the attackers were of the house 
  Axcelon and likely a result of the recent hostilities 
  between the two houses, which he doesn’t 
  elaborate on:  “I won’t bore you with the political 
  details.”     If the previous history check had 
  succeeded, it can also be revealed that House 
  Axcelon is known to be a far lower ranked house 
  than House Vith’Tyl. 
   Shintyrr offers the party a reward of 1000g worth 
  of diamonds for escorting him through the caves 
  and the Underdark to the border of the Zethlentyn 
  Protectorate or the first friendly patrol that they 
  would come across.  
  o A DC10 Wisdom (Insight) check reveals the he 
  is being entirely truthful about the reward and 
  fully intends to pay the adventurers.   
  o A DC10 Charisma (Persuasion) check not only 
  results in him coughing up a pair of 50g 
  diamonds upfront, but in also writing out a note 
  that – in the event that he should perish during 
  the journey --  could be delivered to House 
  Vith’Tyl and see the party rewarded.  Part of the 
  note is in common and deals with the 
  circumstances of his meeting the characters 
  and their reward.  Inside the envelope is a 
  second note that he says is addressed to his 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  9 
  sister and that is sealed.  He hands the envelope 
  – including both notes to one of the players for 
  safekeeping and to demonstrate his trust in 
  them. 
  o At any later time, the characters may attempt to 
  open and read the second note.  Demand Sleight 
  of Hand, Deception or other checks as required 
  – reward players for their sneakiness – Shintyrr 
  would!  In truth, these checks automatically 
  succeed due to the fact that Shintyrr is not 
  paying particular attention and because he fully 
  expected the note to be read at some point.    
  The interior note is written in Undercommon 
  and reads:   “Dearest Sister Lemethra, if this note 
  finds you, then I have perished.  Please know that 
  I was not able to reach my destination for the 
  negotiations with Duranna’s daughter and her 
  aide.    If we are to have peace, you must send 
  another set of ambassadors or even come 
  yourself.  Please reward the carrier of this note 
  as I have instructed.”  
  o If they question Shintyrr about the note after 
  opening it, he feigns disapproval at the party’s 
  meddling, but begs them to still deliver the note 
  in case of his death.  He again says that he does 
  not want to bother them with the political 
  details, but shares that “he was on the way to 
  meet with two representatives of House 
  Axcelon and negotiate an end to their conflict.”   
  This is technically true, but he is careful to not 
  elaborate further. 
   Shintyrr stresses that time is of the essence for 
  them to begin their journey, as his path had been 
  clearly marked with his blood and the assailants 
  would have an easy time tracking him here to the 
  surface if they chose to do so.  He says that he 
  knows the passages below well and would be able 
  to guide the party in a different direction, where 
  they would be safe and able to take a longer rest.   
  If the party is particularly weak, consider granting 
  them a Short Rest that happens “while they tend 
  to Shintyrr’s wounds”. 
  Treasure: 
  In addition to anything offered by Shintyrr , the 
  trolls have 1000g in various coins and jewelry.  If the 
  three sisters are killed, they have another 300g and a 
  variety of mundane equipment that matches 
  weapons noted in their stat blocks. 
   
   
   
   
   
  What’s my motivation? 
  It is expected that most reasonable parties will find 
  motivation to accept the mission for the large amount of gold 
  offered or to simply help an injured person.    
   
    In the unlikely event that the party absolutely does not wish 
  to help Shintyrr (perhaps on the count of him being perceived 
  as “an evil drow” by overly good characters), consider using 
  Shintyrr’s Backup Deception detailed at the end of Part 2.  
  The motivation here would be to “stop an evil mage with an 
  evil demon!”  
    This option should only be used as a last resort and will 
  require additional DM adjustments throughout. 
  
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  10 
  Part 2:  Always Lie Twice 
  Estimated Duration: 60-75 minutes 
   Story Beat: The adventurers escort Shintyrr 
  through the Underdark and find that its reputation 
  for housing deadly and dangerous things is well 
  earned.  Eventually they discover the fate of 
  Shintyrr’s party and are ambushed. 
  Through the Underdark  
   The party proceeds through the caves leading into 
  the Underdark.  Where caves end and the 
  Underdark begins is hard to tell.    At several 
  points, characters with darkvision and a passive 
  Wisdom (Perception or Survival) of 13 or higher 
  are able to spot a blood trail.  The blood is 
  Shintyrr’s (and only his) and confirms that he had 
  indeed fled this way.  The freshness of the blood 
  confirms the timeline if required and there is no 
  sign of other passage.      
   Orientation note:   Map 2: Underdark Passages 
  shows the “correct” route that Shintyrr would lead 
  the party along.  Most passages (but not caverns) 
  contain additional turns that the group does not 
  take and that may result in the group being lost 
  forever in the Underdark.  Should Shintyrr perish 
  prior to Part 3 of the adventure (not 
  recommended!), his body contains a rough map 
  that indicates the path to the ambush-site from the 
  surface. 
   Eventually the party comes to a T-junction in the 
  caves (marked on Map 2).  Shintyrr points out his 
  own blood trail and that it leads off down the 
  passage to the right.  He suggests going left to 
  avoid the possibility of encountering any potential 
  pursuit.   In truth, there is no pursuit and his goal 
  is simply to avoid the area where his assassins 
  were ambushed, so as to not raise the group’s 
  suspicions.   If the group becomes suspicious 
  about his motives, he quickly praises their courage 
  in being willing to face danger and agrees to lead 
  them through the right passage.   
   Regardless of the path the characters choose, 
  Shintyrr stays near the back of the group, although 
  he does not insist on going last.  There is no 
  hidden motive to him staying back - he is injured 
  and does not wish to be a liability in combat (or to 
  be injured in it!) 
   Mechanically, there is no significant difference in 
  the path that the party chooses.  Both paths 
  contain two mostly empty chambers, the purpose 
  of which is to give them clues about Underdark 
  terrain.   
  Tricks of the Trade:  
   While there are no enemies in the first two caverns, these 
  areas’ purpose is to establish a false sense of security (or a 
  sense of paranoia) in the party.   For this reason, it is 
  recommended that you take as much care in describing (or 
  drawing out if you use a grid) these two as you do the third 
  one.   Allow the party to make some checks for safety, but 
  don’t let them waste a lot of time in the empty chambers. 
  Going Left: Cavern L1  
  If the group follows Shintyrr’s recommendation and 
  heads left, the eventually reach cavern L1 (Map 3a), 
  this is a typical Underdark cavern and contains little 
  of significance other than some fine examples of 
  stalagmites, stalactites and poisonous mushrooms.  
  The passage opens into a large cavern about 120 feet in 
  diameter and 20 to 40 feet high in places.  The area is quiet 
  and smells of wet earth and mushrooms.  The floor is uneven, 
  but not particularly hard to pass, except for several natural-
  looking fissures in the floor that look to be only a few feet 
  deep.  Dark and moist pyramids of five foot tall stalagmites 
  extend up from the ground in several places.  Almost 
  mirroring them, stalactites of similar size hang like ominous 
  dark icicles from above.  These are fine examples of 
  Underdark geology.   
   Closer examination of the room reveals no 
  dangers or much of interest.   
   The floors of the fissures in the room contain some 
  glowing and odd-smelling fungi.  A DC13 
  Intelligence (Nature) or Wisdom (Medicine) check 
  reveals that closer exposure to the smell may have 
  adverse effects.   You DO NOT want to stop and 
  smell these mushrooms!  If one touches or inhales 
  the odor of the mushrooms from within 5ft of 
  them, they must succeed on a DC15 Constitution 
  saving throw or be poisoned for 1 minute. 
   Characters that have not journeyed extensively in 
  deep caves or that are attuned to nature would 
  likely find the stalagmites and stalactites to be 
  fascinating. 
   There is a clear path leading deeper into the 
  Underdark on the other side of the chamber and 
  Shintyrr bids the characters to proceed. 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  11 
  Going Left: Cavern L2 
   This is a typical Underdark cavern and contains no 
  enemies (Map 3b).  The purpose here is to 
  establish atmosphere and provide some clues for 
  the future. 
  The passage opens into a(nother) large cavern about 100 feet 
  in diameter and 30 to 50 feet high in places.  There are 
  sounds of dripping and moving water. The source of these is 
  a small pool on the east side of the room that is fed by a tiny 
  stream.  The edge of pool is next to a one of two fissures in 
  the room and in spots water trickles down to its bottom. 
  Both the stalactites and stalagmites in this room are slightly 
  larger than in the last room, ranging from 10 to 15ft in 
  height.  The idea of flat, featureless terrain seems entirely 
  out of place here.     
   The fissures in the floor contain the same glowing 
  and odd-smelling fungi as room L1.  A DC13 
  Intelligence (Nature) or Wisdom (Medicine) check 
  reveals that closer exposure to the smell may have 
  adverse effects.   You DO NOT want to stop and 
  smell these mushrooms.  If one touches or inhales 
  the odor of the mushrooms from within 5ft of 
  them, they must succeed on a DC15 Constitution 
  saving throw or be poisoned for 1 minute. 
   A DC 13 Wisdom (Perception) check reveals a 
  skeleton in one of the corners of the cavern.  A 
  DC15 Intelligence (Investigation) or Wisdom 
  (Medicine) check reveals that the bones are about 
  6 months old and in very good condition, yet there 
  is absolutely no sign of rotting meat or any 
  remains of the dead person’s flesh.  If this check is 
  performed, Shintyrr shrugs and remarks 
  nonchalantly that “there are things in the 
  Underdark that eat EVERYTHING…” 
   DC13 Intelligence (Nature or History) check 
  allows characters to ascertain that the stalagmites 
  and stalactites get larger as you go deeper and that 
  contrary to typical geology, there isn’t always a 
  matching one above the other (whether this is due 
  to decay or magic is unclear, but it does seem 
  common). 
   The pool is harmless and the water is clear.   
  Characters may refill their water skins if they wish.  
  Every time someone touches the water, there 
  seems to be a barely audible and indecipherable 
  whisper from the pool.  It’s creepy, but seems to 
  have no ill effects and there is no way to ascertain 
  its nature.  If the characters persist, Shintyrr 
  advises that “there are many strange and ancient 
  things in the Underdark.  Men become lost and 
  mad seeking to solve such mysteries.” 
   Once again there is a clear path leading deeper 
  into the Underdark on the other side of the 
  chamber and Shintyrr bids the characters to 
  proceed. 
  Going Left: A Blocked Path 
  Shintyrr’s plan of avoiding the room with the 
  slaughter fails as the path he was going to take is 
  found to be collapsed.  He knows better than to try 
  to find a new path through the Underdark and 
  instead decides to take his chances going through 
  the cavern where his squad was attacked – even if 
  this means that adventurers figure out what really 
  took place. 
  Proceeding away from the cavern with the pool, the path 
  comes to another T-junction with a well-worn path leading to 
  the right and another, smaller and less prominent passage 
  going left.   Shintyrr instructs you to proceed left, but after a 
  hundred feet or so you come to a dead end. It seems that the 
  passage has recently collapsed.  Shintyrr rushes forward to 
  examine the collapse and mutters a curse in Undercommon – 
  he was not expecting this.    “This collapse is recent,” he says, 
  and after a brief pause continues: “but these things happen, 
  come, we must go the other way.”     He then points back the 
  way the group had come, toward the T-Junction. 
  Should anyone in the group wish to investigate 
  further, the do confirm that indeed the collapse was 
  entirely natural,  a few days old and extensive - it 
  cannot be cleared or passed through, even with 
  magic.    
     From here, the group takes the other path and 
  enters chamber LR3 – the Cavern of Death.  (Skip the 
  Going Right paragraph below.) Take care to 
  describe/map this cavern in a similar way to the 
  previous two, so as not to ruin the surprise!  
  Going Right: Caverns R1 and R2 
  Use the same descriptions as chambers L1 and L2 (in 
  the same order and refer to Map 3a and 3b).  Vary 
  the layout and overall size of the chamber somewhat, 
  but ensure that the stalagmites and stalactites get 5-
  10ft bigger in the second cavern.  Both caverns 
  should also feature traces of Shintyrr’s blood, but no 
  sign of pursuit (DC13 Wisdom (Survival) for the 
  latter).  There is no weird pool in the second cavern 
  on this side. 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  12 
  Cavern LR3:  The Cavern of Death 
  This is the cavern where the confrontation between 
  the assassins of house Vith’tyl and Axcelia Axcelon 
  took place (Map 3c).  The fresh bodies have since 
  attracted three ropers.   They will wait until the 
  party approaches before striking. 
     The ropers have already fed, but with there being 
  plenty more meat for later, they have setup a 
  position to defend their newfound food supply.   
  Ropers are extremely adept at using their 
  camouflage to their advantage.      Short of the group 
  being on specific lookout for ropers or firing blindly 
  at the creatures, the ropers surprise the party once it 
  has moved into the cavern.  If the party is cautious 
  and succeeds on an active Wisdom (Perception) 
  check of DC25, then the central roper does not gain 
  surprise.  If the party has noticed the difference in 
  the size of the stalagmites and stalactites, they may 
  have advantage on the active check. 
  The passage opens into a large oval-shaped cavern about 90 
  feet long and 60 feet wide at its longest points.  The ceiling 
  here is 20 to 40 feet high.  The area is quiet and smells of wet 
  earth, moisture and mushrooms.  The floor is relatively flat, 
  except for a few of the natural fissures you had seen before.  
  There are more fine examples of stalactites and stalagmites 
  here, these ones somewhat smaller, at seven to eight feet 
  each.   Slumped against the base of one such stalagmite in 
  the center of the room is the body of a drow.  Not far from it 
  and spread out in a rough semi-circle are four more such 
  bodies. 
  Once the party has entered the cavern and done 
  their PER check (if any), trigger the event.     
   
  The Assassin stat block can be used for Shintyrr, he 
  also has an a vial of special liquate that functions as 
  an Oil of Slipperiness  that he uses immediately upon 
  seeing the Ropers and then hides.  [This item is not 
  available as treasure.] 
  A closer look at the slumped drow reveals that it is somehow 
  hollow or diminished – like a fruit that has been squeezed or 
  dried.  Shintyrr, who had been staying back moves forward to 
  look. His expression changes suddenly to one of alarm as he 
  turns to you and utters a curse in Undercommon.   But it is 
  too late – bursting through the ribcage of the slumped drow 
  – an appendage reaches forward!  The stalagmite seems to 
  turn in place and a horrific maw full of teeth opens in 
  hunger… 
  The center roper activates right away, as does the 
  one on the ceiling above the entrance (behind the 
  players).   Use your own discretion for the third 
  roper and/or other creatures.   
   
  Tricks of the Trade   
  With certain parties, it may be fun to play up the aspect of 
  keeping Shintyrr safe from the ropers.  Should you decide to 
  do this, ensure that he “miraculously” survives this encounter 
  even if the players fail to protect him. 
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  13 
   
  Adjusting the Encounter 
  This encounter is intended to be very difficult and to drain 
  most of the party’s resources ahead of their interaction in 
  Part 3.   
   
  • Weak or Very Weak party:  remove two (ceiling) ropers, 
  add one Umber Hulk (behind party) 
  • Strong Party:  Add one umber hulk (behind party) 
  • Very Strong Party:  Add two umber hulks  
  Tactics:    
  The ropers are positioned in such a way so as to be able to 
  reach party members from most places in the room.  They 
  are unlikely to move unless they have to.    The ceiling ropers 
  remain on the ceiling!     
   
  For added challenge, you can have the ropers use one of 
  their tendril attacks to instead toss grappled players into the 
  fissures with the fungi.   Use the following rules:   
   Tossing a creature that is small or a Dwarf automatically 
  succeeds in accurately hitting one of the fissures.   
   Tossing a medium creature succeeds in the throwing but 
  has a 50% chance of missing the fissure.     
   Tossing a creature that is large or has the Powerful Build 
  trait automatically fails and the creature is released safely 
  10ft from where it was grappled.    
  Tossed creatures must succeed on a DC15 Dexterity saving 
  throw to avoid taking 2d4 bludgeoning damage.    Creatures 
  successfully tossed into a fissure must ALSO succeed on a 
  DC15 Constitution saving throw or be poisoned for 1 minute. 
   
  DM Tips:   
   Tracking the attacks of each of the ropers’ four tendrils 
  and who they have grappled can get complex.  It’s 
  beneficial to prepare special materials (tokens/ chart/etc.) 
  for this.   A set of such tokens is included in Appendix D. 
   Wrapping up:  Ropers have high AC and take a while to 
  defeat.  Don’t be afraid to call the encounter to an end 
  once the players have demonstrated their ability to finish 
  it with minimal further resource expenditure. 
  Once the battle ends, Shintyrr is sincerely apologetic 
  about not having spotted the ropers sooner.  He is 
  tired and injured and (unbeknownst to the players) 
  more concerned with his deception than party safety. 
  Treasure: 
  The players find several sets of mundane equipment 
  that include hand crossbows, scimitars and 2 vials of 
  poison (PHB).   
    
  Development 
  Examination of the scene and environs reveals the 
  following: 
   DC13 Wisdom (Perception) or Intelligence 
  (Investigation) – all drow bear longsword wounds 
  as well as bites from Underdark  creatures. 
   DC13 Wisdom (Medicine) – the drow were clearly 
  killed by the sword wounds and not by any of 
  these creatures. It is pretty clear that the creatures 
  have been eating the dead flesh.  A result of 20 or 
  higher reveals that there are also Umber Hulk 
  bites in addition to roper. 
  The following two special checks may be attempted 
  ONLY if characters with appropriate skills or 
  backgrounds are present.   They are NOT required to 
  progress in the mission.  As the players are given the 
  option of performing these, Shintyrr interferes and 
  tries to get them on their way quicker and away 
  from the bodies by suggesting they move on. 
  (1) DC17 Intelligence (History) – ONLY a character 
  with the Leadership feat, Soldier background, 
  Assassin class or a similar class or background 
  feature that grants in-depth knowledge of combat 
  tactics may make this special history check.  They 
  gain advantage and may add their proficiency bonus 
  to the check even if not proficient. 
    If successful, the check reveals that these particular 
  drow had assumed a defensive tactical position, 
  implying no small amount of training.  Coupled with 
  their equipment (much of which was recovered), 
  this very much looks like a very specialized combat 
  unit.  (An Assassin or Spy doing the check would 
  specifically identify it as a “hit squad”, while other 
  characters might not know the exact purpose). 
  (2) DC20 *Special* (Investigation) – ONLY a 
  character that is proficient with and has actively 
  wielded a one-handed sword (including Rapier) 
  during this adventure may perform this check.  They 
  gain advantage and instead of Intelligence 
  (Investigation), they may use their sword attack 
  modifier (ability + proficiency) to add to the roll.  A 
  character with the two-weapon fighting style or 
  dual-wielder feat gains advantage on the roll.  A 
  character with both automatically succeeds.    The 
  check can only be assisted by characters that meet 
  the criteria for making the check.    If the character 
  succeeds, read the following: 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  14 
  Your superb expertise with the blade allows you to easily 
  identify the wounds as having been made by longswords.  
  Their precision, however, is impressive even by your 
  standards.  As you try to visualize the maneuvers and specific 
  strikes that the assailants had to perform in order to inflict 
  wounds in this fashion, you find yourself dumbfounded – it 
  simply should not be possible. 
   What is not overtly revealed by the check is that 
  the real reason for the odd placement of the 
  wounds is due to them having been inflicted by 
  multiple swords striking simultaneously from the 
  same source.  Do not share this, but allow the 
  players to come up with theories such as magical 
  weapons, weird creatures with blades for arms, 
  etc.  They have no way to know for sure at this 
  point! 
   If questioned further by the party Shintyrr does 
  his best to maintain the deception.  He is adept 
  enough to know that speaking in half-truths is 
  more likely to be accepted than lying.   When 
  pressed, he will use (truthful) statements such as 
  “we were ambushed”, “we were seeking a member 
  of another house”, “they attacked with swords”, 
  “I’m certain they serve house Axcelon, one had an 
  insignia”, “I was wounded and out of the fight and 
  took my chance to escape”, “you’re being paid well 
  to deliver me safely, what do these details matter – 
  my men are dead and we must move if we’re to 
  avoid their fate!”   
  Development 
  Shintyrr is a good liar and his story is very plausible.  
  Do not feel the need to “feed” the players more than 
  this unless they are overly suspicious.  If the party 
  had succeeded on the two optional INVESTIGATION 
  checks AND a subsequent Wisdom (Insight) check of 
  DC20 checks on Shintyrr, he senses this breaking 
  point and moves on to his backup deception (see 
  sidebar).  If the party is does not push him to this, 
  skip the backup deception section and continue to 
  moving forward. 
    
  Shintyrr’s Backup Deception 
  This section is only to be used if specific triggers direct you 
  here.  Otherwise, skip to Moving Forward. 
   
  Read or Paraphrase the following: 
  Shintyrr hesitates momentarily as if coming to a decision.  His 
  breathing and demeanor all seem to change in subtle ways 
  and he is somehow less helpless, he seems to not care as 
  much for his wound and his expression is one of stern 
  determination.  “I suppose it’s time I tell you the truth.” 
   
  He then reveals the following to the characters: 
   His name is indeed Shintyrr and he is a trained assassin of 
  house Vith’tyl.   
   A powerful mage of house Axcelon had gone rogue and 
  was attempting a dangerous summoning.   The summoning 
  was perilous because it was unlikely that the mage had 
  enough power to control the fiend.  The exact nature of 
  the summoning was not known to him, as this was all 
  scryed by his sister Lemethra.   
   He led a squad of assassins to track down and kill the 
  rogue mage before the ritual was completed.  
   His squad was ambushed by some kind of sword-wielding 
  assassin, the likes of which he’d never seen.  She came out 
  of nowhere and moved with supernatural quickness, 
  making it hard to make out her form, he was knocked 
  away early in the fight and all he saw from the distance 
  was a multitude of flashing swords and his men screaming.  
  He knew they were overwhelmed and ran.  He is sure that 
  magic was involved as his men were highly trained and 
  would not have succumbed to a simple warrior – no 
  matter her skill. 
   If questioned about the nature of the “rogue mage”, he 
  explains that she was a rather unhinged mage of a low 
  house – unable to gain power or even a mentor within the 
  protectorate. She had stolen some scrolls which would 
  allow her a summoning far beyond her binding powers.   
  This was unacceptable for multiple reasons – if she failed 
  in the binding, an out of control fiend would be let loose, 
  free to do unspeakable evils, if she succeeded, she would 
  be in control of a powerful entity and would like use it to 
  try and build an army or leave the Underdark altogether 
  and strike at the surface…     
  Eventually he cuts off the players questions with a new 
  proposal:   “Yes, I did what I had to do to convince you to 
  escort me.  The fact is that you are being paid, so you should 
  not care.  Now that you know the truth, nothing has changed, 
  you will still be rewarded.  As a matter of fact, I have a better, 
  more lucrative offer for you!   
    Should we encounter Axcelia, help me complete my mission 
  and defeat her and any of her minions.  If allowed to reach 
  the surface, she would certainly commit acts of unspeakable 
  evil there.   Stopping her suits us both!  If that is not enough, 
  you can consider your reward doubled if we are to defeat her.   
  What have you to lose?  You’ve already come this far and you 
  seem more than capable.” 
   
  Moving Forward 
  The party is expected to choose to continue forward 
  and aid Shintyrr.  If they do so, he tells them that it’s 
  unwise to rest in this cavern as it has multiple entry 
  points and the bodies are sure to attract more 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  15 
  predators.  He knows that the next major cavern has 
  some high ground and a more easily defendable 
  position where they could take a longer rest. (This is 
  100% true from his point of view.)      
    If the party insists on resting in this cavern, prod 
  them along before the rest completes  with the 
  sounds of Umber Hulks Approaching from behind, 
  but allow them to spot these from a long distance 
  away and avoid confrontation (if they try to engage, 
  the umber hulks burrow and are lost to sight.  
  Shintyrr would then prod the party again to go 
  forward to the next cavern).  A fight with the Umber 
  Hulks would only waste time. 
   
  Tricks of the Trade 
  In the unlikely event that the characters choose to give up 
  the mission and/or head to the surface and are undeterred 
  by the Umber Hulks, you can adjust Part 3A to happen in 
  their current location and go from there. 
  
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  Part 3A:  A View to a Death 
  Estimated Duration: 30-45 minutes 
   Story Beat: Before the adventurers can rest, they 
  encounter the summoned fiend, who has her own 
  agenda – one that doesn’t include Shintyrr.     
   
  Tricks of the Trade 
  During this part of the adventure, the story has an 
  opportunity to branch off or shift in a variety of different 
  ways.  If you have not already done so, it is strongly 
  recommended that you familiarize yourself with all possible 
  outcome options in Parts 3 and 4, so that you are able to 
  react to arising situations appropriately.  A reference 
  flowchart is also included as Appendix C. 
  The Cavern of Fallen Spikes 
  The remainder of the adventure (including part 4) 
  takes place in this massive cavern.  It is so big that its 
  end cannot be seen (darkvision limits this also).  If 
  you are drawing the cavern’s map, only the “front” 
  part of it need be drawn at this point.  (Refer to Map 
  4 in Appendix). 
  Shintyrr guides you through several more cavelike passages.  
  Conscious of his injury and potential threats, he keeps to the 
  back of the party, allowing the more capable and better 
  armed of you to lead the way.   Eventually, the way opens 
  into a vast cavern, larger than any that you had passed.  
  Reaching as high as 120ft in places, the cavern floor is 
  covered by what appear to be a myriad of fallen stalactites 
  that must have come crashing down from the ceiling quite 
  some time ago.     
    Some of these had broken while falling, while many of the 
  larger ones instead became embedded in the floor and now 
  form a forest of platforms of different sizes and heights.   On 
  top of one such platform in the distance is a series of rocks 
  that have been arranged the shape of a small fence.   “Up 
  there,” Shintyrr says, pointing at what can barely be called a 
  structure, “we should be able to rest there.”  
  DM Tip:  The following confrontation with S’sheneth’rah 
  occurs out in the open, BEFORE the party gets a chance to 
  proceed to the camp. 
  The chamber is empty of threats and immediate 
  checks confirm this.   A magical check made 
  specifically to detect fiends and reaching at least to 
  350ft away would confirm that there is definitely a 
  strong presence, along with a general sense of there 
  being more beyond (the Underdark has evil things in 
  it!). 
  The Sounds of Silence 
  As the party moves into the cavern, but before they reach 
  the platform, the characters MAY hear a series of quick 
  “swoosh” sounds from somewhere in the distance.  
     Unbeknownst to the party, these are the sounds of a 
  creature teleporting 120ft at a time toward them.    There are 
  a total of 3 identical but progressively closer “swoosh” 
  sounds to be heard:  a passive perception of 20 is required to 
  hear them.    
     A character that hears the approach will not be subject to 
  disadvantage on initiative, should it be required.  
  Read or use the subsequent “in your own words” 
  sidebar to paraphrase the following: 
  It all seems to happen in a flash – in a horrific half-moment 
  that is barely long enough for your minds to register it.  As 
  some of  the party look for the source of the distant 
  “swoosh” sound, an imposing figure materializes directly 
  ahead. 
     Illuminated by the magical glow of two longswords in her 
  outstretched arms, the stern face and shapely gold-plated 
  chest of a woman reveal themselves from the darkness. Even 
  at this distance, the uncanny greenish glow of her eyes can 
  be seen.  Below those demonic eyes, two more arms emerge 
  from where none should be, then two more below those. 
     The four additional arms all hold longswords as well.  With 
  a malicious smile, the creature simultaneously twirls the 
  emerged swords, causing the four of them to light up with 
  the same magical glow as the two in her upper hands.   The 
  added light clearly illuminates the coiled tail of green scales 
  that forms the bottom of her body in place of legs.  The tail is 
  capped with a golden spike. 
    It is at this precise moment that Shintyrr peeks out from his 
  position at the back of the party.  “Liar!!!” hisses the creature 
  as her entire body spins and she disappears from sight in a 
  cloud of dust and with a – now loud – “swoosh”.   In the blink 
  of an eye she is beside Shintyrr.   
    He staggers a step and reaches for his blade, but isn’t quick 
  enough.   (…continued next page)  
  
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    The first sword strikes him just below the left knee, cutting 
  through bone with barely a sound.  The second sword strikes 
  - almost simultaneously - below his right knee, forever 
  depriving him of any hope of walking.   The third sword 
  severs his sword hand – the scimitar in it falling to the ground 
  with his fingers still clutching its handle.   The fourth sword 
  deprives him of his other arm, this time at the elbow.  The 
  look of shock on his face is replaced by recognition and his 
  initial scream of pain with a gurgling of blood that emerges in 
  cherry-coloured bubbles from his mouth.   
     The fifth sword skewers him through the left side of his 
  chest, allowing the creature to hold him aloft as her sixth 
  sword quickly lops the head clean off his shoulders.    As the 
  head is about to fall off with its now lifeless eyes frozen in 
  shock, it is struck from behind - mid-air - with a puncturing 
  spike that emerges like a third bloody eye from its forehead. 
  The creature holds the head aloft with her tail and turns it to 
  face you.    
    She shakes her tail playfully and the gruesome whitehaired 
  head briefly looks animated, like that of an old doll only with 
  strands of bloody flesh hanging from its neck instead of 
  sewing threads. 
    She looks to you and says in heavily hissed common:  “Thiss 
  one wass a liar,” and violently flings the head off her tail and 
  across the room where it splatters against a particularly sharp 
  rock, leaving a grey oozing stain before sliding down and out 
  of sight.    
    She brings the spiked end of her tail to her mouth and 
  relishingly licks the tip with a forked tongue.  “You are not 
  like thisss dark one…” she continues “Do you sserve him?  Do 
  you wisssssh to avengeshhh him?”  
  This is the marilith S’sheneth’rah. 
   
  Making It Your Own 
  If paraphrasing the above text box, the key points to 
  communicate are: 
  • A Six-armed, half-snake, half-female fiend (marilith) 
  appears. 
  • The Marilith recognizes and viciously slays Shintyrr before 
  the party can react.   
  • She demonstrates incredible speed and skill – striking 
  seven times – and it should be clear to the party that she may 
  be well beyond their ability to defeat. 
  • After slaying Shintyrr, she speaks to the party in broken 
  common. 
  • Roleplay and combat strategy for the Marilith can be 
  found hereafter. 
   
  If a character does anything other than provide her 
  with a clear and peacefully-intended answer, it is 
  suggested that the rest should proceed in initiative 
  order.     
   
  All players have disadvantage on initiative for this 
  encounter, S’sheneth’rah has advantage.  After 
  initiative is determined, if S’sheneth’rah is 
  determined to go first, she instead goes second (this 
  is done to allow her to respond to any player 
  speaking.)      
   
  Note that this is not meant to be a winnable combat 
  for the party.  However, it is fully expected that some 
  violence may occur and the general feeling of dread 
  and imminent defeat will only add to the experience!   
   
  S’sheneth’rah – Roleplay and Strategy:  
  S’sheneth’rah is a Marilith.  She was summoned into service 
  by Axcelia, but the binding ritual was interrupted and she 
  managed to get away.  She is now in a conflicted “half-
  bound” state the result of which is similar to having dual 
  personalities.    
     The bound part of her tells her to serve Axcelia – to destroy 
  Shintyrr and any others of his house.   On the other hand, her 
  true self wishes only to break free of the binding.  You may 
  want to accent the different sides of her by having her cock 
  her head a certain way or by giving her additional 
  mannerisms such as using her head to unsuccessfully shake-
  off “that other voice”.  She always hisses when she talks.    
    A Marilith is an evil creature by nature, but also one that is 
  brilliantly intelligent and a master tactician.  She is unable to 
  directly attack Axcelia and sees the adventurers as an 
  opportunity to break the bond for good. To this end, her 
  intent is to parlay with the adventurers.  
    However, she is impatient and fully aware of her power – if 
  the adventurers do anything to provoke her, she will knock 
  out the specific offender (but not kill them) and then attempt 
  to bargain again and so on until someone agrees to help her.    
    As a master strategist, she knows exactly who is a threat to 
  her and will focus her attacks accordingly.  Her goal is not to 
  kill the adventurers but to demonstrate her power and to 
  silence those that are preventing the party from agreeing to 
  aid her.                  
  Fate:  S’sheneth’rah is an important NPC throughout all 3 
  parts of Swords Below the Moonsea.  If she is somehow 
  defeated in this adventure, it should be by being forced to 
  retreat and not death. 
   
   
  
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  Adjusting the Encounter 
  The Marilith is meant to be a no-win scenario for a Tier 2 
  party, as such, no adjustments need be made to scale her 
  down for weaker parties. 
   
  S’sheneth’rah has Legendary Resistance and the maximum 
  possible HP of 270.   She is also subject to the Planebound  
  condition that leaves her unaffected by certain spells. 
   
  Legendary Resistance (3/Day).  If S’sheneth’rah fails a saving 
  throw, she can choose to succeed instead.  (Tactically, she is 
  more likely to use this to resist debilitation spells such as 
  Slow than pure damage spells.  She is aware of her 
  Planebound condition and does not use it on Banishment) 
   
  Planebound: 
  Due to the nature of Axcelia’s ritual, S’sheneth’rah is 
  forcefully prevented from traveling to another plane.  This 
  prevents her from returning to her own plane – both willingly 
  and unwillingly. 
     If any spell (such as Banishment or Dispel Good & Evil) is 
  cast on S’sheneth’rah that forces her to move planes, the 
  spell automatically fails (slot is used up) and instead has this 
  result (read aloud):   
    “As your spell takes shape, it does not have its intended 
  effect.  Instead, you momentarily see a set of ghostly spectral 
  chains that seem to be binding S’sheneth’rah to this plane.  
  As your spell hits, she is pulled and the chains strain but hold 
  her down.  She howls in agony at the stress.  You sense that 
  whatever it is that is binding her to this plane is beyond your 
  power to break.”   
    S’sheneth’rah also takes 2d10 points of force damage, but 
  only the first time that this happens.   
  Potential Outcomes 
  Successful Parlay 
  If the party manages to have a civilized conversation 
  with S’sheneth’rah, proceed to the Revelations 
  from S’Sheneth’rah section below.   
  Unsuccessful Parlay:    
  All out combat (S’sheneth’rah prevails).  If the 
  party – despite being given multiple opportunities to 
  parlay – insists on fighting to the death, run the fight 
  until only one party member remains standing and 
  then proceed to 3B: Axcelia Intervenes.   
   
  All out combat (Party Prevails).  In the unlikely 
  event of S’sheneth’rah dropping below 50hp, 
  proceed to 3B: Axcelia Intervenes, as she does. 
   
  Unforeseen situations.   3B:  Axcelia Intervenes 
  can be timed as you see fit.  However, the players 
  should deal with the consequences of their 
  interactions with S’sheneth’rah rather than be given 
  an easy way out.   
   
  Character Death.  It’s intended that a character 
  death to the marilith and the promise of 
  revivification from Axcelia would provide additional 
  motivation to co-operate with the drow mage.    
  However, if a character is subject to an effect 
  external to this adventure that prevents resurrection 
  – such as the death curse from the Tomb of 
  Annihilation – Axcelia should intervene prior to such 
  a death occurring! 
  Treasure:   
  Shintyrr’s body contains 900g in diamonds (3x300g).  
  These are only recovered in the event of a successful 
  parlay with S’sheneth’rah. 
  Revelations from S’Sheneth’rah 
   She was summoned by a drow named Axcelia.   
   Axcelia tried to bind her with a complex ritual of 
  great power, but the ritual was interrupted and 
  the marilith tried to get away, hoping that distance 
  would break the bond.  Distance has weakened, 
  but not broken it.  
   The ritual did have some effect, though she is 
  unsure of the full extent of it.   She knows that she 
  is unable to hurt Axcelia.  She also feels very 
  strongly the need to slaughter any drow bearing 
  the mark of House Vith’tyl.  She readily and 
  gleefully admits to single-handedly (technically 
  six-handedly) dispatching the entire squad of 
  assassins. 
   She can feel the link with Axcelia in her mind, but 
  it is unstable.  She knows Axcelia is seeking and 
  will eventually find her, though she believes that 
  Axcelia has been injured and is still some distance 
  away. 
   She asks the players to help her and slay Axcelia. If 
  asked about reward, she offers their lives and as 
  well as an opportunity to rest safely while she 
  keeps watch (a long rest).   A DC15 Charisma 
  (Persuasion) check convinces her to offer up 
  further reward “if treasure is what motivates you, 
  I will offer you some trinket of value”.   (She has a 
  gemmed bracelet worth 3000g) 
   Should the players seek to find out more about the 
  binding ritual via Arcana, Detect Magic or similar 
  means, they discover that the ritual that had been 
  
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  used was extremely powerful and beyond their 
  full comprehension or ability to influence/break.  
  A DC17 Intelligence (Arcana) check reveals the 
  details of S’sheneth’rah’s “planebound” condition.    
   If asked about her plans after she is set free, 
  S’sheneth’rah plays coy.  “Maybe, I will return to 
  my own plane.  Maybe I will go hunting in the 
  underdark.  Maybe I will go play with some more 
  dark oness.  Maybe I will come to the ssssurface 
  and visssit you in the night.”     A Wisdom (Insight) 
  check reveals that all of the above are equally true.     
   Assuming the players agree to assist, they are able 
  to take a long rest, which is uneventful except for 
  ONE of following OPTIONAL Interactions with 
  S’sheneth’rah that may take place.  
   
  
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  Interactions with S’sheneth’rah 
   
  If the characters successfully parlay with 
  S’sheneth’rah, they can have ONE of the following 
  two social interactions with her. These only occur 
  under the specific circumstances listed.   
    In both circumstances, the character will have a 
  choice to forego their long rest to gain a temporary 
  effect.  They must make this choice knowing that 
  they will receive the benefit of a short rest, but not 
  knowing the other benefit(s).   DO NOT SHOW THIS 
  PAGE TO PLAYERS, USE PLAYER HANDOUT 1 
  INSTEAD. 
   
   
  Social Interaction A.  A Student of Swordplay 
  A character proficient with and actively using a one-handed 
  sword throughout the adventure may attempt to convince 
  S’sheneth’rah to train them in sword tactics while others 
  rest.  This requires a DC13 Charisma (Persuasion) check.    
     If successful, the character chooses to forego the benefits 
  of a long rest and gains one level of exhaustion (as per 
  regular rules, not in addition to), the character also gains the 
  benefits of a short rest, plus the following temporary effect:  
      
  [Revealed to player] Student of Swordplay S’sheneth’rah has 
  taught you how to strike more effectively with your sword.  
  When you make a one-handed attack with a sword and that 
  attack does not have advantage, the next one-handed sword 
  attack that you make during the same round has advantage.    
  This effect is active only in the Swords Below the Moonsea 
  set of adventures. 
   
  [NOT revealed to player] Master of Swordplay: Only a fool 
  would use S’sheneth’rah’s own tactics against her.  If the 
  Student of Swordplay ability is used against S’sheneth’rah, 
  she uses one of her reactions to counter the attack – the 
  attack against her automatically misses and she makes one 
  melee attack versus the character, this attack automatically 
  hits, crits and does maximum damage. (The player must 
  declare that the source of their advantage is the Student of 
  Swordplay ability for this to trigger.) 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  DM TIP: Have the player note ONLY the Student of 
  Swordplay OR Tail to Tell temporary effect on their 
  character sheet as it will be used again in the 
  subsequent parts of Swords Below the Moonsea.   
  Unless it is triggered, do NOT reveal the Master of 
  Swordplay or the Crushing Disappointment part of 
  the effect to the player or ask them to note it.  
  Subsequent adventures will make DMs aware of it as 
  needed.   
   
   
   
  Social Interaction B.  A Tail to Tell 
  If any character demonstrates an unprovoked attraction to 
  S’sheneth’rah, she responds with interest and curiosity (but 
  not emotion).  If the character pursues this, a DC13 Charisma 
  (Persuasion) check results in the opportunity spend the 
  evening in S’sheneth’rah’s company. 
     By agreeing, the character will be choosing to forego the 
  benefits of a long rest    As a result of the interaction, the 
  character foregoes the benefits of a long rest and gains one 
  level of exhaustion (as per regular rules, not in addition to), 
  the character also gains the benefits of a short rest, plus the 
  following temporary effect: 
   
  [Revealed to Player] Tail to Tell:  Spending time in the 
  company of a marilith has given you a certain appreciation of 
  her.  You gain inspiration. Additionally, whenever you see 
  S’sheneth’rah in person and subsequently finish a short or 
  long rest, you gain Inspiration at the end of that rest.  If you 
  already have inspiration, you instead gain inspiration at the 
  end of the first turn after using it (once per rest).      This 
  effect is active only in the Swords Below the Moonsea set of 
  adventures. 
   
  [NOT revealed to player] Crushing Disappointment:  
  S’sheneth’rah seems to have gained a specific familiarity with 
  your physique.  Her tail attacks against you have advantage 
  and the DC to escape her grapple for you is DC25 rather than 
  the regular DC19.   
    
   
  After the characters rest, proceed to Part 4A. 
  
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  Part 3b:  Axcelia Intervenes 
   Story Beat: As per the notes in 3A, run this ONLY 
  if the party completely fails to parlay with 
  S’sheneth’rah and either the marilith or the party are 
  about to lose the fight.   
   
  Unbeknownst to the party, Axcelia has caught up and 
  is watching the confrontation from the safety of a 
  Greater Invisibility spell and the advantage of higher 
  ground (as appropriate).    She interferes just in the 
  knick of time – either stopping the marilith just as 
  she’s about to strike down a player OR by calling for 
  the players to stop.  This is a great opportunity for  a 
  dramatic moment – play it up in your description! 
  Roleplaying Axcelia:    
  Axcelia is far from mad.  The most talented magic 
  practitioner of her house, she had constantly been 
  underestimated in her abilities. 
     While it would be considered madness for others to 
  attempt such as powerful summoning as a Marilith, she had 
  the power it takes.  The summoning, however, was done 
  spur-of-the-moment and in desperation after her house was 
  attacked and wiped out.  She remains desperate and alone.   
  Her only hope of survival and vengeance is to complete the 
  ritual.    
     She cares not at all for the surfacers, but – like everyone 
  else – sees them as an opportunity to achieve her goals.    
     Axcelia is very forward and to the point.  She speaks 
  common but hates the sound of it.  “this surface tongue is 
  like a screeching fungus to my ears, but I suppose it will have 
  to do.”  If anyone speaks Undercommon, she will use that.  
  She will even offer to cast Tongues on a member of the party 
  so as not to be able to speak her own language.  
     As common for worshippers of Lolth, she has great disdain 
  for males and will typically address females first. “It seems 
  that I have no choice but to trust my safety to these males 
  that accompany you”. 
    Being a victim of great betrayal and personal loss, Axcelia is 
  the closest thing to being “the good guy” in this story, 
  however, she is still a Lolth-worshipping Drow!  
  Fate:  Axcelia is an important NPC throughout all 3 parts of 
  Swords Beneath the Moonsea.  If she is defeated, it should 
  be by being forced to retreat and not death. 
   
  If the players were losing the fight.  Axcelia offers 
  to call off the Marilith and aid any fallen party 
  members (including revivify!) in exchange for their 
  protection while she completes her binding ritual - 
  this means abandoning their commitment to 
  Shintyrr.     
  If the players were winning.  Axcelia thanks them 
  for distracting the Marilith but asks them firmly to 
  stop attacking now that the fiend is no longer a 
  threat (the Marilith visibly desists in any aggression 
  towards the party immediately)  OR ELSE. 
     Depending on the players’ demeanor, Axcelia 
  threatens to attack them if they do no stop.    Axcelia 
  would much rather gain the party’s assistance than 
  fight them, but if they are not interested, she will 
  “rain fiery death upon them!” 
     If the party accepts Axcelia’s offer, then the 
  Marilith is subdued and Axcelia spends her time 
  assisting the party – including resurrecting or 
  healing party members.   If the party wishes to fight 
  Axcelia, go to Part 4C. 
     
  Reviving the Party.  Should Axcelia need to revive 
  the party, consider that she has the Revivify spell 
  prepared.  She knows that clan Vith’tyl deals in 
  diamonds will search Shintyrr’s body for them.  She 
  will then use those as spell components and keep the 
  rest.  She will use her own diamonds if more than 3 
  people need to be revived.    
  Learnings from Axcelia 
  The party learns the following from Axcelia – all of 
  the below points are 100% true and she hides 
  nothing.   No checks are required for this 
  information and it should be shared liberally.  If you 
  wish to incorporate checks, use low DCs (i.e. 10-12). 
   She is part of House Axcelon.   
   Her house was attacked unprovoked by an allied 
  house - House Vith’tyl.  This was a politically 
  motivated move and while not unusual by Drow 
  standards, it was particularly vicious as the two 
  houses had long been allies, with house Axcelon 
  not being anywhere near a threat to the greater 
  house.  
   She narrowly escaped the city and attempted the 
  ritual.  She had long been preparing to do 
  something similar, but in desperation, she had 
  channeled all her power into it and the result was 
  “glorious!” 
   The Marilith had taken out the first party of 
  assassins, but a bigger party is on her trail – this 
  one with a powerful spellcaster – Shintyrr’s sister 
  Lemethra. 
   If shown or told about Shintyrr’s note to his sister, 
  Axcelia laughs at the party’s gullibility.   “Duranna 
  – he dares invoke my mother’s name when she 
  was long dead by the time this was written.  
  Probably at his very hand.   You saw the “tools of 
  peace” that Shintyrr and his assassins had brought 
  to their “negotiation” with me.  And this reward he 
  
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  speaks of for your party?  I’m quite sure it would 
  be similarly… peaceful.” 
   In the close proximity of Axcelia, S’sheneth’rah is 
  fully obedient to her and does not speak or act in 
  any notable way. 
   If players are concerned about S’sheneth’rah’s 
  freedom, Axcelia’s response is: “Freedom?  You are 
  fools indeed if you wish to see her unbound.  Have 
  you no idea what she is?  What she is capable of?  
  She could wipe out a city full of your “men”.   
   Axcelia’s intent is to escape and exact revenge 
  upon the other drow.  This option represents the 
  least amount of risk for the party as well as the 
  surface world in general, and should serve as 
  sufficient motivation for them to aid her. 
   
  Axcelia insists on resting before attempting to 
  complete the ritual.  The Marilith will stand guard 
  and everyone is able to get a long rest.  If the party 
  has made a deal with Axcelia, S’Sheneth’rah is 
  unlikely to participate in either of the Interactions 
  with S’sheneth’rah detailed in the previous section.  
  However, if you feel that the situation warrants an 
  interaction opportunity, offer it.     After the long 
  rest, proceed to Part 4. 
   
  In the event that the party chooses to attack Axcelia 
  during her intervention, run her encounter as 
  detailed in Part 4C. 
  
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  Part 4:  The Pact is 
  Not Enough 
  Estimated Duration: 60-90 minutes 
   Story Beat: In this - final – part of the adventure, 
  the adventurers must pick a side in the 
  confrontation between the two drow houses.  Their 
  choice determines their adversary. 
  Tricks of the Trade 
  The players have sufficient information from previous parts 
  of the adventure to know that they`ll be dealing with Drow.  
  If no one in the party speaks Undercommon, give the party a 
  hint to cast Comprehend Languages, Tongues or similar spell 
  prior to this part of the adventure.  
  Choices and Consequences 
  The climax of the adventure plays out one of several 
  ways based on the choices made thus far.  All events 
  play out in the massive cavern described in Part 3.  
  The cavern has a ceiling and sides, but stretches 
  forward a long way.   There is more than enough 
  space for some events to happen at a distance from 
  the party.  The options are as follows: 
   
  Side with S’sheneth’rah without Axcelia 
  intervening.  If the adventurers parlayed with the 
  Marilith demon and agreed to confront Axcelia, then 
  proceed to 4a.  This option will feature a final 
  opportunity to pick a side. 
  Side with Axcelia after her intervention.  If Axcelia 
  had to intervene and has convinced the adventurers 
  to aid her, proceed to 4b.   
  Attack Axcelia during the intervention.  If the 
  adventurers attacked Axcelia and intend to defeat 
  her, proceed to 4c. 
   
  Drow Racial Features 
  Several encounters in Part 4 of the adventure feature Drow.  
  If Drow racial features are not already part of their stat block, 
  all Drow in this adventure possess the following additional 
  traits: 
   
   Fey Ancestry. The drow has advantage on saving throws 
  against being charmed, and magic can't put the drow to 
  sleep. 
   Senses. Darkvision 120ft 
   Innate Spellcasting. The drow's spellcasting ability is 
  Charisma (Spell save DC 15 for Axcelia and Lemethra, DC 
  11 for all others). 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. 
   
  Roleplaying Lemethra Vith’tyl  
  Shintyrr's sister Lemethra is brash and cruel.  Proud of her 
  own divine prowess and worshipping the powers of the Nine 
  Hells, she treats the worshippers of Lolth and other 
  traditional pantheons with scorn and is always eager to show 
  off her superiority.   
     A former ally of Axcelia, she relishes her own part in the 
  betrayal and slaughter of House Axcelon.  Lemethra cares 
  little for the fate of the party, so long as they aid her ends.  
  Upon seeing their prowess in combat if they fight Axcelia, she 
  “lets them go” only to gain the upper hand against them later 
  on (the assassins in the Epilogue are either her doing or that 
  of her house). 
  Fate: Lemethra’s fate is of no consequence. 
  
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  Part 4a:  Picking Sides 
   Story Beat: The adventurers have agreed to help 
  the Marilith to defeat Axcelia.  Their long rest passes 
  without incident and the Marilith alerts them to 
  Axcelia’s approach. 
  “Sshe isss near… I can feel it.  Do not underesstimate her.  Ss-
  trike quickly and wisssthout mersscy.” 
  She then teleports away and out of sight (she is 
  actually hiding on one of the outcroppings in the 
  cavern, but is out of the encounter.) 
  Before the adventurers have too much time to 
  prepare, they are witness to Axcelia’s arrival, but it is 
  not quite what they had in mind!  Axcelia’s pursuers 
  have tracked her down and are hot on her trail.  She 
  arrives while being stalked by a drow war party!    
  The adventurers should have a good vantage point 
  from their camp to witness this, but there isn’t a lot 
  of time to prepare any kind of ambush or switch 
  spots.   
   
  Roleplaying Axcelia  
  For info on Axcelia, refer to sidebar with this title in part 3b. 
   
  Read or use the subsequent Making it your own 
  sidebar to paraphrase the following: 
    The sound of distant voices in the darkness is drowned out 
  by a massive explosion far off in the massive cavern! 
     A circle of fire briefly illuminates the cavern long enough for 
  you to see one of the fallen stalactites tilt and come crashing 
  to the ground where it had struck.   A person-sized streak of 
  white light is briefly visible moving away from the edge of 
  where the fireball struck, zig-zagging in your general 
  direction.    
    The cavern goes dark again and a cackling shout is heard 
  across the cavern in Undercommon “You cannot escape this 
  Axcelia!  Your house is gone.  Your ritual has failed.  Your 
  fiend has abandoned you.  End this foolish chase and I will 
  grant you a swift death!”  The voice echoes and dissipates in 
  the darkness. 
    After a few seconds, a second voice – this one somewhat 
  closer to you – shouts a response (also in undercommon).   
  “You are a fool Lemethra!   A fool for betraying our alliance 
  and a bigger one for following me.  You will pay in blood for 
  the senseless slaughter of my house.  This place will be your 
  tomb!”    
     This time you see the fireball launched and make a fiery arc 
  toward the source of the second voice.   As it approaches and 
  illuminates its destination, you see a drow with long white 
  hair and glinting armor stand facing the ball of fire.  She 
  makes a quick gesture with her fingers and blinks out of 
  existence just as the fireball strikes and splashes the cavern 
  with red light once again. 
     In another flash, she appears on top of a fallen stalactite 
  not far from you.  She braces herself behind a rock that 
  conceals her from the pursuers and looks at you with equal 
  parts surprise and apprehension.   She speaks in accented 
  common:  “You have picked a strange place for your 
  vacation, surfacers.   It is not safe for you here. I suggest you 
  flee if you wish to survive their assault!  They will not leave 
  anyone alive.”  
     Meanwhile, in the distance you see large horned fiends, 
  wreathed in flames and stalking toward your position.  Their 
  infernal flames illuminate numerous humanoid forms 
  accompanying them.  This is a Drow war party. 
  Making It Your Own 
  If paraphrasing, the key points to communicate are: 
  • A figure (actually Axcelia) appears in the distance and is 
  traveling by some magical but ground-based means 
  toward the party.   
  • Fireballs are landing in her wake as she is pursed by a 
  Drow hunting party. 
  • Shouting (in Undercommon) between Axcelia and 
  Lemethra identifies the two women.  
  • The shouting also hints at the fact that house Axcelon was 
  wiped out by house Vith’Tyl and Lemethra is here to finish 
  the job. 
  • Axcelia makes her way to the players and suggests they 
  leave in order to protect themselves (from Lemethra). 
  Layout:  Axcelia’s teleport takes her to a fallen 
  stalactite approx. 70ft away from the party.   It’s 
  close enough to have a shouting conversation, but 
  out of range of certain spells.   At the time of 
  Axcelia’s teleport, the Drow War party is approx. 
  200-300ft away.  Unless the War Party is attacked, 
  they proceed slowly and methodically forward – 
  they have the numbers advantage and magic.   
  If the party attacks Axcelia, the Drow War party 
  stops 200ft away and Lemethra calls out to the 
  party:   
  A stern female voice calls out to you from the main drow 
  force:  “Ah, unexpected allies!  Know that House Vith’tyl 
  approves of you slaying this fugitive.  Kill her and you may 
  leave with your lives.“ 
  
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    The lone drow gives you a last look as she prepares to 
  defend herself: “She lies.  They can leave no witnesses to this 
  atrocity,” she says, “do you truly wish to be her pawns?”        
  This is the party’s final chance to take Axcelia’s side, 
  If the party attacks Axcelia, proceed to 4c.  
   
  If the party talks with Axcelia, refer to the section 
  Learnings from Axcelia in part 3b.  In addition to 
  these, Axcelia points out that S’sheneth’Rah is hiding 
  in the chamber, allowing for the completion of the 
  ritual.     
     Axcelia implores the characters to aid her.  She 
  stresses that the characters would have no chance 
  against the house Vith’tyl force otherwise.  The 
  marilith however, could take on the Horned Devils 
  and make it a winnable fight.   
     Things are happening quickly, so there is no time 
  for a lengthy negotiation.  If the characters try to 
  stall by calling back down to Lemethra, her response 
  is that their only choices are to kill Axcelia or die 
  with her. 
      This is the party’s final chance to take the House 
  Vith’tyl side, if instead they agree to aid Axcelia, 
  proceed to 4b, if they choose to fight Axcelia, 
  proceed to 4c.    
      It should be very clear to the party that trying to 
  take on BOTH sides is suicide. If they persist, allow 
  one or both of Lemethra’s Horned Devils to engage 
  the party and Axcelia to make another offer of 
  assistance once this happens. 
   
  Helping the Party Decide 
   
  Choices can be hard to make for parties.  To help them, you 
  may need to summarize the situation.  Here are the key 
  points (adjust as required if the party has not learned some 
  of these): 
   
  The significant forces of house Vith’Tyl seem to be hunting 
  this lone drow Axcelia – they are clearly the aggressors.  They 
  are led by Lemethra Vith’Tyl (Shintyrr’s sister). 
   House Vith’tyl has promised to let you live if you kill 
  Axcelia.  
   Axcelia has told you that they are lying and would not let 
  you go.  She has been honest in all she has said. 
   A noble of house Vith’tyl – Shintyrr – died under your 
  protection.   
   Shintyrr had lied and tried to mislead you. 
   The marilith S’sheneth’Rah has also asked you to defeat 
  Axcelia, thereby freeing her – but has now disappeared. 
   Axcelia apparently has some control over the Marilith, so 
  assisting her does not necessarily mean fighting the 
  marilith (this is uncertain). 
   Axcelia is obviously a very powerful mage.   
   House Vith’tyl has several large fiends (Horned Devils) on 
  their side.     
   
    
  
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  Part 4b:  The Ritual 
      Story Beat: In this version of events, the 
  adventurers take Axcelia’s side and protect her from 
  Lemethra’s forces while she tries to complete the 
  binding ritual.     
   
  There are two versions of the introduction text, use 
  the appropriate one depending on how you arrived 
  at this point.    When the players make their choice to 
  take Axcelia’s side, she gives them her potion of 
  speed. 
   
  If coming from Axcelia Intervenes in Part 3b, the 
  drow forces arrive shortly after and begin 200ft 
  away (keep in mind the darkvision limitations here):    
  In the distance you see large fiends, wreathed in flames and 
  stalking toward your position.  Their infernal flames 
  illuminate numerous humanoid forms accompanying them.  
  Ahead of them, a cackling shout is heard across the cavern in 
  Undercommon “You cannot escape this Axcelia!  Your house 
  is gone.  Your ritual has failed.  Your fiend has abandoned 
  you.  End this foolish chase and I will grant you a swift 
  death!”    
     Axcelia responds with   “You are a fool Lemethra!  A fool for 
  betraying our alliance and a bigger one for following me.  You 
  will pay in blood for the slaughter of my family.  This place 
  will be your tomb!”      
     She turns to you and says with some concern:  “those are 
  Horned Devils - fierce and deadly.  You would be wise to 
  steer clear of them.   S’sheneth’Rah will keep them occupied 
  as I work on completing the ritual.  Focus on the drow, be 
  wary of Lemethra – her magic is almost on par with mine and 
  I will be unable to assist you.  Go and may the Mother of Dark 
  guide your efforts.” 
     With that said, Axcelia teleports to a nearby pillar that 
  grants her some cover and begins chanting words in a 
  language that you do not recognize.  The sound of it makes 
  your skin crawl. 
    With a telltale “whoosh” you also hear S’sheneth’rah 
  teleport away and appear partway to the drow position.  The 
  horned devils recognize their sworn enemy, let out a blood-
  curdling roar and take off madly in her direction!” 
  If coming from Part 4a, use the following text 
  instead: 
  Axcelia looks up and into the darkness and makes a quick 
  gesture with her fingers.  Almost instantaneously you hear 
  the familiar “swoosh” sound and S’sheneth’rah appears near 
  you.  The fiend smiles mischievously.    
  Axcelia turns to you and says with some concern:  “those are 
  Horned Devils.  Fierce and deadly.  You would be wise steer 
  clear of them.   S’sheneth’rah will keep them occupied as I 
  work on completing the ritual.  Focus on the drow and be 
  wary of Lemethra – her magic is almost on par with mine and 
  I will be unable to assist you.  Go and may the Mother of Dark 
  guide your hand.    
    With that said, Axcelia takes cover behind a rock on a 
  nearby pillar that grants her some cover and begins chanting 
  words in a language that you do not recognize.  The sound of 
  it makes your skin crawl.  With the familiar “swoosh” you also 
  see S’sheneth’rah teleport away and appear partway to the 
  Drow position.  The horned devils recognize their sworn 
  enemy, let out a blood-curdling roar and take off madly in 
  her direction!” 
  The fight is now on.  For all intents and purposes, the 
  Marilith and the Horned Devils are out of the fight.   
  Describe this to the players as them having 
  teleported away (she teleports, they fly after her 
  etc.!)   Feel free to provide periodic updates on their 
  battle to the players if you wish, but do not commit 
  to either side having an advantage.     
     Axcelia is also out of the fight – she is consumed 
  with casting her ritual, takes a while to complete.    
  The ritual’s power draws immediate attention from 
  Lemethra, who commands part of her party to “stop 
  her!”    At this, a pair of Spined Devils take off for her 
  position.  Axcelia has a Guardian of Lolth (Shield 
  Guardian) that she summons and that will protect 
  her from these, but won’t leave her side.  Axcelia 
  tells the party that her guardian will protect her and 
  the party need take care of the remaining forces.  
  The 2 spined devils will fight the guardian, but are 
  also considered “out of the fight”.   
  Adjusting the Encounter and Tactics 
  The Drow war party consists of Lemethra (War Priest), a 
  Drow Mage, 2 Spined Devils and 5 Drow thugs.   Lemethra 
  always begins the encounter under the effect of the death 
  ward spell. 
   
  Instead of regular War Priest spells, Lemethra’s spell list is as 
  follows: 
   Cantrips (at will): toll the dead (XGE), mending, sacred 
  flame, spare the dying 
  
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   1st level (4 slots): inflict wounds, guiding bolt, healing 
  word, shield of faith 
   2nd level (3 slots): lesser restoration, magic weapon, hold 
  person, silence, spiritual weapon 
   3rd level (3 slots): beacon of hope, crusader’s mantle, 
  dispel magic, revivify, spirit guardians, bestow curse 
   4th level (3 slots): banishment, freedom of movement, 
  death ward, stoneskin  
   5th level (1 slot): flame strike, insect plague, hold monster 
  Adjusting the Encounter 
  • Weak or Very Weak party: Remove all spined devils and 
  thugs, add 5 Drow. 
  • Strong Party:  one Horned Devil joins the combat against 
  the players after any 3 combatants are killed.   
  • Very Strong Party:  one Horned Devil fights the party from 
  the start. 
  Tactics:   Lemethra is overconfident and brash, thinking that 
  she can swipe these interlopers aside with ease.   She has her 
  Mage cast cloudkill on the Party’s position and then sends 
  forward her flying forces.  Her Drow take up cover positions 
  where possible and take advantage of their range and dark 
  vision.   Once any melee combatants approach, she engages 
  them straight on and with no mercy.   She attempts to use 
  banishment or one of her AoEs on opponents as they 
  approach, but once they close, she upcasts inflict wounds and 
  use her Guided Strike to make it hit even the heaviest-
  armored enemies (When in melee combat, her Drow minions 
  use an action to assist her in hitting heavily armored 
  opponents).    
    Her forces are experienced enough to be somewhat spread 
  out and to utilize their heavy crossbows from distance, 
  Spined Devils can provide crossbowmen with pack tactics 
  bonuses.  All enemies take advantage of darkness/sight 
  limitations.    
    When Lemethra is slain or knocked out, her Horned Devils 
  lose some of their motivation, allowing the Marilith to slay 
  them with ease (play this up as another cinematic moment!) 
  Lemethra’s Defeat 
  If the players knock out Lemethra, her Deathward 
  triggers, but she should be considered defeated and 
  knocked out – be sure to give players appropriate 
  credit for her defeat here and play up their victory 
  (despite the fact that Axcelia eventually gets the 
  actual killing blow).    Eventually she regains 
  consciousness and begs for her life, threatening that 
  her house will wipe out entire bloodlines, cities, etc.   
  She is full of vitriol.  (If the characters’ victory is still 
  in question at this point, you can delay her regaining 
  consciousness until a later moment and use the 
  death scene below to make her forces flee in fear.)    
   
  When the time comes, Read or use the subsequent 
  Making it your own sidebar to paraphrase the 
  following: 
  As the Lemethra crawls, curses and spits blood, a familiar 
  “swoosh” sound brings both S’sheneth’rah and Axcelia to her 
  side.   “You`ve done it! You`ve struck her down!” Axcelia 
  gleefully exclaims.  ``How does it feel to be alone Lemethra?  
  To be crawling?  Did you think your ward would save you?”  
  As Axcelia moves to Lemethra, the marilith smiles and 
  interposes herself between the fallen priestess and the party, 
  shaking her finger with a playful “nuh-uh”.      
     Free to exact her revenge, Axcelia walks up to Lemethra 
  and gives her a swift kick to the face.   She then kneels beside 
  her and in a shocking sight plunges her hand into the fallen 
  woman’s mouth to grab her by the tongue.      
    “Thirty-seven souls of my house have gone to meet Lolth 
  prematurely at your hand.  Thirty-seven souls that were loyal 
  to our alliance.  Thirty-seven souls betrayed by the foul twists 
  of this tongue.”  Axcelia straddles Lemethra’s twitching body 
  and raises her hands and eyes in what you begin to recognize 
  is a sort of prayer.  “Dark Mother, who has received thirty-
  seven souls of my kin to serve you on the other side, grant 
  them a final vengeance in your name!”   
    As she says this, she draws a black dagger from her side and 
  raises it in her hand above Lemethra’s open mouth.  But 
  instead of striking down, thirty-seven black spiders begin to 
  emerge one by one from the tip of the dagger and into 
  Lemethra’s mouth until she falls silent. 
    Axcelia stands up and watches.  Lemethra’s thrashing 
  intensifies until her entire body is convulsing at once.  Her 
  eyes turn black and begin to seep dark liquid as the slick black 
  bodies of spiders emerge from them, then from her ears, 
  then her nose and her stomach.  
    Finally the thrashing stops, Lemethra’s lifeless body 
  becomes still and the spiders all scurry away.   
  Making It Your Own 
  If paraphrasing, the key points to communicate are: 
  • As Lemethra lies dying, Axcelia moves to deliver the 
  deathblow. 
  • The Marilith teleports down to discourage the players 
  from interfering with her mistress. 
  • Axcelia utters a prayer to Lolth and brutally kills Lemethra. 
  • Axcelia then thanks the party for their assistance and gives 
  them her helmet as reward. 
  If Lemethra’s forces are not fully defeated by this 
  point, add:  
  
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  At the sight of their leader’s gruesome death, her remaining 
  forces disengage and flee into the darkness.  You have won 
  the day! 
   
  Axcelia turns to you and says:   “You have held up your end of 
  the bargain and have my gratitude.  Your aid here will not be 
  known to her house and you can live without fear of reprisal.   
  It is a doomed house in any case.   My ritual is complete, 
  S’Sheneth’rah and I are bound.    
     Other than that, I am alone.  The last pureblood of my line 
  and with nothing but a path of vengeance before me.  I have 
  little to reward your loyalty, yet, I wish to do so, as loyalty is 
  hard to come by.  Take this – it was the reason I was able to 
  escape and it should see you safely to the surface.”      
  Treasure  
  Axcelia gives the party her helm of teleportation.    
  The full description can be found in the rewards 
  section. 
   
  Tricks of the Trade 
  Remember that Axcelia is an Archmage, if she feels that the 
  adventurers might interfere with her revenge, she may cast a 
  wall of force dome around herself and Lemethra, preventing 
  such interference – the dome might even have been cast 
  before she begins – unbeknownst to the adventurers.   She 
  may not want to hurt them, but she doesn’t fully trust them 
  either. 
   
  Finally, of you feel that it would improve the player 
  experience, provide hints that subsequent adventures may 
  offer opportunities to deal with these characters in a more 
  “permanent” way. 
  
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  30 
  Part 4c:  Axcelia’s Stand 
     Story Beat: If Axcelia is cornered and has no choice 
  but to fight the players, the Marilith resists her and 
  does not assist.   Instead, Axcelia summons her 
  Guardian of Lolth (Use Shield Guardian stat block 
  and Female Drider appearance.  Note that Axcelia 
  touches a particular tattoo on her arm to summon it 
  and it is not available as treasure!) 
  Adjusting the Encounter and Tactics   
  In addition to the spells noted in her stat block (mage armor, 
  stoneskin, mind blank) Axcelia also begins the fight under the 
  effects of the haste and deathward spells, the Haste is a 
  result of her drinking a Potion of Speed and does not use up 
  one of her spell slots or concentration.  If she was attacked 
  during her intervention, she is under the effect of greater 
  Invisibility (using her own spell slot and concentration).  If her 
  deathward triggers, she is considered defeated.  She has 
  120ft Darkvision. 
   
  Axcelia’s AC with Mage Armor and Haste is 17.  Her Guardian 
  can use its reaction to add 2 more AC.  
  Instead of regular Archmage spells, Axcelia’s spell list is as 
  follows: 
  • Cantrips (at will): chill touch, fire bolt, mage hand, 
  prestidigitation, shocking grasp 
  • 1st level (4 slots): detect magic, shield, mage armor*, magic 
  missile 
  • 2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  • 3rd level (3 slots): counterspell, fly, dispel magic 
  • 4th level (3 slots): banishment, vitriolic sphere, stoneskin* 
  • 5th level (3 slots): cone of cold, synaptic static, cloudkill 
  • 6th level (1 slot): globe of invulnerability 
  • 7th level (1 slot): reverse gravity 
  • 8th level (1 slot): mind blank* 
  • 9th level (1 slot): time stop 
   
  Adjusting the Encounter 
  • Very Weak party: Guardian of Lolth has 75 HP.  Axcelia 
  does not start with haste and has no 9th level spell slot. 
  • Weak Party: Guardian of Lolth has 100hp, Axcelia does not 
  have a 9th level spell slot.     
  • Average Party: Axcelia,  Guardian of Lolth, 2 phase spiders.   
  • Strong Party:  Axcelia, Guardian of Lolth, 4 Phase Spiders.   
  • Very Strong Party:  Axcelia, Guardian of Lolth, 6 Phase 
  Spiders.  
  Tactics:  With the marilith not obeying her, Axcelia has no 
  choice but to defeat the adventurers and escape.  Axcelia’s 
  Guardian has a 4th level dispel magic spell stored within it 
  and uses it to dispel any effect that somehow disables Axcelia 
  (it uses her casting ability if needed).   The phase spiders 
  appear after Axcelia’s first turn and should go on at least two 
  separate initiatives from each other.    
  Spell use suggestions:  If invisible, Axcelia begins by casting 
  synaptic static (XGE) on the party. If visible, she casts time 
  stop, puts up a globe of invulnerability and then casts it.  
  Against weaker parties, she will upcast vitriolic sphere 
  (EE/XGE) at 7th level or use Reverse Gravity.   These tactics 
  can be altered, but she should generally start off with an area 
  of effect spell aimed at the party’s position. She starts out of 
  range of counterspell.  
   
  Tricks of the Trade 
  Care should be taken in using Axcelia’s full power, especially 
  against weaker parties.  Murdering the adventurers is not 
  her goal.  If she is winning, she leaves them and escapes. 
     In the event that Axcelia has a significant upper hand on the 
  party and escapes, the disgusted Lemethra takes the bulk of 
  her forces and follows (ending the party’s interaction with 
  them).  She leaves behind a pair of drow ordered to finish off 
  the party.    
    If the party is clearly no match for Axcelia, she may choose 
  to escape earlier, allowing for a more meaningful encounter 
  with (more of) Lemethra’s forces instead.  Adjust as required. 
  Axcelia’s Defeat 
  If Axcelia is reduced below 20HP or her Deathward 
  spell triggers, whatever blow reduces her beyond 
  this amount has the following effect:   
     “The blow(/spell/etc.) catches Axcelia’s head and only her 
  helmet prevents it from being fatal.  With a scream of pain, 
  the drow mage falls to the ground, her helm cracking and 
  tumbling off her head as she does.  A large bloody gash can 
  be seen across her dark face as she lies helpless.   
     In the distance, a second scream echoes this one.   In the 
  distance S’sheneth’rah can be seen recoiling in disbelief as an 
  identical gash appears across her face.  “No! Ssshe cannot!” 
  howls the Marilith, then teleports down to Axcelia, drawing 
  her swords as if to protect her.    
  Unbeknownst to S'sheneth’rah until now, the ritual 
  had bonded her life-force to Axcelia’s and she now 
  realizes that she may die if Axcelia is killed.   If the 
  players persist, S'sheneth’rah does her best to shield 
  Axcelia from death and on the next turn, teleports 
  them both away.   
     Before the teleport, regardless of whether she is 
  knocked out or not, Axcelia falls visibly to the 
  ground, drained of strength and bleeding. 
     S’sheneth’rah takes her body and teleports away.   
  It should be clear to players that they have defeated 
  Axcelia, though whether she is actually dead should 
  be left ambiguous (she’s not!).   
  
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  31 
     Lemethra approaches and examines the scene.  She picks 
  up Axcelia’s broken helm and examines it with a mixture of 
  recognition and disgust.   
     “Ah, so this is her little trick.  Without this, she is as good as 
  dead.  And you, surfacers – speak as to why you should not 
  be slain where you stand?”     
  Tricks of the Trade 
  Axcelia has a contingency spell prepared.  In the event that a 
  hostile action is about to be taken against her after her 
  deathward has triggered, she uses dimension door (pre-cast 
  as part of the contingency spell) to teleport as far as possible 
  to safety.  This can be as an alternate description of her 
  escape if it works better with the battlefield narrative. 
   
  Finally, if you feel that it would improve the player 
  experience, provide hints that subsequent adventures may 
  offer opportunities to deal with these characters in a more 
  “permanent” way. 
  Conclusion (4C only) 
     As long as the players make some mention of 
  Shintyrr and fulfilling their mission, Lemethra will 
  consider her continued pursuit of Axcelia to be more 
  important than battling a bunch of insignificant 
  interlopers.   She lets the players walk away.   
    She refuses to honor Shintyrr’s promise of reward – 
  laughing at the note (if present).  “Dearest Sister –
  haha - that man had no more love for me than a 
  fighting cock for its master.  Are all surfacers so daft? 
  Here, take this – a broken relic of a broken goddess, 
  perhaps you can sell the metal for a few coins.  I 
  believe your mission here is at an end.  You are 
  dangerously close to our borders and if you are still 
  here when we return, this will not be taken kindly.”    
  (Lemethra and house Vith’tyl house do not worship 
  Lolth and she fully believes that the magic helm is 
  broken.)   With this, she turns away, signals to her 
  war band and they continue away. 
   
  Treasure  
  Lemethra leaves the party with the Axcelia’s  helm of 
  teleportation which appears to be broken. 
  The full description can be found in the rewards 
  section. 
   
  Epilogue (All Paths): 
  Diamonds are for 
  Payment 
  Estimated Duration: 5min (can be extended to 
  30min if time allows). 
   Story Beat:   The epilogue sets up future adventures 
  related to this one and is intended to be somewhat 
  mysterious.   
      It is not expected that time will allow for the combat 
  in the epilogue to be played out.  However, in the event 
  of there being spare time the encounter details are 
  provided.  There is no specific map for this encounter. 
   
  Several days after the adventurers return from their 
  adventure in the Underdark and have had a chance 
  to travel to the city, they are ambushed by 3 
  assassins, who are quickly dispatched.   
     The assassins die rather than say anything to the 
  party.  They are all human and natives of Phlan.  
  They were hired inconspicuously and genuinely do 
  not know the individual who paid them.   On their 
  bodies, characters find the assassins’ advance 
  payment.  This payment consists of two small 
  diamonds worth 50g each.  The diamonds are held 
  in a tiny pouch made of exquisite purple silk.        
      
  If you wish to play out the combat, adjust as follows:  
  Adjusting the Encounter 
  • Very Weak party: Remove 2 Assassins, add 2 
  Swashbucklers 
  • Weak Party:  Remove 1 Assassin, add 1 Swashbuckler. 
  • Strong or Very Strong Party:  add 1 Assassin. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  32 
  Rewards 
  Make sure players 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 (Min/Max XP: 4,500/6000 
  ea.) 
  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. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Assassin  
   
   
  3,900 
  Axcelia Axcelon (Archmage) 
  8,400 
  Drow 
   
   
   
  50 
  Drow Mage 
   
   
  2,900 
  Drow Thug 
   
   
  100 
  Ettin 
   
   
   
  1,100 
   
   
  Guardian of Lolth (Shield Guardian) 2,900 
  Horned Devil 
   
   
  7,200 
  Lemethra Vith`Tyl (War Priest) 
  5,000 
  Phase Spider 
   
   
  700 
  Roper 
   
   
   
  1,800 
   
   
  Spined Devil 
   
   
  450 
  S’sheneth’rah (Marilith) 
   
  15,000 
  Three Sisters (Swashbuckler) 
  700 (each) 
   
  Troll 
   
   
   
  1,800 
  Umber Hulk 
   
   
  1,800 
   
  XP Notes:  The party does not get the XP for the 2 
  Horned Devils defeated by S’sheneth’Rah, nor for the 
  2 Spined Devils defeated by Axcelia’s Guardian of 
  Lolth.  Nor does the party need to share the XP from 
  their kills with those NPCs, unless they end up 
  further assisting.   Axcelia and Lemethra are both 
  considered defeated and grant XP, even if the party 
  does not land the killing blow. 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Negotiating peacefully with 
  500 
  the Three Sisters 
  Negotiating peacefully with 
  500 
  the S`sheneth`Rah 
  Negotiating peacefully with 
  200 
  Axcelia 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Initial Payment from Shintyrr 
  100 
  Troll Hoard 
   
   
  1000 
  Shintyrr`s Diamond Stash  
  900 
  S`sheneth`rah`s Bracelet   
  3000 
   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 system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Weave (Helm of Teleportation) 
  Wondrous Item, rare (requires attunement) 
  This helmet has been crafted out of mithril and 
  fashioned into the shape of a spider.  The back plate 
  of the helm is the spider’s body and head.  When it is 
  held to the back of the wearer’s head, eight thin 
  spidery legs extend and wrap around the head and 
  face of the wearer to form the helmet.  The feel of the 
  legs over skin is soft and silken – a sensation that is 
  both comfortable and extremely unsettling to the 
  unaccustomed wearer.     
    A worshipper of Lolth would pause in envy and awe 
  at the sight of such fine worksmanship.  When the 
  helmet is used, all those being transported hear a 
  whisper spoken in Undercommon.  The words say 
  “Across the weave”.   This item can be found in 
  Player Handout 2. 
  Potion of Speed 
  Potion, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  33 
  Story Awards 
  Players do not earn specific story awards for this 
  adventure, however, for the purpose of referencing 
  their progress in future Swords Below the Moonsea 
  adventures, they should note a 3-letter story code on 
  their log sheet for this adventure.  This will make it 
  easy for DMs of follow-up adventures to ensure 
  consistency in NPC interactions with the characters. 
  The code should consist of 3 letters assigned as 
  follows: 
   
  First Letter – Fate of the Three Sisters: 
   A – if the players treated peacefully with 3 sisters 
   B – if the players fought, but did not kill the 3 
  sisters 
   C – if the players killed any of the 3 sisters 
  Second Letter – Final Underdark Confrontation: 
   A – if the players sided with Axcelia during the 
  battle in Part 4. 
   B – if the players sided with Lemethra (against 
  Axcelia) during the battle in Part 4. 
   C – if the players died, quit, or killed all the NPCs. 
   
  Third Letter – Interactions with S’sheneth’rah: 
  Note: this letter may be different for different 
  members of the party. 
   A – if the player did not participate in either 
  interaction 
   B – if the player gained the “Student of Swordplay” 
  temporary effect. 
   C – if the player gained the “Tail to Tell” temporary 
  effect. 
   
  Example:  if the party treated peacefully with the 3 
  Sisters, took Axcelia’s side in the confrontation and 
  did not gain any interaction effects, everyone in the 
  party would record their code as “AAA”. 
  Player Rewards 
  For completing this adventure, players earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG). 
  DM Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  34 
  Appendix. Monster/NPC 
  Statistics 
  Assassin 
  Medium humanoid (human), Neutral Evil 
  Challenge 8 (3,900 XP) 
   
  Armor Class: 15 (studded leather) 
  Hit Points: 78 (12d8+24) 
  Speed: 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (0) 
  10 (0) 
   
  Passive Perception: 13 
  Saving Throws: Dex +6, Int +4 
  Skills: Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9 
  Damage Resistances: poison 
  Languages: Thieves' cant plus any two languages 
   
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn't taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take 
  only half damage, the assassin instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Sneak Attack (1/Turn). The assassin deals an extra 
  13 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 ft. of an ally of the assassin that 
  isn't incapacitated and the assassin doesn't have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The assassin makes two shortsword 
  attacks. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Source: Monster Manual 
  Axcelia Axcelon (Drow Archmage) 
  Medium humanoid (Elf), Lawful Evil 
  Challenge 12 (8,400 XP) 
   
  Armor Class: 12 (15 with mage armor) 
  Hit Points: 99 (18d8+18) 
  Speed: 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Passive Perception: 12 
  Saving Throws: Int +9, Wis +6 
  Skills: Arcana +13, History +13 
  Damage Resistances: damage from spells; non 
  magical bludgeoning, piercing, and slashing (from 
  stoneskin) 
  Senses: darkvision 120 ft. 
  Languages: Undercommon, Common, Elvish, 
  Abyssal, Infernal, Draconic 
   
  Magic Resistance. Axcelia has advantage on saving 
  throws against spells and other magical effects. 
  Spellcasting. Axcelia is an 18th-level spellcaster. 
  Her spellcasting ability is Intelligence (spell save DC 
  17, +9 to hit with spell attacks). She can cast 
  disguise self and invisibility at will and has the 
  following wizard spells prepared:  
  • Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  • 1st level (4 slots): detect magic, identify, mage 
  armor*, magic missile 
  • 2nd level (3 slots): detect thoughts, mirror image, 
  misty step 
  • 3rd level (3 slots): counterspell,fly, lightning bolt 
  • 4th level (3 slots): banishment, fire shield, 
  stoneskin* 
  • 5th level (3 slots): cone of cold, scrying, wall of 
  force 
  • 6th level (1 slot): globe of invulnerability 
  • 7th level (1 slot): teleport 
  • 8th level (1 slot): mind blank* 
  • 9th level (1 slot): time stop 
  * The archmage casts these spells on itself before 
  combat 
   
   Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage. 
  Source: Monster Manual 
  See sidebar on page 30 for adjustments to this creature. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
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  Drow Mage 
  Medium humanoid (elf), neutral evil 
  Challenge 7 (2,900 XP) 
   
  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) 
   
  Passive Perception: 14 
  Skills: Arcana +6, Deception +5, Perception +4, 
  Stealth +5 
  Senses: darkvision 120 ft. 
  Languages: Elvish, Undercommon 
   
  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) 
   
  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. 
   
  Source: Monster Manual 
  Drow 
  Medium humanoid (elf), neutral evil 
  Challenge 1/4 (50 XP) 
   
  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) 
   
  Passive Perception: 12 
  Skills: Perception +2, Stealth +4 
  Senses: darkvision 120 ft. 
  Languages: Elvish, Undercommon 
   
  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. 
  Source: Monster Manual  
   
   
   
    
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  36 
  Ettin 
  Large giant, chaotic evil 
  Challenge 4 (1,100 XP) 
   
  Armor Class: 12 (natural armor) 
  Hit Points: 85 (10d10+30) 
  Speed: 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (0) 
  8 (-1) 
   
  Passive Perception: 14 
  Skills: Perception +4 
  Senses: darkvision 60 ft. 
  Languages: Giant, Orc 
   
  Two Heads. The ettin has advantage on Wisdom 
  (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious. 
  Wakeful. When one of the ettin's heads is asleep, its 
  other head is awake. 
    
  Actions 
  Multiattack. The ettin makes two attacks: one with 
  its battleaxe and one with its morningstar. 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. 
   
  Source: Monster Manual  
  Guardian of Lolth (Shield Guardian) 
  Large construct, unaligned 
  Challenge 7 (2,900 XP) 
   
  Armor Class: 17 (natural armor) 
  Hit Points: 142 (15d10+60) 
  Speed: 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (-1) 
  18 (+4) 
  7 (-2) 
  10 (0) 
  3 (-4) 
   
  Passive Perception: 10 
  Damage Immunities: poison 
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses: blindsight 10 ft., darkvision 60 ft. 
  Languages: understands commands given in any 
  language but can't speak 
   
  Bound. The shield guardian is magically bound to an 
  amulet. As long as the guardian and its amulet are on 
  the same plane of existence, the amulet's wearer can 
  telepathically call the guardian to travel to it, and the 
  guardian knows the distance and direction to the 
  amulet. If the guardian is within 60 feet of the 
  amulet's wearer, half of any damage the wearer 
  takes (rounded up) is transferred to the guardian. 
  Regeneration. The shield guardian regains 10 hit 
  points at the start of its turn if it has at least 1 hit. 
  point. 
  Spell Storing. A spellcaster who wears the shield 
  guardian's amulet can cause the guardian to store 
  one spell of 4th level or lower. To do so, the wearer 
  must cast the spell on the guardian. The spell has no 
  effect but is stored within the guardian. When 
  commanded to do so by the wearer or when a 
  situation arises that was predefined by the 
  spellcaster, the guardian casts the stored spell with 
  any parameters set by the original caster, requiring 
  no components. When the spell is cast or a new spell 
  is stored, any previously stored spell is lost.   
   Actions 
  Multiattack. The guardian makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   Reactions 
  Shield. When a creature makes an attack against the 
  wearer of the guardian's amulet, the guardian grants 
  a +2 bonus to the wearer's AC if the guardian is 
  within 5 feet of the wearer. 
  Source: Monster Manual  
  Axcelia’s Guardian has dispel magic stored, see the 
  encounter’s tactics text for usage conditions.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  37 
  Horned Devil 
  Large fiend (devil), lawful evil 
  Challenge 11 (7,200 XP) 
   
  Armor Class: 18 (natural armor) 
  Hit Points: 178 (17d10+85) 
  Speed: 20 ft., fly 60 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  17 (+3) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  17 (+3) 
   
  Passive Perception: 13 
  Saving Throws: Str +10, Dex +7, Wis +7, Cha +7 
  Damage Resistances: cold, bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren't 
  silvered 
  Damage Immunities: fire, poison 
  Condition Immunities: poisoned 
  Senses: darkvision 120 ft. 
  Languages: Infernal, telepathy 120 ft.
   
  Devil's Sight. Magical darkness doesn't impede the 
  devil's darkvision. 
  Magic Resistance. The devil has advantage on 
  saving throws against spells and other magical 
  effects 
   Actions 
  Multiattack. The devil makes three melee attacks: 
  two with its fork and one with its tail. It can use Hurl 
  Flame in place of any melee attack. 
  Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 15 (2d8 + 6) piercing damage. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 10 (1d8 + 6) piercing damage. If the 
  target is a creature other than an undead or a 
  construct, it must succeed on a DC 17 Constitution 
  saving throw or lose 10 (3d6) hit points at the start 
  of each of its turns due to an infernal wound. Each 
  time the devil hits the wounded target with this 
  attack, the damage dealt by the wound increases by 
  10 (3d6). Any creature can take an action to stanch 
  the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target 
  receives magical healing. 
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 
  150 ft., one target. Hit: 14 (4d6) fire damage. If the 
  target is a flammable object that isn't being worn or 
  carried, it also catches fire. 
   
  Source: Monster Manual  
  Lemethra Vith’tyl (War Priest) 
  Medium humanoid (Drow), Chaotic Evil 
  Challenge 9 (5,000 XP) 
   
  Armor Class: 18 (plate) 
  Hit Points: 117 (18d8+36) 
  Speed: 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (0) 
  14 (+2) 
  11 (0) 
  17 (+3) 
  13 (+1) 
   
  Passive Perception: 13 
  Saving Throws: Con +6, Wis +7 
  Skills: Intimidation +5, Religion +4 
  Senses: darkvision 120 ft. 
  Languages: any two languages 
   
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 
  to hit with spell attacks). It has the following cleric 
  spells prepared: 
  Cantrips (at will): light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): divine favor, guiding bolt, healing 
  word, shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon 
  3rd level (3 slots): beacon of hope, crusader’s 
  mantle, dispel magic, revivify, spirit guardians, water 
  wall 
  4th level (3 slots): banishment, freedom of 
  movement, guardian of faith, stoneskin  
  5th level (1 slot): flame strike, mass cure wounds, 
  hold monster 
  Actions 
  Multiattack. The priest makes two melee attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 +3) bludgeoning damage. 
   Reactions 
  Guided Strike (Recharges after a Short or Long 
  Rest). The priest grants a +10 bonus to an attack roll 
  made by itself or another creature within 30 feet of 
  it. The priest can make this choice after the roll is 
  made but before it hits or misses. 
  Source: Volo`s Guide to Monsters 
  See sidebar on pages 27-28 for adjustments to this creature. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-PHA-01 Six Summoned Swords 
   
   
  38 
  Phase Spider 
  Large monstrosity, unaligned 
  Challenge 3 (700 XP) 
   
  Armor Class: 13 (natural armor) 
  Hit Points: 32 (5d10+5) 
  Speed: 30 ft., climb 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  15 (+2) 
  12 (+1) 
  6 (-2) 
  10 (0) 
  6 (-2) 
   
  Passive Perception: 10 
  Skills: Stealth +6 
  Senses: darkvision 60 ft. 
   
  Ethereal Jaunt. As a bonus action, the spider can 
  magically shift from the Material Plane to the 
  Ethereal Plane, or vice versa. 
  Spider Climb. The spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Web Walker. The spider ignores movement 
  restrictions caused by webbing. 
    
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 18 (4d8) poison damage on a failed save, or 
  half as much damage on a successful one. If the 
  poison damage reduces the target to 0 hit points, the 
  target is stable but poisoned for 1 hour, even after 
  regaining hit points, and is paralyzed while poisoned 
  in this way. 
   
  Source: Monster Manual  
   
  Roper 
  Large monstrosity, neutral evil 
  Challenge 5 (1,800 XP) 
   
  Armor Class: 20 (natural armor) 
  Hit Points: 93 (11d10+33) 
  Speed: 10 ft., climb 10 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (-1) 
  17 (+3) 
  7 (-2) 
  16 (+3) 
  6 (-2) 
   
  Passive Perception: 16 
  Skills: Perception +6, Stealth +5 
  Senses: darkvision 60 ft. 
   
  False Appearance. While the roper remains 
  motionless, it is indistinguishable from a normal 
  cave formation, such as a stalagmite. 
  Grasping Tendrils. The roper can have up to six 
  tendrils at a time. Each tendril can be attacked (AC 
  20; 10 hit points; immunity to poison and psychic 
  damage). Destroying a tendril deals no damage to 
  the roper, which can extrude a replacement tendril 
  on its next turn. A tendril can also be broken if a 
  creature takes an action and succeeds on a DC 15 
  Strength check against it. 
  Spider Climb. The roper can climb difficult surfaces, 
  including upside down on ceilings, without needing 
  to make an ability check. 
    
  Actions 
  Multiattack. The roper makes four attacks with its 
  tendrils, uses Reel, and makes one attack with its 
  bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8 + 4) piercing damage. 
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 
  ft., one creature. Hit: The target is grappled (escape 
  DC 15). Until the grapple ends, the target is 
  restrained and has disadvantage on Strength checks 
  and Strength saving throws, and the roper can't use 
  the same tendril on another target. 
  Reel. The roper pulls each creature grappled by it up to 
  25 ft. straight toward it. 
  Source: Monster Manual  
   
  
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  S’sheneth’rah (Marilith) 
  Large fiend (demon), chaotic evil 
  Challenge 16 (15,000 XP) 
   
  Armor Class: 18 (natural armor) 
  Hit Points: 189 (18d10+90) 
  Speed: 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5) 
   
  Passive Perception: 13 
  Saving Throws: Str +9, Con +10, Wis +8, Cha +10 
  Damage Resistances: cold, fire, lightning, 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities: poison 
  Condition Immunities: poisoned 
  Senses: truesight 120 ft. 
  Languages: Abyssal, telepathy 120 ft. 
   
  Magic Resistance. The marilith has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The marilith's weapon attacks are 
  magical. 
  Reactive. The marilith can take one reaction on 
  every turn in combat. 
    
  Actions 
  Multiattack. The marilith can make seven attacks: 
  six with its longswords and one with its tail. 
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. Hit: 15 (2d10 + 4) bludgeoning 
  damage. If the target is Medium or smaller, it is 
  grappled (escape DC 19). Until this grapple ends, the 
  target is restrained, the marilith can automatically 
  hit the target with its tail, and the marilith can't 
  make tail attacks against other targets. 
  Teleport. The marilith magically teleports, along 
  with any equipment it is wearing or carrying, up to 
  120 feet to an unoccupied space it can see. 
   
  Reactions 
  Parry. The marilith adds 5 to its AC against one 
  melee attack that would hit it. To do so, the marilith 
  must see the attacker and be wielding a melee 
  weapon. 
  Source: Monster Manual  
  See sidebar on page 19 for adjustments to this creature. 
  Spined Devil 
  Small fiend (devil), lawful evil 
  Challenge 2 (450 XP) 
   
  Armor Class: 13 (natural armor) 
  Hit Points: 22 (5d6+5) 
  Speed: 20 ft., fly 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (0) 
  15 (+2) 
  12 (+1) 
  11 (0) 
  14 (+2) 
  8 (-1) 
   
  Passive Perception: 12 
  Damage Resistances: cold, bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren't 
  silvered 
  Damage Immunities: fire, poison 
  Condition Immunities: poisoned 
  Senses: darkvision 120 ft. 
  Languages: Infernal, telepathy 120 ft. 
   
  Devil's Sight. Magical darkness doesn't impede the 
  devil's darkvision. 
  Flyby. The devil doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach. 
  Limited Spines. The devil has twelve tail spines. 
  Used spines regrow by the time the devil finishes a 
  long rest. 
  Magic Resistance. The devil has advantage on 
  saving throws against spells and other magical 
  effects. 
    
  Actions 
  Multiattack. The devil makes two attacks: one with 
  its bite and one with its fork or two with its tail 
  spines. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) piercing damage. 
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 
  20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing 
  damage plus 3 (1d6) fire damage. 
   
  Source: Monster Manual 
    
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
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  Three Sisters (Swashbuckler) 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Challenge 3 (700 XP) 
   
  Armor Class: 17 (leather armor) 
  Hit Points: 66 (12d8+12) 
  Speed: 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (0) 
  15 (+2) 
   
  Passive Perception: 10 
  Skills: Acrobatics +8, Athletics +5, Persuasion +6 
  Languages: any one language (usually Common) 
   
   
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its 
  turns. 
  Suave Defense. While the swashbuckler is wearing 
  light or no armor and wielding no shield, its AC 
  includes its Charisma modifier. 
    
  Actions 
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d4+4) piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8+4) piercing damage. 
   
  Source: Volo`s Guide to Monsters 
  Thug (Drow) 
  Medium humanoid, any non-good alignment 
  Challenge 1/2 (100 XP) 
   
  Armor Class: 11 (leather armor) 
  Hit Points: 32 (5d8+10) 
  Speed: 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (0) 
  14 (+2) 
  10 (0) 
  10 (0) 
  11 (0) 
   
  Passive Perception: 10 
  Skills: Intimidation +2 
  Senses: darkvision 120 ft. 
  Languages: Undercommon 
   
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug's 
  allies is within 5 ft. of the creature and the ally isn't 
  incapacitated. 
    
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Source: Monster Manual  
  See sidebar on page 24 for adjustments to this creature. 
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  41 
  Troll 
  Large giant, chaotic evil 
  Challenge 5 (1,800 XP) 
   
  Armor Class: 15 (natural armor) 
  Hit Points: 84 (8d10+40) 
  Speed: 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (-2) 
  9 (-1) 
  7 (-2) 
   
  Passive Perception: 12 
  Skills: Perception +2 
  Senses: darkvision 60 ft. 
  Languages: Giant 
   
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Regeneration. The troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage, 
  this trait doesn't function at the start of the troll's 
  next turn. The troll dies only if it starts its turn with 
  0 hit points and doesn't regenerate. 
  Actions 
  Multiattack. The troll makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Source: Monster Manual  
  Umber Hulk 
  Large monstrosity, chaotic evil 
  Challenge 5 (1,800 XP) 
   
  Armor Class: 18 (natural armor) 
  Hit Points: 93 (11d10+33) 
  Speed: 30 ft., burrow 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  13 (+1) 
  16 (+3) 
  9 (-1) 
  10 (0) 
  10 (0) 
   
  Passive Perception: 10 
  Senses: darkvision 120 ft., tremorsense 60 ft. 
  Languages: Umber Hulk 
   
  Confusing Gaze. When a creature starts its turn 
  within 30 feet of the umber hulk and is able to see 
  the umber hulk's eyes, the umber hulk can magically 
  force it to make a DC 15 Charisma saving throw, 
  unless the umber hulk is incapacitated. 
  On a failed saving throw, the creature can't take 
  reactions until the start of its next turn and rolls a d8 
  to determine what it does during that turn. On a 1 to 
  4, the creature does nothing. On a 5 or 6, the 
  creature takes no action but uses all its movement to 
  move in a random direction. On a 7 or 8, the creature 
  makes one melee attack against a random creature, 
  or it does nothing if no creature is within reach. 
  Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the umber hulk until the 
  start of its next turn, when it can avert its eyes again. 
  If the creature looks at the umber hulk in the 
  meantime, it must immediately make the save. 
  Tunneler. The umber hulk can burrow through 
  solid rock at half its burrowing speed and leaves a 5 
  foot-wide, 8-foot-high tunnel in its wake. 
    
  Actions 
  Multiattack. The umber hulk makes three attacks: 
  two with its claws and one with its mandibles. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) slashing damage. 
  Mandibles. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Source: Monster Manual  
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
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  Map 1:  Road to Phlan  
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  43 
  Map 2:  Underdark Passages
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  44 
  Map 3a:  Cavern 1 (L1/R1)
   
  Map 3b:  Cavern 2 (L2/R2) 
  Map 3c:  Cavern of Death
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
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  Map 4: Cavern of Fallen Spikes 
   
  Note:  this map can be drawn out in 2 sections (or 
  two grid mats) as detailed on the following page.  If 
  you have absolutely no choice but to reduce the map, 
  the suggestion is drop 10 squares from the top and 
  10 from the bottom. 
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  46 
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  47 
  Appendix A. NPC Tent Cards 
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  48 
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  49 
   
   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  50 
  Appendix B.  Location and NPC Summary 
  Location and NPC Summary 
  The following NPCs,  locations and entities feature 
  prominently in this adventure. 
   
  Axcelia Axcelon (Axe-sell-ya).  Female drow mage, last 
  surviving member of House Axcelon. 
   
  House Axcelon.  A lower house of the Zethlentyn 
  Protectorate.  Worshippers of Lolth and until recently the 
  purveyors of a large diamond mine, a joint-venture with House 
  Vith’tyl. 
   
  House Vith’tyl.  The 7th house of the Zethlentyn 
  Protectorate.  This house does not worship Lolth.  Instead, 
  they draw their power from summoning and/or enslaving 
  devils.   
   
  Lemethra Vith’tyl (Le-meth-ra). Drow War Priest of House 
  Vith’tyl of the Zethlentyn Protectorate.  
   
  Shintyrr Vith’tyl (Shin-teer). Drow Assassin of House Vith’tyl  
   
  S’sheneth’rah (Shae-net-RAH).  A fiend summoned by 
  Axcelia. 
   
  Three Sisters.  Zhentarim bounty hunters.   The three sisters 
  are females of different races: a tabaxi named Misty, a kenku 
  named Donna and a dark-skinned human named Bleak. 
   
  Zethlentyn Protectorate. A geopolitical alliance of drow 
  houses.  The protectorate is religion-agnostic and allows 
  houses of different faiths to co-operate in trade and mutual 
  protection from external threats.  
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  51 
  Appendix C. Flowchart   
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  52 
  Appendix D.  Play Tokens   
  Tentacle grapple and mushroom poisoning play tokens.
  
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  CCC-PHA-01 Six Summoned Swords 
   
   
  53 
   
  Player Handout 1. 
  During the course of this adventure, the characters 
  may gain one of the following temporary effects: 
  Student of Swordplay 
  S’sheneth’rah has taught you how to strike more effectively 
  with your sword.  When you make a one-handed attack with a 
  sword and that attack does not have advantage, the next one-
  handed sword attack that you make during the same round 
  has advantage.    This effect is active only in the Swords Below 
  the Moonsea set of adventures. 
  Tail to Tell   
  Spending time in the company of a marilith has given you a 
  certain appreciation of her.  You gain inspiration. Additionally, 
  whenever you see S’sheneth’rah in person and subsequently 
  finish a short or long rest, you gain Inspiration at the end of 
  that rest.  If you already have inspiration, you instead gain 
  inspiration at the end of the first turn after using it (once per 
  rest).      This effect is active only in the Swords Below the 
  Moonsea set of adventures. 
  Player Handout 2. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Weave (Helm of Teleportation) 
  Wondrous Item, rare (Requires Attunement) 
  The helm called “Weave” once belonged to the drow 
  mage Axcelia Axcelon. It is crafted out of mithral and 
  fashioned into the shape of a spider.   When held to 
  the back of the wearer’s head, eight thin spidery legs 
  extend and wrap around the head and face of the 
  wearer to form the helmet.  The feel of the legs over 
  skin is soft and silken – a sensation that is both 
  comfortable and extremely unsettling to the 
  unaccustomed wearer.  
       A worshipper of Lolth would pause in envy and 
  awe at the sight of such fine workmanship.  
   When the helmet is used, all those being transported 
  hear the words “Across the weave” whispered softly 
  in undercommon.    
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
  
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